Street Fighter 6/Chun-Li/Data

From SuperCombo Wiki


Character Vitals

Chun-Li
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Chun-Li Portrait.png SF6 Chun-Li Face.png 10000 0.8 / 0.33 4+42+3 2.247 1.044
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.050 19 1.508 2.10 2.222
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.037 25 1.211 1.68 3.163


Normals

Standing Normals

5LP
Chun-Li
Chun-Li_5lp

5LP

Standing Light Punch
SF6 Chun-Li 5lp.png
SF6 Chun-Li 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH SS Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 3 7 13 15 7
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8 +9 +1 +4 -3
Punish Advantage Hit Advantage Block Advantage
+9 +5 -3
Notes
Chains into 5LP/2LP/2LK; combos naturally to 5MP; Stance Cancel: -1/-8; special/DR cancel is delayed until after 2nd active frame
5MP
Chun-Li
Chun-Li_5mp

5MP

Standing Medium Punch
SF6 Chun-Li 5mp.png
SF6 Chun-Li 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH SS Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
5 4 10 18 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-12 +10 +5 +8 +3
Punish Advantage Hit Advantage Block Advantage
+10 +6 +1
Notes
Good combo/frame trap starter; Stance Cancel: +3/-1; special/DR cancel is delayed until after 3rd active frame
5HP
Chun-Li
Chun-Li_5hp

5HP

Standing Heavy Punch
SF6 Chun-Li 5hp.png
SF6 Chun-Li 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH SS 19 (stance)
Startup Active Recovery Total Hitstun Blockstun
13 3 20 35 25 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [8000] 3000 800 (560) 400 (200) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +6 0 - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -4
Notes
Great long-ranged poke and whiff punish tool; cancelable into Stance and can input follow-ups after 16f; combos naturally to Stance LP if close enough, or stance MK/HK on Punish Counter; Stance Cancel: +6/0 into follow-up, -4/-10 into blocking
5LK
Chun-Li
Chun-Li_5lk

5LK

Standing Light Kick
SF6 Chun-Li 5lk.png
SF6 Chun-Li 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH SS Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
5 3 10 17 15 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +6 +2 +4 0
Punish Advantage Hit Advantage Block Advantage
+6 +2 -2
Notes
Stance Cancel: 0/-3; DR cancel is delayed until after 2nd active frame
5MK
Chun-Li
Chun-Li_5mk

5MK

Standing Medium Kick
SF6 Chun-Li 5mk.png
SF6 Chun-Li 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH SS Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
7 4 16 26 24 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +8 +2 +14 +8
Punish Advantage Hit Advantage Block Advantage
+8 +4 -2
Notes
Cannot hit crouching opponents; good anti-air (cannot hit cross-up); Stance Cancel: +9/+4
5HK
Chun-Li
Chun-Li_5hk

5HK

Standing Heavy Kick
SF6 Chun-Li 5hk.png
SF6 Chun-Li 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH SS 18 (stance)
Startup Active Recovery Total Hitstun Blockstun
14 3 18 34 25 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +8 +4 - -
Punish Advantage Hit Advantage Block Advantage
+8 +4 0
Notes
Cannot hit crouching opponents; slow but rewarding mid-range anti-air (leg/head are invulnerable to airborne strikes 14-16f); cannot hit cross-up; puts airborne opponents into limited juggle state; Stance Cancel: +10/+6 into follow-up, -3/-7 into blocking

Crouching Normals

2LP
Chun-Li
Chun-Li_2lp

2LP

Crouching Light Punch
SF6 Chun-Li 2lp.png
SF6 Chun-Li 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH SS Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 3 7 13 14 8
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8 +8 +2 +4 -2
Punish Advantage Hit Advantage Block Advantage
+8 +4 -2
Notes
Chains into 5LP/2LP/2LK; Stance Cancel: -1/-6
2MP
Chun-Li
Chun-Li_2mp

2MP

Crouching Medium Punch
SF6 Chun-Li 2mp.png
SF6 Chun-Li 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH SS Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
6 4 13 22 21 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-15 +8 +2 +11 +5
Punish Advantage Hit Advantage Block Advantage
+8 +4 -2
Notes
Decent range and hitbox disjoint for a poke; Stance Cancel: +6/+1
2HP
Chun-Li
Chun-Li_2hp

2HP

Crouching Heavy Punch
SF6 Chun-Li 2hp.png
SF6 Chun-Li 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450x2 - - LH SS Sp SA (2nd) 29 (30 stance)
Startup Active Recovery Total Hitstun Blockstun
11 3(5)5 18 41 32 total 28 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [4000x2] 1000x2 600,400 (420,280) 300,200 (150,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +5 +1 +14 +10
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
2 hits (only 2nd is cancelable); forces stand on hit; solid anti-air on frames 12-13 and 21-23 (cannot hit cross-up); 1st hit puts airborne opponent into limited juggle state (2nd hit causes air reset, but can whiff for a knockdown); counter-hit/Punish Counter bonus advantage applies to both hits; Stance Cancel: +8/+4 into follow-up, -6/-10 into blocking
2LK
Chun-Li
Chun-Li_2lk

2LK

Crouching Light Kick
SF6 Chun-Li 2lk.png
SF6 Chun-Li 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L SS Chn Sp SA 12
Startup Active Recovery Total Hitstun Blockstun
4 2 10 15 12 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10 +4 +2 +2 0
Punish Advantage Hit Advantage Block Advantage
+4 0 -2
Notes
Chains into 5LP/2LP/2LK; fully cancelable (rare for a 2LK); Stance Cancel: -3/-4
2MK
Chun-Li
Chun-Li_2mk

2MK

Crouching Medium Kick
SF6 Chun-Li 2mk.png
SF6 Chun-Li 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L SS Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
7 3 19 28 20 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +2 -2 +8 +4
Punish Advantage Hit Advantage Block Advantage
+2 -2 -6
Notes
Good range for a cancelable low poke; Stance Cancel: +5/+2; Range: 1.477; DR cancel is delayed until after active frames
2HK
Chun-Li
Chun-Li_2hk

2HK

Crouching Heavy Kick
SF6 Chun-Li 2hk.png
SF6 Chun-Li 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L SS 29 (stance)
Startup Active Recovery Total Hitstun Blockstun
9 6 19 33 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 HKD +33 -3 - -
Punish Advantage Hit Advantage Block Advantage
HKD +48 HKD +33 -7
Notes
More active frames and safer on block than most sweeps; puts airborne opponents into limited juggle state (can juggle after late anti-air 2HK); not a Hard Knockdown when juggled into; Stance Cancel: HKD/-11 into follow-up, HKD/-21 into blocking

Jumping Normals

j.LP
Chun-Li
Chun-Li_jlp

j.LP

Jumping Light Punch
SF6 Chun-Li jlp.png
SF6 Chun-Li jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
4 10 3 land - 13 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be used as a fuzzy instant overhead vs. Dee Jay/JP/Marisa/Zangief
j.MP
Chun-Li
Chun-Li_jmp

j.MP

Jumping Medium Punch
SF6 Chun-Li jmp.png
SF6 Chun-Li jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x2 - - H Sp SA1 -
Startup Active Recovery Total Hitstun Blockstun
7 4(6)5 3 land - 15,17 13,13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250 [2000x2] 500x2 (500) 250x2 (175x2) 125 (62) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
2 hits, can only connect once vs. grounded opponents; both hits put airborne opponents into limited juggle state; cancels to Air Lightning Legs or Air SA1 from either hit; shifts Chun-Li's hurtbox upward during startup
j.HP
Chun-Li
Chun-Li_jhp

j.HP

Jumping Heavy Punch
SF6 Chun-Li jhp.png
SF6 Chun-Li jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800(500) - - H TC -
Startup Active Recovery Total Hitstun Blockstun
9 6 3 land - 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Puts airborne opponents into limited juggle state (300 less damage vs. airborne); cancelable into j.HP~j.HP even on whiff
j.LK
Chun-Li
Chun-Li_jlk

j.LK

Jumping Light Kick
SF6 Chun-Li jlk.png
SF6 Chun-Li jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
4 8 3 land - 13 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
j.MK
Chun-Li
Chun-Li_jmk

j.MK

Jumping Medium Kick
SF6 Chun-Li jmk.png
SF6 Chun-Li jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 5 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up
j.HK
Chun-Li
Chun-Li_jhk

7HK or 9HK

Jumping Heavy Kick
SF6 Chun-Li jhk.png
SF6 Chun-Li jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 5 3 land - 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief (opponent must be in Burnout for true blockstring); shifts Chun-Li's hurtbox upward during startup
8j.HK
Chun-Li
Chun-Li_8jhk

8HK

Neutral Jump Heavy Kick
SF6 Chun-Li 8jhk.png
SF6 Chun-Li 8jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 7 3 land - 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Hits on both sides, preventing the opponent from walking under for a punish; useful air-to-air; shifts Chun-Li's hurtbox upward during startup

Wall Jump

9 (near wall)
Chun-Li
Chun-Li_walljump

9 (against wall)

Wall Jump
SF6 Chun-Li walljump.png
SF6 Chun-Li walljump hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - - - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Counter-hit state during entire duration; can be done from Back or Neutral jump if fully against the wall, or after Forward Jump against a cornered opponent

Command Normals

4/6MP
Chun-Li
Chun-Li_6mp

4/6MP

Swift Thrust
SF6 Chun-Li 6mp.png
SF6 Chun-Li 6mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH SS Sp SA 17
Startup Active Recovery Total Hitstun Blockstun
7 3 15 24 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +6 +1 +6 +1
Punish Advantage Hit Advantage Block Advantage
+6 +2 -3
Notes
Great poke and neutral buffer tool with a disjointed hitbox and lenient hitconfirm window; Stance Cancel: +5/+1; DR cancel is delayed until after 2nd recovery frame
4HP
Chun-Li
Chun-Li_4hp

4HP

Hakkei
SF6 Chun-Li 4hp.png
SF6 Chun-Li 4hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH SS Sp SA 19 (20 stance)
Startup Active Recovery Total Hitstun Blockstun
8 6 14 27 25 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [10000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +9 +3 +15 +9
Punish Advantage Hit Advantage Block Advantage
+9 +5 -1
Notes
Short range combo and frame trap tool; high active frame count makes it amazing as a meaty option; Stance Cancel: +9/+3 into follow-up, -5/-11 into blocking
3HP
Chun-Li
Chun-Li_3hp

3HP

Water Lotus Fist
SF6 Chun-Li 3hp.png
SF6 Chun-Li 3hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H SS 18 (stance)
Startup Active Recovery Total Hitstun Blockstun
21 4 14 38 19 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +5 +2 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -2
Notes
Stance Cancel: +2/-1 into follow-up, -6/-9 into blocking; 1-8f Crouching state; does not allow a follow-up link (except for Punish Counter 3HP into Stance LP)
6HK
Chun-Li
Chun-Li_6hk

6HK

Yokusen Kick
SF6 Chun-Li 6hk.png
SF6 Chun-Li 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH SS 20 (stance)
Startup Active Recovery Total Hitstun Blockstun
16 2 23 40 24 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [10000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 8-28 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 +3 0 - -
Punish Advantage Hit Advantage Block Advantage
KD +72 Crumple -1 -4
Notes
Punish Counter crumple state can lead to Stance HK launch or Stance LP grounded combo; causes spinning free juggle state on Punish Counter vs. airborne opponents; great hitbox priority; Stance Cancel: +2/-1 into follow-up, -6/-9 into blocking
3HK
Chun-Li
Chun-Li_3hk

3HK

Falling Crane
SF6 Chun-Li 3hk.png
SF6 Chun-Li 3hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
37 2 13 51 22 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [10000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 7-39 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-13 +11 +7 - -
Punish Advantage Hit Advantage Block Advantage
+11 +7 +3
Notes
Side-switching overhead; can only hit cross-up (does not work on fully cornered opponents); puts airborne opponents into limited juggle state; 1f better hit advantage vs. most crouching characters; has extremely long range when performed out of Drive Rush
j.2MK
Chun-Li
Chun-Li_j2mk

j.2MK

Yoso Kick
SF6 Chun-Li j2mk.png
SF6 Chun-Li j2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 15% Starter LH TC Sp SA -
Startup Active Recovery Total Hitstun Blockstun
3 11 3 land - 17 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD after bounce)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26(-35) - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Not an overhead, but can hit immediately on the way up to bait throw techs; cancelable into itself on hit/block (up to 3 total uses) or into other air moves; puts airborne opponents into limited juggle state; can hit cross-up (bounces away from wall if opponent is fully cornered)

Target Combos

j.HP~j.HP
Chun-Li
Chun-Li_jhp_jhp

j.HP~j.HP

Soaring Eagle Punches
SF6 Chun-Li jhp jhp.png
SF6 Chun-Li jhp jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 4 3 land - 24 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be performed on whiff; puts airborne opponents into limited juggle state
j.2MK~j.2MK
Chun-Li
Chun-Li_j2mk_2

j.2MK~j.2MK

Yoso Kick 2
SF6 Chun-Li j2mk j2mk.png
SF6 Chun-Li j2mk j2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - LH TC Sp SA -
Startup Active Recovery Total Hitstun Blockstun
6 11 3 land - 17 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD after bounce)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cancelable into itself on hit/block (up to 3 total uses) or into other air moves; puts airborne opponents into limited juggle state; can hit cross-up (bounces away from wall if opponent is fully cornered)
j.2MK~j.2MK~j.2MK
Chun-Li
Chun-Li_j2mk_3

j.2MK~j.2MK~j.2MK

Yoso Kick 3
SF6 Chun-Li j2mk j2mk j2mk.png
SF6 Chun-Li j2mk j2mk j2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH Sp SA -
Startup Active Recovery Total Hitstun Blockstun
6 11 3 land - 17 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD after bounce)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cancelable into other air moves on hit/block but cannot chain into any further Yoso Kicks; causes spike knockdown vs. airborne opponents; can hit cross-up (bounces away from wall if opponent is fully cornered)

Serenity Stream

214P
Chun-Li
Chun-Li_214p

214P

Serenity Stream
SF6 Chun-Li 214p.png
SF6 Chun-Li 214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
14(~) [57~] - - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
23-71 Head Projectile - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Crouching state 14-22f, then low profiles until exiting stance; follow-ups can be input on frame 15 at the earliest; counter-hit state for entire animation; if no follow-up, stays crouched for 57f (hold crouch to extend); can block while crouching (cannot block overheads, as this leads to Stance Exit); blocking an attack immediately exits stance and allows a Drive Reversal; can take longer to enter stance when canceled from heavy normals, giving much worse frame advantage if a follow-up is not used immediately
214P~214P
Chun-Li
Chun-Li_214p_214p

214P~214P

Serenity Stream Exit
SF6 Chun-Li 214p 214p.png
SF6 Chun-Li 214p 214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - 23(18) - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Input 214P again to manually exit stance (fastest total Serenity Stream time is 37f); cannot block while exiting stance; counter-hit state for entire animation; final 14f of recovery is in a standing state; 18f version occurs automatically after 14+57f (can delay by holding crouch)
214P~LP
Chun-Li
Chun-Li_214p_lp

214P~LP

Orchid Palm
SF6 Chun-Li 214p lp.png
SF6 Chun-Li 214p lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH Sp SA 15
Startup Active Recovery Total Hitstun Blockstun
5 5 16[36] 25[45] 19 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16(-39) - - +6 +5
Punish Advantage Hit Advantage Block Advantage
+2(-18) -2(-22) -3(-23)
Notes
No charge required to cancel into Kikoken or Spinning Bird Kick; [] refers to recovery when exiting Serenity Stream; slight low profile for entire move duration; special/DR cancel is delayed until after 4th active frame
214P~MP
Chun-Li
Chun-Li_214p_mp

214P~MP

Snake Strike
SF6 Chun-Li 214p mp.png
SF6 Chun-Li 214p mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
750 - - L - -
Startup Active Recovery Total Hitstun Blockstun
11 7 19[32] 36[49] - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24(-37) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +38(+44)
[KD +25(+31)]
KD +38(+44)
[KD +25(+31)]
-10(-4)
[-23(-17)]
Notes
Low profile/upper body projectile invuln: 1-31f (exit stance) / 1-36f (remain crouched); extra-low profile 8-21f (can even go under Drive Impact); [] refers to recovery when exiting Serenity Stream; () refers to KD Adv. when exiting Serenity Stream on hit
214P~HP
Chun-Li
Chun-Li_214p_hp

214P~HP

Lotus Fist
SF6 Chun-Li 214p hp.png
SF6 Chun-Li 214p hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,500 - - H,H Sp SA 27
Startup Active Recovery Total Hitstun Blockstun
23 2(6)2 19 51 31 total 26 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [3000x2] 1000x2 300x2 (210x2) 150x2 (75x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 - - +13 +8
Punish Advantage Hit Advantage Block Advantage
+6 +2 -3
Notes
No charge required to cancel into Kikoken or Spinning Bird Kick; exits Serenity Stream upon use; only first hit is an overhead; 1-2f low profile, 1-5f crouching state; 29-42f no head hurtbox
214P~LK
Chun-Li
Chun-Li_214p_lk

214P~LK

Forward Strike
SF6 Chun-Li 214p lk.png
SF6 Chun-Li 214p lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - L Sp SA 15
Startup Active Recovery Total Hitstun Blockstun
8 5 13[36] 25[48] 18 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16(-39) - - +8 +4
Punish Advantage Hit Advantage Block Advantage
+4(-19) 0(-23) -4(-27)
Notes
No charge required to cancel into Kikoken or Spinning Bird Kick; [] refers to recovery when exiting Serenity Stream
214P~MK
Chun-Li
Chun-Li_214p_mk

214P~MK

Senpu Kick
SF6 Chun-Li 214p mk.png
SF6 Chun-Li 214p mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - L Sp SA 18
Startup Active Recovery Total Hitstun Blockstun
10 5 22[46] 36[60] 22 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25(-49) - - +9 +5
Punish Advantage Hit Advantage Block Advantage
-1(-25) -5(-29) -9(-33)
Notes
No charge required to cancel into Kikoken or Spinning Bird Kick; [] refers to recovery when exiting Serenity Stream; puts airborne opponents into limited juggle state; special/DR cancel is delayed until after 4th active frame
214P~HK
Chun-Li
Chun-Li_214p_hk

214P~HK

Tenku Kick
SF6 Chun-Li 214p hk.png
SF6 Chun-Li 214p hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH Jmp 30 (jump)
Startup Active Recovery Total Hitstun Blockstun
8 5 24 [36] - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [10000] 2000 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +41 KD +41 -9
Notes
Jump cancelable on hit only; puts opponent into limited juggle state; exits Serenity Stream upon use; 1-6f crouching state

Throws

Forward Throw
Chun-Li
Chun-Li_lplk

LPLK

Koshuto
SF6 Chun-Li lplk.png
SF6 Chun-Li lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +11 KD +11 -
Notes
Has large pushback during throw animation, preventing corner throw loops (with frame-perfect timing, can throw loop vs. Blanka, E. Honda, and Zangief)
Back Throw
Chun-Li
Chun-Li_4lplk

4LPLK

Taiji Fan
SF6 Chun-Li 4lplk.png
SF6 Chun-Li lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +13 KD +13 -
Notes
Side switches; can walk for throw/strike oki after back throwing opponent into corner
Air Throw
Chun-Li
Chun-Li_jlplk

j.LPLK

Ryuseiraku
SF6 Chun-Li jlplk.png
SF6 Chun-Li jlplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - - T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 3 land - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +10 KD +10 -
Notes
Throw height doesn't affect KD advantage, but higher connect will throw opponent farther; no throw oki but can use a ranged meaty strike against cornered opponent

Drive Moves

HPHK
Chun-Li
Chun-Li_hphk

HPHK

Hosen Kick
SF6 Chun-Li hphk.png
SF6 Chun-Li hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Chun-Li
Chun-Li_6hphk

6HPHK

Hoyoku Kick
SF6 Chun-Li 6hphk.png
SF6 Chun-Li 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x2 recoverable 65,60 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3(10)3 26(33) 61(68) - 34 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 1,200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
2 hits, 7f extra recovery on hit; see Drive Reversal; if 1st hit is Perfect Parried, opponent can interrupt with a move 11f or faster
MPMK
Chun-Li
Chun-Li_mpmk

MPMK

Drive Parry
SF6 Chun-Li mpmk.png
SF6 Chun-Li mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
Chun-Li
Chun-Li_66

66

Drive Rush
SF6 Chun-Li 66.png
SF6 Chun-Li 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 1.044 (min/throw), 2.222 (min/block), 3.163 (max/final DR frame)

Special Moves

Kikoken

[4]6LP
Chun-Li
Chun-Li_46lp

[4]6LP

Kikoken
SF6 Chun-Li 46lp.png
SF6 Chun-Li 46lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
15 [90] 32 47 30 26
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.037
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -7
Notes
50f charge (no charge required if canceled from Stance normals); travels ~90% screen; Super cancel timing is very strict
[4]6MP
Chun-Li
Chun-Li_46mp

[4]6MP

Kikoken
File:SF6 Chun-Li 46mp.png
File:SF6 Chun-Li 46mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
12 [55] 33 45 31 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.05
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -7
Notes
50f charge (no charge required if canceled from Stance normals); travels ~80% screen; Super cancel timing is very strict
[4]6HP
Chun-Li
Chun-Li_46hp

[4]6HP

Kikoken
File:SF6 Chun-Li 46hp.png
File:SF6 Chun-Li 46hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
11 [25] 32 43 31 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.07
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+2 -2 -6
Notes
50f charge (no charge required if canceled from Stance normals); travels ~60% screen; Super cancel timing is very strict
[4]6PP
Chun-Li
Chun-Li_46pp

[4]6PP

Kikoken
SF6 Chun-Li 46pp.png
SF6 Chun-Li 46pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH SA2 SA3 11
Startup Active Recovery Total Hitstun Blockstun
11 - 28 39 34 total 29 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [2500x2] -20000 200,250 (140,175) 100,125 (50,62) 0.095
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-7 - - - -
Punish Advantage Hit Advantage Block Advantage
+9 +5 0
Notes
45f charge (no charge required if canceled from Stance normals); 2-hit projectile; counter-hit/Punish Counter bonus advantage applies after both hits

Hundred Lightning Kicks

236LK
Chun-Li
Chun-Li_236lk

236LK

Hundred Lightning Kicks
SF6 Chun-Li 236lk.png
SF6 Chun-Li 236lk hitbox.pngSF6 Chun-Li 236lk hitbox2.pngSF6 Chun-Li 236lk hitbox3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x2,300 (800) 62x2,76 (200) - LH SA3 (2nd) 16
Startup Active Recovery Total Hitstun Blockstun
8 2(5)2(5)2 20 43 39 total 28 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x3 [5000] 666x2,668 250x2,300 (175x2,210) 125x2,150 (62x6,75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -8
Notes
3 hits; counter-hit/Punish Counter bonus advantage carries over through all hits; cannot hit cross-up
236MK
Chun-Li
Chun-Li_236mk

236MK

Hundred Lightning Kicks
File:SF6 Chun-Li 236mk.png
File:SF6 Chun-Li 236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
225x4 (900) 56x3,57 (225) - LH SA3 (3rd) 24
Startup Active Recovery Total Hitstun Blockstun
14 2(4)2(4)2(5)2 22 56 46 total 35 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x4 [5000] 500x4 200x4 (140x4) 100x4 (50x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -8
Notes
4 hits; counter-hit/Punish Counter bonus advantage carries over through all hits; cannot hit cross-up
236HK
Chun-Li
Chun-Li_236hk

236HK

Hundred Lightning Kicks
File:SF6 Chun-Li 236hk.png
File:SF6 Chun-Li 236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x5 (1000) 50x5 (250) - LH SA3 (4th) 30
Startup Active Recovery Total Hitstun Blockstun
23 2(3)2(2)
2(4)2(6)2
15 62 - 37 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
800x5 [5000] 400x5 160x5 (112x5) 80x5 (40x5) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-15 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +50 KD +50 -3
Notes
5 hits; puts opponents into limited juggle state; can juggle into 22K in the corner or SA1/SA3 anywhere (optimal for SA3 damage, skipping the additional damage scaling when canceled); cannot hit cross-up
236KK
Chun-Li
Chun-Li_236kk

236KK

Hundred Lightning Kicks
File:SF6 Chun-Li 236kk.png
File:SF6 Chun-Li 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
160x5 (800) 40x5 (200) - LH SA2 SA3 (5th) 41 SA / 43 follow-up
Startup Active Recovery Total Hitstun Blockstun
8 2(4)2(4)
2(4)2(4)2
21 54 50 total 44 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
800x5 [5000] -20000 160x5 (112x5) 80x5 (40x5) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
5 hits; can follow-up with KK on hit/block for no extra Drive cost; counter-hit/Punish Counter bonus advantage carries over through all hits; cannot hit cross-up
236KK~KK
Chun-Li
Chun-Li_236kk_kk

236KK~KK

Lightning Kick Barrage
SF6 Chun-Li 236kk kk.png
File:SF6 Chun-Li 236kk kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100x4,300 (700) 25x4,75 (175) - LH - -
Startup Active Recovery Total Hitstun Blockstun
11 2(5)2(4)
2(5)2(13)3
25 73 - 50
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x5 - - 100x5 (70x5) 50x5 (25x5) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +29 KD +29 -13
Notes
10 hits total; does not cost additional Drive meter; cannot hit cross-up

Aerial Hundred Lightning Kicks

j.236LK
Chun-Li
Chun-Li_j236lk

j.236LK

Aerial Hundred Lightning Kicks
SF6 Chun-Li j236lk.png
SF6 Chun-Li j236lk hitbox.pngSF6 Chun-Li j236lk hitbox2.pngSF6 Chun-Li j236lk hitbox3.pngSF6 Chun-Li j236lk hitbox4.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x3 (900) 75,84 (159) 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
8 2(4)2(4)2 15 land - 20 each 17 each
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x2 [5000] 666x2,668 (666,668) 250x2,300 (175x2,210) 125,150 (62,75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24(-16) - - - -
Punish Advantage Hit Advantage Block Advantage
0(+5) -4(+1) -7(-2)
Notes
3 hits; Forward/Neutral Jump only; cannot hit crouching; final 5f landing recovery is in crouching state
j.236MK
Chun-Li
Chun-Li_j236mk

j.236MK

Aerial Hundred Lightning Kicks
File:SF6 Chun-Li j236mk.png
File:SF6 Chun-Li j236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x4 (1000) 62,64 (126) 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
10 2(4)2(4)2(5)2 15 land - 22 each 18 each
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x2 [5000] 500x4 (500x2) 200x4 () (140x4) 100x2 (50x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25(-17) - - - -
Punish Advantage Hit Advantage Block Advantage
0(+5) -4(+1) -8(-3)
Notes
4 hits; Forward/Neutral Jump only; cannot hit crouching; final 5f landing recovery is in crouching state
j.236HK
Chun-Li
Chun-Li_j236hk

j.236HK

Aerial Hundred Lightning Kicks
File:SF6 Chun-Li j236hk.png
File:SF6 Chun-Li j236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
220x5 (1100) 55x2 (110) 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
12 2(4)2(3)
2(4)2(3)2
15 land - 24 each 20 each
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x2 [5000] 400x5 (400x2) 160x5 (112x5) 80x2 (40x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29(-24) - - - -
Punish Advantage Hit Advantage Block Advantage
-1(+2) -5(-2) -9(-6)
Notes
5 hits; Forward/Neutral Jump only; cannot hit crouching; final 5f landing recovery is in crouching state; very strict timing required to hit standing opponent (can hit twice vs. tall characters)
j.236KK
Chun-Li
Chun-Li_j236kk

j.236KK

Aerial Hundred Lightning Kicks
SF6 Chun-Li j236kk.png
SF6 Chun-Li j236kk hitbox.pngSF6 Chun-Li j236kk hitbox2.pngSF6 Chun-Li j236kk hitbox3.pngSF6 Chun-Li j236kk hitbox4.pngSF6 Chun-Li j236kk hitbox5.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x5,300 (1300) 54x3,54 (217) - LH - -
Startup Active Recovery Total Hitstun Blockstun
6 2(4)2(2)2(3)
2(2)2(3)2
15 land - - 21(7)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
666x3,670 [5000] -20000 100x5,300 (70x5,210) 50x3,150 (25x3,75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-46(-30) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +21 (+27~31) KD +21 (+27~31) -32(-16)
Notes
6 hits; Forward/Neutral Jump only; cannot hit crouching; no minimum height requirement; better KD Adv. when used in air juggles; final 5f landing recovery is in crouching state

Spinning Bird Kick

[2]8LK
Chun-Li
Chun-Li_28lk

[2]8LK

Spinning Bird Kick
SF6 Chun-Li 28lk.png
SF6 Chun-Li 28lk hitbox.pngSF6 Chun-Li 28lk hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
333x2,334 (1000) 84x2,83 (251) - LH - -
Startup Active Recovery Total Hitstun Blockstun
9 2(6)2(6)2 6+24 land 56 - 30 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x3 [5000] 666x2,668 400x3 (280x3) 200x3 (100x3) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 8-32 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +33 KD +33 -18
Notes
30f charge (no charge required if canceled from Stance normals); combos from light normals; cannot hit cross-up
[2]8MK
Chun-Li
Chun-Li_28mk

[2]8MK

Spinning Bird Kick
File:SF6 Chun-Li 28mk.png
File:SF6 Chun-Li 28mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x4,400 (1200) 50x4,100 (300) - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 2(6)2(6)
2(7)2(4)2
8+21 land 77 - 45 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
800x5 [5000] 400x5 240x5 (168x5) 120x5 (60x5) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 15-56 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -17
Notes
30f charge (no charge required if canceled from Stance normals); combos from medium normals; cannot hit cross-up
[2]8HK
Chun-Li
Chun-Li_28hk

[2]8HK

Spinning Bird Kick
File:SF6 Chun-Li 28hk.png
File:SF6 Chun-Li 28hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
180x6,320 (1400) 45x6,80 (350) - LH - -
Startup Active Recovery Total Hitstun Blockstun
21 2(4)2(8)2(6)
2(5)2(5)2(3)2
8+22 land 95 - 57 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
600x7 [5000] 285x6,290 150x6,300 (105x6,210) 75x6,150 (37x6,75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 19-73 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +33 KD +33 -18
Notes
30f charge (no charge required if canceled from Stance normals); combos from heavy normals and 5MK; cannot hit cross-up
[2]8KK
Chun-Li
Chun-Li_28kk

[2]8KK

Spinning Bird Kick
SF6 Chun-Li 28kk.png
File:SF6 Chun-Li 28kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100x6,200 (800) 25x6,50 (200) - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 2(4)2(4)2(5)
2(4)2(5)2(4)2
8+15 land 78 - 51 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
600x7 [5000] -20000 150x6,300 (105x6,210) 75x6,150 (37x6,75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 14-63 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28(-23) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +55(+41) KD +55(+41) -12
Notes
30f charge (no charge required if canceled from Stance normals); puts opponent into limited juggle state (juggle follow-up only possible vs. grounded opponents); combos from medium normals; cannot hit cross-up

Hazanshu

214LK
Chun-Li
Chun-Li_214lk

214LK

Hazanshu
SF6 Chun-Li 214lk.png
SF6 Chun-Li 214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 20% Starter H SA3 16
Startup Active Recovery Total Hitstun Blockstun
23 2 21 45 23 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [4000] 2000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5-18 Lower Body Projectile - 5-20 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+4 0 -9
Notes
Crouching state during recovery; cannot hit cross-up
214MK
Chun-Li
Chun-Li_214mk

214MK

Hazanshu
File:SF6 Chun-Li 214mk.png
File:SF6 Chun-Li 214mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 30% Starter H SA3 17
Startup Active Recovery Total Hitstun Blockstun
27 3 16 45 21 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6-21 Lower Body Projectile - 6-24 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -3
Notes
Crouching state during recovery; cannot hit cross-up
214HK
Chun-Li
Chun-Li_214hk

214HK

Hazanshu
File:SF6 Chun-Li 214hk.png
File:SF6 Chun-Li 214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 250 20% Starter H SA3 17
Startup Active Recovery Total Hitstun Blockstun
32 3 16(18) 50(52) 27 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 2000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6-26 Lower Body Projectile - 6-29 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 - - - -
Punish Advantage Hit Advantage Block Advantage
+10 +6 -1
Notes
2f extra recovery on whiff; crouching state during recovery; cannot hit cross-up
214KK
Chun-Li
Chun-Li_214kk

214KK

Hazanshu
SF6 Chun-Li 214kk.png
File:SF6 Chun-Li 214kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 250 20% Starter; Combo (2 hits) H SA2 SA3 20
Startup Active Recovery Total Hitstun Blockstun
26 3 16 44 - 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] -20000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6-21 Lower Body Projectile, 22-28 Projectile - 6-23 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +52 OTG KD +52 OTG -5
Notes
Bounces for an OTG juggle state on hit; crouching state during recovery; cannot hit cross-up

Tensho Kicks

22LK
Chun-Li
Chun-Li_22lk

22LK

Tensho Kicks
SF6 Chun-Li 22lk.png
SF6 Chun-Li 22lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450x2 (900) 113 - LH - -
Startup Active Recovery Total Hitstun Blockstun
5 2(10)2 27+12 land 57 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 1000x2 (1000) 500x2 (350x2) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Air - 8-45 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-51 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +29 KD +29 -37
Notes
Cannot hit cross-up; the final landing recovery frame is in a crouching state
22MK
Chun-Li
Chun-Li_22mk

22MK

Tensho Kicks
File:SF6 Chun-Li 22mk.png
File:SF6 Chun-Li 22mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450,550 (1000) 113 - LH - -
Startup Active Recovery Total Hitstun Blockstun
7 2(10)2 31+12 land 63 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 1000x2 (1000) 500x2 (350x2) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Air - 8-51 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-55 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +25 KD +25 -41
Notes
Cannot hit cross-up; the final landing recovery frame is in a crouching state
22HK
Chun-Li
Chun-Li_22hk

22HK

Tensho Kicks
File:SF6 Chun-Li 22hk.png
File:SF6 Chun-Li 22hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x3,600 (1200) 50 - LH - -
Startup Active Recovery Total Hitstun Blockstun
9 2(8)2(8)2(11)2 26+12 land 81 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 500x4 (500) 250x4 (175x4) 125 (62) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Air - 8-69 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-71 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +37 KD +37 -57
Notes
Cannot hit cross-up; the final landing recovery frame is in a crouching state
22KK
Chun-Li
Chun-Li_22kk

22KK

Tensho Kicks
SF6 Chun-Li 22kk.png
SF6 Chun-Li 22kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
180x5,500 (1400) 45 - LH - -
Startup Active Recovery Total Hitstun Blockstun
6 3(5)3 16+25 land 57 - 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 - -20000 200x6 (140x6) 100 (50) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-7 Full - 8-32 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-50 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +30 KD +30 -40
Notes
Active/Recovery frames listed are for whiff/block (follow-up attack only occurs after 2nd hit connects); cannot hit cross-up; the final landing recovery frame is in a crouching state

Super Arts

236236P
Chun-Li
Chun-Li_236236p

236236P

Kikosho
SF6 Chun-Li 236236p.png
SF6 Chun-Li 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x4,500 (1700) 100x5 (500) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
7 70 46 122 - 66 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x5 1000x5 - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-7 Strike/Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +22 KD +22 -22
Notes
5-hit Super projectile; can hit cross-up (behind Chun-Li)
j.236236P
Chun-Li
Chun-Li_j236236p

j.236236P

Aerial Kikosho
SF6 Chun-Li j236236p.png
SF6 Chun-Li j236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x4,600 (1800) 100x5 (500) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
7 50 16 land 103 - 72 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x5 1000x5 - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full Break Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-37~ - - - -
Punish Advantage Hit Advantage Block Advantage
KD +14 KD +14 -20
Notes
5-hit Super projectile; can hit cross-up (behind Chun-Li); higher activation height causes longer recovery before reaching the ground
236236K
Chun-Li
Chun-Li_236236k

236236K

Hoyoku-sen
SF6 Chun-Li 236236k.png
SF6 Chun-Li 236236k hitbox.pngSF6 Chun-Li 236236k hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2000(1000) 30x7,150,30x6,160,50 (750) 40% Minimum; 40% Starter; Combo (3 hits) LH Jmp -
Startup Active Recovery Total Hitstun Blockstun
11 [2(1)x3],2(2),
[2(1)x3],2(11),
[2(2)x6],2(23)3
48 144 - 76(7)20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
312x15,320 (5000) 625x16 (10000) - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-12 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-49 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +29 KD +29 -35
Notes
12f blockstring gap before final hit (8f in Burnout); 1000 damage if only the last hit connects; last hit is forward jump cancelable and puts opponent into free juggle state on grounded hit (limited juggle state if juggled into); Full active frame distribution: 2(1)2(1)2(1)2(2)2(1)2(1)2(1)2(11)2(2)2(2)2(2)2(2)2(2)2(2)2(23)3
214214K
Chun-Li
Chun-Li_214214k

214214K

Soten Ranka
SF6 Chun-Li 214214k.png
SF6 Chun-Li 214214k hitbox.pngSF6 Chun-Li 214214k hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 (500x2) 500,250x2 (1000) 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
8 2(24)1(7)1 40 82 - 51(25)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6500,500x2 (7500) 15000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-39 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +6 HKD +6 -24
Notes
Hits 3 times on block (true blockstring); no cinematic if 1st hit whiffs (1000 dmg total); cinematic time regenerates ~1.8 Drive bars for Chun-Li
214214K (CA)
Chun-Li
Chun-Li_214214k(ca)

214214K

Soten Ranka (CA)
SF6 Chun-Li 214214k ca.png
File:SF6 Chun-Li 214214k ca hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 (500x2) 750,250x2 (1250) 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
8 2(24)1(7)1 40 82 - 51(25)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
9000,500x2 (10000) 20000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-39 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +18 HKD +18 -24
Notes
Hits 3 times on block (true blockstring); no cinematic if 1st hit whiffs (1000 dmg total); available at 25% HP or below; cinematic time regenerates ~2 Drive bars for Chun-Li

Taunts

5PPPKKK
Chun-Li
Chun-Li_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Chun-Li 5pppkkk.png
SF6 Chun-Li 5pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
35 2 70 106 14 7
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
600 [5000] 300 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-70 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +35 Crumple -58 -65
Notes
"Sorry!"; Punish Counter crumple is the only way to keep it safe, but does not allow follow-up combo
6PPPKKK
Chun-Li
Chun-Li_6pppkkk

6PPPKKK

Forward Taunt
SF6 Chun-Li 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
273 (total) - - 273 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Welcome!"
4PPPKKK
Chun-Li
Chun-Li_4pppkkk

4PPPKKK

Back Taunt
SF6 Chun-Li 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
401 (total) - - 401 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Yawn... are you ready yet?"



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