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Street Fighter V/Chun-Li

From SuperCombo Wiki

Introduction

About Chun-Li

The first lady of fighting games, chun is another one of the more beginner-friendly characters in the game, as well as one of the consistently better characters in the game. Chun is your classic "Footsies" character - focusing on a patient neutral game where one attempts to control the space around him, poke in the opponent's space while simultaniously punish the opponent if they get into your space. Chun has great normals, both pokes, anti airs, and ways to punish the opponent for whiffing attacks or not blocking your incoming pokes. This is the core to chun's game, and is how you will play with her most of the time. Chun is also not limited with defensive options, having a 3f normal, and an EX DP (spinning bird kick), as well excellent moves to punish with after v-shift. Chun also has a great walk speed and solid dashes, which are important in the footsies game since it allows you to walk back and forth and control more space respectively. While chun is excellent in a lot of ways, she struggles in dealing with certain aspects that certain characters can definitely abuse agaist her. One notable one is dealing with variable air approaches, as each of her anti airs can only work in certain angles or situations, so ebing able to mix it up can give chun quite a lot of trouble. Another problem that chun li has is to approach the opponent when they are stalling away for a timeout when they have a significant life lead - while chun has a good mobility, her apporaching options are quite linear, eventually boiling down to dashing or jumping, both of which can be countered by the majority of the cast if they pay attention for them. all in all, chun is a solid character in most areas, but shines in the neutral game. A key to playing chun is to be patient, looking for the opponent to do a mistake and not always rushing to be the one to take the intiative. It's still important, however, to learn and utilize chun's solid offensive game and not forget about her strong v-triggers.

Strengths Weaknesses
  • Excellent pokes, great anti airs meaning she can control respective space
  • Great walk speed, good dashes allow her to stay on the move when playing
  • Great punishing options make the opponent think twice before sending out a poke
  • 2 Strong v-triggers is always a plus
  • Good defensive options
  • Anti airing require precise timing and choice
  • Limited approaching tools, limiting her rushdown ability
  • Lower than average health

Final Patch

Players to Watch

  • Humanbomb
  • Ludovic
  • MOV
  • Punk
Chun-Li
SFV-Chun-Li Portrait.jpg
Vitals
Life Points 975
Stun Points 1000
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 3 Bars
Ground Movement
Forward Walk Speed 0.0535
Backward Walk Speed 0.034
Forward Dash Speed 15
Backward Dash Speed 21
Forward Dash Distance 1.424
Backward Dash Distance 1.235
Backdash CH Frames 3-10
Jumping
Back Jump Speed 49 (4+41+4)
Neutral Jump Speed 49 (4+41+4)
Forward Jump Speed 48 (3+41+4)
Forward Jump Distance 2.05
Backward Jump Distance 1.845
Throws
Throw Hurtbox 0.3511
Throw Range 0.8461
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Chun-Li 5LP.png
Normal
SFV Chun-Li 5LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 8 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP / cr.LP / cr.LK
FATonline.png
VT1 Startup Active Recovery Hit
4 5 5 6
Damage Stun Attack Block
40 70 H 2
  • Cancel options: ch sp su vs1 vs2
Chains into st.LP / cr.LP / cr.LK
Tons of active frames and very advantageous on hit makes this a fantastic combo and oki tool
5MP
Stand MP
5MP
SFV Chun-Li 5MP.png
Normal
SFV Chun-Li 5MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 3 9 6
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vs1 vs2 vt1 vt2
Combo / Frametrap tool
FATonline.png
VT1 Startup Active Recovery Hit
5 3 9 8
Damage Stun Attack Block
60*5 (70) 100 H 3
  • Confirm windows:
    • Specials & CA: 14
  • Cancel options: sp su vs1 vs2
Combo / Frametrap tool
Puts airborne opponents into a limited juggle state
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
5HP
Stand HP
5HP
SFV Chun-Li 5HP.png
Normal
SFV Chun-Li 5HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 2 18(21) 0
Damage Stun Attack Block
80 150 H -4
  • Confirm windows:
    • Specials & CA: *17/**19
    • V-Trigger: 21
    • Notes: *CA only, **VT2 Secondary Activation
  • Cancel options: su vt1 vt2
Winning neutral since 1991
3 extra frames recovery on whiff
FATonline.png
VT1 Startup Active Recovery Hit
11 4 18(21) 2
Damage Stun Attack Block
80*10 (90) 150 H -5
  • Confirm windows:
    • Specials & CA: *19
    • Notes: *CA only
Winning neutral since 1991
3 extra frames recovery on whiff
Puts airborne opponents into a limited juggle state
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
5LK
Stand LK
5LK
SFV Chun-Li 5LK.png
Normal
SFV Chun-Li 5LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 3 7 1
Damage Stun Attack Block
40 70 H -3
  • Cancel options: sp su vs1 vs2 vt1 vt2
Whiffs on most crouching characters
FATonline.png
VT1 Startup Active Recovery Hit
5 4 6 1
Damage Stun Attack Block
50 70 H -3
  • Cancel options: sp su vs1 vs2
Whiffs on most crouching character
5MK
Stand MK
5MK
SFV Chun-Li 5MK.png
Normal
SFV Chun-Li 5MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 15 2
Damage Stun Attack Block
70 100 H -2
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
No leg hurtbox extension during startup frames and great hitbox priority makes this a very strong poke tool in neutral
Slightly less wide standing leg hurtbox on frames 7-10 (helps going over low attacks)
FATonline.png
VT1 Startup Active Recovery Hit
8 4 14 4
Damage Stun Attack Block
75*5 (80) 100 H -2
No leg hurtbox extension during startup frames and great hitbox priority makes this a very strong poke tool in neutral
Slightly less wide standing leg hurtbox on frames 7-10 (helps going over low attacks)
Puts airborne opponents into a limited juggle state
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
5HK
Stand HK
5HK
SFV Chun-Li 5HK.png
Normal
SFV Chun-Li 5HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12 3 16 1
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Stagger, 21 Adv, +150 V-Gauge.
  • Confirm windows:
    • Specials & CA: *19
    • V-Trigger: 24
    • Notes: *VT2 Secondary Activation
  • Cancel options: vt1 vt2
Can't hit crouching
Very far range anti-air / poke
Good luck whiff punishing this
FATonline.png
VT1 Startup Active Recovery Hit
12 3 16 1
Damage Stun Attack Block
90*5*5 (100) 150 H -2
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 114 KD Adv, 55 Quick Rise Adv, 60 Back Rise Adv.
Crush Counter; Launches into free juggle state
Puts airborne opponents into a limited juggle state (but does not increase juggle state on already juggled opponents)
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 0*0*0 / 1*1*1
Good luck whiff punishing this
2LP
Crouch LP
2LP
SFV Chun-Li 2LP.png
Normal
SFV Chun-Li 2LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 3 5 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP / cr.LP / cr.LK
FATonline.png
VT1 Startup Active Recovery Hit
4 4 4 6
Damage Stun Attack Block
40 70 H 2
  • Cancel options: ch sp su vs1 vs2
Chains into st.LP / cr.LP / cr.LK
Lots of active frames and very advantageous on hit makes this a fantastic combo and oki tool
2MP
Crouch MP
2MP
SFV Chun-Li 2MP.png
Normal
SFV Chun-Li 2MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 9 18 -3(5)
Damage Stun Attack Block
60 100 L -8(0)
  • Confirm windows:
    • V-Trigger: 22
  • Cancel options: vt1 vt2
Low profile on frames 6-30
Upper body projectile invincible during the slide on frames 6-18
+5/0 on last active frame
BUG: Chun-Li's torso hurtbox disappears on frame 18 alone (last active frame)
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it connects
FATonline.png
VT1 Startup Active Recovery Hit
10 9 18 -2
Damage Stun Attack Block
65*5 (70) 100 L -8
Low profile on frames 6-30
Upper body projectile invincible during the slide on frames 6-18
Puts airborne opponents into a limited juggle state
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
+5/0 on last active frame
BUG: Chun-Li's torso hurtbox disappears on frame 18 alone (last active frame)
2HP
Crouch HP
2HP
SFV Chun-Li 2HP.png
Normal
SFV Chun-Li 2HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 2(16)2 17 2
Damage Stun Attack Block
60*40 (100) 100*50 (150) H*H 1
  • Confirm windows:
    • Specials & CA: *17
    • V-Trigger: *16
    • Notes: *1st hit only
  • Cancel options: sp su vs1 vs2 vt1 vt2
2nd hit is not cancelable
Can punish the gap on block with a 6f or faster move
FATonline.png
VT1 Startup Active Recovery Hit
7 2(16)2 14 3
Damage Stun Attack Block
55*5*5*35*5*5 (110) 100*50 (150) H*H 1
  • Confirm windows:
    • Specials & CA: *17
  • Cancel options: sp su vs1 vs2
6 hits (split into 3)
Only first 3 hits are cancelable
Can punish the gap on block with a 4f or faster move
1st hit Juggle Limit / Increase / Start: 5*8*8 / 1*1*1 / 1*1*1 (same juggle values for the 2ndary 3-hits)
Has increased juggle start (+2 instead of +1) on counter-hit for some strange reason
2LK
Crouch LK
2LK
SFV Chun-Li 2LK.png
Normal
SFV Chun-Li 2LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 2 8 2
Damage Stun Attack Block
20 70 L -1
  • Cancel options: ch sp vt1 vt2
Chains into st.LP / cr.LP / cr.LK
Only special cancelable into lightning legs
FATonline.png
VT1 Startup Active Recovery Hit
3 3 7 4
Damage Stun Attack Block
30 70 L -1
  • Cancel options: ch sp
Chains into st.LP / cr.LP / cr.LK
Only special cancelable into legs
2MK
Crouch MK
2MK
SFV Chun-Li 2MK.png
Normal
SFV Chun-Li 2MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 2 16 2
Damage Stun Attack Block
50 100 L -2
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Quite a lenient cancel window
FATonline.png
VT1 Startup Active Recovery Hit
6 2 14 4
Damage Stun Attack Block
55*5 (60) 100 L -2
  • Confirm windows:
    • Specials & CA: 17
  • Cancel options: sp su vs1 vs2
Very lenient cancel window
Puts airborne opponents into a limited juggle state
2 hits
Juggle Limit / Increase / Start: 2*3 / 3*3 / 1*1
2HK
Crouch HK
2HK
SFV Chun-Li 2HK.png
Normal
SFV Chun-Li 2HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 24 KD
Damage Stun Attack Block
90 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 65 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
Counter Hit advantage is +67 KDA instead of +65 like regular delayed wake-up timing
FATonline.png
VT1 Startup Active Recovery Hit
8 4 23 KD
Damage Stun Attack Block
90*5*5 (100) 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 28 Back Rise Adv.
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
8LP
Jump LP
8LP
SFV Chun-Li j.LP.png
Normal
SFV Chun-Li j.LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
VT1 Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
50 70 M -
8MP
Jump MP
8MP
SFV Chun-Li j.MP.png
Normal
SFV Chun-Li j.MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: sp
Puts airborne opponents into a limited juggle state
Cancelable into Air Hyakuretsukyaku (Air Legs)
Juggle Limit / Increase / Start: 0 / 1 / 3 (Gets +1 Juggle Limit if used from V-Skill)
FATonline.png
VT1 Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
65*5 (70) 100 M -
Puts airborne opponents into a limited juggle state
2 hits
8HP
Jump HP
8HP
SFV Chun-Li j.HP.png
Normal
SFV Chun-Li j.HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 4(2)4 - -
Damage Stun Attack Block
50*50 (100) 100*50 (150) M*M -
1st hit puts airborne opponents into a limited juggle state (2nd hit air resets)
Juggle Limit / Increase / Start: 0*1 / 1*3 / 1*1 (Gets +1 Juggle Limit on both hits (1*2) if used from V-Skill)
Has worse hitboxes when used from V-Skill jump (Capcom forgot to buff the hitboxes on the V-Skill version as well when they buffed the hitboxes on jump HP is Season 3 patch)
FATonline.png
VT1 Startup Active Recovery Hit
6 4(2)4 - -
Damage Stun Attack Block
45*5*5*45*5*5 (110) 100*50 M*M -
Juggles opponent when it hits air to air
Can cancel into Air Legs
Has worse hitboxes when used from V-Skill jump (Capcom forgot to buff the hitboxes on the V-Skill version as well when they buffed the hitboxes on jump HP is Season 3 patch)
8LK
Jump LK
8LK
SFV Chun-Li j.LK.png
Normal
SFV Chun-Li j.LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 7 - -
Damage Stun Attack Block
40 70 M -
Good air-to-air hitbox
FATonline.png
VT1 Startup Active Recovery Hit
4 7 - -
Damage Stun Attack Block
50 70 M -
Good air-to-air hitbox
8MK
Jump MK
8MK
SFV Chun-Li j.MK.png
Normal
SFV Chun-Li j.MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
60 100 M -
Cross-up
FATonline.png
VT1 Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
65*5 (70) 100 M -
Cross-up
2 hits
7 or 9HK
Jump HK
7 or 9HK
SFV Chun-Li j.HK.png
Normal
SFV Chun-Li j.HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
VT1 Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
90*5*5 (100) 150 M -
3 hits
8HK
Neutral Jump HK
8HK
SFV Chun-Li 8HK.png
Normal
SFV Chun-Li 8HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
Hits on both sides of Chun-Li
Can hit Cross-up
Hitbox behind Chun-Li (Cross-up part) has Juggle Limit: 9 for some reason
FATonline.png
VT1 Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90*5*5 (100) 150 M -
Hits on both sides of Chun-Li
Can hit Cross-up
3 hits
Hitbox behind Chun-Li (Cross-up part) has Juggle Limit: 9 for some reason

Command Normals

4 or 6MP
Tsuitotsuken
4 or 6MP
SFV Chun-Li 4 or 6MP.png
Normal
SFV Chun-Li 4 or 6MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 2 12 3
Damage Stun Attack Block
65 100 H 0
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Slightly lower hurtbox on frames 5-15
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
7 3 11 5
Damage Stun Attack Block
70*5 (75) 100 H 0
Slightly lower hurtbox on frames 5-15
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
4HP
Hakkei
4HP
SFV Chun-Li 4HP.png
Normal
SFV Chun-Li 4HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 5 13(18) 3
Damage Stun Attack Block
90 150 H 2
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 21
    • V-Trigger: 21
  • Cancel options: sp su vs1 vs2 vt1 vt2
Good counter-poke and oki tool
5 extra recovery frames on whiff (18f)
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
7 7 11 6
Damage Stun Attack Block
90*5*5 (100) 150 H 2
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 105 KD Adv, 46 Quick Rise Adv, 51 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 21
  • Cancel options: sp su vs1 vs2
Nullifies 1-hit of projectile
3 hits
Good counter-poke and oki tool
Juggle Limit / Increase / Start: 5*8*8 / 2*2*2 / 1*1*1
3MK
Senenshu
3MK
SFV Chun-Li 3MK.png
Normal
SFV Chun-Li 3MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
26 2 16 2
Damage Stun Attack Block
70 100 M -2
Overhead
Low profiles on frames 26-34
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
26 2 16 4
Damage Stun Attack Block
75*5 (80) 100 M -2
Overhead
Low profiles on frames 26-34
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
4HK
Tenkukyaku
4HK
SFV Chun-Li 4HK.png
Normal
SFV Chun-Li 4HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 5 13 2
Damage Stun Attack Block
80 150 H 0
  • Confirm windows:
    • V-Trigger: 19
  • Cancel options: vt1 vt2
Forces standing state on hit
Puts airborne opponents into a limited juggle state
Retains standing hurtbox during whole animation (but still has very good anti-air hitboxes)
Has 2 seperate hitboxes with different juggle increase (the higher reaching hitbox increase the current juggle state by more than the lower down hitbox)
Juggle Limit / Increase / Start: 1 / 1(2) / 1
Has increased juggle start (+3 instead of +1) on counter-hit for some strange reason
FATonline.png
VT1 Startup Active Recovery Hit
8 5 13 2
Damage Stun Attack Block
80*5*5 (90) 150 H 0
Forces standing state on hit
Retains standing hurtbox during whole animation (but still has very good anti-air hitboxes)
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*1*1 / 3*3*3
6HK
Yokusenkyaku
6HK
SFV Chun-Li 6HK.png
Normal
SFV Chun-Li 6HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
18 5 13(18) 2
Damage Stun Attack Block
80 150 H -2
  • Crush Counter: Stagger, 18 Adv, +100 V-Gauge.
Airborne on frames 11-21
Hurtbox slightly above ground on frames 10-21
5 extra recovery frames on whiff (18)
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
18 5 13(18) 4
Damage Stun Attack Block
80*5*5 (90) 150 H -2
  • Crush Counter: Stagger, 18 Adv, +100 V-Gauge.
Airborne on frames 11-21
Hurtbox slightly above ground on frames 10-21
5 extra recovery frames on whiff (18)
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
3HK
Kakurakukyaku
3HK
SFV Chun-Li 3HK.png
Normal
SFV Chun-Li 3HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
34 7 6 6(10)
Damage Stun Attack Block
80 150 M 2(6)
Airborne from frames 10-43
Crosses up
On tall-sized target; standing +6/+2 and crouching +9/+5
On normal-sized target: standing +8/ +4 and crouching +10/+6
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
34 7 6 7
Damage Stun Attack Block
80*5*5 (90) 150 M 3
Jumps forward and attacks in a cross-up attempt
Airborne from frame 10
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
2MK (air)
Yosokyaku
2MK (air)
SFV Chun-Li 2MK (air).png
Normal
SFV Chun-Li 2MK (air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5+4+5 4 4 -
Damage Stun Attack Block
30*36*40 (106) 60*54*48 (162) M -
Can be used from all jump directions
Every stomp can hit Cross-up and puts airborne opponents into a limited juggle state
The last 3rd stomp is cancelable into air legs and launches grounded opponents into a limited juggle state
All stomps can be canceled into subsequent air stomps (up to 3 max) as well as into other air normals and air legs (Air Hyakuretsukyaku)
Each stomp counts as a seperate hit in terms of adding to the damage scaling
Removes Chun-Li's leg hurtboxes during startup and in between stomps until landing
Juggle Limit / Increase / Start: 3*6*9 / 1*1*9 / 1*1*1
FATonline.png
VT1 Startup Active Recovery Hit
5+4+5 4 4 -
Damage Stun Attack Block
35*5*41*5*44*4 (134) 60*54*48 (162) M -
Each air stomp does 2-hits and 10 more damage in V-Trigger 1
Can be used from all jump directions
Every stomp can hit Cross-up and puts airborne opponents into a limited juggle state
The last 3rd stomp is cancelable into air legs and launches grounded opponents into a limited juggle state
All stomps can be canceled into subsequent air stomps (up to 3 max) as well as into other air normals and air legs (Air Hyakuretsukyaku)
Each stomp counts as a seperate hit in terms of adding to the damage scaling
Removes Chun-Li's leg hurtboxes during startup and in between stomps until landing
Juggle Limit / Increase / Start: 3*5*6 / 1*1*1 / 1*1*1

Throws

LPLK
Koshuto
Throw
LPLK
SFV Chun-Li LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 150 T KD
  • Knockdown: 62 KD Adv, 13 Quick Rise Adv, 13 Back Rise Adv.
FATonline.png
4LPLK
Tenshin Shushu
Back Throw
4LPLK
SFV Chun-Li 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 200 T KD
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
FATonline.png

Special Moves

9 during jump near wall
Sankaku Tobi
9 during jump near wall
SFV Chun-Li 9 during jump near wall.png
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
Chun-Li is susceptible to special counter-hits during the entire duration of her wall jump (also any follow-ups done from her wall jump) by any medium / heavy / command normal, this special counter-hit state puts Chun-Li into a free juggle state
FATonline.png
46LP
LP Kikoken
46LP
SFV Chun-Li 46LP.png
Normal
SFV Chun-Li 46LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
13 - 33 0
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt1 vt2
1-hit projectile
Projectile Speed: 0.048
Projectile lasts for 70 frames (reaches almost full-screen)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
FATonline.png
VT1 Startup Active Recovery Hit
13 - 33 0
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.48
Projectile lasts for 140 frames (double the duration and range outside V-Trigger 1)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
46MP
MP Kikoken
46MP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
11 - 34 -1
Damage Stun Attack Block
60 100 H -5
  • Cancel options: su vt1 vt2
1-hit projectile
Projectile Speed: 0.055
Projectile lasts for 50 frames (reaches about 80% screen length)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
FATonline.png
VT1 Startup Active Recovery Hit
11 - 34 -1
Damage Stun Attack Block
60 100 H -5
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.55
Projectile lasts for 100 frames (double the duration and range outside V-Trigger 1)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
46HP
HP Kikoken
46HP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
9 - 35 -1
Damage Stun Attack Block
60 100 H -4
  • Cancel options: su vt1 vt2
1-hit projectile
Projectile Speed: 0.065
Projectile lasts for 30 frames (reaches about 60% screen length)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
FATonline.png
VT1 Startup Active Recovery Hit
9 - 35 -1
Damage Stun Attack Block
60 100 H -4
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.65
Projectile lasts for 60 frames (double the duration and range outside V-Trigger 1)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
46PP
EX Kikoken
46PP
SFV Chun-Li 46PP.png
Normal
SFV Chun-Li 46PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 - 27 4
Damage Stun Attack Block
40*60 (100) 0*100 (100) H*H 1
  • Cancel options: vt1 vt2
2-hit projectile
Projectile Speed: 0.06
No limited duration like on the non-EX versions
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6*7 / 4*4 / 0*4
FATonline.png
VT1 Startup Active Recovery Hit
11 - 27 4
Damage Stun Attack Block
50*70 (120) 0*100 H*H 1
2-hit projectile
Projectile Speed: 0.60
No limited duration like on the non-EX versions
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6*7 / 4*4 / 0*4
236LK
LK Hyakuretsukyaku
236LK
SFV Chun-Li 236LK.png
Normal
SFV Chun-Li 236LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2(5)2(6)2(6)2 20 4
Damage Stun Attack Block
15x4 (60) 20x4 (80) H -8
  • Cancel options: su vt1 vt2
4 hits
Cancels into Super / V-Trigger activations on 3rd hit
Juggle Limit / Increase / Start: 1*0*0*0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
5 2(5)2(6)2(6)2 20 4
Damage Stun Attack Block
15x3*25 (70) 20x4 (80) H -8
  • Cancel options: su
4 hits
Juggle Limit / Increase / Start: 1*0*0*0 / 1 / 1
236MK
MK Hyakuretsukyaku
236MK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
11 2(4)2(4)2(4)2(4)2 20 3
Damage Stun Attack Block
16x5 (80) 25x4*20 (120) H -9
  • Cancel options: su vt1 vt2
5 hits
Cancels into Super / V-Trigger activations on 4th hit
Slightly increased knockback on Hit / Counter-Hit if canceled from stand MP
Juggle Limit / Increase / Start: 1*1*1*1*0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
11 2(4)2(4)2(4)2(4)2 20 3
Damage Stun Attack Block
16x4*26 (90) 25x4*20 (120) H -9
  • Cancel options: su
5 hits
Juggle Limit / Increase / Start: 1*1*1*1*0 / 1 / 1
236HK
HK Hyakuretsukyaku
236HK
SFV Chun-Li 236HK.png
Normal
SFV Chun-Li 236HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 2(3)2(3)2(3)2(3)2(3)2 22 KD
Damage Stun Attack Block
15x5*25 (100) 20x6 (120) H -12
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su vt1 vt2
6 hits
Cancels into Super / V-Trigger activations on 5th hit
Puts airborne opponents into a free juggle state (and does not increase juggle state on already juggled opponents)
Has a higher Juggle Limit than LK/MK versions
Juggle Limit / Increase / Start: 3*3*3*4*5*6 / 0 / 0
FATonline.png
VT1 Startup Active Recovery Hit
14 2(3)2(3)2(3)2(3)2(3)2 22 KD
Damage Stun Attack Block
15x5*35 (110) 20x6 (120) H -12
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su
6 hits
Has a much higher Juggle Limit than LK/MK versions
Juggle Limit / Increase / Start: 7*8*9*10*11*12 / 1 / 1
236KK
EX Hyakuretsukyaku
236KK
SFV Chun-Li 236KK.png
Normal
SFV Chun-Li 236KK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2(3)2(3)2(3)2(3)2(3)2(11)2(3)2(3)2(3)2 19 KD
Damage Stun Attack Block
10x9*50 (140) 200 H -2
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: vt1 vt2
Cancels into V-Trigger 1 activation after 6th kick (first burst)
First burst of kicks MUST connect for V-Trigger 1 cancel to occur
Cancels into V-Trigger 2 after 10th hit (second burst)
Second burst of kicks MUST connect for V-Trigger 2 cancel to occur
Very fast startup and good range makes this a really good punish / whiff punish tool
Juggle Limit / Increase / Start: 5 / 0x9*5 / 1 (only the last 10th hit increases the current juggle state by +5)
FATonline.png
VT1 Startup Active Recovery Hit
5 2(3)2(3)2(3)2(3)2(3)2(11)2(3)2(3)2(3)2 19 KD
Damage Stun Attack Block
10x9*60 (150) 200 H -2
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Very fast startup and good range makes this a really good punish / whiff punish tool
Juggle Limit / Increase / Start: 5 / 0x9*5 / 1 (only the last 10th hit increases the current juggle state by +5)
236LK(air)
LK Air Hyakuretsukyaku
236LK(air)
SFV Chun-Li 236LK(air).png
Normal
SFV Chun-Li 236LK(air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 2(5)2(3)2(5)2 12 0(4)
Damage Stun Attack Block
16x4 (64) 20x4 (80) H -5(-2)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 4*5*7*8 / 1*1*1*6 / 1
FATonline.png
VT1 Startup Active Recovery Hit
8 2(5)2(3)2(5)2 12 0(3)
Damage Stun Attack Block
17*29*17x2 (80) 20x4 (80) H -5(-2)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 20 / 1*1*1*6 / 1
236MK(air)
MK Air Hyakuretsukyaku
236MK(air)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
10 2(2)2(4)2(4)2(2)2 12 1(4)
Damage Stun Attack Block
16x5 (80) 20x5 (100) H -4(-2)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 4*5*8*9*11 / 1*1*1*1*6 / 1
FATonline.png
VT1 Startup Active Recovery Hit
10 2(2)2(4)2(4)2(2)2 12 1(3)
Damage Stun Attack Block
16*26*16x3 (90) 20x5 (100) H -4(-2)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 20 / 1*1*1*1*6 / 1
236HK(air)
HK Air Hyakuretsukyaku
236HK(air)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
12 2(4)2(3)2(4)2(2)2(2)2 12 -4(-1)
Damage Stun Attack Block
16x5 (80) 20x5 (100) H -6(-4)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 4*5*8*9*10*11 / 1*1*1*1*1*6 / 1
FATonline.png
VT1 Startup Active Recovery Hit
12 2(4)2(3)2(4)2(2)2(2)2 12 -4(-1)
Damage Stun Attack Block
16x5 (80) 20x5 (100) H -6(-4)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 20 / 1*1*1*1*1*6 / 1
236KK(air)
EX Air Hyakuretsukyaku
236KK(air)
SFV Chun-Li 236KK(air).png
Normal
SFV Chun-Li 236KK(air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 2(1)2(2)2(3)2(1)2(2)2(3)2 12 KD
Damage Stun Attack Block
23x6*22 (160) 30x7 (210) H -13
Knockdow advantage varies depending on angle / height and how many hits connect
7 hits
Juggle Limit / Increase / Start: 20*21*22*23*24*25*26 / 1*1*1*1*1*1*6 / 1
FATonline.png
VT1 Startup Active Recovery Hit
6 2(1)2(2)2(3)2(1)2(2)2(3)2 12 KD
Damage Stun Attack Block
25*20*25x5 (170) 30x7 (210) H -13
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 20 / 1*1*1*1*1*1*6 / 1
28LK
LK Spinning Bird Kick
28LK
SFV Chun-Li 28LK.png
Normal
SFV Chun-Li 28LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
9 2(1)2(4)2(5)2(3)2 24 KD
Damage Stun Attack Block
25*15x3*40 (110) 20*25x3*105 (200) H -6
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 9
5 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
FATonline.png
VT1 Startup Active Recovery Hit
9 2(1)2(4)2(5)2(3)2 24 KD
Damage Stun Attack Block
25*15x3*50 (120) 20*25x3*105 (200) H -6
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 9
5 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
28MK
MK Spinning Bird Kick
28MK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
15 2(1)2(4)2(4)2(3)2(6)2(5)2 24 KD
Damage Stun Attack Block
35*11x5*40 (130) 30*20x5*70 (200) H -8
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 15
7 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
FATonline.png
VT1 Startup Active Recovery Hit
15 2(1)2(4)2(4)2(3)2(6)2(5)2 24 KD
Damage Stun Attack Block
35*11x5*50 (140) 30*20x5*70 (200) H -8
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 15
7 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
28HK
HK Spinning Bird Kick
28HK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
19 2(1)2(4)2(4)2(4)2(5)2(4)2(5)2(5)2 24 KD
Damage Stun Attack Block
21*12x7*45 (150) 20x8*40 (200) H -8
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 22
9 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
FATonline.png
VT1 Startup Active Recovery Hit
19 2(1)2(4)2(4)2(4)2(5)2(4)2(5)2(5)2 24 KD
Damage Stun Attack Block
21*12x7*55 (160) 20x8*40 (200) H -8
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 22
9 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
28KK
EX Spinning Bird Kick
28KK
SFV Chun-Li 28KK.png
Normal
SFV Chun-Li 28KK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 7(1)4(1)4(1)2 35 KD
Damage Stun Attack Block
25x4*50 (150) 30x4*80 (200) H -20
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
Fully invincible on frames 1-8
Projectile invincible on frames 9-33
Takes 45 frames to charge
Airborne on frame 5
Can hit cross-up (behind Chun-Li) from frame 8
5 hits
Chun-Li is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: 5*6*7*8*9 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
5 7(1)4(1)4(1)2 35 KD
Damage Stun Attack Block
25x4*60 (160) 30x4*80 (200) H -20
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
Fully invincible on frames 1-8
Projectile invincible on frames 9-33
Takes 45 frames to charge
Airborne on frame 5
Can hit cross-up (behind Chun-Li) from frame 8
5 hits
Chun-Li is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: 5*6*7*8*9 / 1 / 1

Critical Art

236236K
Hoyokusen
236236K
SFV Chun-Li 236236K.png
Startup Active Recovery Hit
5 - 35 KD
Damage Stun Attack Block
30*20*34x5*110 (330) 0 H -20
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 40 Back Rise Adv.
Fully invincible on frames 1-6
Juggle Limit: 50
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Chun-Li 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Rankyaku
MPMK (VS1)
SFV Chun-Li MPMK (VS1).png
Normal
SFV Chun-Li MPMK (VS1) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 6 36+6 KD
Damage Stun Attack Block
40 50 H -24
  • Knockdown: 71 KD Adv, 12 Quick Rise Adv, 17 Back Rise Adv.
Airborne on frames 11-52
Puts opponent into a limited juggle state
Cancelable into from special cancelable grounded normals
Cancels on hit into any air normals / air legs (Air Hyakuretsukyaku) or air throw on frames 13-23 (cancels later on block / whiff on frames 25-39)
All air normals from V-Skill build 30 / 15 V-Gauge on Hit / Block (Air Stomp builds 20 / 10)
Can also follow-up with airborne V-Skill Kick (Souseikyaku) on frames 22 and onward
Can do wall-jump from V-Skill if colliding with the wall if Chun-Li has not already followed-up with anything else in-air
6F landing recovery
V-Gauge on Hit / Block: 80 / 40
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
11 6 36+6 KD
Damage Stun Attack Block
50 50 H -24
  • Knockdown: 71 KD Adv, 12 Quick Rise Adv, 17 Back Rise Adv.
Airborne on frames 11-52
Puts opponent into a limited juggle state
Cancelable into from special cancelable grounded normals
Cancels on hit into any air normals / air legs (Air Hyakuretsukyaku) or air throw on frames 13-23 (cancels later on block / whiff on frames 25-39)
Can also follow-up with airborne V-Skill (Souseikyaku) on frames 22 and onward
Can do wall-jump from V-Skill if colliding with the wall if Chun-Li has not already followed-up with anything else in-air
6F landing recovery
Juggle Limit / Increase / Start: 0 / 1 / 1
MPMK (VS1) > MPMK
Souseikyaku
MPMK (VS1) > MPMK
SFV Chun-Li MPMK (VS1) MPMK.png
Normal
SFV Chun-Li MPMK (VS1) MPMK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
22+12 6 4 -
Damage Stun Attack Block
100 120 H -
If the initial V-Skill did not hit; Causes free juggle state upon airborne opponents
Juggle Limit / Increase / Start: 5 / 2 / 1
V-Gauge on Hit / Block: 50/25
FATonline.png
VT1 Startup Active Recovery Hit
22+12 6 4 -
Damage Stun Attack Block
80 120 H -
If the initial V-Skill did not hit; Causes free juggle state upon airborne opponents
Juggle Limit / Increase / Start: 5 / 2 / 1

V-Skill 2

MPMK (VS2)
Hazanshu
MPMK (VS2)
SFV Chun-Li MPMK (VS2).png
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
27 3 14(20) 4
Damage Stun Attack Block
80 120 H -4
  • Knockdown: 75 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Can hit OTG (KDA +75/16/21)
Airborne on frames 6-25
Projectile invincible hurtbox extends below Chun-Li on frames 6-21
Cancelable into from special cancelable normals
Cancels into V-Trigger activations / V-Trigger 2 specials on hit / block
Can hold back when doing V-Skill to do a shorter version of Hazanshu
6 extra recovery frames on block and whiff (20f)
V-Gauge on Hit / Block: 80 / 40
Juggle Limit / Increase / Start: 20 / 1 / 4
FATonline.png
VT1 Startup Active Recovery Hit
27 3 14(20) 4
Damage Stun Attack Block
90 130 H -2
Can hit OTG (KDA +75/16/21)
Airborne on frames 6-25
Projectile invincible hurtbox extends below Chun-Li on frames 6-21
Cancelable into from special cancelable normals
Cancels into V-Trigger 2 specials on hit / block
Can hold back when doing V-Skill to do a shorter version of Hazanshu
6 extra recovery frames on block and whiff (20f)
V-Gauge on Hit / Block: 80 / 40
Juggle Limit / Increase / Start: 20 / 1 / 4

V-Trigger 1

HPHK (VT1)
Renkiko
HPHK (VT1)
SFV Chun-Li HPHK (VT1).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Improves the framedata, damage, and juggle properties of almost all moves for 1000 frames (~16.6 seconds)
Enables 3rd Strike stun juggle combos
FATonline.png

V-Trigger 2

HPHK (VT2)
Kikosho
HPHK (VT2)
SFV Chun-Li HPHK (VT2).png
Startup Active Recovery Hit
7 24 7 KD
Damage Stun Attack Block
20x4*40 (120) 150 H 2
  • Knockdown: 109 KD Adv, 50 Quick Rise Adv, 55 Back Rise Adv.
3 bar V-Trigger
Duration of 3000 frames (50 seconds)
Gives access to a few more reps of the same special (Kikosho)
5-hit projectile hitbox
Nullifies 1 hit of projectile
Launches opponent into a free juggle state (and does not increase juggle state on already juggled opponents)
Behaves a bit differently while in V-Trigger 2 (post activation)
See V-Trigger 2 versions notes for more info on how they work
Juggle Limit / Increase / Start: 20 / 0 / 0
FATonline.png
HPHK (release)
Kikosho (release)
HPHK (release)
SFV Chun-Li HPHK (release).png
Startup Active Recovery Hit
16 12 16 KD
Damage Stun Attack Block
20x2*40 (80) 100 H -2
  • Knockdown: 100 KD Adv, 41 Quick Rise Adv, 46 Back Rise Adv.
3-hit projectile hitbox
Nullifies 1 hit of projectile
Cancelable into from most of Chun-Li's normals and specials
Launches opponent into a free juggle state (and does not increase juggle state on already juggled opponents)
Juggle Limit / Increase / Start: 20 / 0 / 0
Spends 1000 V-Timer (~33% V-Timer)
FATonline.png
HPHK (hold)
Kikosho (hold)
HPHK (hold)
SFV Chun-Li HPHK (hold).png
Startup Active Recovery Hit
49 24 7 KD
Damage Stun Attack Block
20x4*40 (120) 150 H 18(GB)
  • Knockdown: 109 KD Adv, 50 Quick Rise Adv, 55 Back Rise Adv.
Causes guard break on block for +18 frame advantage
5-hit projectile hitbox
Nullifies 1 hit of projectile
Cancelable into from most of Chun-Li's normals and specials
Launches opponent into a free juggle state (and does not increase juggle state on already juggled opponents)
Juggle Limit / Increase / Start: 20 / 0 / 0
Spends 1000 V-Timer (~33% V-Timer)
FATonline.png

V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.084 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
FATonline.png

V-Shift Break

5MKHP
Ensenbu
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

6PPP
Sohakkei
6PPP
SFV Chun-Li 6PPP.png
Startup Active Recovery Hit
12 2 24 2
Damage Stun Attack Block
40 0 H -2
Strike and Projectile invincible on frames 1-25
Does not reward extra frame advantage on counter-hit
FATonline.png


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