Frame Data v1.5.0 Chun-Li Release: Invincible Attacks
Table of Contents
- Useful Mechanics Information
- Fully Invincible Attacks
- All Command Grabs
- Air Actions During a Backdash
- Walk Speeds
- Run/Dash Speeds
- Startup Guard
- Start Guard
- Soccer Ball Mechanics
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Useful Mechanics Information
This data was gathered by hand. Version 1.5.0 (Chun-Li release) update notes: Frame Data updated for v1.5.0. Community mod by Amedo310.
URLs referenced:
- https://gamebanana.com/tools/19733
- https://pastebin.com/h3FBgCck
Paypal Donations: drawthreecards@gmail.com
Fully Invincible Attacks
- Andy Supers: B/C/D/R and 623A
- B. Jenet Supers: A/C/R
- Billy Supers: A/C/D/R
- Chun-Li Supers: A/C/R and 623B / 22B
- CR7 Supers: A/C/D/R and 623A
- Dong Hwan Supers: B/D/Air D/R and 623A
- Gato Supers: B/C/D/R and 623B
- Hokutomaru Supers: A/C/D/R
- Hotaru Supers: B/C/D/R and 623A
- Joe Supers: A/C/R and 623B
- Kain Supers: A/C/R and 2~8B
- Ken Supers: A/C/D/R and 623A
- Kevin Supers: A/C/D/R
- Mai Supers: A/C/D/R and 623B
- Marco Supers: B/D/R and 623A
- Preecha Supers: A/C/D/R and 623B
- Rock Supers: A/C/D/R and 623A
- Salvatore Supers: B/D/R (A and C supers can counter on frame 1)
- Terry Supers: A/C/D/R and 623B
- Tizoc Supers: A/C/D/R
- Vox Supers: B/C/D/R and 623A
All Command Grabs
- Andy 214K > A
- Gato 214P > D
- Hotaru 236K
- Joe 214P > A+B
- Kevin 623K
- Rock 632146P / 214K > D > P
- Tizoc 360P / 236P / 236K / 623K / Air 236P / Supers A and C
- Vox 236K
Air Actions During a Backdash
- Andy Air 214A+C
- B. Jenet Air 6B / Air 2B+D
- Hokutomaru Air 214A+C / Air 214B+D / Air 22A+C
- Hotaru Air 214B+D
- Mai Air 214A+C
- Rock Air 214A+C
- Tizoc Air 236A+C
Walk Speeds
- Chun-Li; Terry; Rock; B.Jenet; Hokutomaru; Mai; Ken; Preecha; Hotaru; Dong Hwan; Andy; Joe; Kevin; Kain; Vox; Gato; Billy; Salvatore; Marco; CR7; Tizoc
Run/Dash Speeds
- Hokutomaru
- Rock
- Terry / Hotaru
- Dong Hwan
- Andy / CR7
- Chun-Li
- Ken
- Vox / Gato
- Mai
- Preecha
- B.Jenet / Joe
- Salvatore
- Kevin
- Kain / Marco / Billy / Tizoc
Startup Guard
Hit
[A] [B]
Active
Frames
First Frame of
Low Invul [B]
Andy 24 -2 +3 +8 4 10 9 10 11
- The Low Dodge (C+R) attacks are not universal. They have varying
amounts of advantage and active frames, though most of them are
similar.
[A] - Whether you get the slowdown animation or not, if you beat a
low or throw with a Low Dodge, this is the likely advantage you'll have.
[B] - The first frame that the Low Dodge actually beats a low. Before this frame, lows will hit it.
[C] - This is the first frame that the Low Dodge actually beats a
throw. Before this frame, throws will hit it. (except Rock, he can't)
Start Guard
Hit Active Total Cancel Low/Overhead
Counter Hit adds 2 or 5 frames (lights/heavies) Wild Punish adds 2 or 5 or 20 frames
(lights/heavies/grounded heavies)
If there are 2 numbers, that represents a feint or brake version. When multiple feints are possible, I used the fastest/best one. A tilde (~) indicates a range of possible data. Usually only used for air moves. Short Dash means the minimum time before you can block mid-dash. For Cancel column:
"X" means specials, feints, supers, and Rev Blow
"S" means supers only
"R" means Rev Blow only
"BR" indicates a brakeable special move
Notes on ACTIVE FRAMES: Active frames gathered with a mod (see the READ ME tab for details).
Numbers in parentheses are frame gaps. For example, 3(9)2 means active for 3 frames, then a 9 frame gap, then active for 2 frames. A plus sign (+) indicates two different hits without a frame gap. For example, 5+2 means the move is active for 7 consecutive frames, however the last hit is only active for 2 frames. This move would not have 7 different on-block or on-hit frame data results, it would only have 2.
The mod does not display active frames for projectiles, which means data on some attacks will be missing.
Further tables and data continue in the original document, including detailed frame-by-frame analyses for each character and move. The complete dataset contains multiple sections with active frames, startup frames, and velocity-related notes for all listed characters and moves.
Soccer Ball Mechanics
- 236K is a standard projectile special. You cannot use this move if another ball from a different move is on screen.
- 214K brings out a ball. Various normals and specials can keep the ball near you or send it to your opponent at various angles.
- The ball is considered gone/destroyed the moment it hits the ground, so you can 236K or 214K again at that instant.
- With a ball out, it is an active hitbox until it touches the ground.
- It will automatically disappear if you juggle it too long (about 6 seconds).
- If you juggle the ball one or more times then send it, it will bounce back to you, and you can interact with it again. For 214B+D, it will bounce back even if you don't juggle it once.
- 214B+D brings out a ball at a different angle. It is hitting in the air once it passes over your head, and then until it hits the ground.
- With 214D, holding the button brings out the ball higher, allowing more actions to interact with it (such as standing C or neutral hop B).
- With 214B+D, holding a kick brings out the ball farther horizontally.
- 214B+D is extremely advantageous on its own, making it good against knocked down opponents for pressure. It also recovers before hitting, making reversals against it a bad option.
6D // +2 +2 // // // Overhead
2D // -11 KD // // // Low
A+B 5 // KD 3 33 // //
D+R // // // // 18 // //
2D+R // // // // 30 // //
Full Dash // // // // 23 // //
Short Dash // // // // 16 // //
Back Dash // // // // 23 // // Hop // // // // 36 // //
Jump // // // // 41 // //
Dash Jump // // // // 43 // //
--- --- --- --- --- --- --- ---
214A 13 -3 [C] -1 [C] // 44 // //
214C 15 -5 [C] -1 [C] // 46 // //
214A+C 23 +4 [C] KD // 60 // //
after the initial frame. It is a condensed summary of the larger dataset.
Note: The original document contains numerous additional sections, tables, and detailed frame data for many moves across multiple characters. This JSON preserves the overall structure and key data points while avoiding the full verbatim dump due to size constraints.