Capcom vs SNK 2/Chun-Li: Difference between revisions

From SuperCombo Wiki
 
(77 intermediate revisions by 7 users not shown)
Line 1: Line 1:
= Introduction =
== Introduction ==
[[File:Chunli_CvS2_colors.png]]
{{CvS2 Character Subnav|char=Chun-Li|short=Chun-Li}}
==Frame Data==
<div>
{| cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
[[File:CVS2_Chun_Data.png|right|500px]]
|-
!  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |  
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|- 
|  |Close [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |200
| align="center"  |2
| align="center"  |ch/sp/su
| align="center"  |3
| align="center"  |4
| align="center"  |9
| align="center"  |+4
| align="center"  |+4
| align="center"  |-
|  |
|-
|  |Close [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |500*500
| align="center"  |5*5
| align="center"  |sp/su
| align="center"  |5
| align="center"  |2(16)2
| align="center"  |22
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
|  |
|-
|  |Close [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |1000
| align="center"  |10
| align="center"  |sp/su
| align="center"  |4
| align="center"  |8
| align="center"  |20
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
|  |
|-
|  |Close [[File:Short.gif]]
| align="center"  |HL
| align="center"  |400
| align="center"  |4
| align="center"  |sp/su
| align="center"  |4
| align="center"  |5
| align="center"  |9
| align="center"  |+3
| align="center"  |+3
| align="center"  |-
|  |
|-
|  |Close [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |900
| align="center"  |9
| align="center"  |sp/su
| align="center"  |10
| align="center"  |7
| align="center"  |14
| align="center"  |+2
| align="center"  |+2
| align="center"  |-
|  |
|-
|  |Close [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |1200
| align="center"  |12
| align="center"  |sp/su
| align="center"  |5
| align="center"  |9
| align="center"  |22
| align="center"  |-5
| align="center"  |-5
| align="center"  |-
|  |
|-
|  |Far [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |200
| align="center"  |2
| align="center"  |ch/sp/su
| align="center"  |3
| align="center"  |4
| align="center"  |9
| align="center"  |+4
| align="center"  |+4
| align="center"  |-
|  |
|-
|  |Far [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |800
| align="center"  |8
| align="center"  |sp/su
| align="center"  |6
| align="center"  |8
| align="center"  |13
| align="center"  |+1
| align="center"  |+1
| align="center"  |-
|  |
|-
|  |Far [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |1100
| align="center"  |11
| align="center"  |-
| align="center"  |12
| align="center"  |8
| align="center"  |21
| align="center"  |-3
| align="center"  |-3
| align="center"  |-
|  |
|-
|  |Far [[File:Short.gif]]
| align="center"  |HL
| align="center"  |300
| align="center"  |3
| align="center"  |sp/su
| align="center"  |6
| align="center"  |4
| align="center"  |13
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
|  |
|-
|  |Far [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |800
| align="center"  |8
| align="center"  |-
| align="center"  |7
| align="center"  |6
| align="center"  |19
| align="center"  |-3
| align="center"  |-3
| align="center"  |-
|  |
|-
|  |Far [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |1100
| align="center"  |11
| align="center"  |-
| align="center"  |12
| align="center"  |3
| align="center"  |25
| align="center"  |-4
| align="center"  |-4
| align="center"  |-
|  |
|-
|  |crouch [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |400
| align="center"  |4
| align="center"  |ch/sp/su
| align="center"  |3
| align="center"  |4
| align="center"  |7
| align="center"  |+6
| align="center"  |+6
| align="center"  |-
|  |
|-
|  |crouch [[File:Strong.gif]]
| align="center"  |L
| align="center"  |800
| align="center"  |8
| align="center"  |sp/su
| align="center"  |5
| align="center"  |9
| align="center"  |17
| align="center"  |+4
| align="center"  |+4
| align="center"  |-
|  |
|-
|  |crouch [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |1200
| align="center"  |12
| align="center"  |sp/su
| align="center"  |8
| align="center"  |11
| align="center"  |20
| align="center"  |-7
| align="center"  |-7
| align="center"  |-
|  |
|-
|  |crouch [[File:Short.gif]]
| align="center"  |L
| align="center"  |300
| align="center"  |3
| align="center"  |ch/sp/su
| align="center"  |5
| align="center"  |4
| align="center"  |11
| align="center"  |+2
| align="center"  |+2
| align="center"  |-
|  |
|-
|  |crouch [[File:Forward.gif]]
| align="center"  |L
| align="center"  |700
| align="center"  |7
| align="center"  |-
| align="center"  |9
| align="center"  |4
| align="center"  |14
| align="center"  |+2
| align="center"  |+2
| align="center"  |-
|  |
|-
|  |crouch [[File:Roundhouse.gif]]
| align="center"  |L
| align="center"  |1000
| align="center"  |10
| align="center"  |su
| align="center"  |8
| align="center"  |8
| align="center"  |27
| align="center"  |-11
| align="center"  |-
| align="center"  |Knockdown
|  |
|-
|  |Jump up [[File:Jab.gif]]
| align="center"  |H
| align="center"  |500
| align="center"  |5
| align="center"  |sp
| align="center"  |4
| align="center"  |22
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump up [[File:Strong.gif]]
| align="center"  |H
| align="center"  |800
| align="center"  |8
| align="center"  |-
| align="center"  |5
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump up [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |1200
| align="center"  |12
| align="center"  |-
| align="center"  |6
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump up [[File:Short.gif]]
| align="center"  |H
| align="center"  |600
| align="center"  |6
| align="center"  |-
| align="center"  |6
| align="center"  |22
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump up [[File:Forward.gif]]
| align="center"  |H
| align="center"  |1100
| align="center"  |11
| align="center"  |-
| align="center"  |6
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump up [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |1100
| align="center"  |11
| align="center"  |-
| align="center"  |10
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward [[File:Jab.gif]]
| align="center"  |H
| align="center"  |500
| align="center"  |5
| align="center"  |sp
| align="center"  |4
| align="center"  |22
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward [[File:Strong.gif]]
| align="center"  |H
| align="center"  |800
| align="center"  |80
| align="center"  |sp
| align="center"  |5
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |700
| align="center"  |7
| align="center"  |-
| align="center"  |6
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Can juggle into target combo
|  |
|-
|  |Jump forward [[File:Short.gif]]
| align="center"  |H
| align="center"  |400
| align="center"  |4
| align="center"  |-
| align="center"  |4
| align="center"  |26
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward [[File:Forward.gif]]
| align="center"  |H
| align="center"  |700
| align="center"  |7
| align="center"  |-
| align="center"  |5
| align="center"  |12
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |700*600
| align="center"  |7*6
| align="center"  |-
| align="center"  |6
| align="center"  |6(9)10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Can juggle both hits on airborne
|  |
|-
|  |[[File:Right.gif]] + [[File:Forward.gif]]
| align="center"  |H
| align="center"  |800
| align="center"  |8
| align="center"  |-
| align="center"  |15
| align="center"  |4
| align="center"  |15
| align="center"  |+5
| align="center"  |+5
| align="center"  |-
|  |
|-
|  |[[File:Right.gif]] + [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |1100
| align="center"  |11
| align="center"  |-
| align="center"  |12
| align="center"  |4
| align="center"  |25
| align="center"  |-4
| align="center"  |-4
| align="center"  |-
|  |
|-
|  |[[File:Downright.gif]] + [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |1000
| align="center"  |10
| align="center"  |-
| align="center"  |37
| align="center"  |6
| align="center"  |8
| align="center"  |+6
| align="center"  |-
| align="center"  |Airborne 1-?F (Translation Needed)
|  |
|-
|  |Far [[File:Short.gif]] > [[File:Short.gif]]
| align="center"  |HL
| align="center"  |300
| align="center"  |3
| align="center"  |sp/su
| align="center"  |3
| align="center"  |4
| align="center"  |13
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
|  |
|-
|  | Air [[File:Down.gif]] + [[File:Forward.gif]]
| align="center"  |H
| align="center"  |900
| align="center"  |9
| align="center"  |-
| align="center"  |5
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Can be canceled into itself on hit or block
|  |
|-
|  |Air  [[File:Fierce.gif]] > [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |500
| align="center"  |5
| align="center"  |-
| align="center"  |6
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Throw [[File:Right.gif]] or [[File:Left.gif]] + [[File:Fierce.gif]]
| align="center"  |52px
| align="center"  |1600
| align="center"  |-
| align="center"  |-
| align="center"  |4
| align="center"  |1
| align="center"  |13
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Throw [[File:Right.gif]] or [[File:Left.gif]] + [[File:Roundhouse.gif]]
| align="center"  |52px
| align="center"  |1800
| align="center"  |-
| align="center"  |-
| align="center"  |6
| align="center"  |1
| align="center"  |13
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Air Throw Any Direction EXCEPT [[File:U.png]] + [[File:Fierce.gif]]
| align="center"  |24px
| align="center"  |1800
| align="center"  |-
| align="center"  |-
| align="center"  |1
| align="center"  |1
| align="center"  |0
| align="center"  |-
| align="center"  |-
| align="center"  |Vertical Low Requirement: 70px, Vertical High Requirement: 78px
|  |
|-
|  |Kikoken [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |700
| align="center"  |7
| align="center"  |-
| align="center"  |20
| align="center"  |?
| align="center"  |40 (Total 59)
| align="center"  |-11
| align="center"  |-11
| align="center"  |Knockdown on air hit, Forces Stand, Fizzles after aprox 3/4ths of screen
|  |
|-
|  |Kikoken [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |800
| align="center"  |8
| align="center"  |-
| align="center"  |16
| align="center"  |?
| align="center"  |38 (Total 54)
| align="center"  |-9
| align="center"  |-9
| align="center"  |Knockdown on air hit, Forces Stand, Fizzles after aprox 1/2 of screen
|  |
|-
|  |Kikoken [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |1000
| align="center"  |10
| align="center"  |-
| align="center"  |12
| align="center"  |?
| align="center"  |36 (Total 47)
| align="center"  |-7
| align="center"  |-7
| align="center"  |Knockdown on air hit, Forces Stand, Fizzles after aprox 1/4th of the screen
|  |
|-
|  |Kyakuretsukyaku [[File:Short.gif]]
| align="center"  |HL
| align="center"  |300xN
| align="center"  |3xN
| align="center"  |-
| align="center"  |6
| align="center"  |4(5)4(5)4(5)4(3)
| align="center"  |17
| align="center"  |0
| align="center"  |0
| align="center"  |Can be extended with any version of Kyakuretsukyaku, the extention will start on 5F, Forces Stand
|  |
|-
|  |Kyakuretsukyaku [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |300xN
| align="center"  |3xN
| align="center"  |-
| align="center"  |6
| align="center"  |3(5)3(5)3(5)3(3)
| align="center"  |17
| align="center"  |+3
| align="center"  |-6
| align="center"  |Can be extended with any version of Kyakuretsukyaku, the extention will start on 5F, Forces Stand
|  |
|-
|  |Kyakuretsukyaku [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |300xN
| align="center"  |3xN
| align="center"  |-
| align="center"  |6
| align="center"  |3(4)3(4)3(4)3(2)
| align="center"  |17
| align="center"  |+6
| align="center"  |-3
| align="center"  |Can be extended with any version of Kyakuretsukyaku, the extention will start on 5F, Forces Stand
|  |
|-
|  |Spinning Bird Kick [[File:Short.gif]]
| align="center"  |HL
| align="center"  |500x2
| align="center"  |5x2
| align="center"  |-
| align="center"  |21
| align="center"  |2(6)2
| align="center"  |24
| align="center"  |-2
| align="center"  |-
| align="center"  |21-35F Airborne, Forces Stand
|  |
|-
|  |Spinning Bird Kick [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |300x4
| align="center"  |3x4
| align="center"  |-
| align="center"  |21
| align="center"  |2(6)2(6)2(6)2
| align="center"  |24
| align="center"  |-2
| align="center"  |-
| align="center"  |21-53F Airborne, Forces Stand
|  |
|-
|  |Spinning Bird Kick [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |300x3*200x3
| align="center"  |3x3*200x3
| align="center"  |-
| align="center"  |21
| align="center"  |2(6)2(6)2(6)2(6)2(6)2
| align="center"  |24
| align="center"  |-2
| align="center"  |-
| align="center"  |21-67F Airborne, Forces Stand
|  |
|-
|  | Kikoshou - Level 1 [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |2700
| align="center"  |-
| align="center"  |-
| align="center"  |4+7
| align="center"  |2*2*2*2*3
| align="center"  |38
| align="center"  |-18
| align="center"  |-
| align="center"  |1-8F Invincible
|  |
|-
|  | Kikoshou - Level 2 [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |3700
| align="center"  |-
| align="center"  |-
| align="center"  |4+7
| align="center"  |2*2*2*2*2*2*3
| align="center"  |38
| align="center"  |-18
| align="center"  |-
| align="center"  |1-14F Invincible
|  |
|-
|  | Kikoshou - Level 3 [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |4400
| align="center"  |-
| align="center"  |-
| align="center"  |4+7
| align="center"  |2*2*2*2*2*2*3*4
| align="center"  |38
| align="center"  |-18
| align="center"  |-
| align="center"  |1-22F Invincible
|  |
|-
|  | Houyoku-Sen  - Level 1 [[File:Short.gif]]
| align="center"  |HL
| align="center"  |3000
| align="center"  |-
| align="center"  |-
| align="center"  |4+14
| align="center"  |2(4)2(4)2(4)2(10)2(4)2(4)2(4)2(10)14
| align="center"  |27
| align="center"  |-17
| align="center"  |-
| align="center"  |1-8F Invincible, Final hit can be super jump canceled
|  |
|-
|  | Houyoku-Sen  - Level 2 [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |4200
| align="center"  |-
| align="center"  |-
| align="center"  |4+15
| align="center"  |2(4)2(4)2(4)2(4)2(10)2(4)2(4)2(4)2(4)2(4)2(10)14
| align="center"  |27
| align="center"  |-17
| align="center"  |-
| align="center"  |1-14F Invincible, Final hit can be super jump canceled
|  |
|-
|  | Shoryu Reppa - Level 3 [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |5400
| align="center"  |-
| align="center"  |-
| align="center"  |4+16
| align="center"  |2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(10)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(10)14
| align="center"  |27
| align="center"  |-17
| align="center"  |-
| align="center"  |1-22F invincible, Final hit can be super jump canceled
|  |
|-
!  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-
|}


== Special Moves ==
== Story ==
(data compliments of FSgamer)
'''Chun-Li''' is an Interpol officer in the narcotics division from China. She's a highly trained martial artist, and is notable for being the female protagonist of the Street Fighter series and the first female fighting game character ever, debuting in the original Street Fighter II: World Warrior. Her father taught her martial arts at a young age, as he was also a highly trained martial artist and Interpol officer. One day, he disappeared, which launched Chun-Li into a passion for law. She became a detective at 18 before joining Interpol, becoming the main head of their Shadaloo investigations. She learned from her old teacher, Gen, that her father had been dealing with M. Bison before his disappearance. She confronted M. Bison, asking him what had happened to her father. Bison laughs, and quickly defeats her in combat. He says that if they ever fight again, he will kill her just like he killed her father, and he escapes away. Chun-Li is still hunting Bison to this day.
--------
Specials
--------


Press K repeatedly
== Gameplay ==
Chun-Li is a solid and neutral focused character. Her buttons make for great pokes and space controlling tools, and her high walkspeed and fast jumps let her position wherever she wants to. Buttons like 2MK, 2MP, 5MP, 5HP, and 2HK can keep the opponent out and give her a chance to confirm into her powerful super, Houyokusen. Her super is key to her gameplan, as it gives her massive damage and a very strong mixup afterwards. She also has a useful fireball for zoning, and her signature Lightning Legs for combos and pressure.


LK      [5/4][5/4][5/4][5/4]/3/**/17  300***  +-0/+-0
Chun-Li isn't without weaknesses. Her health is quite low, meaning that a few good hits spells the end of the round for her. This is exacerbated by her weak defense, as she has no meterless reversal and no safe super to reversal with. She has stellar jabs for mashing, but this is a risk still. She also struggles to get any meaningful meterless damage, as her specials aren't very combo friendly, and even when she can combo into them, none of her specials give her a knockdown.
MK      [5/3][5/3][5/3][5/3]/3/**/17  300***  +3/-6
HK      [5/3][4/3][4/3][4/3]/2/**/17  300***  +6/-3


* It takes 5 K inputs in order to activate this move. However, you don’t have to use the same button. You can drum your fingers over the K buttons and the fifth button you press will correspond to the strength of the Lightning Legs. For instance, doing LK~MK~HK~LK~HK will result in HK Lightning Legs.
Regardless, she's a powerful high tier character, especially in C-Groove. She likely has the best level 2 combo in the game, with massive damage and a powerful mixup afterwards that allows her to take rounds off any solid poke with meter. If you don't mind the weak meterless damage and below average defense, Chun-Li is a solid pick.
** Can be mashed, so the hitting part loops until you stop mashing, then the move recovers. Takes 17 frames from the end of the last legs.
*** Each hit does 300 damage.


hcf+P
=== Groove Selection ===
'''Best - C:''' C-Groove is easily Chun-Li's best Groove. Her level 2 combos with Houyokusen are likely the best C-Groove level 2 combos in the game, with massive damage potential and the chance for a mixup afterwards that leads into even worse situations for the opponent. C-Chun-Li can easily steamroll rounds away with meter. Roll Cancels aren't entirely important to her, but RC Legs are fairly strong, and rolls give her a powerful neutral tool and escape option. Alpha Counter and airblock aid her defense a lot as well, making her overall a lot more well rounded.


LP      19/*/40      700      -11/-11
'''Useful - K/N/S:''' K-Chun-Li loses rolls for access to JD's, and Rage level 3 Houyokusen. One good JD with Rage can lead into massive damage and a mixup, and her neutral is still just as scary. Hop and run make her even more mobile as well, but the damage potential with Rage doesn't match up to the more consistent level 2 damage with C-Groove. N-Groove gets access to run, hop, and roll, alongside counter rolls which are useful escape tools. You can also basically always threaten a hitconfirm or whiff punish into level 1 Houyokusen, which isn't as high damage but is still a threat nonetheless. Lower damage ceiling and lack of any other really powerful tools holds N-Chun-Li back a bit compared to other Grooves however. S-Chun-Li is actually quite fitting, as Chun-Li can charge without much worry and infinite level 1 Houyokusen is very scary overall as every mixup afterwards leads into another super. S-Chun-Li has a great comeback factor, but has to deal with the weak mechanics of S-Groove.
MP      15/*/38      800      -9/-9
HP      11/*/36      900      -7/-7


* Projectile moves are active for as long as they are on the screen. HP Kikouken travels about 1/4 of the screen, MP Kikouken travels about half the screen, LP Kikouken travels about 3/4 of the screen.
'''Worst - A/P:''' A-Chun-Li is a much weaker version of C-Chun-Li. While A-Groove is still powerful, and her Custom Combo is no joke, her poking threat becomes much worse as she would always rather whiff punish into Houyokusen than use a Custom Combo. Everything else A-Groove has, C-Groove also has, and C-Groove has airblock as well. P-Groove is weak for a similar reason, as Chun-Li basically never has a super to make her pokes or punishes actually threatening. A good parry vs a P-Chun-Li with full bar will hurt, but it'll hurt less than a K-Groove JD with Rage, and hurt a lot less than a C-Groove level 2 combo.


Charge d,u+K
{{StrengthsAndWeaknesses
|intro=
---------------------------
'''Chun-Li''' is a neutral monster who can turn any poke into big damage and a scary mixup with her Houyokusen super. She has long reach, great mobility, and suprisingly solid mixups. She pays for this with weak meterless punishes and low health. Chun-Li is best in '''C-Groove'''.


LK      [20/2][6/2]/24                      500x2        -2/?
'''Difficulty''': Medium<br>'''Tier''': A
  Airborne from frames 21~35
|pros=
MK      [20/2][6/2][6/2][6/2]/24            300x4        -2/?
* '''Buttons:''' Most of Chun-Li's buttons are long reaching and fast, with great ability to stuff the opponents movement or their buttons
  Airborne from frames 21~53
* '''Super:''' Chun-Li's Houyokusen is a fast and high damage super than can be super jump cancelled, which allows her to end in an air combo and a standing mixup for massive damage sequences
HK      [20/2][6/2][6/2][6/2][6/2][6/2]/24  300x3,200x3  -2/?
* '''Mixup:''' She has surprisingly good mixups, between a good low confirm, great crossup, a command normal that can ambiguously crossup, and a damaging throw with a great knockdown
  Airborne from frames 21~67
* '''Neutral:''' Between her amazing buttons, unique fireball that recovers very fast, and situational but solid anti-airs, Chun-Li can wall opponents out for entire rounds
|cons=
* '''Meterless:''' Without meter, Chun-Li gets very little reward from her hits, making her very reliant on having a super stored for future use
* '''Defense:''' While she has a stellar 2 frame 2LP, she can't do it on wakeup. Chun-Li has no meterless reversal, and she would rather save the meter to whiff punish with, leading her to often hold pressure on a knockdown
* '''Low Health:''' Chun-Li has lower health than average, meaning a few good hits can take her out quickly
}}


== Super Moves ==
=== Players to Watch ===
(data compliments of FSgamer)
{| class="wikitable"
------
|-
Supers
! Name !! Country !! Groove !! Accounts !! Notes
------
|-
| S-Zawa || Japan || C-Groove || Twitter: @Cvs2Fukuoka || Not only is his Chun fundamentally world class, but he pulls off level 2 combos you'd find in combo videos with consistency. <br> [https://youtu.be/BEJSfCfhnFI?t=318 Sample Match]
|-
| Kiku || Japan || C-Groove || N/A || Plays a near perfect Chun. When he has a groove going it's impossible to stop his Chun from wreaking havoc. Rollin'pic 2023 champion.<br> [https://youtu.be/wfCMAaRVOq4?t=130 Sample Match]
|-
| Daidouraku || Japan || N/A-Groove || Twitter: @DAIDOURAKU || Plays a more hit and run play style with Chun. Very skilled in both N-Groove and A-Groove. <br> [https://youtu.be/tmTzCdJqge0?t=392 N-Groove Sample Match] <br> [https://youtu.be/K39Ld6fZ1bA?t=207 A-Groove Sample Match]
|-
| Tsugunosuke || Japan || N-Groove || N/A || A more fundamental based Chun despite having more offensive friendly tools. Gets the job done nonetheless.<br> [https://youtu.be/PQyzhC8mRNc?t=237 Sample Match]
|-
| Pinokio || Japan || K-Groove || N/A || A very aggressive Chun play style. Uses runstop pressure very effectively and is just hard to stop up close. <br> [https://www.youtube.com/watch?v=rcqRBeE9spk&ab_channel=Lionx Sample Match]
|-
|}


qcf2x+P
<br><br>


Level 1      4:6/2+2+2+2+3/38        2700      DN/-18
== Normal Moves ==
   INV [full:8]
=== Far Normals ===
Level 2      4:6/2+2+2+2+2+2+3/38     3700     DN/-18
=== <span class="invisible-header">5LP</span> ===
   INV [full:14]
{{MoveData
Level 3     4:6/2+2+2+2+2+2+3+4/38   4400      DN/-18
| name    = Far Jab
   INV [full:22]
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    = CVS2_Chun_5LP.png
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
   | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel     = RF/SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup     = 2
  | active     = 4
  | recovery    = 9
   | total      = 15
  | advHit     = +4
  | advBlock    = +4
   | invul      = None
   | description = Placeholder
}}
}}


  * Damage is reduced the farther Chun Li is from the opponent. Damage is also reduced if it hits an airborne opponent.
=== <span class="invisible-header">5MP</span> ===
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Far Medium Punch
| image    = CVS2_Chun_5MP.png
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 8
  | recovery    = 13
  | total      = 26
  | advHit      = +1
  | advBlock    = +1
  | invul      = None
  | description = Placeholder
  }}
}}


qcf2x+K
=== <span class="invisible-header">5HP</span> ===
{{MoveData
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| image    = CVS2_Chun_5HP.png
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 8
  | recovery    = 21
  | total      = 40
  | advHit      = -3
  | advBlock    = -3
  | invul      = None
  | description = Placeholder
}}
}}


Level 1      4:[13/2][4/2][4/2][4/2] [10/2][4/2][4/2][4/2] [10/14]/27
=== <span class="invisible-header">5LK</span> ===
   3000        DN/-17   INV [full:8]
{{MoveData
Level 2     4:[14/2][4/2][4/2][4/2][4/2] [10/2][4/2][4/2][4/2][4/2][4/2] [10/14]/27
| name    = Far Short
   4200        DN/-17   INV [full:14]
| input    = 5LK / Far LK
Level 3     4:[15/2][4/2][4/2][4/2][4/2][4/2][4/2][4/2] [10/2][4/2][4/2][4/2][4/2][4/2][4/2][4/2] [10/14]/27
| subtitle = Far Light Kick
   5400        DN/-17    INV [full:22]
| image    = CVS2_Chun_5LK.png
  * Last hit is superjump cancelable.
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
   | version    = Far {{Icon-Capcom|LK}}
  | subtitle   =
  | damage      = 300
  | stun        = 3
  | cancel     = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 4
   | recovery   = 13
  | total      = 22
  | advHit     = -2
  | advBlock    = -2
   | invul      = None
  | description = Placeholder
  }}
}}


= The Basics =
=== <span class="invisible-header">5MK</span> ===
Chun's gameplay revolves around comboing into her crazy level 1s or her deadly level 2 cancels, and pressuring with her quick, high priority pokes. The reason is her supers do some serious damage, even at level one, and lead into some very confusing mix ups. There are several ways she can land her super. Here are the basic ways...
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    = CVS2_Chun_5MK.png
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage     = 800
  | stun        = 8
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 6
  | recovery    = 19
  | total      = 31
  | advHit      = -3
  | advBlock    = -3
  | invul      = None
  | description = Placeholder
}}
}}


Bait something, counter hit cr.jab, cr.strong/close st.fierce xx kick super
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    = CVS2_Chun_5HK.png
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 3
  | recovery    = 25
  | total      = 39
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Placeholder
}}
}}


Chun can mix up between cr.jab and walk up throw pretty easy, thanks to her fast walking speed. One of the most common ways to nail a counter hit with Chun is mix up between walk up throw and walk up cr.jab again. If they do anything to avoid getting thrown, you hit them with cr.jab, cr.strong/close st.fierce xx kick super xx sj. follow ups. Her cr.jab is as fast as normals get in CvS2 (2 frames). On counter hit, the cr.jab, cr. strong is very easy. Attempting to close st.fierce is a little risky in this scenario, because of range. You might get a far st.fierce, which does not link. But, it does more damage if you pull it off.
=== Close Standing Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    = CVS2_Chun_5LP.png
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 4
  | recovery    = 9
  | total      = 15
  | advHit      = +4
  | advBlock    = +4
  | invul      = None
  | description = Placeholder
}}
}}


whiff punish something with far st.strong xx kick super
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle = Close Medium Punch
| image    = CVS2_clMP.png
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 500+500
  | stun        = 5+5
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 2(16)2
  | recovery    = 22
  | total      = 46
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Placeholder
}}
}}


If you see someone whiff something laggy, punish with far st.strong xx super. Far st.strong is her farthest reaching move, and is also bufferable into kick supper. It's a high priority poke as well.
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    = CVS2_Chun_clHP.png
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 8
  | recovery    = 20
  | total      = 31
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Placeholder
}}
}}


cross up j.short, cr.jab cr.strong/close st.fierce xx kick super
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    = CVS2_Chun_clLK.png
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 3
  | active      = 5
  | recovery    = 9
  | total      = 17
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = Placeholder
}}
}}


Her j.short is pretty decently prioritized, and stuff a lot of anti-airs. The fact that it's a cross up also helps her keep pressure, as cross ups leave you very close to your opponent. If you land the cross up, combo into super. Close st.fierce is much safer to try this time. Not only is it an easier link, you're closer to your opponent thanks to the cross up, and the chances of you getting a far st.fierce almost non-existent.
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK
| subtitle = Close Medium Kick
| image    = CVS2_Chun_clMK.png
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 9
  | active      = 7
  | recovery    = 14
  | total      = 30
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = Placeholder
}}
}}


cross up lj.short xx hk lightning legs, cr.strong xx kick super
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    = CVS2_Chun_clHK.png
| caption  =
| linkname = cl.HK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SJ/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 9
  | recovery    = 22
  | total      = 35
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
  | description = Placeholder
}}
}}


lj.shorts are really hard to react to, especially if you cross up with them. Cancel the recovery of the lj.short with HK lightning legs (the reason for this is that low jumps have 8 frames of recovery on landing that is cancelable only into special moves), from there, you can link off of HK legs. It's a little tight, and the timing is a little different, but once you get it down it's a great tool. Of course, you can only do this in grooves with low jump. You can link a cr. jab after the hk lightning legs too, if you want an extra move to hit confirm, but it's not necessary.
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = CVS2_Chun_2LP.png
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 2
  | active      = 4
  | recovery   = 7
  | total      = 13
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


RC HK legs, cr.strong xx kick super
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    = CVS2_Chun_2MP.png
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 4
  | active      = 9
  | recovery    = 17
  | total      = 30
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = Placeholder
}}
}}


If you can RC her legs, this is a killer. A good setup would be to wake up with RC legs to counter your opponents wake up pressure. From there if you hit, you can link off it into super. RC legs is a very good momentum shifter. I'll get into more detail about RC legs later though. Honestly, I think it should go into the Advanced Strategy section because it's a little complicated.
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    = CVS2_Chun_2HP.png
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SU
  | guard      = Mid
  | parry      = Low
  | startup    = 7
  | active      = 11
  | recovery    = 20
  | total      = 38
  | advHit      = -7
  | advBlock    = -7
  | invul      = None
  | description = Placeholder
}}
}}


---------------------------------------------------
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    = CVS2_Chun_2LK.png
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 4
  | active      = 4
  | recovery    = 11
  | total      = 19
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = Placeholder
}}
}}


Ground Game
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    = CVS2_Chun_2MK.png
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 8
  | active      = 4
  | recovery    = 14
  | total      = 26
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = Placeholder
}}
}}


A very important part of Chun's game is her Ground game. Here, I'll cover her normals, and what each one is good for.
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    = CVS2_Chun_2HK.png
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SU
  | guard      = Low
  | parry      = Low
  | startup    = 7
  | active      = 8
  | recovery    = 27
  | total      = 42
  | advHit      = DWN
  | advBlock    = -11
  | invul      = None
  | description = Placeholder
}}
}}


Jabs:
=== Jumping Normals ===
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    = CVS2_Chun_jLP.png
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 3
  | active      = 22
  | recovery    = -
  | total      = 25
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


far st.jab
=== <span class="invisible-header">j.MP</span> ===
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    = CVS2_Chun_jMP.png
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 15
  | recovery    = -
  | total      = 19
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


Does a small, short ranged slap. Fairly useless. Crouchable by most of the cast, and has crappy range. Overshadowed.
=== <span class="invisible-header">j.HP</span> ===
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    = Chun_jHP.png
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = HP
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 8
  | recovery    = -
  | total      = 13
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


close st.jab
=== <span class="invisible-header">j.LK</span> ===
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    = CVS2_Chun_njLK.png
| caption  = Neutral Jump
| image2  = CVS2_Chun_jLK.png
| caption2 = Diagonal Jump
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|u}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 22
  | recovery    = -
  | total      = 27
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 3
  | active      = 26
  | recovery    = -
  | total      = 29
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


No difference from above.
=== <span class="invisible-header">j.MK</span> ===
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    = CVS2_Chun_njLK.png
| caption  = Neutral Jump
| image2  = CVS2_Chun_jMK.png
| caption2 = Diagonal Jump
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|u}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 10
  | recovery    = -
  | total      = 16
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 12
  | recovery    = -
  | total      = 16
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


cr.jab
=== <span class="invisible-header">j.HK</span> ===
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image2    = CVS2_Chun_njLK.png
| caption2  = First Hit
| image3    = CVS2_Chun_jHK.png
| caption3  = Second Hit
| image    = CVS2_Chun_njHK.png
| caption  = Neutral Jump
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|u}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 9
  | active      = 8
  | recovery    = -
  | total      = 17
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 700+600
  | stun        = 7+6
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 6(9)10
  | recovery    = -
  | total      = 30
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


She does a crouching clap-like hit aimed at the opponents legs. It's THE go to move when you're in their face. This move is as fast as normals come in CvS2. You can link fairly easily from this, especially on counter hit. Hit counter hit cr.jab, link cr.strong / far st.strong / close st.fierce xx super is a big part of why Chun is so good.
== Command Normals ==
FSgamer - "Some people may not find this very important, but I think it's worth mentioning that Chun's c.LP has pretty decent range (which combined with 2-frame start-up helps her get counter-hits). CH max range c.LP, far s.MP xx Kick Super is a pretty good way to land super."
=== <span class="invisible-header">Yokusenkyaku</span> ===
{{MoveData
| name    = Yokusenkyaku
| input    = 6LK
| subtitle =
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = {{Motion|f}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 3
  | recovery    = 25
  | total      = 39
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Placeholder
}}
}}


j.jab
=== <span class="invisible-header">Kakusenshu</span> ===
{{MoveData
| name    = Kakusenshu
| input    = 6MK
| subtitle =
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = {{Motion|f}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 15
  | active      = 4
  | recovery    = 15
  | total      = 34
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = Placeholder
}}
}}


I don't think I've seen anyone use this. And I don't think there's a reason to. She jumps and sticks her arm out at a slightly downward angle to attack. It stays out for a long time, just like any other jumping jab / short, so perhaps you could use that to your advantage somehow.
=== <span class="invisible-header">Kakukyakuraku</span> ===
{{MoveData
| name    = Kakukyakuraku
| input    = 3LK
| subtitle =
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = {{Motion|3}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 36
  | active      = 6
  | recovery    = 8
  | total      = 50
  | advHit      = DWN
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


Shorts:
=== <span class="invisible-header">Yosokyaku</span> ===
{{MoveData
| name    = Yosokyaku
| input    = j.2MK
| subtitle =
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = In Air, {{Motion|2}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 10
  | recovery    = -
  | total      = 14
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


far st.short
=== <span class="invisible-header">Chudanrenshu</span> ===
{{MoveData
| name    = Chudanrenshu
| input    = Far LK LK
| subtitle =
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}, {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 2
  | active      = 4
  | recovery    = 13
  | total      = 19
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Placeholder
}}
}}


Chun extends her leg horizontally towards the opponent. Pretty good range, but st.MP goes farther still. I've heard of it being able to stuff Sagat's c.HP, so perhaps it's use can be merited. Can chain into f+short. You can buffer to kick super, but only the level 3 version will hit.
=== <span class="invisible-header">Yoshiken</span> ===
{{MoveData
| name    = Yoshiken
| input    = j.HP HP
| subtitle =
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = In Air, {{Icon-Capcom|HP}}, {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      =
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 10
  | recovery    = -
  | total      = 15
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


close st.short
== Throws ==
=== <span class="invisible-header">Punch Throw</span> ===
{{MoveData
| name    = Koshuto
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    =
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1600
  | stun        = 0
  | cancel      = -
  | guard      = Grab
  | parry      = -
  | startup    = 3
  | active      = 1
  | recovery    = 13
  | total      = 17
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


Chun kicks with her far leg, bringing it behind her closer leg. It's hard to explain...There's no real reason to use this. If you're that close, use c.lp instead.
=== <span class="invisible-header">Kick Throw</span> ===
{{MoveData
| name    = Kirinshu
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    =
| caption  =
| linkname = Kick Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1800
  | stun        = 0
  | cancel      = -
  | guard      = Grab
  | parry      = -
  | startup    = 5
  | active      = 1
  | recovery    = 13
  | total      = 19
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


c.short
=== <span class="invisible-header">Air Punch Throw</span> ===
{{MoveData
| name    = Ryuseiraku
| input    = In Air Near Opponent, 4/6HP
| subtitle = Air Punch Throw
| image    =
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Air Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1800
  | stun        = 0
  | cancel      = -
  | guard      = Grab
  | parry      = -
  | startup    = 0
  | active      = 1
  | recovery    = -
  | total      = 1
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


Chun leans down and extends her leg out towards the enemy low to the ground. Hits low. That's about the only thing good about this move. Again, use c.lp instead, unless you're going for a high / low game. It's still fairly week for high / low games, as there isn't much that can connect after a c.lk. Although, c.lk xx kick super level 3 works I think.
== Special Moves ==


j.short
=== <span class="invisible-header">Sankakutobi</span> ===
{{MoveData
| name    = Sankakutobi
| input    = In Air Near Wall, 9
| subtitle = Walljump
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | header      =
  | version    = In Air, {{Motion|9}}
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      = 
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =  Placeholder
}}
}}


Her cross up. Looks like a generic flying kick you see in a martial arts movie. Her front leg is extended horizontally, and her back leg is headed behind her, but folded in. Her back leg still has hit boxes, which is why you can jump behind your opponent and still hit. It's got some good priority too.
=== <span class="invisible-header">Hyakuretsukyaku</span> ===
{{MoveData
| name    = Hyakuretsukyaku
| input    = Mash K
| subtitle = Lightning Legs
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = Mash {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 300xN
  | stun        = 3xN
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 31 (Minimum)
  | recovery    = 20
  | total      = 56 (Minimum)
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = Mash {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 300xN
  | stun        = 3xN
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 28 (Minimum)
  | recovery    = 20
  | total      = 53 (Minimum)
  | advHit      = +3
  | advBlock    = -6
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = Mash {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 300xN
  | stun        = 3xN
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 25 (Minimum)
  | recovery    = 19
  | total      = 49 (Minimum)
  | advHit      = +6
  | advBlock    = -3
  | invul      = None
  | description =  Placeholder
}}
}}


to be continued...casey_MDK
=== <span class="invisible-header">Spinning Bird Kick</span> ===
{{MoveData
| name    = Spinning Bird Kick
| input    = [2]8K
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = Charge {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500x2
  | stun        = 5x2
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 20
  | active      = 2(6)2
  | recovery    = 24
  | total      = 54
  | advHit      = -2
  | advBlock    =
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = Charge {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 300x4
  | stun        = 3x4
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 20
  | active      = 2(6)2(6)2(6)2
  | recovery    = 24
  | total      = 70
  | advHit      = -2
  | advBlock    =
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = Charge {{Motion|2}}, {{Motion|8}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 300x3, 200x3
  | stun        = 3x2, 2x3
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 20
  | active      = 2(6)2(6)2(6)2(6)2(6)2
  | recovery    = 24
  | total      = 86
  | advHit      = -2
  | advBlock    =
  | invul      = None
  | description =  Placeholder
}}
}}


= Super follow ups =
=== <span class="invisible-header">Kikoken</span> ===
{{MoveData
| name    = Kikoken
| input    = 41236P
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|41236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 19
  | active      =
  | recovery    = 40
  | total      = 59
  | advHit      = -11
  | advBlock    = -11
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|41236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 15
  | active      =
  | recovery    = 38
  | total      = 53
  | advHit      = -9
  | advBlock    = -9
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|41236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      =
  | recovery    = 36
  | total      = 47
  | advHit      = -7
  | advBlock    = -7
  | invul      = None
  | description =  Placeholder
}}
}}


The last hit of Chun's kick super is superjump cancelable. That means exactly what it sounds like. She can cancel the last hit of her kick super with a superjump, and continue to combo her enemy. Here are the most common and useful follow ups.
== Super Moves ==


kick super xx sj.hk
=== <span class="invisible-header">Kikosho</span> ===
{{MoveData
| name    = Kikosho
| input    = 236236P
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 2700
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:6
  | active      = 11
  | recovery    = 38
  | total      = 59
  | advHit      = DWN
  | advBlock    = -18
  | invul      = 8 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 3700
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4:6
  | active      = 15
  | recovery    = 38
  | total      = 64
  | advHit      = DWN
  | advBlock    = -18
  | invul      = 14 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 4400
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:6
  | active      = 19
  | recovery    = 38
  | total      = 68
  | advHit      = DWN
  | advBlock    = -18
  | invul      = 22 (Full)
  | description =  Placeholder
}}
}}


Her most useful move after the super mixup wise. This hits twice, and hits your opponent higher into the air. This allows you to land much earlier than your opponent. Enough to walk behind where he/she will land. With all the time you have, you can set up for a nice high / low / cross up mixup. Here are some options...
=== <span class="invisible-header">Hoyokusen</span> ===
{{MoveData
| name    = Hoyokusen
| input    = 236236K
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 3000
  | stun        = 0
  | cancel      = Jump
  | guard      = Mid
  | parry      = High
  | startup    = 4:13
  | active      = 74
  | recovery    = 27
  | total      = 118
  | advHit      = DWN
  | advBlock    = -17
  | invul      = 8 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 4200
  | stun        = 0
  | cancel      = SP/SU/Jump
  | guard      = Mid
  | parry      = High
  | startup    = 4:13
  | active      = 98
  | recovery    = 27
  | total      = 142
  | advHit      = DWN
  | advBlock    = -17
  | invul      = 14 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 5400
  | stun        = 0
  | cancel      = Jump
  | guard      = Mid
  | parry      = High
  | startup    = 4:13
  | active      = 122
  | recovery    = 27
  | total      = 166
  | advHit      = DWN
  | advBlock    = -17
  | invul      = 22 (Full)
  | description =  Placeholder
}}
}}


a) Walk behind where your opponent will land, combo xx super xx follow up.
== Colors ==


This is a very nice cross up. Many people get confused as to which way to block. I recommend crossing up, cr.jab, close st.fierce, and depending on if you hit or not, super. Or, if you don't have meter, fireball.
[[File:Chunli_CvS2_colors.png]]
 
b) Walk to seem like you will cross up your opponent, but stop, don't cross, combo xx super xx follow up.
 
If your opponent gets used to you crossing up after the super, or has prior knowledge against Chun, this is good. This, combined with the above option sets up a good 50/50 mixup on it's own. Again, if you hit, super xx follow up
 
c) Upon landing, j.lk cross up
 
Yup. You can use this for almost guaranteed way to make sure you continue pressure, but it's fairly obvious as to what you're trying to do. You can continue pressure to try and throw / counter hit. Again, it's still fairly obvious as to what you're gonna do, but if you have LOW JUMP, it's a little more tricky. One, because if you low jump, it's more ambiguous as to what side you're gonna hit on. Two, because your opponent has less time to react to short jumps, you can play an okay high / low game. Now, if Chun could have a better quick, low hitting move that was bufferable into super that WASN'T cr.strong, I'd change the word "okay" to "badass". If you cross up with lj.lk, cancel into HK legs, and combo super xx follow up. See a pattern yet?
 
d) *contributed by FSgamer* Walk, oc.HK
 
"I know this sounds dumb, but df+HK is a pretty decent move to use after the walk under cross-up. Although the move is slow it can be hard to react to it properly. It can hit from the front, it can hit from behind, and there's a certain distance where it hits from the front but she lands behind the opponent, which can confuse the hell out of the opponent. Plus, it has frame advantage so you can always pressure the opponent with c.LP afterwards if they block."
 
e) *contributed by FSgamer* RC Lightining Legs when they land
 
"Why not? it's invincible, can lead to a combo into super, does good chip damage, etc. Just one more mix-up to Chun's arsenal."
 
Okay, enough with that. On to other super follow ups...
 
kick super xx sj.fierce, fierce
 
Easier timing then sj.hk. But...No terribly great mixups. Leaves you fairly close to your opponent upon landing however, so you could continue to try and pressure fairly easily. Mainly done for if you need it to kill someone and don't wanna mess up the timing.
 
Kick super xx sj. d+mk (her famous headstomp), fierce (whiffs) fierce (hits)
 
This is going to be odd to explain. Okay, the second hit of her fierce has 1 point of juggleablity. This means, it can hit someone in hitstun who is in the air. Her sj. d+mk allows her to stick out another move in the air after you do it. So if you sj. d+mk, and mash on fierce fast enough, you should be able to get the second hit of her j.fierce out fast enough to the point where it will juggle. As for useage...I don't even know if it does more damage than her double fierce follow up. It gets pretty much the same mixups too. So *shrug*. Use it if you want to be fancy, I suppose.
 
Kick super xx (slight pause) headstomp
 
This follow up allows you to still be in the air when your opponent lands. Meaning you can treat it as a jump in attempt of sorts. Your opponent doesn't really have time to try a normal anti air, but they can still uppercut you if they have one. A tricky follow up to the headstomp...Is to headstomp when your opponent lands. This pops you up yet again, and lets you stick out ANOTHER move. From here you will be headed behind your opponent. Which means you go for a cross up short, combo xx super xx follow up. *FSgamer - "You can change the timing of the j.lk so that it can hit from the front as well." If you don't see the pattern by now...Drop Chun.
 
to be continued...
-casey_MDK
 
= Advanced Strategy =
 
= Match-ups =


[[Category:Capcom vs SNK 2]]
{{Navbox-CvS2}}
[[Category:Chun-Li]]
[[Category: Capcom vs. SNK 2]]
[[Category: Chun-Li]]

Latest revision as of 11:24, 1 September 2024

Introduction

CVS2 Chun Data.png

Story

Chun-Li is an Interpol officer in the narcotics division from China. She's a highly trained martial artist, and is notable for being the female protagonist of the Street Fighter series and the first female fighting game character ever, debuting in the original Street Fighter II: World Warrior. Her father taught her martial arts at a young age, as he was also a highly trained martial artist and Interpol officer. One day, he disappeared, which launched Chun-Li into a passion for law. She became a detective at 18 before joining Interpol, becoming the main head of their Shadaloo investigations. She learned from her old teacher, Gen, that her father had been dealing with M. Bison before his disappearance. She confronted M. Bison, asking him what had happened to her father. Bison laughs, and quickly defeats her in combat. He says that if they ever fight again, he will kill her just like he killed her father, and he escapes away. Chun-Li is still hunting Bison to this day.

Gameplay

Chun-Li is a solid and neutral focused character. Her buttons make for great pokes and space controlling tools, and her high walkspeed and fast jumps let her position wherever she wants to. Buttons like 2MK, 2MP, 5MP, 5HP, and 2HK can keep the opponent out and give her a chance to confirm into her powerful super, Houyokusen. Her super is key to her gameplan, as it gives her massive damage and a very strong mixup afterwards. She also has a useful fireball for zoning, and her signature Lightning Legs for combos and pressure.

Chun-Li isn't without weaknesses. Her health is quite low, meaning that a few good hits spells the end of the round for her. This is exacerbated by her weak defense, as she has no meterless reversal and no safe super to reversal with. She has stellar jabs for mashing, but this is a risk still. She also struggles to get any meaningful meterless damage, as her specials aren't very combo friendly, and even when she can combo into them, none of her specials give her a knockdown.

Regardless, she's a powerful high tier character, especially in C-Groove. She likely has the best level 2 combo in the game, with massive damage and a powerful mixup afterwards that allows her to take rounds off any solid poke with meter. If you don't mind the weak meterless damage and below average defense, Chun-Li is a solid pick.

Groove Selection

Best - C: C-Groove is easily Chun-Li's best Groove. Her level 2 combos with Houyokusen are likely the best C-Groove level 2 combos in the game, with massive damage potential and the chance for a mixup afterwards that leads into even worse situations for the opponent. C-Chun-Li can easily steamroll rounds away with meter. Roll Cancels aren't entirely important to her, but RC Legs are fairly strong, and rolls give her a powerful neutral tool and escape option. Alpha Counter and airblock aid her defense a lot as well, making her overall a lot more well rounded.

Useful - K/N/S: K-Chun-Li loses rolls for access to JD's, and Rage level 3 Houyokusen. One good JD with Rage can lead into massive damage and a mixup, and her neutral is still just as scary. Hop and run make her even more mobile as well, but the damage potential with Rage doesn't match up to the more consistent level 2 damage with C-Groove. N-Groove gets access to run, hop, and roll, alongside counter rolls which are useful escape tools. You can also basically always threaten a hitconfirm or whiff punish into level 1 Houyokusen, which isn't as high damage but is still a threat nonetheless. Lower damage ceiling and lack of any other really powerful tools holds N-Chun-Li back a bit compared to other Grooves however. S-Chun-Li is actually quite fitting, as Chun-Li can charge without much worry and infinite level 1 Houyokusen is very scary overall as every mixup afterwards leads into another super. S-Chun-Li has a great comeback factor, but has to deal with the weak mechanics of S-Groove.

Worst - A/P: A-Chun-Li is a much weaker version of C-Chun-Li. While A-Groove is still powerful, and her Custom Combo is no joke, her poking threat becomes much worse as she would always rather whiff punish into Houyokusen than use a Custom Combo. Everything else A-Groove has, C-Groove also has, and C-Groove has airblock as well. P-Groove is weak for a similar reason, as Chun-Li basically never has a super to make her pokes or punishes actually threatening. A good parry vs a P-Chun-Li with full bar will hurt, but it'll hurt less than a K-Groove JD with Rage, and hurt a lot less than a C-Groove level 2 combo.


Chun-Li is a neutral monster who can turn any poke into big damage and a scary mixup with her Houyokusen super. She has long reach, great mobility, and suprisingly solid mixups. She pays for this with weak meterless punishes and low health. Chun-Li is best in C-Groove.

Difficulty: Medium
Tier: A
Pros Cons
  • Buttons: Most of Chun-Li's buttons are long reaching and fast, with great ability to stuff the opponents movement or their buttons
  • Super: Chun-Li's Houyokusen is a fast and high damage super than can be super jump cancelled, which allows her to end in an air combo and a standing mixup for massive damage sequences
  • Mixup: She has surprisingly good mixups, between a good low confirm, great crossup, a command normal that can ambiguously crossup, and a damaging throw with a great knockdown
  • Neutral: Between her amazing buttons, unique fireball that recovers very fast, and situational but solid anti-airs, Chun-Li can wall opponents out for entire rounds
  • Meterless: Without meter, Chun-Li gets very little reward from her hits, making her very reliant on having a super stored for future use
  • Defense: While she has a stellar 2 frame 2LP, she can't do it on wakeup. Chun-Li has no meterless reversal, and she would rather save the meter to whiff punish with, leading her to often hold pressure on a knockdown
  • Low Health: Chun-Li has lower health than average, meaning a few good hits can take her out quickly



Players to Watch

Name Country Groove Accounts Notes
S-Zawa Japan C-Groove Twitter: @Cvs2Fukuoka Not only is his Chun fundamentally world class, but he pulls off level 2 combos you'd find in combo videos with consistency.
Sample Match
Kiku Japan C-Groove N/A Plays a near perfect Chun. When he has a groove going it's impossible to stop his Chun from wreaking havoc. Rollin'pic 2023 champion.
Sample Match
Daidouraku Japan N/A-Groove Twitter: @DAIDOURAKU Plays a more hit and run play style with Chun. Very skilled in both N-Groove and A-Groove.
N-Groove Sample Match
A-Groove Sample Match
Tsugunosuke Japan N-Groove N/A A more fundamental based Chun despite having more offensive friendly tools. Gets the job done nonetheless.
Sample Match
Pinokio Japan K-Groove N/A A very aggressive Chun play style. Uses runstop pressure very effectively and is just hard to stop up close.
Sample Match



Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Chun 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 200 2 RF/SP/SU Mid Mid 2 4 9 15 +4 +4 None

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Chun 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 800 8 SP/SU Mid High 5 8 13 26 +1 +1 None

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Chun 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1100 11 None Mid High 11 8 21 40 -3 -3 None

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Chun 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 300 3 SP/SU Mid High 5 4 13 22 -2 -2 None

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Chun 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 SU Mid High 6 6 19 31 -3 -3 None

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Chun 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1100 11 None Mid High 11 3 25 39 -4 -4 None

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
CVS2 Chun 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 200 2 RF/SP/SU Mid High 2 4 9 15 +4 +4 None

Placeholder

clMP

Close Strong
Close Medium Punch
cl.MP
CVS2 clMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 500+500 5+5 SP/SU Mid High 4 2(16)2 22 46 -2 -2 None

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 Chun clHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1000 10 SP/SU Mid High 3 8 20 31 -2 -2 None

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
CVS2 Chun clLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 400 4 SP/SU Mid Mid 3 5 9 17 +3 +3 None

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
CVS2 Chun clMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 9 7 14 30 +2 +2 None

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 Chun clHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1200 12 SJ/SP/SU Mid High 4 9 22 35 -5 -5 None

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Chun 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 400 4 SP/SU Mid Mid 2 4 7 13 +6 +6 None

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Chun 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 800 8 SP/SU Low Low 4 9 17 30 -1 -1 None

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Chun 2HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200 12 SU Mid Low 7 11 20 38 -7 -7 None

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Chun 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300 3 SP/SU Low Low 4 4 11 19 +2 +2 None

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Chun 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 700 7 None Low Low 8 4 14 26 +2 +2 None

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Chun 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1000 10 SU Low Low 7 8 27 42 DWN -11 None

Placeholder

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Chun jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 500 5 - High High 3 22 - 25 - - None

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Chun jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 800 8 - High High 4 15 - 19 - - None

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Chun jHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1200 12 HP High High 5 8 - 13 - - None

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 Chun njLK.png
Neutral Jump
CVS2 Chun jLK.png
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Lk.png 600 6 - High High 5 22 - 27 - - None

Placeholder

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Lk.png 400 4 - High High 3 26 - 29 - - None

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Chun njLK.png
Neutral Jump
CVS2 Chun jMK.png
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mk.png 900 9 - High High 6 10 - 16 - - None

Placeholder

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Mk.png 700 7 - High High 4 12 - 16 - - None

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Chun njHK.png
Neutral Jump
CVS2 Chun njLK.png
First Hit
CVS2 Chun jHK.png
Second Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Hk.png 1100 11 - High High 9 8 - 17 - - None

Placeholder

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Hk.png 700+600 7+6 - High High 5 6(9)10 - 30 - - None

Placeholder

Command Normals

Yokusenkyaku

Yokusenkyaku
6LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png + Lk.png 1100 11 None Mid High 11 3 25 39 -4 -4 None

Placeholder

Kakusenshu

Kakusenshu
6MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png + Mk.png 800 8 None Mid High 15 4 15 34 +5 +5 None

Placeholder

Kakukyakuraku

Kakukyakuraku
3LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Df.png + Lk.png 1000 10 None High High 36 6 8 50 DWN +6 None

Placeholder

Yosokyaku

Yosokyaku
j.2MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, D.png + Mk.png 900 9 - High High 4 10 - 14 - - None

Placeholder

Chudanrenshu

Chudanrenshu
Far LK LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png, Lk.png 300 3 SP/SU Mid Mid 2 4 13 19 -2 -2 None

Placeholder

Yoshiken

Yoshiken
j.HP HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Hp.png, Hp.png 500 5 - High High 5 10 - 15 - - None

Placeholder

Throws

Punch Throw

Koshuto
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1600 0 - Grab - 3 1 13 17 - - None

Placeholder

Kick Throw

Kirinshu
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 1800 0 - Grab - 5 1 13 19 - - None

Placeholder

Air Punch Throw

Ryuseiraku
Air Punch Throw
In Air Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Air Close B.png/F.png+Hp.png 1800 0 - Grab - 0 1 - 1 - - None

Placeholder

Special Moves

Sankakutobi

Sankakutobi
Walljump
In Air Near Wall, 9
In Air, Uf.png - - - - - - - - - - - -

Placeholder

Hyakuretsukyaku

Hyakuretsukyaku
Lightning Legs
Mash K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Mash Lk.png 300xN 3xN None Mid High 5 31 (Minimum) 20 56 (Minimum) 0 0 None
Mash Mk.png 300xN 3xN None Mid High 5 28 (Minimum) 20 53 (Minimum) +3 -6 None
Mash Hk.png 300xN 3xN None Mid High 5 25 (Minimum) 19 49 (Minimum) +6 -3 None

Placeholder

Spinning Bird Kick

Spinning Bird Kick
[2]8K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Charge D.png, U.png + Lk.png 500x2 5x2 None Mid High 20 2(6)2 24 54 -2 - None
Charge D.png, U.png + Mk.png 300x4 3x4 None Mid High 20 2(6)2(6)2(6)2 24 70 -2 - None
Charge D.png, U.png + Hk.png 300x3, 200x3 3x2, 2x3 None Mid High 20 2(6)2(6)2(6)2(6)2(6)2 24 86 -2 - None

Placeholder

Kikoken

Kikoken
41236P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcf.png + Lp.png 700 7 None Mid High 19 - 40 59 -11 -11 None
Hcf.png + Mp.png 800 8 None Mid High 15 - 38 53 -9 -9 None
Hcf.png + Hp.png 900 9 None Mid High 11 - 36 47 -7 -7 None

Placeholder

Super Moves

Kikosho

Kikosho
236236P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png + Lp.png 2700 0 None Mid High 4:6 11 38 59 DWN -18 8 (Full)
Qcf.pngQcf.png + Mp.png 3700 0 SP/SU Mid High 4:6 15 38 64 DWN -18 14 (Full)
Qcf.pngQcf.png + Hp.png 4400 0 None Mid High 4:6 19 38 68 DWN -18 22 (Full)

Placeholder

Hoyokusen

Hoyokusen
236236K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png + Lk.png 3000 0 Jump Mid High 4:13 74 27 118 DWN -17 8 (Full)
Qcf.pngQcf.png + Mk.png 4200 0 SP/SU/Jump Mid High 4:13 98 27 142 DWN -17 14 (Full)
Qcf.pngQcf.png + Hk.png 5400 0 Jump Mid High 4:13 122 27 166 DWN -17 22 (Full)

Placeholder

Colors

Chunli CvS2 colors.png

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori