
Recovery: Number of frames it takes to recover from the move.Hit: Number of frames that can hit the opponent.
Startup: Number of frames it takes to start the move.Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels).Throw Range: Range of the throw (in pixels).Juggle or Reset: If the move knocks down on air connect or air resets.Juggle Value: Amount of JP the move adds in aerial juggles.Super Cancel: If you can cancel the move into a Super Art.Special Cancel: If you can cancel the move into a Special Move.Chains into itself: If you can combo into the same movement.Stun Damage: Stun Damage it does (in pixels).Motion: What you must do to execute the move.
Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move.
All Framedatas in "Move Analisys" section are taken from Game Restaurant, this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version. All those sprites are taken from the site. Dash Backward (frames) / Moving Distance: 23 / 2. Dash Forward (frames) / Moving Distance: 16 / 2. Chun-Li takes 2 additional frames of crouching blockstun. Also increases damage for the next hit/combo by 31.3%. Maximum one neck stretch.īack stretch (happens 15% of the time) - Increases defense by 31.3% (more than the shoulder tap) for the whole round. Neck stretch (happens 38% of the time) - Increases damage for the next hit/combo by 31.3%. Shoulder tap (happens 21% of the time) - Increases defense by 18.8%. Yawn (happens 100% of the time) - Increases stun recovery rate by 10% for the first yawn and an additional 21% for the second yawn. Stun Bar Recovery (frames it takes to recover 1 dot): 22. Meterless damage is underwhelming, allowing characters to play more aggressively with less risk while she does not have a super stocked. Seemingly unconventional anti-air game can be unintuitive at first. Great walk speed, as well as a solid dash, giving her the mobility to utilize in the footsies game. Can duck very low, making a lot of move less effectively vs. Best kara throw in the game, allowing her to punish effectively with throws and annoy with throw loops from ranges where it may seem easy to walk/block away. the best pokes in the game - very hard to punish, while having a lot of range, damage, or options on block or hit. One of the scariest super arts in the game - high damage and stun, a lot of corner carry, mixup options, crazy range and quick startup. She mainly relies on punishing opponents with her high speed and range, solid power and 2nd Super Art which can be combo'd into multiple ways. In her most notorious incarnation, Chun-Li is a defensive beast.