STREET FIGHTER 6
MAX DATABASE
春麗
70 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel SS Chn Sp SA
Notes Chains into 5LP/2LP/2LK; combos naturally to 5MP; Stance Cancel: -1/-8; special/DR cancel is delayed until after 2nd active frame
Standing Medium Punch
5MP5M
Cancel SS Sp SA
Notes Good combo/frame trap starter; Stance Cancel: +3/-1; special/DR cancel is delayed until after 3rd active frame
Standing Heavy Punch
5HP5H
Cancel SS
Notes Great long-ranged poke and whiff punish tool; cancelable into Stance and can input follow-ups after 16f; combos naturally to Stance LP if close enough, or stance MK/HK on Punish Counter; Stance Cancel: +6/+1 into follow-up, -4/-9 into blocking
Standing Light Kick
5LK5L
Notes Stance Cancel: 0/-3; DR cancel is delayed until after 2nd active frame
Standing Medium Kick
5MK5M
Notes Cannot hit crouching opponents; good anti-air (cannot hit cross-up); Stance Cancel: +9/+4
Standing Heavy Kick
5HK5H
Notes Cannot hit crouching opponents; slow but rewarding mid-range anti-air (leg/head are invulnerable to airborne strikes 14-16f); cannot hit cross-up; puts airborne opponents into limited juggle state; Stance Cancel: +10/+6 into follow-up, -3/-7 into blocking
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; Stance Cancel: -1/-6
Crouching Medium Punch
2MP2M
Notes 1f extra recovery on whiff; decent range and hitbox disjoint for a poke; Stance Cancel: +6/+1; topmost hurtbox on frames 1-9 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Heavy Punch
2HP2H
Cancel SS Sp SA (2nd)
Notes 2 hits (only 2nd is cancelable); forces stand on hit; solid anti-air on frames 12-13 and 21-23 (cannot hit cross-up); 1st hit puts airborne opponent into limited juggle state (2nd hit causes air reset, but can whiff for a knockdown); counter-hit/Punish Counter bonus advantage applies to both hits; Stance Cancel: +8/+4 into follow-up, -6/-10 into blocking
Crouching Light Kick
2LK2L
Notes Chains into 5LP/2LP/2LK; fully cancelable (rare for a 2LK); Stance Cancel: -3/-4
Crouching Medium Kick
2MK2M
Notes Good range for a cancelable low poke; Stance Cancel: +5/+2; Range: 1.477; DR cancel is delayed until after active frames
Gen Assassin Kick
2HK2H
Notes 2f extra recovery on block; more active frames than most sweeps (can be as safe as -4 with meaty timing); puts airborne opponents into limited juggle state (can juggle after late anti-air 2HK); Stance Cancel: KD/-11 into follow-up, KD/-21 into blocking
Spinning Bird Kick
[2]8HK[2]8H
Cancel -
Notes 30f charge time (charge lasts 12f after releasing down direction); no charge required if canceled from Stance normals; combos from 2HP, 4HP, 2MP, 5MK, Stance HP, and Stance MK; cannot hit cross-up
[2]8KK
Notes 30f charge time (charge lasts 12f after releasing down direction); no charge required if canceled from Stance normals; puts opponent into limited juggle state (juggle follow-up only possible vs. grounded opponents); combos from medium normals; cannot hit cross-up
[2]8LK[2]8L
Notes 30f charge time (charge lasts 12f after releasing down direction); no charge required if canceled from Stance normals; combos from light normals; cannot hit cross-up
[2]8MK[2]8M
Notes 30f charge time (charge lasts 12f after releasing down direction); no charge required if canceled from Stance normals; combos from medium normals; cannot hit cross-up
Water Lotus Fist
3HP3H
Notes Stance Cancel: +3/-2 into follow-up, -5/-10 into blocking; 1-8f crouching state; does not allow a follow-up link (except for Punish Counter 3HP into Stance LP); puts airborne opponent into limited juggle state (e.g. after Wallsplat)
Falling Crane
3HK3H
Notes Side-switching overhead; can only hit cross-up (does not work on fully cornered opponents); puts airborne opponents into limited juggle state; 1f better hit advantage vs. most crouching characters; has extremely long range when performed out of Drive Rush
Kikoken
[4]6PP
Cancel SA2 SA3
Notes 45f charge (charge lasts 10f after releasing back direction); no charge required if canceled from Stance normals; 2-hit projectile; counter-hit/Punish Counter bonus advantage applies after both hits; 2nd hit with higher juggle limit only comes out if 1st hit connects
[4]6LP[4]6L
Cancel SA3
Notes 50f charge (charge lasts 10f after releasing back direction); no charge required if canceled from Stance normals; travels ~90% screen; Super cancel timing is very strict
[4]6MP[4]6M
Notes 50f charge (charge lasts 10f after releasing back direction); no charge required if canceled from Stance normals; travels ~80% screen; Super cancel timing is very strict
[4]6HP[4]6H
Notes 50f charge (charge lasts 10f after releasing back direction); no charge required if canceled from Stance normals; travels ~60% screen; Super cancel timing is very strict
Hakkei
4HP4H
Notes Short range combo and frame trap tool; high active frame count makes it amazing as a meaty option; Stance Cancel: +9/+3 into follow-up, -5/-11 into blocking
Swift Thrust
4/6MP4/6M
Notes Great poke and neutral buffer tool with a disjointed hitbox and lenient hitconfirm window; Stance Cancel: +5/+1; DR cancel is delayed until after active frames
Yokusen Kick
6HK6H
Notes Punish Counter crumple state can lead to Stance HK launch or Stance LP grounded combo; causes spinning free juggle state on Punish Counter vs. airborne opponents; great hitbox priority; Stance Cancel: +2/-1 into follow-up, -6/-9 into blocking; extends a lower-body hurtbox 1f before active that is vulnerable to projectiles
Jumping Light Punch
j.LPj.L
Notes Fast downward-angled air-to-air; can be used as a fuzzy instant overhead vs. Dee Jay/JP/Marisa/Zangief
Jumping Medium Punch
j.MPj.M
Cancel Sp SA1
Notes 2 hits, can only connect once vs. grounded opponents; both hits put airborne opponents into limited juggle state; cancels to Air Lightning Legs or Air SA1 from either hit; lower body projectile invuln 7-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Cancel TC
Notes Puts airborne opponents into limited juggle state (300 less damage vs. airborne); cancelable into j.HP~j.HP even on whiff; lower body projectile invuln 9-23f (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Fast upward-angled air-to-air
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 6-20f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
7HK or 9HK7HK or 9H
Notes Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief (opponent must be in Burnout for true blockstring); lower body projectile invuln 8-19f and 8-25f on kicking leg (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Aerial Hundred Lightning Kicks
j.236MKj.236M
Notes 4 hits; Forward/Neutral Jump only; 3f extra landing recovery on whiff; cannot hit crouching; final 5f landing recovery is in crouching state
Yoso Kick
j.2MKj.2M
Cancel TC Sp SA
Notes Not an overhead, but can hit immediately on the way up to bait throw techs; cancelable into itself on hit/block (up to 3 total uses) or into other air moves; puts airborne opponents into limited juggle state; can hit cross-up (bounces away from wall if opponent is fully cornered); lower body projectile invuln 3f~land (if used immediately on the way up and whiffs, can avoid the 2nd hit of JP's OD Amnesia bombs)
j.236KK
Notes 2f extra landing recovery on block/whiff; 6 hits; Forward/Neutral Jump only; cannot hit crouching; no minimum height requirement; better KD Adv. when used in air juggles; entire landing recovery is in crouching state; puts opponent into a limited juggle state (can follow up with grounded juggle after some air connects); safe vs. stand block when input at earliest timing (Tiger Knee motion)
Hundred Lightning Kicks
236HK236H
Cancel SA3 (4th)
Notes 5 hits; puts opponents into limited juggle state; can juggle into 22K in the corner or SA1/SA3 anywhere (optimal for SA3 damage, skipping the additional damage scaling when canceled); cannot hit cross-up
236KK
Cancel SA2 SA3 (5th)
Notes 5 hits; can follow-up with KK on hit/block for no extra Drive cost; Counter-hit bonus advantage carries over through all hits; cannot hit cross-up; Punish Counter crumple state gives 11 frames to link a grounded hit, then an additional 23 frames to land a juggle before the opponent is knocked down; airborne Punish Counter puts the opponent into a spinning free juggle state
236LK236L
Cancel SA3 (2nd)
Notes 3 hits; Counter-hit bonus advantage carries through all hits; Punish Counter knockdown puts opponent into a free juggle state (can air reset with a 4f normal in the corner); useful as a 5f punish starter (similar to a shoto 5LK in terms of range); cannot hit cross-up
236MK236M
Cancel SA3 (3rd)
Notes 4 hits; counter-hit/Punish Counter bonus advantage carries over through all hits; cannot hit cross-up
Hazanshu
214HK214H
Notes 2f extra recovery on whiff; crouching state during recovery; cannot hit cross-up
Lotus Fist
214P~HP214P~H
Cancel Sp SA
Notes No charge required to cancel into Kikoken or Spinning Bird Kick; exits Serenity Stream upon use; only first hit is an overhead; 1-2f low profile, 1-5f crouching state; 29-42f no head hurtbox
214LK214L
Cancel SA3*
Notes Crouching state during recovery; cannot hit cross-up; safe overhead vs. Burnout and can be spaced safely at max range depending on the opponent's 5-frame normal range; SA3 cancel does not combo (but still useful for chip damage or reacting to armor); gives a very short OTG bounce when juggled into for improved KD advantage (not enough for SA3 cancel to connect)
Orchid Palm
214P~LP214P~L
Notes No charge required to cancel into Kikoken or Spinning Bird Kick; [] refers to recovery when exiting Serenity Stream; slight low profile for entire move duration; special/DR cancel is delayed until after 4th active frame; on Perfect Parry, Chun-Li is forced to exit the stance (2f less total recovery on PP) and is in a Punish Counter state during the entire stance exit animation; when automatically transitioning into Stance Exit, Chun-Li can block for the first 2 transition frames (except on Perfect Parry)
214MK214M
Notes Crouching state during recovery; cannot hit cross-up
Snake Strike
214P~MP214P~M
Notes Low profile/upper body projectile invuln: 1-31f (exit stance) / 1-36f (remain crouched); extra-low profile 8-21f (can even go under Drive Impact); [] refers to recovery when exiting Serenity Stream; () refers to KD Adv. when exiting Serenity Stream on hit; on Perfect Parry, Chun-Li is forced to exit the stance and is in a Punish Counter state during the entire stance exit animation (1f worse PP disadvantage if she holds downback); the final active frame does not move forward (can only achieve the highest frame advantage with meaty timing, not with spacing)
214KK
Notes Bounces for an OTG juggle state on hit; crouching state during recovery; cannot hit cross-up
Tensho Kicks
22HK22H
Notes Cannot hit cross-up; the final landing recovery frame is in a crouching state
22KK
Notes Active/Recovery frames listed are for whiff/block (follow-up attack only occurs after 2nd hit connects); cannot hit cross-up; the final landing recovery frame is in a crouching state
22LK22L
22MK22M
Wall Jump
9 (against wall)
Notes Counter-hit state during entire duration; can be done from Back or Neutral jump if fully against the wall, or after Forward Jump against a cornered opponent
Kikosho
236236P
Notes 5-hit Super projectile; can hit cross-up (behind Chun-Li)
Hoyoku-sen
236236K
Cancel Jmp
Notes 12f blockstring gap before final hit (8f in Burnout); 1000 damage if only the last hit connects; last hit is forward jump cancelable and puts opponent into free juggle state on grounded hit (limited juggle state if juggled into); applies 30% scaling to Super Art gain until end of combo; Full active frame distribution: 2(1)2(1)2(1)2(2)2(1)2(1)2(1)2(11)2(2)2(2)2(2)2(2)2(2)2(2)2(23)3
Soten Ranka
214214K
Notes Hits 3 times on block (true blockstring); no cinematic if 1st hit whiffs (1000 dmg total); cinematic time regenerates ~1.8 Drive bars for Chun-Li