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 Frame Data * Chun Li

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GxC Shield
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GxC Shield

Messages : 1740
ID en ligne : GxC Shield (XBox360 & PC) // GxC_Kekkai (PSN)
Perso : Claw (SSFIVAE); Dhalsim (SFII) / Ky Kiske (GGXrd)

Frame Data * Chun Li Empty
MessageSujet: Frame Data * Chun Li   Frame Data * Chun Li I_icon_minitime6/1/2013, 16:44

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close Light PunchHL205020Sp*Su32725-
Close Medium PunchHL40*4050*5040*20Sp*Su43(6)314-30-
Close Hard PunchHL9020060Sp*Su4421-7-2-
Close Light KickHL405020Sp*Su32814-
Close Medium KickHL*H*H30*20*2050*25*2540*20*20Sp*Su43(7)2*216-4-1-
Close Hard KickHL10020060Sp*Su4318-32Forces stand
Far Light PunchHL205020C*Sp*Su32636-
Far Medium PunchHL6010040Sp*Su721025-
Far Hard PunchHL10020060-6316-13-
Far Light KickHL305020-4210-12-
Far Medium KickHL7010040-7313-21-
Far Hard KickHL10020060-12220-40-
Crouch Light PunchHL305020C*Sp*Su33536-
Crouch Medium PunchHL6010040-10512-30-
Crouch Hard PunchHL50*50100*10060*60Sp*Su72(6)218-22-
Crouch Light KickL305020C348-12-
Crouch Medium KickL6010040Sp*Su531103-
Crouch Hard KickL9015060-7419-5DHard knockdown
Jump Up Light PunchH405020-66----
Jump Up Medium PunchH7010040-43----
Jump Up Hard PunchH70*70150*15060*60-52(2)2---[Air hit] Limited juggle knockdown, 2nd hit pursuit property
Jump Up Light KickH505020-37----
Jump Up Medium KickH8010040-46----
Jump Up Hard KickH9020060-48----
Jump Toward Light PunchH405020-36----
Jump Toward Medium PunchH7010040-53----
Jump Toward Hard PunchH7015060-58---[Air hit] Limited juggle knockdown
Jump Toward Light KickH305020-410----
Jump Toward Medium KickH6010040-55----
Jump Toward Hard KickH10020060-45----
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Back + Medium KickHL505040-9416-6-3-
Medium Kick (During Back + Medium Kick)HL505020Su12339-28D-
Down, Up + Kick (During Back + Medium Kick, Medium Kick)HL20xN50xN20xN-44(2) 1(4) 2(4) 1(5) 19 + After landing 15-DLegs projectile invincible until end of active frames, pursuit property
Toward + Medium KickHL8010040-15313-21-
Down-Toward + Light KickHL405020-12410 + After landing 5-5-216~25f Feet strike and projectile invincible, 12~25 airborne, [Air hit] or [Counterhit] limited juggle knockdown
Down-Toward + Hard KickH10020060-377After landing 52611~43f airborne
Down + Medium Kick (Air)H605040-2/3/43---1f legs projectile invincible, [Air hit] limited juggle knockdown, pursuit property, repeats up to 3x, (something about inputs)
Triangle Jump----------Can perform until 29f of jump
Target Combo 1H405020-43----
Focus Attack Level 1HL6010020-21235-21-21-
Focus Attack Level 2HL8015040-17+14235-15D-
Focus Attack Level 3-12020060-65235DD-
Toward Throw1.0114010040-3220-DHard knockdown
Back Throw1.0114010040-3220-DHard knockdown
Air Throw1.115015040-32--DHard knockdown
Lightning Legs Light KickHL15xN20xN20/10Su42(6)2(6)2(6)2 [(5)2(6)2(6)2(6)2] [(4)2(6)2(6)2(6)2]17[19]+2[0]+6[+4][] refers to the extension lightning kicks, extension block advantage assumes last hit connects
Lightning Legs Medium KickHL15xN25xN20/10Su71(4)2(4)1(4)1 [(4)1(4)2(4)1(4)1]20[17]0[+3]+4[+7][] refers to the extension lightning kicks, extension block advantage assumes last hit connects
Lightning Legs Hard KickHL15XN30xN20/10Su71(4)1(4)1(3)1 [(4)1(4)1(4)1(3)1]21[20]-1[0]+3[+4][] refers to the extension lightning kicks, extension block advantage assumes last hit connects
Lightning Legs EXHL40x450x40Su41(3)1(3)1(3)1191D-
Fireball Light PunchHL505020/20Su1410044-4020~21f cancellable, charge 55f
Fireball Medium PunchHL607520/20Su127741-3117~18f cancellable, charge 55f
Fireball Hard PunchHL7010020/20Su104541-5-117~18f cancellable, charge 55f
Fireball EXHL50*5050*500Su104948-40Pursuit property, 17~18f cancellable, charge 55f
Overhead Flip Kick Light KickH9010030/40Su23220-142~22f airborne, +3 hit advantage vs crouching opponents
Overhead Flip Kick Medium KickH11015030/40Su25219052~23f airborne, +4 hit advantage vs crouching opponents
Overhead Flip Kick Hard KickH13020030/40Su26220-142~25f airborne, +3 hit advantage vs crouching opponents
Overhead Flip Kick EXH1702000/0Su26220-1D1~14f Invincible, 2~25f airborne, Hard knockdown
Spinning Bird Kick Light KickHL32x536x520/10x5-132(2) 1(5) 2(4) 2(4) 210+12-3113f~ airborne, 1st hit forces stand, armor break, 2nd-5th hit cannot hit crouching opponents, charge 55f
Spinning Bird Kick Medium KickHL25x6*3028x6*3220/10x7-142(2) 1(5) 1(5) 2(4) 2(6) 1(5) 29+12-2214f~ airborne, 1st hit forces stand, armor break, 2nd-7th hit cannot hit crouching opponents, charge 55f
Spinning Bird Kick Hard KickHL40*20x840*20x820/10x9-221(2) 1(5) 2(4) 2(4) 2(6) 2(3) 2(5) 2(4) 211+12-4022f~ airborne, 1st hit forces stand, armor break, 2nd-9th hit cannot hit crouching opponents, charge 55f
Spinning Bird Kick EXHL30x4+5050x4*600/0-62(1) 2(3) 2(4) 2(3) 29+9-18D1~7f Invincible, 8f~ airborne, pursuit property, armor break, 2nd-5th hit cannot hit crouching opponents, charge 55f, frame advantage based off 1st hit
Super Light KickHL30x8*10000/0-1+12(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 250-31D1~2f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Super Medium KickHL30x8*10000/0-1+12(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 263-44D1f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Super Hard KickHL30x8*10000/0-1+12(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 286-67D1f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Ultra 1HL30x9*19000/0-0+72(7) 2(5) 2(5) 2(5) 2(5) 2(5) 1(6) 1(22) 365-47D1~7f Invincible, Untechable limited juggle knockdown, 1st & 9th hit armor break, 9th hit goes into animation, charge 55f
Ultra 2HL15x19*4500/0-0+96x2080-55D1~9f Invincible, Untechable limited juggle knockdown, projectile hitbox
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken
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Frame Data * Chun Li

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