Filling a request, some Ken/Chun data

Just filling a request. Post can be taken down once it has gone into the respective FAQ’s. Gunter’s old A-groove site had frame data on Ken first I believe, so credit there, and thanks to the people who scanned the frame data book (scanned by Smoothcat).

Please note, TheV, I put square brackets around stuff for clarity. The first number in the square bracket is the startup/nonactive frames, and the second number is the active frames. As with my other guides, /'s indicate a change in the frame type, while +'s indicate a continuation.
so
[5/2+2+2], means 5 startup/nonactive frames, 2 active frames for a hit, 2 active frames again for a second hit, and 2 active frames again for a 3rd hit.
Please upgrade the notation to your own standard.

Block mid/parry mid, means block either high or low. Time saving measure. If there’s anything you don’t get, I think it might be in the notes I usually put in front of my other frame data stuff.


Ken :

Jumping attacks:

LP: 500
3/22
MP: 900
4/10
HP: 1300 for vertical, 1200 for diagonal
5/8
LK (vertical): 600
4/22
LK (diagonal): 600
3/22
MK (vertical): 1000
5/10
MK (diagonal): 900
6/7
RH (vertical): 1400,1300
3/8
RH (diagonal): 1300
6/7

Ken’s supers:

Shoryureppa:
Block mid, Parry mid. Not airblockable.

Lvl 1: 2600, down/-28
4:[4/4+4]/[17/5+25]/26
Invincibility: 8 frames of fullbody, 4 frames of none, then 16 frames of around the feet invincibility.
Airborne frames 9-83.

Lvl 2: 3800, down/-39
4:[4/4+4+4]/[14/3+5+26]/37
Invincibility: 14 fullbody, 2 of none, then 16 around the feet.
Airborne frames 43-98

Lvl 3: 5600, down/-39
4:[4/4+4]/[17/4+4]/[14/3+1+25]/37
Invincibility: 22 fullbody, 6 around the feet, 9 of none, 16 around the feet.
Airborne frames 69-115

Shinryuuken:
Block mid, Parry mid. Not airblockable.
(warning: frame data is for unmashed shinryuuken, so the minus ur at when blocked and the actual frame data changes depends on how u mash it.) Damage values for minimum to max damage supposedly.

Lvl 1: 2500~2900, down/-10
4:[4/2+2+2+20]/29
Invincibility: 8 fullbody
Airborne: 9-54

Lvl 2: 3300~4400
Invincibility: 14 fullbody
4:[4/2+2+2+23]/31
Airborne: 9-54

Lvl 3: 3800~6000
4:[4/2+2+2+26]/34
Invincibility: 22 fullbody
Airborne: 9-65

Shippuu Jinrai Kyaku:
Lvl 3 only:
damage: 6300
down/-65
block mid, parry mid, not airblockable
4:[4/2+2]/[9/2]/[11/2]/[11/2+2]/[6/2]/[8/2]/[2/2]/[2/2]/[2/2]/[2/2]/60
Invincibility: 22 fullbody
Airborne: 57-140


Chun Li

Jumping attacks:

LP: 500
3/22
MP: 800
4/10
HP (vertical): 1200
5/8
HP (diagonal): 700
5/8
(diagonal) Press HP again: 500
5/10
LK (vertical): 600
5/22
LK (diagonal): 400
3/22
MK (vertical): 900
6/10
MK (diagonal): 700
4/12
RH (vertical): 1100
9/8
RH (diagonal): 700+600
[5/6]/[9/10]

Command Moves: (repost)

F+MK: 800, +5/+5, x/x/x, parry high
15/4/15
F+RH: 1100, -4/-4, x/x/x
11/3/25
DF+RH: 1000, down/+6, x/x/x, overhead, parry high
36/6/8
airborne from 0-landing.
(midair)D+MK: 900, overhead, parry high
4/10

st. far LK, LK:
2nd LK is:
300, -2/-2, x/o/o
2/4/13

Jumping forward or back HP, HP:
2nd HP is: 500, 5/10


Special moves:

Lightning legs: (Hyaku retsu kyaku)

Block mid, Parry high, Not airblockable.
Each hit does 300 damage.
Can be mashed, so the hitting part loops until you stop mashing.
Then the move recovers. Takes 17 frames from the end of the last legs.

LK: +0/+0
Looping part: [5/4]/[5/4]/[5/4]/[5/4]/3
Recovery: 17 frames more frames.

MK: +3/-6
Loop: [5/3]/[5/3]/[5/3]/[5/3]/3
Recovery: 17 frames

HK: +6/-3
Loop: [5/3]/[4/3]/[4/3]/[4/3]/2
Recovery: 17 frames

Kikouken:

Block mid, Parry high, Airblockable.

LP: 700, -11/-11
19*/40
MP: 800, -9/-9
15*/38
HP: 900, -7/-7
11*/36

Spinning Bird Kick:
Block mid, Parry high, Airblockable
Sadly, data for on block not given, only for on hit.

LK: 500x2, -2/?
[20/2]/[6/2]/24
Airborne: 21-35

MK: 300x4, -2/?
[20/2]/[6/2]/[6/2]/[6/2]/24
Airborne: 21-53

RH: 300x3, 200x3 (first 3 hits do 300, next 3 do 200)
-2/?
[20/2]/[6/2]/[6/2]/[6/2]/[6/2]/[6/2]/24
Airborne: 21-67


Supers

Kikoushou:
All versions: down/-18
Block mid, Parry mid, Not Airblockable.

Lvl 1: 2700
4:[6/2+2+2+2+3]/38
Invincibility: 8 fullbody

Lvl 2: 3700
4:[6/2+2+2+2+2+2+3]/38
Invincibility: 14 fullbody

Lvl 3: 4400
4:[6/2+2+2+2+2+2+3+4]/38
Invincibility: 22 fullbody

Kick Super (Houyokusen)
All versions:
Block mid, Parry high, Not Airblockable.
down/-17

Lvl 1: 3000
4:[13/2]/[4/2]/[4/2]/[4/2]/[10/2]/[4/2]/[4/2]/[4/2]/[10/14]/27
Invincibility: 8 fullbody

Lvl 2: 4200
4:[14/2]/[4/2]/[4/2]/[4/2]/[4/2]/[10/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[10/14]/27
Invincibility: 14 fullbody

Lvl 3: 5400
4:[15/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[10/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[10/14]/27
Invincibility: 22 fullbody

Nah, copy and paste is my friend. Like Chun’s kick super is nothing but a whole pile of [4/2]'s, so I just count how many 4’s are on the frame data page, slam on ctrl V a lot. SBK is 6/2’s, etc. Good luck at evo kcxj :).

Thank you for the swift reply WraithCo. I’ll get started updating everything after work today. Thanks again.

At least you got Nestor and SmoothCat in your hood to play and get some good in match practice. I got level 8 CPU. Damn useless ass DC with no comp for at least 2 hrs away.

hmmm i always thought chun’s kikoushou super is safe to do as a wake up… but looks like its got as bad frame advantage as the kick super.

…but then i guess it does push the opponent back too far to do any real damage without super.