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Revision as of 18:06, 7 June 2024
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Season 2 updates in progress
Take the information you read here with a grain of salt! Attack data, hitbox images, and descriptive text on this page are currently being updated for the Ver. 202405 patch and may be inaccurate. 🤝 Want to help us out? Join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
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: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Chun-Li | |
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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 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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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.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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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.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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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.
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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.
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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.
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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:
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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.
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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.
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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.
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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.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 7 | SS Chn Sp SA | 300 | LH | +5 | -3 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- Special/DR cancel is delayed until after 2nd active frame
- Drive Rush cancel advantage: +4 oH / -3 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A fantastic jab with good range, low recovery and huge advantage on hit. At +5, it combos naturally into 5MP and 5LK on regular hit and 2MK on Counter-hit; this combined with Chun's walk speed make it a very potent move while fishing for hits and checking opponents in neutral. It also combos into 4HP off of Drive Rush, which is very useful in setting up Stance HK launcher combos and confirming off of light hits in general.
- Stance cancel advantage: -1 oH / -8 oB
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 4 | 10 | SS Sp SA | 600 | LH | +6 | +1 |
- Cancel Hitconfirm Window: 16f
- Special/DR cancel is delayed until after 3rd active frame
- Drive Rush cancel advantage: +8 oH / +3 oB
Short range, plus on block elbow. Naturally frame traps on block into 5LP and can link on hit into 2MP to build charge for a Spinning Bird Kick ender. Light normals tend to be better for tick throws as 5MP's pushback is surprisingly high, but it's good for stagger pressure and sets up a shimmy relatively easily. Chun's arm is fully disjointed throughout the move, giving it some niche use cases to stuff approaching special moves or Drive Rush when 5MK or 4HP are too slow.
- Stance cancel advantage: +3 oH / -1 oB
- Counter-hit/Punish Counter 5MP combos into LP follow-up
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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13 | 3 | 20 | SS | 800 | LH | +2 | -3 |
- Cancel Hitconfirm Window: 19f (Stance)
A forward-moving committal button with excellent range. It is one of Chun-Li's defining neutral tools for whiff punishing. It's also quite whiff punishable itself, however, and the forward movement makes it prone to being interrupted. While not special cancelable, it is Stance cancelable; this is most useful for confirming a Counter-hit into Stance LK or a Punish Counter into Stance MK. The natural link into Stance LP only works from close range where it has little practical use.
The stance cancel does not grant any frame traps on block unless the opponent is in Burnout. It also does not allow Chun-Li to block a Drive Impact after 5HP is absorbed. Despite this, it may be worth attempting if the opponent is respecting your strings.
- Stance cancel advantage: +6(-4) oH / 0(-10) oB
- First value is for inputting follow-up, second value is when Chun-Li can block
- Combos into LP follow-up at close range; LK/HK on Counter-hit; MK on Punish Counter
- 214P has 16f startup when canceled into
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 10 | SS Sp SA | 300 | LH | +2 | -2 |
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after 2nd active frame
- Drive Rush cancel advantage: +4 oH / 0 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Like Chun's other lights besides 5LP, her 5LK has unusually short range compared to most other characters. It has use in footsies and abare nonetheless, as Chun can easily make up for lack of range with her incredible walkspeed. Far less plus on hit than 5LP, making hit confirming from it far more difficult. Like other characters, she can use it as a simple ender for her light strings, especially good meterless as it's the only light that always combos into MK Legs.
- Stance cancel advantage: 0 oH / -3 oB
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 4 | 16 | SS Sp SA | 500 | LH | +4 | -2 |
- Whiffs on crouching opponents
- Useful anti-air but cannot hit cross-up
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +14 oH / +8 oB
A non-committal and relatively forgiving anti-air button that can make up for the precision of Chun's other anti-air options. Though 5HK and air-to-airs are usually the best damage reward off of a normal anti-air hit, if an opponent is doing a special move in the air that causes them to receive a Forced Knockdown OR you use this move out of a Drive Rush, you can get significantly more damage without any of the commitment of those other options. Without Forced Knockdown, you can use the move's special cancel to meaty a LP/MP Kikoken on the opponent's landing if you keep your back charge going, typically giving around a +16 situation. You also usually have enough time to do a Parry Drive Rush after this connects, letting you meaty a Drive Rush normal as they land to start pressure. It's an especially good button to keep in mind when your opponent is trying to bait your anti-airs, or if their jump-ins are simply too fast or ambiguous to Tensho on reaction (e.g. Juri's divekick or Dee Jay's Knee Shot).
- Stance cancel advantage: +9 oH / +4 oB
- Combos into follow-up LP/LK/HK; MP/MK on Counter-hit
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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14 | 3 | 18 | SS | 900 | LH | +4 | 0 |
- Whiffs on crouching opponents
- Slow but rewarding anti-air; cannot hit cross-up
- Leg/Head hurtbox is Anti-Air Invuln 14-16f
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 18f (Stance)
A long, forward moving kick that whiffs on crouchers but gives incredible reward if used in the right situations. It primarily works as Chun's farthest horizontally reaching anti-air, trading speed and consistency for a highly damaging juggle combo without any meter required. Against some of the more obnoxious jump-ins in the game, extremely precise spacing and timing is required to avoid getting stuffed, but its horizontal reach makes it good for catching back jumps in the corner or air stall moves that will make your other anti-airs whiff, such as Kimberly's Elbow Drop. It is also Chun's highest damage normal along with 2HP and has good range, making it useful as a punish starter for DPs and other highly reactable scenarios—just remember that it may whiff on moves with any crouching recovery frames. Even though it isn't usually a good idea to use in pressure because most people tend to default to crouch blocking on defense, if you spot an opponent trying to parry, it will force them to stand and therefore block/parry this move, giving you a solid stance cancel opportunity that nets an optimal combo on hit and frame traps on block.
- Stance cancel advantage: +10(-3) oH / +6(-7) oB
- First value is for inputting follow-up, second value is when Chun-Li can block
- Combos into follow-up LP/LK/MK/HK; MP on Counter-hit
- 214P has 12f startup when canceled into
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 7 | SS Chn Sp SA | 300 | LH | +4 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +4 oH / -2 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
2LP is a bit stubby, often whiffing in chains if not starting point blank. Its main advantage over 5LP is that it maintains down charge during chains. However, it chains more slowly, making it slightly more susceptible to Drive Impact.
- Stance cancel advantage: -1 oH / -6 oB
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 13 | SS Sp SA | 600 | LH | +4 | -2 |
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +11 oH / +5 oB
A pretty standard looking 2MP that is useful in combos from 5MP and has good advantage on Counter-hit to go into stance normals. It may seem bad to throw out due to its middling range, but its disjointed hitbox makes it useful as a defensive counterpoke. It's also a solid punish button for when 5MP or 6MP would whiff, being only 1 frame slower and leading into Stance MK on Punish Counter.
- Stance cancel advantage: +6 oH / +1 oB
- Combos into follow-up LK/HK on Counter-hit; MK on Punish Counter
- LP follow-up can also work point blank vs. crouching (high pushback limits the combo potential)
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 3(5)5 | 18 | SS Sp SA (2nd) | 450x2 | LH | +1 | -3 |
- Forces stand on hit
- Solid anti-air on frames 12-13 and 21-23; cannot hit cross-up
- 1st hit puts airborne opponents into limited juggle state; 2nd hit causes air reset
- 2nd hit can whiff at certain timings, allowing for a knockdown
- Counter-hit/Punish Counter advantage applies to both hits
- Cancel Hitconfirm Window: 29f (30f stance)
- Drive Rush cancel advantage: +14 oH / +10 oB
Chun's 2HP might seem a little slow to use at first; but its two hits, active frames, range, and stance cancel advantage gives it a lot of potential uses in meaties and pressure. Even without any meaty timing, going into Stance LP off this move is a gapless blockstring, and Stance LK is a solid frame trap.
Only the 2nd hit is special cancelable (on any active frame). It 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.
- Stance cancel advantage: +8(-6) oH / +4(-10) oB
- First value is for inputting follow-up, second value is when Chun-Li can block
- Combos into follow-up LP/LK/HK; MK on Counter-hit; MP on Punish Counter
- 214P has 11f startup when canceled into
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 2 | 10 | SS Chn Sp SA | 200 | L | 0 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 12f
- Drive Rush cancel advantage: +2 oH / 0 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Chun's 2LK has very rare properties, being 4f startup and special cancelable. It has shorter range than her other lights, but it can still be used as the first or second button in a 3-hit light string to catch the opponent walking backwards. While it is cancelable into Drive Rush, it does not grant a combo without scoring a Counter-hit, and on block Chun will trade with mashed 4f buttons.
- Stance cancel advantage: -3 oH / -4 oB
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 19 | SS Sp SA | 500 | L | -2 | -6 |
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +8 oH / +4 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A great low poke with fairly average range and frame data (almost identical to Ken's) but is exceptional in the fact that the tip of it is slightly disjointed while active. This gives it an edge when playing footsies at max range against characters with similarly ranged 2MKs. As with all low forwards, its cancel window is very short, meaning 4/6MP may be the preferred poke in scenarios where a confirm is needed. If the goal is to safely maintain mid-range spacing while dealing as much Drive damage on block as possible, though, this button is very solid to cancel into Kikoken with, as the pushback will typically leave Chun at a very desirable range for her.
- Stance cancel advantage: +5 oH / +2 oB
- Combos into follow-up LP; LK/HK on Punish Counter
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 6 | 19 | SS | 900 | L | HKD +33 | -7 |
- Counter-hit/Punish Counter: HKD +48
- Puts airborne opponents into limited juggle state
- Not a Hard Knockdown when juggled into
- Cancel Hitconfirm Window: 29f (stance)
Chun's sweep has noticeably lower range than most sweeps, barely outranging her 2MK; in exchange, it is safer on block and has many active frames. At -7 on block, it isn't typically punishable with another sweep; in turn, its lack of range means it cannot punish other sweeps as well as others. Characters with 2MKs that are above 7 frames may struggle to punish this button on block, leading to a theoretical benefit in some matchups.
Another notable aspect of it is that its hitbox hits relatively high up, potentially beating out high profiles. If used as an anti-air late in its active frames, Chun-Li can juggle Tenshokyaku afterward. Since Chun struggles in general to get knockdowns off of stray hits in neutral without meter, a sweep benefits her both defensively and offensively quite a bit, as the knockdown on a Counter-hit will give her enough time to either safely jump out of corner or start pressure.
- Stance cancel advantage: HKD oH / -11(-21) oB
- First value is for inputting follow-up, second value is when Chun-Li can block
- HKD is +29 if Chun remains crouching
- HKD is +6 if manually exiting 214P afterwards (+11 if canceling Stance Exit into immediate attack)
- 214P has 23f startup when canceled into
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 10 | 3 land | - | 300 | H | +4(+9) | +1(+6) |
- Can be used as a fuzzy instant overhead vs. Dee Jay/JP/Marisa/Zangief
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 4(6)5 | 3 land | Sp SA1 | 300x2 | H | +8(+13) | +4(+9) |
- 2 hits; both put airborne opponents into limited juggle state
- Cancels into Air Lightning Legs or Air SA1 on either hit
- Shifts Chun-Li's hurtbox upward during startup
Chun-Li's preferred air-to-air since it knocks down and is cancelable. The two hits have a large gap between them, so when used against a grounded opponent it must be timed very early or very late to ensure it connects. It is not possible to connect both hits on a grounded opponent.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 6 | 3 land | TC | 800(500) | H | +12(+16) | +7(+11) |
- Puts airborne opponents into limited juggle state
- Cancelable into j.HP~j.HP Target Combo even on whiff
- 300 less damage vs. airborne opponents
The horizontal hitbox is not particularly useful as a jump-in, but like j.MP it can start a juggle as an air-to-air. Unlike j.MP, it is not special cancelable, but it can combo to another j.HP as a Target Combo.
For guaranteed punish situations, it provides easy, consistent frame advantage to consistently use 5HP as a follow-up, whereas j.HK would require hitting closer to the ground.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 8 | 3 land | - | 300 | H | +7(+9) | +4(+6) |
The fast startup and upward hitbox makes it useful as a panic air-to-air, though less rewarding than j.MP or j.HP.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 5 | 3 land | - | 500 | H | +7(+13) | +3(+9) |
- Can hit Cross-up
Chun's only reliable cross-up button. Decent, but doesn't hit very deep and is held back by her floaty jump. Can be used after instant j.2MK stomp as a mixup midscreen.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 5 | 3 land | - | 800 | H | +8(+16) | +3(+11) |
- Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief (opponent must be in Burnout for true blockstring)
- Shifts Chun-Li's hurtbox upward during startup
Chun-Li's main jump-in attack, though not the most useful due to the peculiarly small hitbox and her slow jump animation. The Neutral Jump version is far more consistent for max damage stun combos. Generally speaking, Hazanshu is preferable as an approach tool.
8j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 7 | 3 land | - | 800 | H | +11(+16) | +6(+11) |
- Can cross-up if opponent walks underneath Chun-Li
- Shifts Chun-Li's hurtbox upward during startup
Chun can hit on both sides with neutral j.HK, making it hard for the opponent to walk or dash underneath despite her slow jump animation. This also gives it some air-to-air utility.
Wall Jump
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - |
- Forced Knockdown and Counter-hit 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
- Chun will face the new direction after bouncing off wall, affecting the direction that air attacks come out
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 Hitconfirm Window: 15f
- DR cancel is delayed until after 3rd active frame
- Drive Rush cancel advantage: +8 oH / +3 oB
Almost as much range as 2MK with lower recovery, better advantage on block, and a bigger cancel window. An incredible poke and punish that maintains back charge and can be hitconfirmed into specials with good reactions. The long confirm window also allows Chun-Li to easily counter a Drive Impact when absorbed.
The high-reaching disjointed hitbox is quite good at locking down cornered opponents and preventing a jump out, with the low recovery allowing Chun to anti-air if they do get airborne. Keep in mind that, despite its low recovery, this move still leaves a large telegraphed hurtbox for an opponent to whiff punish; as such, the decision to primarily poke with this or 2MK is largely matchup dependent.
- Stance cancel advantage: +5 oH / +1 oB
- Combos into follow-up LK/HK on Punish Counter
- LP follow-up can also work point blank vs. crouching (high pushback limits the combo potential)
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 14 | SS Sp SA | 800 | LH | +5 | -1 |
- Cancel Hitconfirm Window: 19f (20f stance)
- Drive Rush cancel advantage: +15 oH / +9 oB
A short-range, disjointed, and cancelable palm strike with many active frames, used as a meaty and to stuff approaches. Very widely applicable in Drive Rush combos, as it's easy to link into before canceling into stance moves. With proper meaty timing, Chun can get even stronger follow-up links and stance cancel combos while maintaining block advantage.
The large hitbox disjoint and generous active frames make it quite good at stuffing specific approaches, such as buttons done from Drive Rush or advancing special moves like E. Honda's Headbutt. Since a Counter-hit goes into Stance MK and is a low-cost, high-reward starter, it's worth attempting in neutral in some matchups.
- Stance cancel advantage: +9(-5) oH / +3(-11) oB
- First value is for inputting follow-up, second value is when Chun-Li can block
- Combos into follow-up LK/HK; MP/MK on Counter-hit
- LP follow-up can also work point blank vs. crouching (high pushback limits the combo potential)
- 214P has 11f startup when canceled into
3HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 4 | 14 | SS | 800 | H | +1 | -2 |
- Crouching State from 1-8f (may whiff under certain high attacks)
- Cancel Hitconfirm Window: 18f (stance)
Chun's overhead is -2 on block, which 1f safer than most similar attacks. The startup animation is also somewhat difficult to see. A solid mixup out of Drive Rush, though it's not the most rewarding option and doesn't lead to very useful Serenity Stream cancels.
- Stance cancel advantage: +2(-6) oH / -1(-9) oB
- First value is for inputting follow-up, second value is when Chun-Li can block
- Combos into follow-up LP on Punish Counter only
- 214P has 16f startup when canceled into
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)
- Punish Counter: KD +72 Crumple (ground), spinning free juggle (air)
- Cancel Hitconfirm Window: 20f (stance)
6HK is a slow, forward-advancing, and slightly unsafe hopkick that can crush lows or punish reversals for devastating meterless damage when canceled to Stance HK. The forward movement and low pushback makes it difficult to space safely, and the whiff recovery is quite punishable as well; however, since it's only jab punishable at worst, the risk-reward is still often in Chun's favor.
With its incredible hitbox priority, it's effective as a read against long-range low pokes, or against opponents who attempt to check Chun's Drive Rush with low-hitting buttons.
- Stance cancel advantage: +2(-6) oH / -1(-9) oB
- First value is for inputting follow-up, second value is when Chun-Li can block
- On Punish Counter, combos into follow-up LP (grounded) or MP/HP/LK/MK/HK (airborne)
- 214P has 20f startup when canceled into
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
37 | 2 | 13 | - | 800 | H | +7 | +3 |
- Airborne 7-39f (Forced Knockdown state)
- Puts airborne opponents into limited juggle state
- 1f better Hit advantage vs. standard-sized crouching characters
An unusual overhead flip kick that causes Chun to jump behind the opponent for a cross-up. Since it can't hit opponents in front of her, the move is useless at long range or against a cornered opponent, as Chun will whiff harmlessly. The most common use for this move is to switch sides after a Drive Impact crumple, letting Chun escape the corner and finish with a small juggle.
While fairly slow and reactable in neutral, it can sometimes work as a throw bait or as a way to bypass the opponent's grounded pokes. When used after Drive Rush from long distance, the forward momentum carries her surprisingly far, which might catch some opponents off guard. It's decent as a Drive Rush meaty on many of her knockdowns, chasing the opponent's Back Rise while scoring a side switch that's difficult to contest.
Because 3HK is not considered a "grounded normal", it is not cancelable into Serenity Stream.
j.2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3 | 11 | 3 land | TC Sp SA | 300 | LH | - | - |
- Cancelable into itself (up to 3 uses) or any other air move; Forced Knockdown state after bounce
- Can hit Cross-up; does not hit as an instant overhead
- Puts airborne opponents into a limited juggle state
- Applies 15% damage scaling to next hit when beginning a combo (100/85/75...)
Chun-Li's iconic and multi-purpose j.2MK "stomp" defines her unusual air game, pressure, and juggle combos. Although its hitbox is right below Chun, its incredible 3 frame startup (technically the fastest move in the game) and 11 active frames makes it actually quite good for air-to-airing. The stomp has a "cancel window", but any air move can be freely used on a juggled opponent even after the cancel window ends. When it connects, Chun bounces forward in a way that either lets her chain more jumping normals in a juggle or pressure the opponent's block.
When very close up to the opponent on the ground, Chun can immediately jump forward with an immediate j.2MK, then cross up with a falling j.MK. This is most effective in close-range oki scenarios where Chun could threaten with a throw, or after Drive Rush using its forward momentum. This technique can also bait many reversals, as Chun will technically be crossing the opponent up when jumping from close range. If blocked, it can be very difficult to react quickly enough to anti-air Chun on the way down due to its fast animation and shallow angle. In most cases, Chun is risking a 5LP Force Knockdown anti-air at worst.
- 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 she is too far to push her advantage if they block.
- It is 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. To prevent this, simply delay Lightning Kicks slightly.
Target Combos
j.HP~j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 3 land | - | 500 | H | - | - |
- Puts airborne opponents into limited juggle state
- Target Combo can be performed on whiff
This Target Combo allows Chun to get more damage off an air-to-air j.HP, which causes a juggle state. Unlike j.MP it is not cancelable into air specials or supers, and the juggle state is a bit more restrictive.
Commonly used in safe jump setups, this gives as much Super meter as a throw (2000).
j.2MK~j.2MK~j.2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 11 | 3 land | TC Sp SA | 300 | LH | - | - |
- Cancelable into itself (up to 3 uses) or any other air move; Forced Knockdown state after bounce
- Puts airborne opponents into a limited juggle state
- Can hit Cross-up
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 11 | 3 land | Sp SA | 500 | LH | - | - |
- Cancelable into other air moves; Forced Knockdown state after bounce
- Spike knockdown vs. airborne opponents
- Can hit Cross-up
The follow-up chains from j.2MK are primarily used in air juggles, like after a jump canceled SA2. They can also be used as a gimmicky mixup tool on a grounded opponent, allowing Chun to continue bouncing on the opponent's head if spaced correctly. If the stomp connects deep on a fully cornered opponent, Chun will bounce away from the wall but will continue to face toward the opponent.
Serenity Stream
Serenity Stream (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14(~) | [57~] | - | - | - | - | - | - |
- Crouching state 14f~; Low Profile 23f~ until exit
- Head Projectile Invuln: 23-71f (ducks under most projectiles)
- Can block from 14f~ (automatically exits stance after blocking)
- Counter-hit state during entire stance animation
- Follow-ups can be input from 15f~
- If no follow-up is input, stays crouched for 57f before entering recovery
- Holding any crouch direction indefinitely extends the stance
- Can be canceled early by inputting 214P again
Cancels into Serenity Stream:
- All ground normals are cancelable into Serenity Stream
- Heavy normals canceled 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 follow-ups. 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 follow-up attack, and the cancel frame advantage is listed under each ground normal.
Since the stance initially maintains itself for 57 frames regardless of your direction, it is possible to block high during that window. After that, however, letting go of a crouch direction to attempt a stand block will end the stance and leave you vulnerable, making it impossible to block high attacks.
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
- Fastest total Serenity Stream time is 37f
- Exiting manually has 23f recovery, but can cancel into attacks after 18f
- 4f crouch + 19(14)f stand
- Automatically exits Stance after 14+57f when not holding crouch
- This "automatic exit" is 18f recovery (4f crouch + 14f stand)
- Cannot block during Stance exit animation
- Stance Follow-up attacks have their own separate Stance Exit recovery
- This will appear in [] brackets under "Recovery"
Manually canceling 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 SS Exit to avoid whiffing a follow-up attack. Chun does not get enough frame advantage to use Normal > SS~Exit as a pressure tool. Because Chun cannot block during SS recovery, it is impossible to block overheads if she is holding down to extend her stance duration.
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) |
- [] refers to 20f extra recovery when exiting stance
- Hold any crouch direction to remain in the stance
- Cancel Hitconfirm Window: 15f
- No charge required to cancel into Kikoken or Spinning Bird Kick
- Special/DR cancel is delayed until after 4th active frame
- Drive Rush cancel advantage: +6 oH / +5 oB
The LP follow-up is a relatively fast but extremely short range jab. The main use of this move is for blockstrings and frame traps, as most of the time your hits will push the opponent too far for this to even connect in combos. Chun-Li is in a slight low-profile state for the entire jab animation, which can cause some higher-angled moves to whiff.
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. In cancels, it combos from 5MK/5HK/2HP/2MK, close range 5HP, point blank 2MP/6MP/4HP vs. crouching, Counter-hit 5MP, and Punish Counter 3HP/6HK.
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)] |
- Low Profile/Upper Body Projectile Invuln: 1-31f (exit stance), 1-36f (remain crouched)
- Extra-Low Profile 8-21f (can avoid Drive Impact)
- [] refers to extra recovery and worse block advantage when exiting stance
- Hold any crouch direction to remain in the stance
Chun's MP follow-up is a forward-moving slide that is especially strong against fireballs. While in SS, opponents simply cannot zone with traditional projectiles unless they are well over 1/2 screen away. 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. At max distance, it can be up to -4 on block with a lot of pushback, but Chun has to remain in SS which is not an ideal situation.
Including SS startup, the fastest possible Snake Strike is 25f total. In cancels, it combos from Counter-hit 5MK/5HK/4HP/6HK and Punish Counter 2HP.
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 |
- Exits stance after recovery
- Low Profile: 1-2f; Crouching State 1-5f; no head hurtbox on frames 29-42
- Cancel Hitconfirm Window: 27f
- No charge required to cancel into Kikoken or Spinning Bird Kick
- Drive Rush cancel advantage: +13 oH / +8 oB
The HP follow-up hits twice, with the first hit being an overhead. It is safe on block and special cancelable, making it quite strong; however, the startup is a bit telegraphed due to the SS startup animation. Canceling 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) |
- [] refers to extra recovery when exiting stance
- Hold any crouch direction to remain in the stance
- Cancel Hitconfirm Window: 15f
- No charge required to cancel into Kikoken or Spinning Bird Kick
- Drive Rush cancel advantage: +8 oH / +4 oB
Chun's LK follow-up is fairly fast and 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, however, very useful for combos off of 4HP, or off of Punish Counters like 2MK and 4MP. Going into MK Spinning Bird Kick on hit gives very good damage and works at any range.
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 Forward Strike is 22f total. In cancels, it combos from 5MK/5HK/2HP/4HP, Counter-hit 5HP/2MP, and Punish Counter 2MK/6MP/6HK.
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) |
- Puts airborne opponents into limited juggle state
- [] refers to 24f extra recovery when exiting stance
- Hold any crouch direction to remain in the stance
- Cancel Hitconfirm Window: 18f
- No charge required to cancel into Kikoken or Spinning Bird Kick
- Special/DR cancel is delayed until after 4th active frame
- Drive Rush cancel advantage: +9 oH / +5 oB
MK follow-up has good range and forward movement, making it one of Chun's most useful stance buttons in neutral. Since it's somewhat slower than the LP and LK follow-ups, however, doing it off of a Drive Rush normal tends to be required to make decent frame traps or combos with it. If you crouch under a fireball with the stance in neutral, this is a great punish starter—just make sure you wait until the fireball has moved past you, or else you will lose the low profile and get hit.
Very unsafe if Chun exits the stance afterward (and fairly unsafe even if she stays crouching), so it is highly recommended to cancel into a safe special move.
Including SS startup, the fastest possible Senpu Kick is 24f total. In cancels, it combos from 5HK, Counter-hit 5MK/2HP/4HP, and Punish Counter 5HP/2MP/6HK.
Tenku Kick (214P~HK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 5 | 24 | Jmp | 700 | LH | KD +41 | -9 |
- First 6f of startup is in crouching state
- Jump cancelable on hit only; puts opponent into limited juggle state
- Cancel Hitconfirm Window: 30f (Jump)
- Cannot cancel the pre-jump frames into grounded moves
- Exits stance after recovery
The HK follow-up is essential for Chun's damaging "launcher" combos. She can jump cancel the launch and perform various juggle routes involving her j.MP, j.2MK Stomps, Air Lightning Kicks, or Air SA1. It can also be used as a decent and rewarding anti-air if Chun is already committed to entering the stance in neutral. Its short hitbox makes it inconsistent at longer ranges (though not as severe as the LP follow-up); Drive Rush is often required for it to combo consistently.
Including SS startup, the fastest possible Tenku Kick is 22f total. In cancels, it combos from 5MK/5HK/2HP/4HP, Counter-hit 5HP/2MP, and Punish Counter 2MK/6MP/6HK.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +11 | - |
- Punish Counter: HKD +11
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Chun-Li's forward throw is an important offensive tool when combined with her excellent walk speed and light normal pressure. Unlike most characters, however, she does not have access to a corner throw loop even with Drive Rush. Against Blanka, E. Honda, and Zangief only, she can walk forward with frame-perfect timing to land another throw before their fastest normal can connect, but it can be very risky if mistimed in either direction.
The safest option is to pressure the opponent with a meaty normal like 4/6MP or 2MK, which can be canceled into Kikoken or Drive Rush; the more the opponent respects your meaty pressure, the more easily you can slip through their defenses even without a throw loop.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +13 | - |
- Side switch
- Punish Counter: HKD +13
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, Chun can walk forward a short distance to manually time her strike/throw oki.
Air Throw (LPLK Air)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 3 land | - | 1200 (2040) | T | KD +10 | - |
- Punish Counter: HKD +10
A useful air-to-air against close range jumps, especially when the opponent is trying to escape the corner. The opponent is thrown farther away the higher the throw connects, but this does not affect Chun-Li's advantage on the knockdown. Chun-Li does not get any real oki afterwards, but she can meaty the opponent with a ranged strike in the corner.
Drive System
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 |
- Armor (2-hit): 1-27f
- Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
- Combos when canceled from Punish Counter 4HP/2HP/5MK/Stance HP (no corner wallsplat)
- Useful for draining opponent's Drive gauge, especially after Perfect Parry
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 2HP: 7[3]
- 4HP: 8[4]
- 5MK, Stance HP: 9[5]
- 2MK: 11[7]
- 2MP, 6/4MP, Stance MK: 12[8]
- 5MP: 14[10]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
- JP (22K), frame 3 counter
- Marisa (214K), frame 3 armor
- Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.
- 2HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
- DR~4HP > delay DI: delay allows a small blockstring gap to prevent opponent from absorbing the hit
- 2f window to delay properly; if delayed too long, the blockstring gap can be too large
- DR~5MK > DI: 1f blockstring gap prevents opponent from absorbing the hit, but whiffs on crouch block
- DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]
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 |
- Full Invuln: 1-22f; Armor Break
- 2 hits; if first hit is Perfect Parried, opponent can interrupt with 11f attack or faster
- 7f extra recovery on hit
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (66)
No results
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo
See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.
- Distance:
- 1.044 (min, cancel into immediate Throw)
- 2.222 (min, earliest blocking/movement frame)
- 3.163 (max, final DR frame)
- See Strategy page for Blockstring Gaps and Combo Routes
Special Moves
Kikoken ([4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | [90] | 32 | SA3 | 600 | LH | -3 | -7 |
- 50f charge time; travels ~90% of screen length
- Cancel Hitconfirm Window: 4f (Super); timing is very strict
- Projectile Speed: 0.037
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | [55] | 33 | SA3 | 600 | LH | -3 | -7 |
- 50f charge time; travels ~80% of screen length
- Cancel Hitconfirm Window: 4f (Super); timing is very strict
- Projectile Speed: 0.05
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | [25] | 32 | SA3 | 600 | LH | -2 | -6 |
- 50f charge time; travels ~60% of screen length
- Cancel Hitconfirm Window: 4f (Super); timing is very strict
- Projectile Speed: 0.07
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
- Cancel Hitconfirm Window: 11f (Super)
- Counter-hit/Punish Counter Advantage applies to both hits
- Projectile Speed: 0.095
Kikoken is a versatile charge projectile that varies wildly with each version and dissipates after a set distance. The lighter versions have more startup, slower travel speed, and take longer to dissipate, making them better as a "wall" in neutral to control space and approach safely. Heavier versions are faster and have less recovery (with HP Kikoken nearly rivalling the frame data of Sonic Boom) but travel less distance, making them more like extended pokes and punish tools. The heavier versions are typically better in combos/pressure unless you're spaced far away enough for the lighter versions to hit their block with a delay. Buttons like 2MK and 4MP into slow fireballs can create a frame trap with different gaps depending on which strength is used. If the opponent doesn't interrupt it properly, it can potentially lead to counter-hit combos.
OD Kikoken has fast startup and travel speed, low recovery, higher projectile priority, and can even link into follow-ups at some specific ranges. If it manages to beat a normal fireball and net you a punish, you can Drive Rush in with 2MK > Stance LK > MK Spinning Bird Kick for an easy confirm with lots of corner carry.
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; Counter-hit/Punish Counter advantage applies to all hits
- Cancel Hitconfirm Window: 16f (Super, 2nd hit)
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; Counter-hit/Punish Counter advantage applies to all hits
- Cancel Hitconfirm Window: 24f (Super, 3rd hit)
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; puts opponents into limited juggle state
- Cancel Hitconfirm Window: 30f (Super, 4th hit)
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; Counter-hit/Punish Counter advantage applies to all hits
- Can input KK follow-up on hit/block for no extra Drive cost
- Cancel Hitconfirm Window: 41f (Super), 43f (Follow-up)
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
Lightning Kicks (or Legs) is a quick multi-hitting attack primarily used as a chargeless confirm tool, Super-cancelable combo filler, or Burnout pressure.
The LK and MK versions are unsafe on block and do not knock down on hit, making them a relatively weak buffer option. If done from very close range, Chun will be close enough on hit to push a strike/throw mixup at +3. The speed of these versions may allow you to occasionally get away with them on block if you space them, but this is quite risky. If canceling from 5LP, 2LP, or 2LK, you must use LK Legs; 5LK and medium pokes can combo into MK Legs for a bit more damage.
HK Legs are safe block (-2) and knock down on hit, but the slow speed restricts Chun's combo and blockstring options. It combos naturally from 4HP, 2HP, or 5MK; it gains more cancel routes when starting with a medium Punish Counter or Drive Rush button. The knockdown gives enough time to juggle 22K in the corner, or SA1/SA3 anywhere on the screen for big damage. It's important to use this juggle into SA3 rather than canceling into it, since the cancel adds 10% damage scaling and loses a hit of the attack. HK Legs becomes +2 against opponents in Burnout, though Chun is left too far away for a strike/throw mixup. The only true blockstring into HK Legs during burnout is from 2HP, which itself is a bit slow to land during pressure. Other good options include 4HP and Stance HP, but these leave a small gap that can be interrupted with a Super on reaction.
OD Lightning Legs has some the best properties of each version: speed, damage, safety on block, a later Super cancel, better range, and high juggle potential. It makes a great low-risk buffer option in neutral if you don't want to spend 3 bars on a Drive Rush cancel; if the opponent is in Burnout, Chun gets some decent chip damage and a +2 mixup on block. Because of its range and speed, OD Legs can be used reliably in some punish scenarios, allowing enough time to link 2MK into Spinning Bird Kick. This is useful when Chun's other long range punish tools are too slow to connect, like after a max range sweep. It also does more damage than a cancel like 2MK > OD Legs, so it can be worth going for even when in range of other routes.
The Lightning Kick Barrage follow-up to OD Legs is a great way to tack on extra damage and a knockdown, as it costs no additional Drive gauge and is easily confirmed into; just be sure not to accidentally input it on block, as it's extremely unsafe. If you want to cash out for more damage, you can skip the follow-up and cancel into SA2/SA3, or use the aforementioned follow-ups to a Counter-hit/Punish Counter OD Legs starter.
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; during Forward/Neutral jump (Forced Knockdown state until landing)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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; during Forward/Neutral jump (Forced Knockdown state until landing)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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; during Forward/Neutral jump (Forced Knockdown state until landing)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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; during Forward/Neutral jump (Forced Knockdown state until landing)
- No minimum height requirement
Air Legs are used both as a neutral tool to alter Chun-Li's jump trajectory and to end air juggles without Super meter. The LK version in particular is the most useful in neutral, as using a Tiger Knee (TK) input turns it into a short hop that can approach while hopping over pokes. The forward movement can also cause anti-air DPs to whiff underneath Chun-Li, taking advantage of the fact that DPs are hard-coded not to hit at cross-up range.
Though LK Air Legs fairly safe on block, it whiffs on crouchers regardless of height, which necessitates using it more cautiously than a standard divekick. If both hits connect on Punish Counter, it can link into 4-frame lights for a combo; this makes it an excellent defensive options against corner throw loops, or after dashing forward to bait the opponent's throw tech. If the opponent is throwing lots of fireballs while you're in Burnout and you don't have time to enter your stance, TK Air Legs can help you dodge the fireball and gain some ground, making up for Chun's relatively floaty jump arc.
LK Air Legs is safest on block when it hits deep, like after instant j.2MK, but can otherwise be slightly unsafe on block. It has worse frame advantage if it connects high against tall characters like Zangief, Marisa, or JP. HK Air Legs is only used as an air combo ender, as it can barely connect with grounded opponents at all. OD Air Legs is likewise a juggle ender, though not a particularly efficient use of Drive meter.
On all versions, the final 5f of landing recovery leaves Chun-Li in a crouching state, which can affect punish options.
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)
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)
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)
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)
- Puts grounded opponents into limited juggle state
- Airborne opponents are not juggled high enough for follow-ups
Spinning Bird Kick (SBK) is not a reversal in this game, but it is a high-damage combo-oriented move with good corner carry and short charge time. Light normals combo into LK SBK, medium normals combo into MK/OD SBK, and heavy normals (+5MK) combo into HK SBK; Punish Counter normals allow combos into a higher strength version (except from 2LK). Chun's hitconfirms generally give her enough time to naturally build charge, such as 5MP, 2MP or the 2-hit 2HP. OD SBK is a valuable and damaging midscreen launcher on grounded opponents, juggling into HK Tenshokyaku, Super, or some advanced Drive Rush routes. She can also juggle LK Legs before linking SA1 or SA3 to slightly increase her damage output.
Due to LK SBK being only 9 frames and reaching fairly far, it can occasionally be used as a tool to punish moves like sweeps from farther ranges (though throwing it out in neutral is definitely not advised).
Hazanshu (214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23 | 2 | 21 | SA3 | 1000 | H | 0 | -9 |
- Lower Body Projectile Invuln: 5-18f; Airborne 5-20f (Forced Knockdown state)
- Crouching state during recovery
- Cancel Hitconfirm Window: 16f (Super)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
27 | 3 | 16 | SA3 | 1000 | H | +2 | -3 |
- Lower Body Projectile Invuln: 6-21f; Airborne 6-24f (Forced Knockdown state)
- Crouching state during recovery
- Cancel Hitconfirm Window: 17f (Super)
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
32 | 3 | 16(18) | SA3 | 1200 | H | +6 | -1 |
- Lower Body Projectile Invuln: 6-26f; Airborne 6-29f (Forced Knockdown state)
- 2f extra recovery on whiff; crouching state during recovery
- Cancel Hitconfirm Window: 17f (Super)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 3 | 16 | SA2 SA3 | 1200 | H | KD +52 OTG | -5 |
- Lower Body Projectile Invuln: 6-21f; Fully Projectile Invuln: 22-28f
- Airborne 6-23f (Forced Knockdown state)
- Bounces for a free juggle state on hit; crouching state during recovery
- Cancel Hitconfirm Window: 20f (Super); cancel not necessary for juggle to connect
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
An advancing airborne split kick with good range and anti-projectile properties. Since Chun-Li has a floaty jump, Hazanshu is typically used instead to call out the opponent's fireballs. Projectiles with fast recovery or slow movement speed can be difficult for Hazanshu to punish consistently, so its use as a reaction punish is character-specific. Even when it can't be used on reaction, the threat of a predictive Hazanshu can make fireball characters hesitate, allowing Chun to focus on her excellent footsies game and control the screen with her own projectile.
All versions hit overhead, though the startup makes it quite reactable, limiting its use as a mixup tool. On the plus side, the low recovery on the LK/MK versions makes it difficult for the opponent to counter with a reaction Drive Impact, and it can be SA3 canceled even if the opponent makes a hard read. When mixed with tick throws, Hazanshu can be canceled from lights as an occasional throw bait; all strengths can lead to a Punish Counter combo, but stronger versions are much more damaging in this context. To consistently counter Hazanshu, opponents will need to interrupt with a fast normal for a Forced Knockdown juggle, or attempt a Perfect Parry.
Both MK and HK Hazanshu are decent approach tools in neutral due to their range and safety on block. MK in particular is quite well-rounded, being most useful from just beyond most characters' poking range. Against opponents who rely heavily on their ranged low pokes, a predictive MK Hazanshu can Low Crush and link into 2MP on Punish Counter. HK Hazanshu gets this link naturally, but opponents are much less likely to whiff buttons at its most effective range.
OD Hazanshu is very similar to the MK version in terms of range and startup, but is unsafe if blocked. If spaced perfectly, some characters will have difficulty scoring a strong punish combo without heavy resource use. The advantage of OD Hazanshu is that it works a bit more consistently against projectiles and leads to a free juggle even on a regular hit.
Tensho Kicks (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: 1-10f; 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: 1-10f; 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: 1-10f; 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)
Tensho Kicks is one of Chun-Li's juggle enders and anti-airs. The OD version is her reversal, with low horizontal but high vertical range, beating neutral jumps pretty consistently. While it is still one of Chun's most reliable anti-airs, this move is unusually precise and unforgiving to hit with at times due to the small hitboxes and extremely short active frames.
To make things even more unforgiving, the move being inputted with 22 comes with some major consequences. It may seem like a benefit at first and some players may be more comfortable with it, but it inevitably forces Chun to stand when performing the input, as you actually need something more like "5252" for the input to register. This is unlike the Shoryuken input, which can be done with extremely forgiving shortcuts that keep you crouching (like 323 or 232). Thus, Chun becomes more susceptible to jump-ins since she cannot remain crouching during the entire input. 22 is rather strict in general, as you must input straight down (not 1 or 3) twice, making it harder to blend into your movement while walking or blocking. The main upside to the input is that it is agnostic toward which side you're on, letting you easily deal with cross-ups with proper timing, similar to a Flash Kick. In that context, the LK version's low startup tends to be the most consistent.
The first down input cannot be held longer than 10 frames, and the maximum gap between down inputs is also 10 frames.
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
- 5-hit Super projectile; can hit cross-up
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 50 | 16 land | - | 300x4,800 (2000) | LH | KD +14 | -20 |
- Armor Break
- Forced Knockdown state until landing; total recovery depends on activation height
- 5-hit Super projectile; can hit cross-up
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
A multi-hit, stationary projectile super. It can be used to tack on extra damage in juggles, punish moves like sweeps from a distance, or as a typical reversal. The air version can be used after j.MP, j.2MK stomps, or SA2 jump cancel. Its large hitbox and whopping 70 active frames make it good at stuffing opponents that try to punish it too early, and it may catch neutral jumps if the opponent lacks a deep hitting jump-in.
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: 1-12f; Armor Break
- Launches opponent into a free juggle state; limited juggle state vs. airborne opponents
- 1000 damage if only the final hit connects
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- Distribution: 625x16 (hit) / 312x15,320 (block)
- 40% minimum damage scaling
- Applies 40% damage scaling to next hit when beginning a combo (100/60/50...)
- Counts as 3 hits for damage scaling when comboed into (applies to next hit)
Reminiscent of Chun's SA2 from SF3: 3rd Strike, Chun lunges forward and unleashes multiple series of kicks. The last kick is jump cancelable on hit, allowing a juggle follow-up that leads to great corner carry and safe jump setups. On block, there is a 12f gap before the final hit (8f in Burnout), which can be interrupted if Chun attempts a chip KO. The damage of this Super is only a bit more than SA1, but the follow-up juggles and reset opportunities make it very worthwhile.
The full invincibility makes this a more reliable reversal than SA1 since it doesn't lose to projectiles, but the slower startup makes it less likely to punish faster light normals. The forward movement also gives it some utility as a mid-range projectile counter, though it can fail to fully pass through slower projectiles at longer ranges.
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
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
- Cinematic time regenerates ~1.8 Drive bars for Chun-Li
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2(24)1(7)1 | 40 | - | 4500 (500x2) | LH | HKD +18 | -24 |
- Full Invuln: 1-9f; Armor Break
- Available at 25% HP or below
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
- Cinematic time regenerates ~2 Drive bars for Chun-Li
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
A series of three hits that leads straight to a cinematic if the first one connects. Can be canceled into from Lightning Legs, Kikoken, or Hazanshu; in combos without much damage scaling, a juggle directly into SA3 often leads to more damage than a canceled special move.
If the first hit whiffs, the next 2 non-cinematic hits only do 500,500 damage on both the SA3 and Critical Art versions. Can also work as an anti-fireball Super if the first hit connects before the invincibility runs out, but is overall less effective than SA2 for this purpose.
On block, all 3 hits play out for a true blockstring, which can be useful for chip-out scenarios. The first hit can be used to put the opponent into Burnout before chipping out with the remaining hits. A blockstring canceled into SA3 can be thwarted by Drive Reversal before the super connects, but this requires the opponent to be aware of the gimmick and to have full awareness of the health and Drive meter situation.
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
- Punish Counter: KD +35 Crumple
- Recovery animation is far too slow to allow a follow-up 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) | - | - | - | - | - | - | - |