Line 392: | Line 392: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|chun-li_214P}} | {{AttackDataCargo-SF6/Query|chun-li_214P}} | ||
* Low Profile | * Low Profile and Crouch state from 14f~ (ducks under most projectiles) | ||
* Followups can be input | * Can block from 14f~ (automatically exits stance after blocking) | ||
* Counterhit state during entire stance animation | |||
* Followups can be input from 15f~ | |||
* If no followup is input, stays crouched for 57f before entering recovery | * If no followup is input, stays crouched for 57f before entering recovery | ||
** Holding any Down direction will | ** Holding any Down direction will extend this crouching period indefinitely | ||
<br> | <br> | ||
'''Cancels into Serenity Stream:''' | |||
* All ground normals are cancellable into Serenity Stream | |||
* Heavy normals cancelled into Serenity Stream: | |||
** Each normal causes Crouch Stance to have variable startup time (refer to notes on each Heavy normal) | |||
** Have much worse advantage if not immediately followed by a Stance attack (shown in the Cancel Data of each Heavy normal) | |||
<br> | |||
Serenity Stream is a stationary crouching stance with 6 different attack followups. While Chun-Li sacrifices her mobility and makes herself vulnerable during startup/recovery, she gains unique cancels from ground normals and the ability to cancel into Kikoken and Spinning Bird Kick without charge. The exact combo routes are listed under each followup attack, and the cancel frame advantage is listed under each ground normal. | |||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Serenity Stream | =====<font style="visibility:hidden; float:right">Serenity Stream Exit (214P~214P)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Serenity Stream | | title = Serenity Stream Exit | ||
| subtitle = | | subtitle = | ||
| input = 214P~214P | | input = 214P~214P |
Revision as of 08:49, 28 February 2023
![]() |
Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing. |
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: |
---|---|
|
|
Classic & Modern Versions Comparison
Missing Normals |
|
---|---|
Missing Command Normals |
|
Shortcut-Only Specials |
|
Assist Combos |
|
Miscellaneous Changes |
|
Chun-Li | |
---|---|
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 |
Frame Data Glossary - SF6 | |
---|---|
Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
|
Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
|
Cancel |
Available options for canceling one move into another move.
|
Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
|
Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
|
Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
|
Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
|
Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
|
Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
|
Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
|
On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
|
Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
|
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
|
IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
|
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 7 | SS Chn Sp SA | 300 | LH | +5 | -3 |
- Chains into 5LP/2LP/2LK
- Combos naturally into 5MP if close enough
- Cancel reaction window: 13f
- Stance Cancel Adv: 0/-7
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 4 | 10 | SS Sp SA | 600 | LH | +6 | +1 |
- Plus on block with high pushback and fairly short range
- Good combo or frame trap starter that can link into 2MP and build charge for Spinning Bird Kick
- Cancel reaction window: 16f
- Stance Cancel Adv: +4/-1
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 3 | 20 | SS | 800 | LH | +2 | -3 |
- Cancel reaction window: 19f (Stance)
- Stance Cancel Adv: +6/0
A very long range poke, one of Chun-Li's defining neutral tools. It can combo to Stance LP at close range, but this is fairly impractical since you'll mostly use it from mid range. Stance LK combos on Counterhit, while Stance MK is the most useful followup on Punish Counter. On block, there is an interruptible gap during Stance cancels unless the opponent is in Burnout.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 10 | SS Sp SA | 300 | LH | +2 | -2 |
- Cancel reaction window: 13f
- Stance Cancel Adv: +1/-3
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 16 | SS Sp SA | 500 | LH | +4 | -2 |
- Whiffs on crouching opponents
- Decent anti-air
- Cancel reaction window: 16f
- Stance Cancel Adv: +10/+4
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 18 | SS | 900 | LH | +4 | 0 |
- Whiffs on crouching opponents; stance cancels allow followup combos on standing opponents
- Good anti-air hitbox from long range, but a little slow to use on reaction
- Puts airborne opponents into limited juggle state
- Chun's longest range poke; very safe on block and fairly fast whiff animation for its range
- Stance Cancel Adv: +10/+6
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 7 | SS Chn Sp SA | 300 | LH | +4 | -2 |
- Chains into 5LP/2LP/2LK
- Fairly short range, can whiff in chains if not close enough
- Cancel reaction window: 13f
- Stance Cancel Adv: 0/-6
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 13 | SS Sp SA | 600 | LH | +4 | -2 |
- Useful normal in combos from 5MP; relatively hitconfirmable on its own
- Cancel reaction window: 16f
- Stance Cancel Adv: +7/+1
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3(5)5 | 18 | SS Sp SA (2nd) | 450x2 | LH | +1 | -3 |
- Forces stand on hit
- Counterhit/Punish Counter advantage applies to both hits
- Cancel reaction window: 29f
- Stance Cancel Adv: +8/+4
Chun's 2HP hits twice and is safe on block, giving plenty of time to safely confirm into a special on hit. Only the 2nd hit is cancellable (on any active frame). Can be used as an anti-air, but the dead zone between the 2 hits can make it hard to time properly. The first hit will juggle into the second hit, so the opponent won't fall out in the middle of the move.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 10 | SS Chn Sp SA | 200 | L | 0 | -2 |
- Chains into 5LP/2LP/2LK
- Very strong, being a 4f cancellable low; will whiff if used as the 3rd hit of a light chain
- Cancel reaction window: 12f
- Stance Cancel Adv: -2/-4
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 19 | SS Sp SA | 500 | L | -2 | -6 |
- Cancel reaction window: 13f
- Good range for a cancellable low poke, but very difficult to hitconfirm on its own
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
- Stance Cancel Adv: +6/+2
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 19 | SS | 900 | L | HKD +33 | -7 |
- Counterhit/Punish Counter: +48 HKD
- More active frames and safer on block than most sweeps
- Stance Cancel Adv: HKD+29/-11
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 10 | 3 land | - | 300 | H | +4(+9) | +1(+6) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4(6)5 | 3 land | Sp SA1 | 300x2 | H | +8(+13) | +4(+9) |
- 2 hits; either hit puts airborne opponents into limited juggle state
- Cancels into Air Lightning Legs or Air Lv.1 Super on either hit
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | TC | 800(500) | H | +12(+16) | +7(+11) |
- Puts airborne opponents into limited juggle state
- Has a Target Combo followup into another j.HP
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 8 | 3 land | - | 300 | H | +7(+9) | +4(+6) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 5 | 3 land | - | 500 | H | +7(+13) | +3(+9) |
- Crossup
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 5 | 3 land | - | 800 | H | +8(+16) | +3(+11) |
8j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 7 | 3 land | - | 800 | H | +11(+16) | +6(+11) |
- Hits on both sides; can crossup if opponent walks underneath Chun-Li
Command Normals
4MP or 6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 15 | SS Sp SA | 600 | LH | +2 | -3 |
- Cancel reaction window: 17f
- Stance Cancel Adv: +6/+1
An incredible poke that can be reaction cancelled into specials while maintaining back charge. Late cancels into Kikoken may fail to combo, especially from farther ranges, but the long confirm window is great for ending in Lightning Legs or a Super Art.
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 14 | SS Sp SA | 800 | LH | +5 | -1 |
- Cancellable heavy button with many active frames, making it a powerful meaty
- Meaty timing or Counterhit allows for great followup links
- Cancel reaction window: 19f
- Stance Cancel Adv: +9/+3
3HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 4 | 14 | SS | 800 | H | +1 | -2 |
- Safe overhead with very slight hit advantage
- Stance Cancel Adv: +2/-1
- Does not lead to combo (except Punish Counter into Stance LP)
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 2 | 23 | SS | 800 | LH | -1 | -4 |
- Airborne 8-28f; Forced Knockdown state
- Stance Cancel Adv: +2/-1
- Punish Counter causes crumple state
- Followups will always hit airborne except for Stance LP
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
37 | 2 | 13 | - | 800 | H | +7 | +3 |
- Airborne 7-39f; Forced Knockdown state
- Switches sides; can only hit as a Crossup
- As a result, this move cannot connect against a cornered opponent
- After Drive Rush, carries a lot of forward momentum, making it useful from far range
- For the same reason, it will not work at all from closer ranges, such as a normal cancelled into Drive Rush
j.2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3 | 11 | 3 land | TC Sp SA | 300 | LH | - | - |
- [] refers to 2nd/3rd followup versions; chains into itself for up to 3 uses
- Puts airborne opponents into a limited juggle state; 3rd hit causes spiked knockdown
- Can hit crossup
The j.2MK "stomp" hits directly below Chun and is primarily used in air juggles. It does not hit overhead, so it doesn't give Chun a powerful high/low mixup, though it can be used to bait a whiffed throw without backdashing. It can also lead to a crossup j.MK midscreen on hit or block. The stomp has a "cancel window", but any air move can be used even after the cancel window ends.
If the opponent is fully cornered and j.2MK connects while Chun is touching the wall, she will bounce away. This is generally a bad position for Chun to be in, as it becomes much easier for the opponent to punish with a reversal uppercut and Chun is too far to push her advantage if they block. It is also possible to connect the move so low to the ground that Air Lightning Kicks is actually below its minimum height restriction, causing the cancel to result in a whiffed j.LK. With perfect timing, j.2MK can combo into j.236LK on a standing opponent, but this doesn't lead to anything further.
Target Combos
j.HP~j.HP
No results
- Puts airborne opponents into limited juggle state
- Target Combo can be performed on whiff
Serenity Stream
Serenity Stream (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14(~) | [57~] | - | - | - | - | - | - |
- Low Profile and Crouch state from 14f~ (ducks under most projectiles)
- Can block from 14f~ (automatically exits stance after blocking)
- Counterhit state during entire stance animation
- Followups can be input from 15f~
- If no followup is input, stays crouched for 57f before entering recovery
- Holding any Down direction will extend this crouching period indefinitely
Cancels into Serenity Stream:
- All ground normals are cancellable into Serenity Stream
- Heavy normals cancelled into Serenity Stream:
- Each normal causes Crouch Stance to have variable startup time (refer to notes on each Heavy normal)
- Have much worse advantage if not immediately followed by a Stance attack (shown in the Cancel Data of each Heavy normal)
Serenity Stream is a stationary crouching stance with 6 different attack followups. While Chun-Li sacrifices her mobility and makes herself vulnerable during startup/recovery, she gains unique cancels from ground normals and the ability to cancel into Kikoken and Spinning Bird Kick without charge. The exact combo routes are listed under each followup attack, and the cancel frame advantage is listed under each ground normal.
Serenity Stream Exit (214P~214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 23(18) | - | - | - | - | - |
- Inputting 214P a second time will manually exit Stance early
- The 18f version occurs automatically after 14+57f if not holding crouch
- Fastest total Serenity Stream time is 37f
- Cannot block during Stance exit animation
- Final 14f of recovery is in a standing state
- Followups have their own unique recovery when exiting stance afterward
Manually cancelling the SS early is a good way to keep Chun-Li safe if there is no opening to attack the opponent. For example, Chun can use SS to duck under a long range fireball, then stand up as soon as it passes by rather than whiffing a followup attack. Chun does not get enough frame advantage to use SS~Cancel as a pressure tool.
Orchid Palm (214P~LP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 5 | 16[36] | Sp SA | 500 | LH | -2(-22) | -3(-23) |
- Startup is 1f slower after cancelling light/medium normal into SS
- [] refers to recovery when exiting SS (can hold down to remain in SS)
- Cancel reaction window: 15f
- No charge required to cancel into Kikoken or Spinning Bird Kick
The LP followup is a relatively fast but short range jab. In many cases, this is the only followup fast enough to combo after a normal cancelled into SS, which makes the short range more of an issue. The LP is very unsafe if Chun exits the stance afterward, so it is highly recommended to stay crouching or cancel into a special move.
Including SS startup, the fastest possible Orchid Palm is 19f total.
Snake Strike (214P~MP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 11 | 19[32] | - | 750 | L | KD +34(+44) [KD +21(+31)] |
-14(-4) [-27(-17)] |
- Projectile Invuln/Low Profile: 1-?f
- Startup is 1f slower after cancelling light/medium normal into SS
- [] refers to recovery when exiting SS (can hold down to remain in SS)
Chun's MP followup is a forward-moving slide that is especially strong against fireballs. While in SS, opponents simply cannot zone with traditional projectiles at mid-range. It's quite unsafe on block if not well spaced (and always unsafe if you exit SS), so it shouldn't be used too predictably as an approach tool.
Including SS startup, the fastest possible Snake Strike is 25f total.
Lotus Fist (214P~HP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23 | 2(6)2 | 19 | Sp SA | 400,500 | H,H | +2 | -3 |
- Startup is 1f slower after cancelling light/medium normal into SS
- Exits Serenity Stream after recovery
- Cancel reaction window: 27f
- No charge required to cancel into Kikoken or Spinning Bird Kick
The HP followup is a 2-hit overhead that is safe on block and special cancellable, making it quite strong; however, the startup is a bit telegraphed due to the SS startup animation. Cancelling into this will always leave a large interruptible gap in the blockstring. Still, it's possible to hide the startup by moving in an unpredictable manner beforehand.
Including SS startup, the fastest possible Lotus Fist is 37f total.
Forward Strike (214P~LK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 5 | 13[36] | Sp SA | 500 | L | 0(-23) | -4(-27) |
- Startup is 1f slower after cancelling light/medium normal into SS
- [] refers to recovery when exiting SS (can hold down to remain in SS)
- Cancel reaction window: 15f
- No charge required to cancel into Kikoken or Spinning Bird Kick
Chun's LK followup has a bit of forward movement, giving it more range than it initially appears. The startup is a bit slow for this type of attack, and the cancel window is too short for easy hitconfirms, so it's not especially strong in neutral. It is possible to use the forward movement to scoot forward while remaining crouched, which could allow Chun-Li to reposition to a more useful spot, but this carries the risk of eating a damaging whiff punish. At -4, this can also be punished if Chun is too close to the opponent.
Including SS startup, the fastest possible Forward Strike is 22f total.
Senpu Kick (214P~MK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 22[46] | Sp SA | 800 | L | -3(-27) | -9(-33) |
- Startup is 1f slower after cancelling light/medium normal into SS
- [] refers to recovery when exiting SS (can hold down to remain in SS)
- Cancel reaction window: 18f
- No charge required to cancel into Kikoken or Spinning Bird Kick
MK followup has good range, making it useful due to its cancellability.
Including SS startup, the fastest possible Senpu Kick is 24f total.
Tenku Kick (214P~HK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 5 | 24 | Jmp | 700 | LH | KD +41 | -9 |
- Jump cancellable on hit only; puts opponent into limited juggle state
- Cancel reaction window: 30f (Jump)
- Startup is 1f slower after cancelling light/medium normal into SS
- Exits Serenity Stream after recovery
The HK followup is one of the more useful SS attacks. From certain ranges, it can be used as a reaction anti-air if Chun is already committed to entering the stance. It is one of the faster followups, but much like LP, its short hitbox makes it inconsistent at range. Chun-Li can jump cancel the launch where she has various juggle routes involving her j.MP, j.2MK Stomps, Air Lightning Kicks, or Air Lv.1 Super. She cannot cancel her prejump frames into a grounded special move, however.
Including SS startup, the fastest possible Tenku Kick is 22f total.
Universal Mechanics
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +11 | - |
- Large pushback after hit prevents walking up for a corner throw loop
- Perfectly timed Walk + Throw can beat attacks 6f or slower
- Punish Counter: +8 HKD
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +13 | - |
- Side switches; can walk for throw/strike oki after back throwing opponent into corner
- Punish Counter: +13 HKD
Air Throw (LPLK Air)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 3 land | - | 1200 (2040) | T | KD +10 | - |
- Opponent is thrown farther away the higher it connects
- KD Advantage does not change based on throw height
- Punish Counter: +10 HKD
Drive Moves
Drive Impact (HPHK)
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
- Notable blockstring gaps (8f or less cannot be escaped by jumping):
- 2HP: 7f (3f Burnout)
- 4HP: 8f (4f Burnout)
- 5MK, Stance HP: 9f (5f Burnout)
- 2MK: 11f (7f Burnout)
- 2MP, 6MP/4MP, Stance MK: 12f (8f Burnout)
- 5MP: 14f (10f Burnout)
Drive Reversal (6HPHK)
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
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
35 | 2 | 70 | - | 300 | LH | -58 | -65 |
- Taunt has a hitbox that does damage equal to an average light normal
- As a Punish Counter, opponent is crumpled
- Recovery animation is far too slow to allow a followup combo from the crumple
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
273 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
401 (total) | - | - | - | - | - | - | - |
Special Moves
Kikoken ([4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | [90] | 32 | SA3 | 600 | LH | -3 | -7 |
- 45f charge time; travels ~90% of screen length; Super cancel timing is very strict
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | [55] | 33 | SA3 | 600 | LH | -3 | -7 |
- 45f charge time; travels ~80% of screen length; Super cancel timing is very strict
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | [25] | 32 | SA3 | 600 | LH | -2 | -6 |
- 45f charge time; travels ~60% of screen length; Super cancel timing is very strict
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | - | 28 | SA2 SA3 | 400x2 | LH | +5 | 0 |
- 45f charge time; travels fullscreen; 2-hit projectile
- Counterhit/Punish Counter Advantage applies to both hits
Hundred Lightning Kicks (236K)
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 |
- 3 hits; Counterhit/Punish Counter advantage applies to all hits
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 |
- 4 hits; Counterhit/Punish Counter advantage applies to all hits
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 |
- 5 hits; Counterhit/Punish Counter advantage applies to all hits
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 |
- 5 hits; Counterhit/Punish Counter advantage applies to all hits
- Can input KK followup on hit/block for no extra Drive cost
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(5)2(4) 2(5)2(13)3 |
25 | - | 100x4,300 (700) | LH | KD +29 | -13 |
- 10 hits total
Air Hundred Lightning Kicks (j.236K)
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) |
- 3 hits; best version for grounded pressure (safest and best trajectory)
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) |
- 4 hits
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) |
- 5 hits; very strict timing required to connect on a standing opponent
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) |
- 6 hits; no minimum height requirement
All Versions:
- Forward/Neutral jump only; cannot hit crouching
- Forced Knockdown state
- The final 5f of landing recovery puts Chun-Li in a crouching state
Spinning Bird Kick ([2]8K)
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 |
- 30f charge time; Airborne 8-32f; Forced Knockdown state
- Combos from light normals
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 |
- 30f charge time; Airborne 15-56f; Forced Knockdown state
- Combos from medium normals
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 |
- 30f charge time; Airborne 19-73f; Forced Knockdown state
- Combos from heavy normals and 5MK
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 |
- 30f charge time; Airborne 14-63f; Forced Knockdown state
- Combos from medium normals
- Puts grounded opponents into limited juggle state (regular KD vs. airborne)
Hazanshu (214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23 | 2 | 21 | SA3 | 1000 | H | 0 | -9 |
- Projectile Invuln: 5-9f; Airborne 5-20f; Forced Knockdown state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
27 | 3 | 16 | SA3 | 1000 | H | +2 | -3 |
- Projectile Invuln: 6-21f; Airborne 6f-24; Forced Knockdown state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
32 | 3 | 16(18) | SA3 | 1200 | H | +6 | -1 |
- Projectile Invuln: 6-26f; Airborne 6-29f; Forced Knockdown state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 3 | 16 | SA2 SA3 | 1200 | H | KD +52 OTG | -5 |
- Projectile Invuln: 6-25f; Airborne 6-23f; Forced Knockdown state
- Bounces for an OTG juggle state on hit
Tenshokyaku (22K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2(10)2 | 27+12 land | - | 450x2 (900) | LH | KD +29 | -37 |
- 2 hits; Anti-Air Invuln: 1-?f; Airborne 8-45f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 2(10)2 | 31+12 land | - | 450,550 (1000) | LH | KD +25 | -41 |
- 2 hits; Anti-Air Invuln: 1-?f; Airborne 8-51f (Forced Knockdown state)
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 |
- 4 hits; Anti-Air Invuln: 1-?f; Airborne 8-69f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3(5)3 | 16+25 land | - | 180x5,500 (1400) | LH | KD +30 | -40 |
- Full Invuln: 1-7f; Airborne 8-32f (Forced Knockdown state)
- On whiff/block, acts similar to LK version; on hit, lands and performs a 2nd upkick with 4 hits
Wall Jump
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - |
- Forced Knockdown and Counterhit state for the entire duration
- Can be done from Back or Neutral Jump if fully against the back wall
- Can also be done against a cornered opponent after a Forward Jump
Super Arts
Level 1 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 70 | 46 | - | 300x4,500 (1700) | LH | KD +22 | -22 |
- Strike/Throw Invuln: 1-7f; Armor Break
- Depletes 1/2 Drive bar from opponent on hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 50 | 16 land | - | 300x4,800 (2000) | LH | KD +14 | -20 |
- Full Invuln: 1f (until freeze); Armor Break
- Depletes 1/2 Drive bar from opponent on hit
A multi-hit projectile super with high juggle potential. The air version can be used after j.MP, Air 2MK stomps, or Lv.2 Super jump cancel to tack on extra damage.
Level 2 Super (236236K)
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 |
- Full Invuln: 1-10f; Armor Break
- Depletes 1 Drive bar from opponent on hit
- Counts as 3 hits for damage scaling purposes
Reminiscent of Chun's SA2 from Third Strike, but nowhere near as fast. The last kick is jump cancellable on hit, launching the opponent into a free juggle state (or a limited juggle state if the Super connects on an airborne opponent). If blocked, there is an 8f gap before the final hit (4f in Burnout), which may become relevant if attempting a chip KO. The damage of this Super is comparable to Lv.1 Super, but the followup juggle opportunities make it worthwhile. Unlike many Lv.2 Supers, the invincibility makes it a useful reversal, and it can be used to go through projectiles (though it can trade if used near its max range, or against very slow fireballs).
Level 3 Super (214214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2(24)1(7)1 | 40 | - | 4000 (500x2) | LH | HKD +6 | -24 |
- Full Invuln: 1-9f; Armor Break
- Depletes 1.5 Drive bars from opponent on hit
- Cinematic time regenerates ~1.8 Drive bars for Chun-Li
No results
- Full Invuln: 1-9f; Armor Break
- Depletes 2 Drive bars from opponent on hit
- Cinematic time regenerates ~2 Drive bars for Chun-Li
A kick that leads straight to a cinematic if the first hit connects. Can be cancelled from the 2nd hit of Lightning Legs (5th hit for OD version) or from Kikoken/Hazanshu. If the first hit whiffs, the next 2 hits only do 500*500 damage, with no difference between Lv.3 and Critical Art. On block, all 3 hits play out for a true blockstring, which can be useful for chipping out a burned out opponent. Can also work as an anti-fireball Super if the first hit connects before the invincibility runs out, but is overall less effective than Lv.2 Super for this purpose.