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Lightning Kick: Kick button rapidly | Lightning Kick: Kick button rapidly | ||
Spinning Bird Kick: | Spinning Bird Kick: Charge down > up + kick | ||
=The Basics= | =The Basics= |
Revision as of 18:23, 22 November 2020


Introduction
Color Options
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The strongest woman in the world debuted in Street Fighter II: The World Warrior. Chun Li's first appearance is certainly an odd one. Her outfit being the wrong color on the character select screen is only the beginning. While this is possibly her worst version in the Street Fighter 2 series, she's also one of the best characters in World Warrior.
Chun's special moves are probably the worst specials in the game and definitely the worst versions of these moves that she's had in SF2. The lightning legs are so hard to even activate. When it finally comes out (if you weren't hit first while spamming the farthest thing from a rapid-fire light attack ever) its startup is incredibly slow and it's difficult to even keep it going with how fast you're required to mash. Also, it recovers very slowly. How about the Spinning Bird Kick then? That move is a complete joke in WW. It comes out way too slowly so have fun trying to hit anyone with it. I'd say go for it if you think you can manage to hit your opponent with it since they'll probably kick themselves for falling for such an awful move. It also recovers very slowly so I strongly urge you to avoid using this entirely. Just watch out because sometimes if you're throwing out crouching kicks (meaning you're technically charging up an SBK as well) you might accidentally get the Spinning Bird Kick due to WW sometimes giving you a charge move that you didn't input for free. This means that you could be trying to poke your opponent with crouching forward, but end up doing the SBK by accident even though you were holding down the whole time. So yeah, please try to avoid using WW Chun's specials at all costs. Trying to use them could cost you the round, no joke.
So, what does WW Chun have going for her then? As you'd expect from Chun based on her other appearances in SF2, she has fantastic normals. She might just have the best normals in terms of priority (meaning she can easily out poke the other characters, including Dhalsim whose normals have the best range, but not as impressive priority). Also, she walks faster than the other playable characters in WW so she has an easy time approaching her opponents. Best of all, Chun Li is known for her excellent throws in SF2, especially for tick throwing.
Moves List
Command Normals
Head Stomp: Down + mk (air only)
Wall Jump: In the air during a diagonal jump, press any direction away from the wall.
Special Moves
Lightning Kick: Kick button rapidly
Spinning Bird Kick: Charge down > up + kick
The Basics
Anti Air: standing Medium or Hard Kick
High Pokes: standing Hard Punch
Low Pokes: crounching Medium Kick
Combos
- j.HK,s.MP,s.HP or cr.HK
- j.MK,MK Lightning Kicks
Advanced Strategy
Hitboxes
Standing Normals
- Standing LP:
Damage | 4 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +7 | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1+4 | 4 | 4 |
- Standing MP:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +11 | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1+4 | 4 | 4 |
- Standing HP:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -1 | ||||||
Frame Count | 2 | 3 | 6 | 10 | 7 | 1 | |
Simplified | 1+5 | 6 | 18 |
- Standing LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5 | |||||
Frame Count | 3 | 3 | 5 | 4 | 1 | |
Simplified | 1+6 | 5 | 5 |
- Standing MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +7 | |||||
Frame Count | 3 | 3 | 5 | 4 | 4 | |
Simplified | 1+6 | 5 | 8 |
- Standing HK:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +3 | ||||||
Frame Count | 3 | 3 | 4 | 8 | 7 | 7 | |
Simplified | 1+10 | 8 | 14 |
Close Standing Normals
- Close Standing LP:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +7 | |||||
Frame Count | 3 | 2 | 3 | 4 | 3 | |
Simplified | 1+2 | 3 | 7 |
- Close Standing MP:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +13 | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1+4 | 4 | 4 |
- Close Standing HP:
Damage | 16 | ![]() |
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Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | -8 | |||
Frame Count | 3 | 20 | 11 |
- Close Standing LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +5 | |||||
Frame Count | 3 | 3 | 5 | 4 | 1 | |
Simplified | 1+6 | 4 | 5 |
- Close Standing MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +6 | |||||||
Frame Count | 3 | 3 | 3 | 6 | 3 | 4 | 1 | |
Simplified | 1+6 | 9 | 8 |
- Close Standing HK:
Damage | 16 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2 | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1+6 | 6 | 19 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +6 | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 1+4 | 4 | 5 |
- Crouching MP:
Damage | 10 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +11 | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 1+4 | 4 | 5 |
- Crouching HP:
Damage | 16 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2/-1 | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1+6 | 6 | 19 |
- Crouching LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +7 | |||||
Frame Count | 3 | 3 | 4 | 4 | 1 | |
Simplified | 6 | 4 | 5 |
- Crouching MK:
Damage | 10 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +12 | |||
Frame Count | 1+4 | 5 | 4 |
- Crouching HK:
Damage | 14 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 130 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2 | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1+6 | 6 | 19 |
Aerial Normals
- Neutral Jumping LP:
Damage | 10 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 3 | 3 | 2 | ∞ | |
Simplified | 8 | ∞ |
- Diagonal Jumping LP:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | 6 | ∞ |
- Neutral Jumping MP:
Damage | 14 | ![]() |
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Stun | 5~11 | ||||||||
Stun Timer | 50 | ||||||||
Frame Count | 3 | 3 | 2 | 16 | 2 | 3 | 4 | ∞ | |
Simplified | 8 | 16 | ∞ |
- Diagonal Jumping MP:
Damage | 14 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 3 | 8 | 3 | 4 | ∞ | |
Simplified | 6 | 8 | ∞ |
- Neutral Jumping HP:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||||
Stun Timer | 60 | ||||||||
Frame Count | 3 | 3 | 2 | 8 | 2 | 3 | 4 | ∞ | |
Simplified | 8 | 8 | ∞ |
- Diagonal Jumping HP:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 3 | 8 | 3 | 4 | ∞ | |
Simplified | 6 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
5 | 6 | ∞ |
- Diagonal Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
5 | 6 | ∞ |
- Neutral Jumping MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 3 | 16 | 3 | ∞ | |
Simplified | 6 | 16 | ∞ |
- Diagonal Jumping MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 3 | 16 | 3 | ∞ | |
Simplified | 6 | 16 | ∞ |
- Neutral Jumping HK:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||||
Stun Timer | 60 | ||||||||
Frame Count | 1 | 2 | 5 | 4 | 4 | 4 | 6 | ∞ | |
Simplified | 3 | 13 | ∞ |
- Diagonal Jumping HK:
Damage | 16 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 3 | 3 | 6 | 4 | 6 | 6 | ∞ | |
Simplified | 6 | 6 | 4 | 6 | ∞ |
Unique Moves
- Head Stomp: (On air, ↙/↓/↘ + Mk)
Damage | ? | ![]() |
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Stun | 5~11 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | ? | |||
Frame Advantage | ? | |||
Frame Count | 1 | 2 | ∞ | |
Simplified | 3 | ∞ |
Throws
- Koshuu Tou: (←/→ + MP or HP)
Damage | 20+(4*n) | ![]() | |
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 100 | ||
Range (from axis) | 48 | ||
Range advantage | 23 |
- Ryuusei Raku: (On Air ←/→ + MP or HP)
Damage | 20+(4*n) | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 58 | ||
Range advantage | 33 |
Special Moves
- Hyakurretsu Kyaku: press any single Kick repeatedly
Startup:
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Short | 7 | 8 |
Foward | 7 | 8 |
Roundhouse | 7 | 8 |
Cycle:
Damage | 22/24/26 | ![]() |
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Stun | 13~19 | ||||||||
Stun Timer | 120 | ||||||||
Frame Advantage | -7/-5/-6 | ||||||||
Short | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | |
Foward | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Roundhouse | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Recovery:
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Short | 2 | 2 |
Foward | 4 | 4 |
Roundhouse | 6 | 6 |
+9 on block if is blocked 3 times (point blank). +4 for 2 blocks.
- Spinning Bird Kick: charge ↓, ↑ + Kick (charge 60f)
Startup:
Damage | 24 | ![]() |
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Stun | 13~19 | |||||||
Stun Timer | 120 | |||||||
Frame Advantage | -6/-9/-11 | |||||||
Frame Count | 1 | 4 | 3 | 2 | 3 | 4 | 6 |
Active:
LK version :
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4 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
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2 | 1 | 2 | 2 | 3 | 4 | 4 | 2 |
MK version :
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4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
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1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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2 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
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2 |
HK version :
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5 | 4 | 4 | 3 | 3 | 2 | 2 | 2 |
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1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 |
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2 | 2 | 3 | 3 | 3 | 3 |
Recovery:
Short:
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2 | 3 | 2 | 2 | 3 | 3 | 1 |
Foward:
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2 | 3 | 2 | 2 | 3 | 3 | 1 |
Roundhouse:
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2 | 3 | 2 | 2 | 3 | 3 | 1 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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Match-Ups
Vs. Ryu
Sweep him and keep him away, Hadoken can be evaded with your Spinning Bird Kick
Vs. Ken
He had a better Kick Throw, same as Ryu
Vs. E.Honda
Jump him is better than ground
Vs. Blanka
You have better low pokes
Vs. Zangief
Keep him away in ground with sweeps
Vs. Guile
You can evade Sonic Boom with SPK
Vs. Dhalsim
Jump him is your main option against Yoga Fire