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Street Fighter V eGuide
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Contents

  • Changelog
    • Updates
  • Primer
    • About This Guide
    • Reading Frame Data
    • Battle Tips for Experienced Fighting Game Players
  • Glossary
    • A-C
    • D-J
    • K-O
    • P-S
    • T-Z
  • Fighters
    • Alex
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Balrog
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Birdie
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Cammy
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Chun-Li
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Renkiko
      • Overview
      • Strategy
      • Combos
    • Dhalsim
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • F.A.N.G.
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Guile
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Ibuki
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Juri
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Karin
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ken
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Laura
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • M. Bison
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Nash
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Necalli
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Moves During Torrent of Power
      • Overview
      • Strategy
      • Combos
    • R. Mika
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Rashid
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ryu
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Denjin Renki
      • Overview
      • Strategy
      • Combos
    • Urien
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Vega
      • Bio
      • Data
      • Claw Standing Punches
      • Hand Standing Punches
      • Standing Kicks
      • Claw Crouching Normals
      • Hand Crouching Normals
      • Crouching Kicks
      • Claw Jumping Normals
      • Hand Jumping Normals
      • Jumping Kicks
      • Claw Unique Attacks
      • Hand Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Zangief
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
  • Matchups and Versus/Online Play
    • Matchups
    • Metagame
    • Classifying Player Types
    • Character Archetypes
    • Versus/Online Tips for Specific Characters
      • vs. Birdie
      • vs. Cammy
      • vs. Chun-Li
      • vs. Dhalsim
      • vs. F.A.N.G.
      • vs. Karin
      • vs. Ken
      • vs. Laura
      • vs. M. Bison
      • vs. Nash
      • vs. Necalli
      • vs. Rashid
      • vs. R. Mika
      • vs. Ryu
      • vs. Vega
      • vs. Zangief

Street Fighter V Guide › Fighters › Chun-Li

Modified Attacks During Renkiko

Standing Normal Moves
Standing Jab
Startup

4

Active

5

Recovery

5

Guard Level

HL

On Hit

6

On Guard

2

Cancel

CH, SP

Damage

40

Stun

70

Meter Gain

20/10

Standing Strong
Startup

5

Active

2

Recovery

10

Guard Level

HL

On Hit

8

On Guard

3

Cancel

SP

Damage

70

Stun

100

Meter Gain

30/15

Standing Fierce
Startup

11

Active

4

Recovery

14

Guard Level

HL

On Hit

2

On Guard

-3

Cancel

—

Damage

90

Stun

150

Meter Gain

50/25

Standing Short
Startup

4

Active

4

Recovery

6

Guard Level

HL

On Hit

1

On Guard

-3

Cancel

SP

Damage

50

Stun

70

Meter Gain

20/10

Standing Forward
Startup

8

Active

4

Recovery

14

Guard Level

HL

On Hit

4

On Guard

-2

Cancel

—

Damage

70

Stun

100

Meter Gain

30/15

Standing Roundhouse
Startup

12

Active

3

Recovery

16

Guard Level

HL

On Hit

1

On Guard

-2

Cancel

—

Damage

100

Stun

150

Meter Gain

50/25

Notes

On counter-hit: Crush Counter (spinning knockdown)

Crouching Normal Moves
Crouching Jab while crouching
Startup

3

Active

4

Recovery

4

Guard Level

HL

On Hit

6

On Guard

2

Cancel

CH, SP

Damage

30

Stun

70

Meter Gain

20/10

Crouching Strong while crouching
Startup

10

Active

9

Recovery

18

Guard Level

L

On Hit

-2

On Guard

-8

Cancel

—

Damage

70

Stun

100

Meter Gain

30/15

Notes

On 8th frame, low profile and projectile invincible

Crouching Fierce while crouching
Startup

7

Active

2(10)2

Recovery

14

Guard Level

HL

On Hit

2

On Guard

-2

Cancel

SP/x

Damage

65+45(110)

Stun

150

Meter Gain

50/25

Crouching Short while crouching
Startup

3

Active

3

Recovery

7

Guard Level

L

On Hit

3

On Guard

-1

Cancel

CH

Damage

30

Stun

70

Meter Gain

20/10

Crouching Forward while crouching
Startup

6

Active

2

Recovery

13

Guard Level

L

On Hit

4

On Guard

-2

Cancel

SP

Damage

60

Stun

100

Meter Gain

30/15

Notes

Window for canceling into special moves is longer than normal

Crouching Roundhouse while crouching
Startup

7

Active

4

Recovery

23

Guard Level

L

On Hit

D

On Guard

-12

Cancel

—

Damage

110

Stun

150

Meter Gain

50/25

Notes

On counter-hit: Crush Counter knockdown prevents quick recovery

Jumping Normal Moves
Jumping Jab while jumping
Startup

3

Active

5

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

—

Damage

50

Stun

70

Meter Gain

20/10

Jumping Strong while jumping
Startup

6

Active

4

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

SP

Damage

70

Stun

100

Meter Gain

30/15

Notes

On air-to-air hit, puts opponent into juggle state

Jumping Fierce while jumping
Startup

6

Active

4(2)4

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

—

Damage

55x2(110)

Stun

150

Meter Gain

50/25

Notes

On air-to-air, first hit puts opponent into juggle state

Jumping Short while jumping
Startup

4

Active

7

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

—

Damage

50

Stun

70

Meter Gain

20/10

Jumping Normal Moves (cont.)
Jumping Forward while jumping
Startup

6

Active

5

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

—

Damage

70

Stun

100

Meter Gain

30/15

Notes

Cross-up

Jumping Roundhouse while jumping
Startup

9

Active

6

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

—

Damage

100

Stun

150

Meter Gain

50/25

Neutral Jumping Roundhouse while neutral jumping
Startup

5

Active

5

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

—

Damage

100

Stun

150

Meter Gain

50/25

Unique Attacks
Tsuitotsuken or
Startup

7

Active

3

Recovery

11

Guard Level

HL

On Hit

4

On Guard

±0

Cancel

—

Damage

70

Stun

100

Meter Gain

30/15

Hakkei
Startup

7

Active

7

Recovery

11

Guard Level

HL

On Hit

6

On Guard

2

Cancel

SP

Damage

100

Stun

150

Meter Gain

50/25

Notes

Projectile hitbox

Senenshu
Startup

26

Active

2

Recovery

16

Guard Level

H

On Hit

3

On Guard

-2

Cancel

—

Damage

80

Stun

100

Meter Gain

30/15

Kakurakukyaku
Startup

34

Active

6

Recovery

4 + 7 landing

Guard Level

H

On Hit

7

On Guard

3

Cancel

—

Damage

90

Stun

150

Meter Gain

50/25

Notes

Airborne on 10th frame

Tenkukyaku
Startup

8

Active

5

Recovery

13

Guard Level

HL

On Hit

2

On Guard

±0

Cancel

—

Damage

80

Stun

150

Meter Gain

50/25

Notes

Forces standing on hit

Yokusenkyaku
Startup

18

Active

5

Recovery

13

Guard Level

HL

On Hit

3

On Guard

-2

Cancel

—

Damage

90

Stun

150

Meter Gain

50/25

Notes

Airborne on 6th frame

Yosokyaku or
Startup

5

Active

4

Recovery

4 landing

Guard Level

H

On Hit

—

On Guard

—

Cancel

SP

Damage

50/60/70

Stun

60

Meter Gain

30/15

Wall Jump near wall
Startup

—

Active

—

Recovery

—

Guard Level

—

On Hit

—

On Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

—

Notes

Earliest possible wall jump at 11th frame

Developer Notes

Chun-Li has a variety of kicks and an answer for every situation with them. Be sure to learn which kicks counter the opponent’s attacks and learn to do them on command to be the most effective with her.

—Peter Rosas, Associate Producer

Special Moves
LP Kikoken Charge ,
Startup

13

Active

140

Recovery

32

Guard Level

HL

On Hit

±0

On Guard

-6

Cancel

CA

Damage

60

Stun

100

Meter Gain

10/20/10

Notes

Requires 50 frames of charge

MP Kikoken Charge ,
Startup

11

Active

100

Recovery

32

Guard Level

HL

On Hit

-1

On Guard

-5

Cancel

CA

Damage

60

Stun

100

Meter Gain

10/20/10

Notes

Requires 50 frames of charge

HP Kikoken Charge ,
Startup

9

Active

60

Recovery

32

Guard Level

HL

On Hit

-2

On Guard

-4

Cancel

CA

Damage

60

Stun

100

Meter Gain

10/20/10

Notes

Requires 50 frames of charge

EX Kikoken Charge ,
Startup

11

Active

—

Recovery

27

Guard Level

HL

On Hit

4

On Guard

1

Cancel

—

Damage

120(50+70)

Stun

100

Meter Gain

-300

Notes

Requires 50 frames of charge; 61 frames of duration on screen

LK Hyakuretsukyaku
Startup

5

Active

2xn

Recovery

20

Guard Level

HL

On Hit

3

On Guard

-8

Cancel

CA

Damage

90(20x4+10)

Stun

80(20x4)

Meter Gain

10/40/20

Notes

CA cancelable on 2nd hit

MK Hyakuretsukyaku
Startup

10

Active

2xn

Recovery

20

Guard Level

HL

On Hit

2

On Guard

-9

Cancel

CA

Damage

110(20x5+10)

Stun

100(20x5)

Meter Gain

10/50/25

Notes

CA cancelable on 2nd hit

HK Hyakuretsukyaku
Startup

14

Active

2xn

Recovery

20

Guard Level

HL

On Hit

1

On Guard

-10

Cancel

CA

Damage

130(20x6+10)

Stun

120(20x6)

Meter Gain

10/60/30

Notes

CA cancelable on 2nd hit

HK Hyakuretsukyaku
Startup

5

Active

2xn

Recovery

19

Guard Level

HL

On Hit

D

On Guard

-2

Cancel

—

Damage

150

Stun

150

Meter Gain

-300

Air LK Hyakuretsukyaku while jumping
Startup

7

Active

2xn

Recovery

12 landing

Guard Level

HL

On Hit

3

On Guard

-1

Cancel

—

Damage

20x4+10(90)

Stun

20x4(80)

Meter Gain

15/40/20

Air MK Hyakuretsukyaku while jumping
Startup

8

Active

2xn

Recovery

12 landing

Guard Level

HL

On Hit

3

On Guard

-2

Cancel

—

Damage

20x5+10(110)

Stun

20x5(100)

Meter Gain

15/50/25

Air HK Hyakuretsukyaku while jumping
Startup

7

Active

2xn

Recovery

12 landing

Guard Level

HL

On Hit

-4

On Guard

-7

Cancel

—

Damage

20x6+10(130)

Stun

20x6(120)

Meter Gain

15/60/30

Air EX Hyakuretsukyaku while jumping
Startup

6

Active

2xn

Recovery

12 landing

Guard Level

HL

On Hit

-7

On Guard

-10

Cancel

—

Damage

25x7+10(185)

Stun

30x7(210)

Meter Gain

-300

LK Spinning Bird Kick Charge ,
Startup

9

Active

2xn

Recovery

24

Guard Level

HL

On Hit

D

On Guard

-6

Cancel

—

Damage

130

Stun

200

Meter Gain

30/50/25

Notes

Requires 40 frames of charge; airborne on 9th frame; first hit forces standing

MK Spinning Bird Kick Charge ,
Startup

15

Active

2xn

Recovery

24

Guard Level

HL

On Hit

D

On Guard

-8

Cancel

—

Damage

150

Stun

200

Meter Gain

30/80/35

Notes

Requires 40 frames of charge; airborne on 15th frame; first hit forces standing

HK Spinning Bird Kick Charge ,
Startup

22

Active

2xn

Recovery

26

Guard Level

HL

On Hit

D

On Guard

-10

Cancel

—

Damage

170

Stun

200

Meter Gain

30/80/45

Notes

Requires 40 frames of charge; airborne on 22nd frame; first hit forces standing

EX Spinning Bird Kick Charge ,
Startup

5

Active

2xn

Recovery

27

Guard Level

HL

On Hit

D

On Guard

-12

Cancel

—

Damage

180

Stun

200

Meter Gain

-300

Notes

Requires 45 frames of charge; frames 1-8 completely invincible; airborne on 5th frame; rewards counter-hit to opponent if hit during recovery

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