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

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= Introduction =
== Introduction ==
{{CvS2 Character Subnav|char=Chun-Li|short=Chun-Li}}
<div>
[[File:CVS2_Chun_Data.png|right|500px]]


In CvS2, Chun Li is a very solid neutral focused character with high damage and mixups stemming from landing her Houyoku Sen super (QCFx2+K). She holds her own against most of the top tier and really shines against big characters.  
== 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.


She is the most changed character returning from CvS1, as her sprite and moveset were changed from a copy/paste of the Alpha series games to a more 3rd Strike inspired incarnation, with some Alpha and Super Turbo inspired flair.  
== 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.


Changes from CvS1/Alpha 3:
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.
Almost everything, but highlights...
*Houyoku Sen >>> Senretsukyaku, changes the kick super to a motion, and the last kick allows for followup shenanigans...
*No Upkicks or Upkick super, Hurts her reversal game tremendously.  
* Dissapating fireball, varying strengths (HP is basically a poke)
* Almost all normals, except j.lk, s.mp, c.hk


If you're familiar with her 3rd Strike incarnation, here's the main changes:
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.
*No EX Spinning bird kick (No reversal)
*Low MP (cancelable now)
*Low MK (not cancelable)
*Jump LK can cross up (pretty well)
*Stand MP is the "handshake" from ST, super good.
*Crouch HK is her alpha/SF2 sweep, which is a great anti air.
* The palm strike (B+HP) can only be performed close to the opponent as HP.  


=== 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.


=== Basic Stats ===
'''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.


*Health at Ratio 2= 14000(Below Average, Median Health is 14400)
'''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.


*Stun Bar= 70 (Average)
{{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'''.


*Stun Duration Time= +/- 0f (Average)
'''Difficulty''': Medium<br>'''Tier''': A
|pros=
* '''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
|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
}}


*Guard Guage Recovery Rate: Normal
=== Players to Watch ===
 
{| class="wikitable"
*Crouching height= 61 (Very Short)
 
*Dash: Length= 98 pixels, Duration= 16f, Height= 0  (Cannot corpse hop)
 
*Run Speed= 9.0 (Fast)
 
*Roll: 132 Distance, 27f invincible, 2f upper body invincible 4f Recovery. (Average)
 
*Wakeup-Speed compared to Ryu= +6f (Very slow)
 
=== Preferred Grooves ===
The constant threat of at least level 1 Houyoko Sen is critical to Chun Li's gameplan, so C and N groove are ideal choices for Chun Li. Roll cancels are an added bonus.
 
Other Grooves:
* A-Groove: Her custom combos aren't anything special so A groove isn't an optimal pick (her level 1's end up offering better utility).
* P-groove: Has the stored level 3, and parry into stand MP->level 3 is a big threat, but she doesn't get much off of parries without super. Plays like a budget C-groove Chun
* K-groove: Has some juice if your JD's can take  you into the 3 supers/round area. She can set JD's up well after blocked SBK's or Lightning Legs. Low jump is great for her. Overall not a hard character to keep out when she's raged, so relying on counter hit confirms is key.
* S-groove: Non flashing life S-Groove Chun is an abysmal character. Having to charge just to get level 1's (which you need for any decent damage) is obviously really bad. In desperation mode, however, she's death incarnate, capable of chaining level 1-> mixup-> level 1 into death.
 
 
===='''C Groove-'''====
 
Advantages-
 
*Touch of Death C-Groove cancel combo- Canceling her level 2 Houyoko Sen into Lightning Legs allows you to link a S.HP or c.jab, c.strong afterward and cancel that into a level 1 houyoko sen, which allows the Jump HK followup. That combo alone will do over 9000 damage (at ratio 2), and a successful mixup after will usually dizzy low/mid stun characters, which should kill anyone.
 
*Cheap Level 1s- Chun's level 1 Houyoko Sen with the followup is the most damaging level 1 in the game (not including the mixup potential). C-groove offers level 1 supers at about a 25% discount compared to N or A. It's simple math. 
 
*Delayed Get-up- Unpunishable method to mess with setup/safejumps.
 
*Air Block- This is semi important with Chun's floaty jump, but jump LK usually is a better option. Chicken blocking into low jab is a decent strategy against high priority jump ins.
 
*Dash- allows for an easier buffer for RC Lightning Legs.
 
Disadvantages-
*No Run means more methodical approaches and no running jab pressure.
*No Low Jump means you have to be really careful about jumping, Chun's jump is super high and floaty.
 
 
===='''N Groove-'''====
 
Advantages-
*Low jump- Low jump HP (both hits) can cover the up and down of the low jump arc. Low jump MK & LK are all good, and very useful get in tool. Low jump crossups are nice. Low jump headstomp is also easier to instant overhead people with. Lastly, since chun can link of her lightning legs, Low Jump combos are much easier with Chun Li than most characters. (Special moves cancel the extra landing lag of low jumps)
 
*Run- Chun's run is very fast and her low jab is extremely positive on block. This is abuseable.
 
*Counter Roll- A great defense against A groove guard crush customs.
 
*Counter Attack-> Level 3 Kikosho (corner only, power up activated) Not many characters can do this.
 
*Level 3 Houyoko Sen-> Level 1 Kikosho. (Very difficult to time, good damage)
 
Disadvantages-
*The extreme one shot damage of C-grooves Level 2 cancel combo
 
=== Preferred Team Position & Ratio ===
 
Due to her need for meter, controlling style, and effectiveness against common anchors, Chun-Li is often the middle character as a Ratio 1. She struggles against many common leadoff characters like Cammy, Vega, and Iori, so make sure your opponent doesn't take big leads into the 2nd round.
 
Chun is also a fairly decent anchor, and especially shines against Sagat, Blanka, Bison, and Geese.
 
=== Colors ===
 
[[File:Chunli_CvS2_colors.png]]
==Frame Data==
{| cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
|- 
!  |
! 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]]
! Name !! Country !! Groove !! Accounts !! Notes
| 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]]
| 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]
| 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]]
| 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]
| 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]]
| 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]
| 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]]
| 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]
| 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]]
| 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]
| 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 ==
<br><br>
(data compliments of FSgamer)
--------
Specials
--------


Press K repeatedly
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| 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
}}
}}


LK      [5/4][5/4][5/4][5/4]/3/**/17   300***   +-0/+-0
=== <span class="invisible-header">5MP</span> ===
MK     [5/3][5/3][5/3][5/3]/3/**/17   300***   +3/-6
{{MoveData
HK      [5/3][4/3][4/3][4/3]/2/**/17   300***   +6/-3
| 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
}}
}}


  * 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.
=== <span class="invisible-header">5HP</span> ===
  ** 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.
{{MoveData
  *** Each hit does 300 damage.
| 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
}}
}}


hcf+P
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    = CVS2_Chun_5LK.png
| 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
}}
}}


LP      19/*/40      700      -11/-11
=== <span class="invisible-header">5MK</span> ===
MP      15/*/38     800      -9/-9
{{MoveData
HP     11/*/36      900     -7/-7
| 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
}}
}}


  * 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.
=== <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
}}
}}


Charge d,u+K
=== 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
}}
}}


  LK     [20/2][6/2]/24                      500x2        -2/?
=== <span class="invisible-header">clMP</span> ===
   Airborne from frames 21~35
{{MoveData
MK     [20/2][6/2][6/2][6/2]/24            300x4        -2/?
| name    = Close Strong
   Airborne from frames 21~53
| input    = cl.MP
HK     [20/2][6/2][6/2][6/2][6/2][6/2]/24  300x3,200x3   -2/?
| subtitle = Close Medium Punch
   Airborne from frames 21~67
| 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
}}
}}


== Super Moves ==
=== <span class="invisible-header">clHP</span> ===
(data compliments of FSgamer)
{{MoveData
------
| name    = Close Fierce
Supers
| 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
}}
}}


qcf2x+P
=== <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
}}
}}


  Level 1     4:6/2+2+2+2+3/38        2700     DN/-18
=== <span class="invisible-header">clMK</span> ===
   INV [full:8]
{{MoveData
Level 2      4:6/2+2+2+2+2+2+3/38     3700     DN/-18
| name    = Close Forward
   INV [full:14]
| input    = cl.MK
Level 3     4:6/2+2+2+2+2+2+3+4/38   4400      DN/-18
| subtitle = Close Medium Kick
   INV [full:22]
| 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
}}
}}


  * 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">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
}}
}}


qcf2x+K
=== 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
}}
}}


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">2MP</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    = Crouch Strong
   4200        DN/-17   INV [full:14]
| input    = 2MP / cr.MP
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 = Crouching Medium Punch
   5400        DN/-17    INV [full:22]
| image    = CVS2_Chun_2MP.png
  * Last hit is superjump cancelable.
| 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
  }}
}}


= The Basics =
=== <span class="invisible-header">2HP</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    = 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
}}
}}


Bait something, counter hit cr.jab, cr.strong/close st.fierce xx kick super
=== <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
}}
}}


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.
=== <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
}}
}}


whiff punish something with far st.strong xx kick super
=== <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
}}
}}


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.
=== 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
}}
}}


cross up j.short, cr.jab cr.strong/close st.fierce xx kick super
=== <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
}}
}}


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">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
}}
}}


cross up lj.short xx hk lightning legs, cr.strong xx kick super
=== <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
}}
}}


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.
=== <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
}}
}}


RC HK legs, cr.strong xx kick super
=== <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
}}
}}


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.
== Command Normals ==
=== <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
}}
}}


---------------------------------------------------
=== <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
}}
}}


Ground Game
=== <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
}}
}}


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">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
}}
}}


Jabs:
=== <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
}}
}}


far st.jab
=== <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
}}
}}


Does a small, short ranged slap. Fairly useless. Crouchable by most of the cast, and has crappy range. Overshadowed.
== 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
}}
}}


close st.jab
=== <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
}}
}}


No difference from above.
=== <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
}}
}}


cr.jab
== Special Moves ==


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.
=== <span class="invisible-header">Sankakutobi</span> ===
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."
{{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
}}
}}


j.jab
=== <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
}}
}}


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">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
}}
}}


Shorts:
=== <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
}}
}}


far st.short
== Super Moves ==


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">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
}}
}}


close st.short
=== <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
}}
}}


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.
== Colors ==


c.short
[[File:Chunli_CvS2_colors.png]]
 
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.
 
j.short
 
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.
 
to be continued...casey_MDK
 
= Super follow ups =
 
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.
 
# Kick super xx sj.hk 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...
##Walk behind where your opponent will land, combo xx super xx follow up. 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.
##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
## 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?
## (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."
## (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."
# 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.
 
-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

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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

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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

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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

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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

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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

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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

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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

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Special Moves

Sankakutobi

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

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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

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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

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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

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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)

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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)

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Colors

Chunli CvS2 colors.png

CvS2 Wiki Navigation

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