Street Fighter 6/Chun-Li: Difference between revisions

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Revision as of 01:02, 10 December 2022


Introduction

A former high-kicking ICPO agent, Chun-Li looks after Li-Fen, a victim of the Black Moon Incident. With Shadaloo sundered, she now runs Kung Fu classes and has become a well-loved member of the local community.

Chun-Li is a tried and true footsies character, with great emphasis on having many options to control space and punish her opponents in neutral. She has a little bit of everything when it comes to her general tools, but for the most part they're tailored toward whiff punishes and space control.

With one of the fastest forward and back walk speeds in the game, Chun is at a clear advantage when spacing out of an opponent's range ambiguously. Her poking normals compliment this grounded speed; with 2MK, 4/6MP, and 5HP being some standouts that can easily give a ton of mileage in neutral. To top it all off, she has Kikoken, a highly versatile fireball that can be used as an extended poke, confirm, or approach tool depending on the situation.

But when the opponent is tired of dealing with Chun's grounded footsie game, she is still in luck—as she has some of the most varied and rewarding anti-air tools in the entire game. She can keep it simple by anti-airing with Tensho Kicks, go for a Forced Knockdown or avoid being punished with 5MK, air-to-air with her many tools to convert air hits into combos; or go for 5HK, the slowest and riskiest option that gives absolutely devastating meterless anti-air reward. If you are jumping against Chun, she always has a very strong option to punish you, no matter the situation.

Thanks to her new Serenity Stance and Punish Counters, Chun gets great rewards off of whiff punishes in neutral without any meter required. It also can bolster her oki in the right scenarios, giving her high/low/throw mix that is very hard to see if she can manage to set it up properly. Drive Rush also helps to create stance frame traps that make an opponent unsure of when to press, while you can end in Kikoken to make the string safe. She also has a unique stance launcher that is a valuable combo tool, netting reliable safe jump setups, corner carry, and super confirms.

Perhaps the most glaring flaw with Chun is her offense, as her true mix tends to require an advantageous knockdown to be unmashable (which she can struggle to get resourceless) and she notably lacks the ability to throw loop. This removes a key layer of offense from her gameplan and can urge her to retreat back to mid-range poking once a throw is landed. She has some simple frame traps in the form of 5MP > 5LP, but this is far from her specialty compared to the rest of the cast. Another weak part of her offense is jump-ins: Chun's jump is floatier than other characters, and her air buttons are far more geared towards hitting air-to-air than air-to-ground. She has an anti-air baiting tool in the form of Air Lightning Legs, but this is a gimmicky option that whiffs on crouchers and is usually punishable. She may have to resort to using Hazanshu as a read on fireballs, which simply isn't as advantageous as a jump-in even if it gives good reward on a Punish Counter. If you like to jump in neutral a lot, Chun is probably not the pick.

There are some fairly difficult and unforgiving aspects of playing Chun. LK and MK Lightning Legs are her easiest cancel off of buttons, but they're -8 on block—she has to either have charge for Kikoken or use Drive on EX Legs to cancel into a safe special move. She relies on charge for resourceless knockdowns, as Spinning Bird Kick is her main way to accomplish this. A charge character that is meant to walk a lot can be a steep learning curve to begin with, as it's easy to accidentally input Kikoken or not charge long enough when attempting to move back and forth in neutral. The ranges of her special moves and the fact that each version of Kikoken dissipates after set distances may demand sharp knowledge of spacing. Her anti-airs all have unique ups and downs to them, and her main DP style anti-air being a 22 input can be very unwieldy and precise. Her optimal combos can be quite tricky, requiring situational awareness, stance cancels, and launcher combos with unusual button timings. Dropping some of her harder routes can also leave her in a highly punishable state. Lastly, the sheer amount of options she has in general can make her feel overwhelming and daunting to pick up.

All in all, Chun-Li is a rewarding character to master that can still be accessible simply by how strongly she rewards fundamentals. She doesn't sacrifice versatility for her strengths, and her many options let her both play unpredictably and have answers to any situation. If you want a character that can do a lot in the right hands and thrives on punishing opponents' habits, Chun-Li is a great pick.


Pick if you like: Avoid if you dislike:
  • Having a strong set of neutral tools backed up by an incredibly fast backward walk speed
  • High reward whiff punishes and anti-airs to make your opponent think twice about playing sloppy
  • Having a wide and varied toolset to deal with any situation
  • Missing a throw loop
  • Weak approaches with floaty jump-ins and a slow Drive Rush
  • Having to open people up with punishes in neutral rather than pressure strings
  • Unforgiving combos and confirms with high execution requirements
  • Valuing reactive play over aggression


Classic & Modern Versions Comparison

List of differences with Modern Chun-Li
Missing Normals
  • Standing Medium Kick (5MK)
  • Standing Heavy Kick (5HK)
  • Jumping Light Kick (j.LK)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Water Lotus Fist (3HP)
  • Falling Crane (3HK)
  • Soaring Eagle Punches (j.HP~j.HP)
Shortcut-Only Specials
  • Hazanshu (2S)
    • Medium/OD Only
Assist Combos
  • A[L~L]: 5LK ~ L Lightning Kicks
  • A[M~M~M~M~M~M]: 2MP ~ OD Lightning Kicks ~ SA2 ~ Jump Cancel ~ j.MP ~ H Air Lightning Kicks
    • If you jump manually by holding up, the Assist Combo will not continue
    • No SA2: 2MP ~ OD Lightning Kicks ~ Lightning Barrage (Follow-up)
    • Burnout: 2MP ~ M Lightning Kicks
    • On Block: stops at OD/M Lightning Kicks
  • A[H~H~H~H~H~H]: 2HP ~ Stance~LK ~ OD Spinning Bird Kick ~ M Lightning Kicks ~ SA3
    • Burnout: 2HP ~ Stance~LK ~ M Spinning Bird Kick
    • On Block: stops at Stance~LK
    • Note: letting go of the Auto button after the Serenity Stream stance change allows an easy combo into the Stance~HK launcher (input 2H during Stance)
Miscellaneous Changes
  • The shortcut for instant Air Lightning Kicks (j.S) is a powerful option against throws and can easily be input even in tick throw scenarios.


Chun-Li
SF6 Chun-Li Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.050
Backward Walk Speed 0.035
Forward Dash Speed 19
Backward Dash Speed 25
Forward Dash Distance 1.508
Backward Dash Distance 1.211
Drive Rush Min. Distance (Throw) 1.044
Drive Rush Min. Distance (Block) 2.222
Drive Rush Max Distance 3.163
Jumping
Jump Speed 4+42+3
Jump Apex 2.247
Forward Jump Distance 2.10
Backward Jump Distance 1.68
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Normals

Standing Normals

5LP
5LP
Standing Light Punch
SF6 Chun-Li 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 SS Chn Sp SA 300 LH +5 -3

5MP
5MP
Standing Medium Punch
SF6 Chun-Li 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 4 10 SS Sp SA 600 LH +6 +1
  • Plus on block.
  • High pushback on hit and block.

Chun Li's main meaty button after a throw, as her lights are somewhat lacking in reach. 5MP has the rare trait of linking into another medium button (2MP), which also grants inherent down charge for an SBK knockdown.

5HP
5HP
Standing Heavy Punch
SF6 Chun-Li 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 20 SS 800 LH +2 -3

Chun-Li's defining neutral button. Combos into several stance options depending on the circumstances but will only frame trap into them if the opponent is in burnout. 5HP~214P will combo into stance LP on normal hit, stance LK on counterhit, and stance MK on punish counter. Stance LP is also very distance-dependent and only really combos at half of 5HP's reach (where Chun has better buttons to use).

5LK
5LK
Standing Light Kick
SF6 Chun-Li 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 SS Sp SA 300 LH +2 -2

5MK
5MK
Standing Medium Kick
SF6 Chun-Li 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 16 SS Sp SA 500 LH +4 -2
  • Whiffs against crouching opponents.

5HK
5HK
Standing Heavy Kick
SF6 Chun-Li 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 18 SS 900 LH +4 0
  • Whiffs against crouching opponents.

Chun Li's longest-range poke but comes with the caveat of whiffing against crouching opponents. Despite this, 5HK is very safe on block (and the frame data suggests its pretty safe to whiff but we'll see when the game comes out).

Crouching Normals

2LP
2LP
Crouching Light Punch
SF6 Chun-Li 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 SS Chn Sp SA 300 LH +4 -2

Somewhat stubby reach but works well as a mash option and a pressure tool. 2LP will whiff if more than one other light button has been used in a chain.

2MP
2MP
Crouching Medium Punch
SF6 Chun-Li 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 SS Sp SA 600 LH +4 -2

2HP
2HP
Crouching Heavy Punch
SF6 Chun-Li 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(5)5 18 SS Sp SA (2nd) 450x2 LH +1 -3

2LK
2LK
Crouching Light Kick
SF6 Chun-Li 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 SS Chn Sp SA 200 L 0 -2

Chun's fastest low and handily chains into itself. 2LK will whiff if more than one other light button has been used in a chain.

2MK
2MK
Crouching Medium Kick
SF6 Chun-Li 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 19 SS Sp SA 500 L -2 -6

Gigantic low button. Bless this thing.

2HK
2HK
Crouching Heavy Kick
SF6 Chun-Li 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 19 SS 900 L HKD +33 -7

Chun Li's other defining neutral button. Four frames faster than 5HP, but not as rewarding in terms of damage and is more negative on block in return.

Jumping Normals

j.LP
j.LP
Jumping Light Punch
SF6 Chun-Li jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H +4(+9) +1(+6)

j.MP
j.MP
Jumping Medium Punch
SF6 Chun-Li jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4(6)5 3 land Sp SA1 300x2 H +8(+13) +4(+9)

j.HP
j.HP
Jumping Heavy Punch
SF6 Chun-Li jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land TC 800(500) H +12(+16) +7(+11)

j.LK
j.LK
Jumping Light Kick
SF6 Chun-Li jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 8 3 land - 300 H +7(+9) +4(+6)

j.MK
j.MK
Jumping Medium Kick
SF6 Chun-Li jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 5 3 land - 500 H +7(+13) +3(+9)

j.HK
j.HK
Jumping Heavy Kick
SF6 Chun-Li jhk.png

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 800 H +8(+16) +3(+11)

Command Normals

4/6MP
Swift Thrust
4/6MP
SF6 Chun-Li 6mp.png

4/6MP
Swift Thrust
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 15 SS Sp SA 600 LH +2 -3

This normal is messed up lmao

4HP
Hakkei
4HP
SF6 Chun-Li 4hp.png

4HP
Hakkei
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 14 SS Sp SA 800 LH +5 -1

3HP
Water Lotus Fist
3HP
SF6 Chun-Li 3hp.png

3HP
Water Lotus Fist
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 4 14 SS 800 H +1 -2

Less plus on hit than other overheads.

6HK
Yokusen Kick
6HK
SF6 Chun-Li 6hk.png

6HK
Yokusen Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2 23 SS 800 LH -1 -4

3HK
Kakurakukyaku
3HK
SF6 Chun-Li 3hk.png

3HK
Falling Crane
Startup Active Recovery Cancel Damage Guard On Hit On Block
37 2 13 - 800 H +7 +3

j.2MK
Yoso Kick
j.2MK
SF6 Chun-Li j2mk.png

j.2MK
Yoso Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
3 11 3 land TC Sp SA 300 LH - -

Serenity Stream

214P
Serenity Stream
214P
SF6 Chun-Li 214p.png

214P
Serenity Stream
Startup Active Recovery Cancel Damage Guard On Hit On Block
14(~) [57~] - - - - - -
  • All ground normals, even normally uncancelable ones, cancel into this stance.
    • Cancelling into 214P from grounded heavy normals makes the follow-ups start 1f faster.
  • Stance moves do not require charge for specials when canceling.
  • Chun-Li remains in stance for as long as any down direction is held.
  • Chun-Li can block while in stance (but not while exiting the stance!).
  • Chun-Li is in a Counter-Hit state while in stance (and also while entering / exiting stance).
  • The 13f start-up listed refers to how long it takes for Chun-Li to enter Crouch Stance when performed raw.
    • How long it takes to enter Crouch Stance also varies depending on which normal was canceled into the stance.
    • How long it takes to exit Crouch Stance depends on which move she used from the stance.

214P~LP
Orchid Palm
214P~LP
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  • Remains in Serenity Stream after recovery.
    • Exiting Serenity Stream adds 20f recovery.
  • Fastest possible Orchid Palm is 19f.
  • Special cancelable.

214P~MP
Snake Strike
214P~MP
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  • Remains in Serenity Stream after recovery.
    • Exiting Serenity Stream adds 18f recovery.
  • Fastest possible Snake Strike is 25f.
  • Anti-projectile.

214P~HP
Lotus Fist
214P~HP
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  • Exits Serenity Stream after recovery.
  • Fastest possible Lotus Fist is 37f.
  • Two-hit overhead.

214P~LK
Forward Strike
214P~LK
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  • Remains in Serenity Stream after recovery.
    • Exiting Serenity Stream adds 23f recovery.
  • Fastest possible Forward Strike is 22f.
  • Special cancelable.

214P~MK
Senpu Kick
214P~MK
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  • Remains in Serenity Stream after recovery.
    • Exiting Serenity Stream adds 24f recovery.
  • Fastest possible Senpu Kick is 24f.
  • Special cancelable.

214P~HK
Tenku Kick
214P~HK
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  • Exits Serenity Stream after recovery.
  • Fastest possible Tenku Kick is 22f.
  • Jump cancelable on hit.

Target Combos

j.HP ~ HP
Soaring Eagle Punches
j.HP~HP
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Universal Mechanics

Throws

Throw
Throw
SF6 Chun-Li lplk.png

LPLK
Koshuto
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +11 -

Back Throw
Back Throw
SF6 Chun-Li 4lplk.png

4LPLK
Taiji Fan
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +13 -

Air Throw
Air Throw
SF6 Chun-Li jlplk.png

j.LPLK
Ryuseiraku
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +10 -

Drive Moves

Drive Parry
Drive Parry
SF6 Chun-Li mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.

Drive Rush
Drive Rush
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                  No results

See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Drive Impact
Drive Impact
SF6 Chun-Li hphk.png

HPHK
Hosen Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact.

Drive Reversal
Drive Reversal
SF6 Chun-Li 6hphk.png

6HPHK
Hoyoku Kick (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3(10)3 26(33) - 250x2 recoverable LH KD +23 -6

See Drive Reversal.

Special Moves

Kikoken ([4]6P)
Kikoken
[4]P
SF6 Chun-Li 46lp.png
SF6 Chun-Li 46pp.png

[4]6LP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [90] 32 SA3 600 LH -3 -7
[4]6MP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 [55] 33 SA3 600 LH -3 -7
[4]6HP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [25] 32 SA3 600 LH -2 -6
[4]6PP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - 28 SA2 SA3 400x2 LH +5 0
  • Takes 45 frames to charge.

Hundred Lightning Kicks (236K)
Hundred Lightning Kicks
236K
SF6 Chun-Li 236lk.png
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

236LK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(5)2(5)2 20 SA3 (2nd) 250x2,300 (800) LH +3 -8
236MK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2(4)2(4)2(5)2 22 SA3 (3rd) 225x4 (900) LH +3 -8
236HK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 2(3)2(2)
2(4)2(6)2
15 SA3 (4th) 200x5 (1000) LH KD +50 -3
236KK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(4)2(4)
2(4)2(4)2
21 SA2 SA3 (5th) 160x5 (800) LH +3 -3

No results

Air Hundred Lightning Kicks (j.236K)
Air Hundred Lightning Kicks
j.236K
SF6 Chun-Li j236lk.png

j.236LK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(4)2(4)2 15(18) land - 300x3 (900) LH -4(+1) -7(-2)
j.236MK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(4)2(4)2(5)2 15(18) land - 250x4 (1000) LH -4(+1) -8(-3)
j.236HK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(4)2(3)
2(4)2(3)2
15(18) land - 220x5 (1100) LH -5(-2) -9(-6)
j.236KK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2(4)2(2)2(3)
2(2)2(3)2
5 land - 250x5,350 (1600) LH KD +38~39 -32(-16)

Hazanshu (214K)
Hazanshu
214K
SF6 Chun-Li 214lk.png

214LK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 2 21 SA3 1000 H 0 -9
214MK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
27 3 16 SA3 1000 H +2 -3
214HK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 3 16(18) SA3 1200 H +6 -1
214KK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 3 16 SA2 SA3 1200 H KD +52 OTG -5

Spinning Bird Kick ([2]8K)
Spinning Bird Kick
[2]8K
SF6 Chun-Li 28lk.png

[2]8LK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(6)2(6)2 6+24 land - 333x2,334 (1000) LH KD +33 -18
[2]8MK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(6)2(6)
2(7)2(4)2
8+21 land - 200x4,400 (1200) LH KD +34 -17
[2]8HK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2(4)2(8)2(6)
2(5)2(5)2(3)2
8+22 land - 180x6,320 (1400) LH KD +33 -18
[2]8KK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(4)2(4)2(5)
2(4)2(5)2(4)2
8+15 land - 100x6,200 (800) LH KD +55(+41) -12
  • Takes 30 frames to charge.

Tenshokyaku (22K)

22LK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2(10)2 27+12 land - 450x2 (900) LH KD +29 -37
22MK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2(10)2 31+12 land - 450,550 (1000) LH KD +25 -41
22HK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(8)2(8)2(11)2 26+12 land - 200x3,600 (1200) LH KD +37 -57
22KK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3(5)3 16+25 land - 180x5,500 (1400) LH KD +30 -40
  • Hits twice on whiff and five times on hit.
    • Visually similar to the LK version and the HK version.

Super Arts

236236P
Kikoshou
Level 1 Super Art
236236P
SF6 Chun-Li 236236p.png

236236P
Kikosho
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 70 46 - 300x4,500 (1700) LH KD +22 -22

j.236236P
Air Kikoshou
Air Level 1 Super Art
j.236236P
SF6 Chun-Li j236236p.png

j.236236P
Aerial Kikosho
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 50 16 land - 300x4,800 (2000) LH KD +14 -20

Air Kikoshou is useful to end air combos after Houyoku Sen, as well as converting an instant overhead j.2MK into a knockdown.

236236K
Houyoku Sen
Level 2 Super Art
236236K
SF6 Chun-Li 236236k.png

236236K
Hoyoku-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [2(1)x3],2(2),
[2(1)x3],2(11),
[2(2)x6],2(23)3
48 Jmp 2000(1000) LH KD +29 -35
  • Last hit is jump cancelable.

Deals good damage by itself while also opening up more damage by acting as a launcher.

214214K
Soten Ranka
Level 3 Super Art
214214K
SF6 Chun-Li 214214k.png

214214K
Soten Ranka
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(24)1(7)1 40 - 4000 (500x2) LH HKD +6 -24

214214K (CA)
Soten Ranka (CA)
Level 3 Cinematic Art
214214K_CA
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