User:ReckyDaGuy/sandbox

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Blanka
Blanka's portrait in Super Turbo.
Character Data
Forward Walk Speed 36
Backwards Walk Speed 30
Pre-Jump Frames 4/3
Forwards Jump Duration 38
Backwards Jump Duration 39
Landing Frames 8*
Jump Height Apex 104
Forwards Jump Distance 121
Backwards Jump Distance 121
Soft Knockdown Recovery 35
Hard Knockdown Recovery 72



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Standing Normals

cl.lp
Close Jab
Close Light Punch
5LP / cl.Lp.png
Blanka stcljab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 Special, Super Mid 0-40
Startup Active Recovery Total Frame Adv. Meter
5 2 9 16 +2 2/1

Blanka slaps his opponent.

  • Ok for ticking, but close Strong better in almost every way.
  • Can special cancel this move, unlike Old Blanka.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stcljab2&6.png Blanka stcljab3.png Blanka stcljab4.png Blanka stcljab5.png Blanka stcljab2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 2 2 1
Simplified 5 2 9

frlp

Far Jab
Far Light Punch
5LP / cl.Lp.png
Blanka stfarjab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 Special, Super Mid 22+
Startup Active Recovery Total Frame Adv. Meter
5 3 11 29 -1 2/1

Another slap, now right handed.

  • Good priority and damage, but has a slow recovery.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarjab2&6.png Blanka stfarjab3.png Blanka stfarjab4.png Blanka stfarjab5.png Blanka stfarjab2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 3 4 3 3 1
Simplified 4 3 11


cl.mp

Close Strong
Close Medium Punch
5MP / cl.Mp.png
Blanka stclstrng2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 60 Special, Super Mid 0-40
Startup Active Recovery Total Frame Adv. Meter
3 4 3 10 +11 4/3

A quick stab.

  • Great as a combo starter, a hit confirm, or a tick.
  • You can link several moves after this due to the great recovery, but you can't charge for specials since that will give you a command Headbutt.

Click to toggle detailed hitbox data.

Blanka stclstrng1&3.png Blanka stclstrng2.png Blanka stclstrng1&3.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 4 2 1
Simplified 3 4 3

frmp

Far Strong
Far Medium Punch
5MP / fr.Mp.png
Blanka stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 60 Special, Super Mid 41+
Startup Active Recovery Total Frame Adv. Meter
6 2 7 15 +9 4/3

A downwards swipe anti-air.

  • Important against characters with bad priority aerials, like Zangief and T. Hawk.
  • Be accurate when using this move, since it's only out for 2 frames.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarstrng2.png Blanka stfarstrng3.png Blanka stfarstrng4.png Blanka stfarstrng5.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 3 2 2 3 3 1
Simplified 6 2 7


clhp

Standing Fierce
Heavy Punch
5HP / Hp.png
Blanka stclfrc3 stfarfrc3.png
Blanka stclfrc4 stfarfrc4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 7 (4/3) 18 32 -3/+1 5/4

A two handed upwards claw swipe.

  • Can be used as an anti-air and anti cross-up from up close.
  • You can also use this as a meaty for massive frame advantage, or for setting up frame traps. Otherwise, this move is pretty unsafe.
  • Also does good damage and stun. Try using this after a close Strong.

Click to toggle detailed hitbox data.


Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stclfrc2&6 stfarfrc2&6.png Blanka stclfrc3 stfarfrc3.png Blanka stclfrc4 stfarfrc4.png Blanka stclfrc5 stfarfrc5.png Blanka stclfrc2&6 stfarfrc2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 3 3 4 3 10 7 1
Simplified 7 7 18


cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
Blanka stclshrt6.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 None Mid 0-43
Startup Active Recovery Total Frame Adv. Meter
14 4 13 31 -4 2/1

Blanka jumps in the air and knees his opponent.

  • This move is awful.

Click to toggle detailed hitbox data.

  • Startup/Active:
Blanka stclshrt1 stclfrwrd1.png Blanka stclshrt2 stclfrwrd2.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclshrt5&7 stclfrwrd7.png Blanka stclshrt6.png
Frame Count 1 + 3 3 3 2 2 4
Simplified 14 4
  • Recovery:
Blanka stclshrt5&7 stclfrwrd7.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt10 stclfrwrd10 stclrh8 stfarrh8.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 3 3 3 3 1
Simplified 13

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
Blanka stfarshrt4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 None Mid 44+
Startup Active Recovery Total Frame Adv. Meter
7 4 7 18 +2 2/1

A spear kick with good range and incredible priority.

  • Blanka's only realistic ground defense against Honda's Hundred Hand Slaps besides trading with electricity.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarshrt2&6.png Blanka stfarshrt3&5.png Blanka stfarshrt4.png Blanka stfarshrt3&5.png Blanka stfarshrt2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 3 3 1
Simplified 7 4 7


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
Blanka stclfrwrd5.png
First hit
Blanka stclfrwrd6.png
Second hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] x 2 5~11 x 2 60 x 2 None Mid 0-46
Startup Active Recovery Total Frame Adv. Meter
12 6 (2 + 4) 13 31 +1/+1(0) 4/3 x 2

A double-hitting knee attack.

  • Much better than close Short, but still not as good as Headbutt.

Click to toggle detailed hitbox data.

  • Startup/Active:
Blanka stclshrt1 stclfrwrd1.png Blanka stclshrt2 stclfrwrd2.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclfrwrd5.png Blanka stclfrwrd6.png
Frame Count 1 + 3 3 3 2 2 4
Simplified 12 2 4
  • Recovery:
Blanka stclshrt5&7 stclfrwrd7.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt10 stclfrwrd10 stclrh8 stfarrh8.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 3 3 3 3 1
Simplified 13

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
Blanka stfarfrwrd4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 None Mid 47+
Startup Active Recovery Total Frame Adv. Meter
7 4 7 18 +7 4/3

A more acrobatic kick.

  • Can be used as a trade anti-air, but its generally not as good as far Strong.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarfrwrd2&6.png Blanka stfarfrwrd3&5.png Blanka stfarfrwrd4.png Blanka stfarfrwrd3&5.png Blanka stfarfrwrd2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 3 3 1
Simplified 7 4 7


clhk

Standing Roundhouse
Standing Heavy Kick
5HK / Hk.png
Blanka stclrh3 stfarrh3.png
Blanka stclrh4 stfarrh4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 11 (6/5) 21 39 -10/-4 5/4

Blanka does a cool flip.

  • Useful as an anti-air and anti crossup.
  • Can also be used after close Strong for combos.

Click to toggle detailed hitbox data.

  • Startup/Active:
Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stclrh2 stfarrh2.png Blanka stclrh3 stfarrh3.png Blanka stclrh4 stfarrh4.png
Frame Count 1 + 3 3 6 5
Simplified 7 11
  • Recovery:
Blanka stclrh5 stfarrh5.png Blanka stclrh6 stfarrh6.png Blanka stclrh7 stfarrh7.png Blanka stclshrt10 stclfrwrd10 stclrh8 stfarrh8.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 5 5 5 5 1
Simplified 21


Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
Blanka crjab4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 0~5 40 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
9 3 7 19 +3 2/1

A claw swipe.

  • Has its uses, such as waiting for Shotos to land from Tatsumakis.

Click to toggle detailed hitbox data.

Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png Blanka crjab2&6.png Blanka crjab3&5.png Blanka crjab4.png Blanka crjab3&5.png Blanka crjab2&6.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 2 2 4 3 3 3 1
Simplified 9 3 7

crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
Blanka crstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 60 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 3 17 27 -2 4/3

A more upwards claw swipe.

  • Decent range, but sort of slow.
  • Can beat Boxer's crouching Strong if you're close enough.

Click to toggle detailed hitbox data.

  • Startup/Active
Blanka crstrng1&7.png Blanka crstrng2&6.png Blanka crstrng3.png
Frame Count 1 + 3 3 3
Simplified 7 3
  • Recovery:
Blanka crstrng4.png Blanka crstrng5.png Blanka crstrng2&6.png Blanka crstrng1&7.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 7 3 3 3 1
Simplified 17


crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
Blanka crfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
9 6 18 33 -2 5/4

Blanka's long range crouching punch.

  • Good damage and stun, but relatively long startup and mediocre priority.

Click to toggle detailed hitbox data.

Blanka crfrc1&5.png Blanka crfrc2&4.png Blanka crfrc3.png Blanka crfrc2&4.png Blanka crfrc1&5.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 4 4 6 10 7 1
Simplified 9 6 18


crlk
Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
Blanka crshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 0~5 40 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
5 4 7 16 +2 2/1

A shorter range, safer version of crouching Forward.

  • Old Blanka can't special cancel this.

Click to toggle detailed hitbox data.

Blanka crshrt1&5 crfrwrd1&5.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crshrt3.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crshrt1&5 crfrwrd1&5.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 2 2 4 3 3 1
Simplified 5 4 7


frmk
Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
Blanka crfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 60 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
5 4 7 16 +7 4/3

A pretty good kick.

  • Can be linked into another crouching Forward or canceled into a Rolling Attack.

Click to toggle detailed hitbox data.

Blanka crshrt1&5 crfrwrd1&5.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crfrwrd3.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crshrt1&5 crfrwrd1&5.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 2 2 4 3 3 1
Simplified 5 4 7


crhk
Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
Blanka crrh4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 5~11 130 None Low N/A
Startup Active Recovery Total Frame Adv. Meter
10 4 18 32 0/Down 5/4

Blanka turns back and sweeps with one leg extended.

  • Long range, but long start up and recovery.
  • For some reason, Blanka is left standing after this attack.

Click to toggle detailed hitbox data.

Blanka crrh1&7.png Blanka crrh2&6.png Blanka crrh3&5.png Blanka crrh4.png Blanka crrh3&5.png Blanka crrh2&6.png Blanka crrh1&7.png
Frame Count 1 + 2 3 4 4 10 7 1
Simplified 10 3 4 18

Jumping Normals

njlp
Jumping Jab
Neutral Jumping Light Punch
8LP / U.png+Lp.png
Blanka njjab3 djjab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 20 25+∞ Dependent 2/1

A far reaching, torso twisting punch.

  • A pretty great move in some situations. Amazing air to air priority, and ok range in general.

Click to toggle detailed hitbox data.

Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab3 djjab3.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png
Frame Count 2 3 20 3
Simplified 5 20


njmp
Jumping Strong
Neutral Jumping Medium Punch
8MP / U.png+Mp.png
Blanka njstrng3.png
Neutral Jump version
Blanka djstrng3.png
Diagonal Jump version
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 12 17+∞ Dependent 4/3

Visually identical to jumping LP.

  • The diagonal jumping version has a more vulnerable hurtbox than the neutral jump version, but that's the only real difference.
  • The neutral jump version may be preferred over nj.jab due to the different hitbox, but don't bother with the diagonal jump version.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njstrng3.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png
Frame Count 2 3 12 3
Simplified 5 12
  • Diagonal Jump Version:
Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka djstrng3.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png
Frame Count 2 3 12 3
Simplified 5 12


njhp
Neutral Jumping Fierce
Neutral Jumping Heavy Punch
8HP / U.png+Hp.png
Blanka njfrc2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
1 3 4+∞ Dependent 5/4

Blanka sticks his arm out.

  • A great move thanks to the priority, range, and near instant startup.
  • Can be a good counter to moves like headstomps and walldives, and a good counter in general if you can react well with it.

Click to toggle detailed hitbox data.

Blanka njfrc1&6.png Blanka njfrc2.png Blanka njfrc3&5.png Blanka njfrc4.png Blanka njfrc3&5.png ChunLi njjab2 njstrng2&6 njfrc2&6.png Blanka njfrc7.png
Frame Count 1 3 3 6 3 3 | style="border: 1px solid #999; border-collapse:collapse;" align="center" | ∞
Simplified 1 3
djhp
Diagonal Jumping Fierce
Diagonal Jumping Heavy Punch
7 or 9 HP
Ub.png or Uf.png+Hp.png
Blanka djfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 3~9 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 6 11+∞ Dependent 5/4

A double-armed claw slash.

  • Excellent air to ground priority and hits very low, so low in fact that it can beat New Shoto's crouching Roundhouse if timed right.
  • Has nerfed stun potential, similar to the Shotos' diagonal jump Heavy attacks.

Click to toggle detailed hitbox data.

Blanka djfrc1.png Blanka djfrc2.png Blanka djfrc3.png Blanka djfrc4.png
Frame Count 2 3 6
Simplified 5 6



njlk
Jumping Short
Jumping Light Kick
8LK / U.png+Lk.png
Blanka njshrt3.png
Neutral Jump version
Blanka djshrt3.png
Diagonal Jump version
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 20 25+∞ Dependent 2/1

A standard jumping kick. The neutral jump and diagonal jump versions have different hitboxes.

  • The neutral jump version is an excellent defensive move. Some characters that lack a fireball may struggle to punish this from far away.
  • The diagonal jump version is a crossup that works great as a harassment tool.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 20 3
Simplified 5 20
  • Diagonal Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka djshrt3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 20 3
Simplified 5 20


njmk
Jumping Forward
Jumping Medium Kick
8MK
U.png+Mk.png
Blanka njfrwrd3.png
Neutral Jump version
Blanka djfrwrd3.png
Diagonal Jump version
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 12 17+∞ Dependent 4/3

Visually identical to jumping Short. Once again, neutral jump and diagonal jump have different hitboxes.

  • The neutral jump version has deceptively long range.
  • The diagonal jump version has ok reach, but you'll usually prefer diagonal jump LK.

Click to toggle detailed hitbox data.

Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njfrwrd3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 12 3
Simplified 5 12
  • Diagonal Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka djfrwrd3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 12 3
Simplified 5 12


njhk
Neutral Jumping Roundhouse
Neutral Jumping Heavy Kick
8HK / U.png+Hk.png
Blanka njrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 11~17 (-1) 60(+20) None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 6 11+∞ Dependent 5/4

A midair dropkick.

  • Good range and damage.

Click to toggle detailed hitbox data.

Blanka njrh1&5 djrh1&5.png Blanka njrh2&4 djrh2&4.png Blanka njrh3.png Blanka njrh2&4 djrh2&4.png Blanka njrh1&5 djrh1&5.png
Frame Count 2 3 6 3
Simplified 5 6


djhk
Diagonal Jumping Roundhouse
Diagonal Jumping Heavy Kick
7 or 9 HK
Ub.png or Uf.png+Hk.png
Blanka djrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 6 13+∞ Dependent 5/4

Like the neutral jump version except slower and with a worse hitbox.

  • Still a key jump in that can catch people off guard, especially if they are crouching.

Click to toggle detailed hitbox data.

Blanka njrh1&5 djrh1&5.png Blanka njrh2&4 djrh2&4.png Blanka djrh3.png Blanka njrh2&4 djrh2&4.png Blanka njrh1&5 djrh1&5.png
Frame Count 3 4 6 3
Simplified 7 6


Command Normals

Rock Crusher
Rock Crusher
Headbutt
Close B.png or F.png + Mp.png
Close 4 or 6 + MP
Blanka hb3.png
Blanka hb4.png
Blanka hb5.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] x 2 5~11 x 2 60 x 2 Special, Super (First hit only) Mid/Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 9 (4 + 3 + 2) 13 26 -4 / -0 / +3(+2) 4/3 x 2

An interesting command normal that's executed the same way as a throw.

  • The first hit can be canceled into a ball for a combo ender, or a hop for pressure.
  • The second hit hits low, and must be crouch blocked.

Click to toggle detailed hitbox data.

  • Startup/Active:
Blanka hb1&9.png Blanka hb2&8.png Blanka hb3.png Blanka hb4.png Blanka hb5.png
Frame Count 1 + 1 2 4 3 2
Simplified 4 7 2
  • Recovery:
Blanka hb6.png Blanka hb7.png Blanka hb2&8.png Blanka hb1&9.png
Frame Count 5 4 3 1
Simplified 13
Rear Spin Kick
Amazon River Run
Slide
3HP / Df.png+Hp.png
Blanka sld2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 5~11 130 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
12 16 21 49 -15/Down 5/4

Blanka slides along the ground arms first.

  • Works great to slide under fireballs and as an anti-air for most jump ins.
  • Invincible on the last frame.

Click to toggle detailed hitbox data.

Blanka sld1&3.png Blanka sld2.png Blanka sld1&3.png Blanka sld4.png Blanka sld5.png Blanka sld6.png
Frame Count 1 + 11 16 7 5 8 4
Simplified 12 16 21


Throw

Blanka can perform a hold with Hp.png.

Wild Fang
The Head Bite
cl. 4 or 6HP
cl. B.png or F.png+Hp.png
Ssf2t blanka hold.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26 + 4xn 5~11 0 None Grab 64 (from axis)
34 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Blanka's hold, where he jumps on his opponent and starts biting their face.

  • One of Blanka's major threats, since he doesn't have an overhead or a reliable way to deal chip damage.
  • Has the second best throw range in the game.
  • You can find lots of opportunities to start biting with your ground trickery and crossups.
  • Since you can only use this hold with HP, you can't piano this throw. In addition, mashing this throw might result in an Electric attack, which has long startup.


Click to toggle throwbox data.

Blanka throwb.png Blanka throw.png Blanka throwf.png

Special Moves

Electric Thunder

Electric Thunder
Press P.png Repeatedly
ChunLi fb11jab.png
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
17[1] 5~11 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 75 42* 47 Dependent 5


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 45 40* 45 Dependent 5


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 31 38* 43 Dependent 5

Chun-Li puts her back into a fireball.

  • Damage and speed increases with strength.
  • The fireball will travel a set distance, which decreases with strength (along with Chun's recovery frames).
  • Due to a glitch, it's possible to change the recovery of any Kikoken to that of a Fierce by either whiffing or kara-canceling a Fierce or Roundhouse normal. You can read more about it here.
  • This move has the best startup for a fireball in the game by far, which helps tremendously stopping advancing moves like Honda's Headbutt.
  • This move works very well as an anti-air tool. Even if it trades, you score a full knockdown, which you can use to apply your strong wake-up game.

Click to toggle detailed hitbox data.

  • Startup:
ChunLi fb1.png ChunLi fb2.png ChunLi fb3.png ChunLi fb4.png ChunLi fb5.png
Frame Count 1 1 1 1 1
Simplified 5
  • Active
  • Jab Version:
ChunLi fb6.png ChunLi fb7jab.png ChunLi fb8jab.png ChunLi fb9jab.png ChunLi fb10jab.png ChunLi fb11jab.png
Frame Count 1 1 1 1 1 1...
Simplified 42
  • Strong Version:
ChunLi fb6.png ChunLi fb7strng.png ChunLi fb8strng.png ChunLi fb9strng.png ChunLi fb10strng.png ChunLi fb11strng.png
Frame Count 1 1 1 1 1 1...
Simplified 40
  • Fierce Version:
ChunLi fb6.png ChunLi fb7frc.png ChunLi fb8frc.png ChunLi fb9frc.png ChunLi fb10frc.png ChunLi fb11frc.png
Frame Count 1 1 1 1 1 1...
Simplified 38


  • Total Distance Traveled:
Jab: 222 pixels after 75 frames Strong: 176 pixels after 45 frames Fierce: 150 pixels after 31 frames
ChunLi fbjab.png ChunLi fbstrng.png ChunLi fbfrc.png

Hyakuretsukyaku

Hyakuretsukyaku
Lightning Legs
Press K.png Repeatedly
ChunLi ll3.png
ChunLi ll5.png
ChunLi ll7.png
ChunLi ll9.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 ( 4(4)x5 )+3 minimum
4(4)x4 every cycle
4 51 minimum Dependent 4


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 ( 2(2)x7 )+1 minimum
2(2)x4 every cycle
8 44 minimum Dependent 4


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
10 1(1)x11 minimum
1(1)x4 every cycle
13 44 minimum Dependent 4

Chun-Li unleashes a flurry of kicks at lightning speed.

  • Continuing to mash the button after the move comes out will keep the move going indefinitely.
  • Will never combo into itself. Once this attack hits, subsequent hitboxes will whiff until your opponent can block.
  • Chun's legs are fully invulnerable, giving the move excellent priority.

General Strategies

  • Since your legs are invunlerable and your hurtboxes are moved backwards, this move will beat most other attacks in melee range. An important strategy is to use Lightning Legs to whiff punish attacks from afar, when your opponent is worried about throws, Strong punches, and Forward kicks.
  • This move also works great as an okizeme option, provided you space your move properly to avoid a reversal.

Click to toggle detailed hitbox data.

  • Startup:
ChunLi ll1&12.png ChunLi ll2&11.png
Frame Count (Short) 1 3
Simplified (Short) 4
Frame Count (Forward) 3 4
Simplified (Forward) 7
Frame Count (Rh) 4 6
Simplified (Rh) 10
  • Active:
ChunLi ll3.png ChunLi ll4.png ChunLi ll5.png ChunLi ll6&10.png
Frame Count (Short) 4 4 4 4
Frame Count (Forward) 2 2 2 2
Frame Count (Rh) 1 1 1 1


ChunLi ll7.png ChunLi ll8.png ChunLi ll9.png ChunLi ll6&10.png
Frame Count (Short) 4 4 4 4
Frame Count (Forward) 2 2 2 2
Frame Count (Rh) 1 1 1 1

NOTE: The diagram shown refers to one complete cycle of the Lightning Legs animation. The minimal durations for each are as follows:

  • The LK version will make a full cycle once, then will stop at frame 3 of the third cell. (35 frames in total)
  • The MK version will make a full cycle once, then will stop at frame 1 of the 7th cell. (29 frames in total)
  • The HK version will make 2 full cycles, then stop at the 6th cell. (22 frames in total)
  • Recovery:
ChunLi ll2&11.png ChunLi ll1&12.png
Frame Count (Short) 2 2
Simplified (Short) 4
Frame Count (Forward) 4 4
Simplified (Forward) 8
Frame Count (Rh) 6 6
Simplified (Rh) 12

Tenshokyaku

Tenshokyaku
Upkicks
[2]8K / Cd.pngU.png+K.png
ChunLi upk2.png
ChunLi upk6shrt 6frwrd 5&15rh.png
ChunLi upk11shrt 11frwrd 10&20rh.png
They go up, and they kick. That's why everyone calls 'em Upkicks.
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] x 3 0~4 x 3 20 x 3 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
6 4(4)4(8)4 37 67 -39/Hard Down 8
  • Invincible on frames 1-10.
Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] x 3 0~4 x 3 20 x 3 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 4(4)4(8)4(8)4 34 74 -48/Hard Down 8
  • Invincible on frames 1-8.
Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] x 3 0~4 x 3 20 x 3 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
2 2(4)4(8)4(8)4(8)4 23 71 -42/Hard Down 8
  • Invincible on frames 1-4


Chun-Li rises into the air, unleashing a torrent of tornado kicks.

  • Chun is considered airborne for the entire move.
  • This move causes a 3 hit juggle state. Despite Forward and Roundhouse having more than 3 hitboxes, it can still only juggle 3 times in the air.
  • This move does not have any grounded recovery frames, allowing for blocking and counter throws as soon as you land.


General Strategies

  • The Roundhouse version is your go-to reversal outside of Super. It can't be safe jumped due to the 2 frame startup and can also thwart meaty crossups.

Click to toggle detailed hitbox data.

  • Short Version:
ChunLi upk1.png ChunLi upk2.png ChunLi upk3shrt 3frwrd.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Frame Count 6 4 1 1 2 4 2 2 2 2
Simplified 6 4 4 4 8
ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Frame Count 4 3 3 3 24 4
Simplified 4 37


  • Forward Version


ChunLi upk1.png ChunLi upk2.png ChunLi upk3shrt 3frwrd.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Frame Count 4 4 1 1 2 4 2 2 2 2
Simplified 4 4 4 4 8
ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png ChunLi upk16frwrd.png
Frame Count 4 2 2 2 2 4
Simplified 4 8 4
ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Frame Count 2 2 3 21 6
Simplified 34


  • Roundhouse Version:


ChunLi upk1.png ChunLi upk2.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png ChunLi upk11shrt 11frwrd 10&20rh.png
Frame Count 4 2 2 2 2 4 2 2 2 2 4
Simplified 2 2 4 4 8 4
ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Frame Count 2 2 2 2 4 2 2 2 2
Simplified 8 4 8
ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Frame Count 4 3 3 3 7 7
Simplified 4 23

Spinning Bird Kick

Spinning Bird Kick
[4]6K
Cb.pngF.png + K.png
ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png
ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
There's an additional 1x1 hitbox near Chun's thighs in between these frames.
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[1] / 12[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
32* 2(3)1(5)2(11)2* 21 79 Dependent 8
  • Invincible from frames 1-17, 22-23, and 59-73.
Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] / 14[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
34* 3(5)1(3)1(3)1(4)2(8)4* 23 92 Dependent 8
  • Invincible from frames 1-17, 22-23, and 71-86.
Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] / 16[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
36* 3(7)2(3)1(3)1(3)1(3)1(3)1(4)1(7)3* 31* 114 Dependent 8
  • Invincible from frames 1-17, 22-23, and 89-108.


Chun-Li flips onto her hands, pushes back up into the air, and spins forward.

  • The spins where Chun-Li faces backwards do more damage than the ones where she faces forwards.
  • For some reason there's a 1x1 hitbox inside of Chun-Li's pushbox during the frames between the bigger, actually useful hitboxes (with the exception of some of the animation frames of the Forward version.) See the detailed hitbox information for more detail.
  • This could be used as an anti-tick throw special since most of the startup is invulnerable, but you're likely better off using Tenshokyaku or Super due to this move's unpredictable nature.

Click to toggle detailed hitbox data.

Startup:

ChunLi sbk1.png ChunLi sbk2.png ChunLi sbk3.png ChunLi sbk4.png ChunLi sbk5&8.png ChunLi sbk6.png ChunLi sbk7.png ChunLi sbk5&8.png
Frame Count 1 4 3 2 3 4 4 2
Simplified 23


Active/Recovery:


  • Short Version
ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 4 3 2 2 1 1 1 1
Simplified 15


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 2 1 2 2 3 4 4 2
Simplified 20


ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk26shrt.png ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk28shrt 36frwrd 50rh.png ChunLi sbk29shrt 37frwrd 51rh.png ChunLi sbk30shrt 38frwrd 52rh.png ChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 6
Simplified 21


  • Forward Version


ChunLi sbk9&17&25&33frwrd.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 4 4 3 3 2 2 1 1
Simplified 4 16


ChunLi sbk9&17&25&33frwrd.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 1 1 1
Simplified 1 7


ChunLi sbk9&17&25&33frwrd.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 2 1 1 2 2 3 3 4
Simplified 2 16
ChunLi sbk9&17&25&33frwrd.png
Frame Count 2
ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk35frwrd 48rh.png ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk28shrt 36frwrd 50rh.png ChunLi sbk29shrt 37frwrd 51rh.png ChunLi sbk30shrt 38frwrd 52rh.png ChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 6
Simplified 21


  • Roundhouse Version


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 5 4 4 3 3 2 2 2
2 25


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 1 1 1
Simplified 8


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 1 1 1
Simplified 8


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 2 1 1
Simplified 9


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png
Frame Count 2 2 3 3 3 3
Simplified 16


ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk35frwrd 48rh.png ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk28shrt 36frwrd 50rh.png ChunLi sbk29shrt 37frwrd 51rh.png ChunLi sbk30shrt 38frwrd 52rh.png ChunLi sbk53rh.png ChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 4 6
Simplified 25

Aerial Spinning Bird Kick

Aerial Spinning Bird Kick
Air [4]6K
Air Cb.pngF.png + K.png
ChunLi asbk9.png
ChunLi asbk13.png
There's an additional 1x1 hitbox near Chun's thighs in between these frames.
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[1] 7~13 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
24* 3(9)2* 38+∞ Dependent 8


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[1] 7~13 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
24* 3(9)2* 38+∞ Dependent 8


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[1] 7~13 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
21* 2(6)2* 31+∞ Dependent 8

The Spinning Bird Kick but in the air.

  • Landing before this move finishes its last active frame will stick you in a 25 frame long landing animation. If the animation completes, it's only 10 frames long.
  • Cannot be used after a head stomp like in SF2 Hyper Fighting.
  • This move has the 1x1 hitbox during most of its inbetween frames like the grounded version.
  • Due to the long charge time required, this move is near impossible to perform during a neutral or forward jump. As a result this move is mostly used for meter building or avoiding specific attacks.
  • You can use this move during or just after a wall jump however. Using it before the walljump animation ends will retain your original jump arc, while doing it just after you walljump will have you use the walljump's trajectory.

Click to toggle detailed hitbox data.

Startup:

ChunLi asbk1.png ChunLi asbk2.png ChunLi asbk3.png ChunLi asbk4.png ChunLi asbk5&14.png
Frame Count 2 4 3 2 4
Simplified 15


Active/Recovery:


ChunLi asbk6.png ChunLi asbk7.png ChunLi asbk8.png ChunLi asbk9.png ChunLi asbk10.png ChunLi asbk11.png ChunLi asbk12.png ChunLi asbk13.png
Frame Count (Short) 3 3 3 3 3 3 3 2
Simplified (Short) 3 20
Frame Count (Forward) 3 3 3 3 3 3 3 2
Simplified (Forward) 3 20
Frame Count (Rh) 2 2 2 2 2 2 2 2
Simplified (Rh) 2 14


ChunLi asbk5&14.png ChunLi asbk15.png ChunLi asbk16.png ChunLi asbk17.png ChunLi asbk18.png
Frame Count 3 2 3 3
Simplified


  • Landing, partial: (When Chun lands before the last hitting frame)


ChunLi asbkl1&3.png ChunLi asbkl2.png ChunLi asbkl1&3.png ChunLi asbkl4.png ChunLi asbkl5.png ChunLi asbkl6.png ChunLi asbkl7.png ChunLi asbkl8.png
Frame Count 3 3 2 2 3 3 4 5
Simplified 25


  • Landing, complete: (When Chun lands after the last hitting frame)
ChunLi asbkcl1&3.png ChunLi asbkcl2.png ChunLi asbkcl1&3.png
Frame Count 2 5 3
Simplified 10

Super Combo

Senretsukyaku
[4]646P
Cb.pngF.pngB.pngF.png + P.png
ChunLi super6.png
ChunLi super12.png
ChunLi super15.png
ChunLi super17.png
ChunLi super19.png
ChunLi super21.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[0] x 6 0~4 x 6 20 x 6 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
10 4(9)6(6)1(1)1(1)1(1)1 15 57 +9/Hard Down -

Chun-Li goes full power with a non-stop barrage of kicks. Often considered one of if not the best Super Combo in the game.

  • Affected by the Input Storing glitch. The second towards can be held as long as you need before performing the move. You can also stop holding towards for up to 12 frames and still keep the Super stored.
    • NOTE: The Input Storing Glitch was fixed in Hyper Street Fighter 2. An alternate version of Chun-Li with the glitch restored can be selected by holding Start on Version Select, selecting the Super Turbo/Super X version, and then picking Chun-Li.
  • Invincible on frames 1-14.
  • Since this move starts a juggle state, you can use a Tenshokyaku afterwards to get an additional 2 hits in. This is useful if you can't hit every hit of the super (due to an early anti-air, for example).

Click to toggle detailed hitbox data.

  • Invincible part:
ChunLi super1.png ChunLi super2.png ChunLi super3.png ChunLi super4.png ChunLi super5.png ChunLi super6.png
Frame Count 1 + [18] + 1 2 2 2 2 4
Simplified 10 4


  • Non-invincible part:


ChunLi super7.png ChunLi super8.png ChunLi super9.png ChunLi super10.png ChunLi super11&13.png ChunLi super12.png
Frame Count 1 2 2 2 2 6
Simplified 9 6


ChunLi super11&13.png ChunLi super14.png ChunLi super15.png ChunLi super16.png ChunLi super17.png ChunLi super18&22.png
Frame Count 3 3 1 1 1 1
Simplified 6 1 1 1 1


ChunLi super19.png ChunLi super20.png ChunLi super21.png ChunLi super18&22.png ChunLi super23.png ChunLi super24.png
Frame Count 1 1 1 1 6 7
Simplified 1 1 1 14


Misc Animations

Jump Animations

  • Neutral Jump:
ChunLi bj1&13 nj1&11 fj1&13.png ChunLi bj2 nj2 fj2.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi nj4&8.png ChunLi nj5&7.png ChunLi nj6.png ChunLi nj5&7.png ChunLi nj4&8.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj12 nj10 fj12.png ChunLi bj1&13 nj1&11 fj1&13.png
Frame Count 2 1 12 5 4 8 4 5 7 1 7*
Simplified 2 1 45 1 7*
  • Back Jump:
ChunLi bj1&13 nj1&11 fj1&13.png ChunLi bj2 nj2 fj2.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj4 fj10.png ChunLi bj5 fj9.png ChunLi bj6 fj8.png ChunLi bj7 fj7.png ChunLi bj8 fj6.png ChunLi bj9 fj5.png ChunLi bj10 fj4.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj12 nj10 fj12.png ChunLi bj1&13 nj1&11 fj1&13.png
Frame Count 2 1 10 6 5 4 3 4 5 6 3 1 7*
Simplified 2 1 46 1 7*
  • Forward Jump:
ChunLi bj1&13 nj1&11 fj1&13.png ChunLi bj2 nj2 fj2.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj10 fj4.png ChunLi bj9 fj5.png ChunLi bj8 fj6.png ChunLi bj7 fj7.png ChunLi bj6 fj8.png ChunLi bj5 fj9.png ChunLi bj4 fj10.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj12 nj10 fj12.png ChunLi bj1&13 nj1&11 fj1&13.png
Frame Count 2 1 10 6 5 4 3 4 5 6 1+ 1 7*
Simplified 2 1 44+ 1 7*

Chun has a considerably fast prejump. In contrast, she has a huge jump arc that's easy to react to. This is especially true against characters with DP moves; Ryu for instance can punish her with his DP most of the time.
Chun-Li, just like Claw, has the ability to do wall jumps. That's why the Forward Jump has a '+' on the final frame of the aerial jumping part: that animation will have longer duration in case it's a wall jump.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

Game Navigation

General
Controls and Notation
System
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FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief