Street Fighter 2: Champion Edition/Chun-li: Difference between revisions

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=Match-Ups=
=Match-Ups=
==Vs. Ryu==
==Vs. Ryu==
The best way to fight this opponent is a very consistent ground game. Use
lots of ducking forward sweeps for they are very fast and hard to react to, not
to mention they will knock Ryu out of a spiritball if it hasn't yet left his
hands. Another good technique is to jump over his spiritball and combo him, but
beware due to how high Chun jumps she is easy to uppercut if she jumps to late
so time your jump just as Ryu starts to make the spiritball motion not after
the projectile is visible or you'll be the one getting hit. Another good
attack is to jump in and jab kick then start the lighting kick. This will take
off some energy even if blocked. Another good way to counter his spiritballs
is the roundhouse sweep. Time your attack just as he starts the motion. You will
both get hit but he will be knocked down and probably lose more. Finally if you
jump in just as Ryu starts to stand up you can knock him out of his dragonpunch.
Use a Fierce Punch and time your jump so your fist hits his head just as
he starts to stand, then finish combo #1 leaving out the Jumping Fierce for it
was just used. (If your opponent is going for an uppercut you'll hit him).
**Air Slam- This air attack is a very potent move. It can be used in two
very effective ways. 1- When your opponent jumps in from a distance wait for
them to start to decline then jump toward them and use the strong button right
after you have left the ground. 2- If your opponent jumps over you at close
range wait until they are right above you the jump straight up and come right
up into them, use the strong button for an easy air slam. (to get the timing
for these techniques takes some time but is well worth it.


==Vs. Ken==
==Vs. Ken==
Fighting him is similar to Ryu,his main differences is that his Hadoken is worst along his Shoryuken that is more dangerous than Ryu's one.
Try to poke him with crouching Foward and Roundhouse and beign more careful about jumping and stomping,Air Throw can punish him strong after you crouch an evaded Shoryuken at recovery


==Vs. E.Honda==
==Vs. E.Honda==
Your forward foot sweep is your main poke against Honda.
Being an air attacking character Honda's invincible headbutt can create
problems. There is however a simple way around it. Jump in so that you fall
through the back of him. As you fall through execute your jumping combo, this will knock
him out of his super air defense for you are attacking from behind. Also any
time he uses a fierce flying headbutt simply jump straight up and then throw
him.


==Vs. Chun Li==
==Vs. Chun Li==


==Vs. Blanka==
==Vs. Blanka==
Use lots of jab punches to keep his ball at bay. When attacking time
your jumps so your foot (jab is best) barely hits him or he will fierce punch
you out of the air. After your jab kick hits (even if he blocks) use the
lighting kick to take off some energy. Your head stomp attack is best against
Blanka for it will hit him out of anything. When you plan on using this move
don't do it to soon our he can jump up and strike you. Finally when you use
lots of head stomps your opponent may start blocking them. Don't worry you can
still head stomp them out of a block. What you do is jump in and wait, you
will start to fall through them, then right before you hit the ground head
stomp, then hit the button again, and again. if you time it right you will
staircase up your opponents body hitting them three or four times. A good way
counter his jump attacks and get an almost guaranteed throw is to walk under
him and as he goes over but before the computer turns you around use the flip
kick (forward kick button), this will flip you backwards and land you right
behind Blanka, then simply throw. Most players will be surprised by this to
say the least. This can also be done to other characters but it works best on
Blanka.


==Vs. Zangief==
==Vs. Zangief==
Try to stay as ground based as possible when fighting Zan. Your forward
and roundhouse sweeps are you best attacks. When jumping in try to hit him in
the middle top of his head otherwise he may airplane punch you out of whatever
you use. A good attack to use is jump in roundhouse him in the head, whether he
blocks or not keep hitting the roundhouse button until the lightning feet
appear, these will take off a good amount of damage. When going for this move Ôof your foot, if you get closer or hit above the belt he will most likely 360
you.


==Vs. Guile==
==Vs. Guile==
Just like Ryu use lots of forward sweeps to keep him on his toes. One
good technique
is when you see a sonic boom start to form roundhouse sweep him,
he will get knocked down while you receive nothing. You can knock him out of his
axe-kick following the same guidelines as knocking Ryu out of his dragonpunch. Or
if you don't have the time you can jump in and if your above him can head stomp
him out of the axe (good in corners). If he uses lots of forward sweeps and axes
you when you jump try going for head stomps. The key to headstomping him out of
the axe is to get within his forward sweep range before jumping. This will get
you above his head and allow you to counter his move. If for some reason his
misses and goes behind you just run in and throw him. Finally a good way to get
out of his sonic boom run in behind it sweep, sweep pattern(or run in throw if
your playing cheepers) is to roundhouse him when he gets in range. You'll both
get hit but he will lose both more damage and his pattern.


==Vs. Dhalsim==
==Vs. Dhalsim==
Constant non stop attack is best against this yoga master. Your jump
in jab kick is one of your best attacks especially when followed by the
lighting kick. Beware if you use it to much he may start sliding on you and
tripping you as you hit the ground. To get out of this you can either wait
until your very close to the ground before you strike or more reliably head
stomp. Also if you are to close for him to have time to throw a fireball
execute a helicopter kick, he will have no choice but to duck.(if you use
short ones you can lightning kick him after you land)


==Vs. Boxer==
==Vs. Boxer==
Your roundhouse footsweep will knock him out of almost everything. Be
careful of jumping in to much against a defensive Balrog because he can
charging uppercut you almost all the time. All in all play him as you would
Zangief. Also your neck kick is very hard for him to get out of.


==Vs. Claw==
==Vs. Claw==
Fight him much as you would another Chun. Watch out for his fake range
and when you jump in try to land on his forward shoulder(anything further and
you'll be stabbed, anything closer an he may walk under and throw you.) Pay
close attention when he starts a wall attack if he tries to go off the wall
behind you jump up and intercept him with an airslam. Don't use the neck kick
to often for he can air throw you out of it.
**Throws- the key to executing Chun's unrivaled ability to throw is timing the
button. Wait until you are just about to land then hit the button and
push the joystick back towards your opponent at the same time, time
your button just as the joystick makes contact with the side of the
joystick hole rarely will you lose.


==Vs. Sagat==
==Vs. Sagat==
Like Dhalsim a constant attack is best against Sagat. Your head stomp
will knock him out of anything as will most of you other attacks if you time
them right. An experienced and aggressive Chun Li shouldn't have much trouble
with Sagat.


==Vs. Dictador==
==Vs. Dictador==
Play defensive against him if you can for his air attacks almost
always overpower yours. Not to mention Chun has no real way out of the torpedo
pattern.(She can helicopter kick through a fast on but this doesn't always
work). Use lighting kicks after you attack to take as much extra damage as
possible. And if he torpedoes you into a corner and jumps to avoid being thrownÔ
READ ME
**** Knocking Ryu\Ken out of the DP.
You can only do this if you jump in just as they start to stand up from
being knocked down. You must time your jump so that as you come down
your attack (a fierce punch) strikes them in the top of the head just
as soon as he is graphically half way up. In other words you hit him
in the top of the head just as he starts to STAND back up (make sure
you wait for him to start to stand or your attack may go throw him and
he will throw you). Use the fierce punch to knock him out of the DP and
then follow it with a ducking strong punch, and a ducking forward sweep.
YES this will knock him out of a DP if you get the timing right and he
is going for one..........!
[[Category:Hyper Street Fighter 2]]
[[Category:Hyper Street Fighter 2]]
[[Category:Street Fighter 2: Champion Edition]]
[[Category:Street Fighter 2: Champion Edition]]
{{Champion Edition}}
{{Champion Edition}}

Revision as of 19:31, 8 July 2016

Street Fighter 2: Champion EditionSf2ce-logo.png
Street Fighter 2: Champion Edition#Game ElementsStreet Fighter 2: Champion Edition#Game ElementsStreet Fighter 2: Champion Edition#CharactersStreet Fighter 2: Champion Edition#System InfoStreet Fighter 2: Champion Edition#MiscellaneousStreet Fighter 2: Champion Edition#Basic StrategyMvC3HeaderButtons.png

Sf2ceChun-li.gif

Introduction

Color Options

Start Default
Chunli-mp.gif Chunli-old1.gif

Moves List

Normal Moves

Heel Stomp: d + Medium Kick in air

Throw: close, b or f + Medium or Hard Punch

Air Throw: close, b or f + Medium or Hard Punch in air

Chest Flip Kick: f + Medium Kick

Flipping Neck Breaker: f + Hard Kick

Special Moves

Lightning Kick: Kick button rapidly

Spinning Bird Kick: d~u + Kick


The Basics

Anti Air: standing Medium or Hard Kick

High Pokes: standing Hard Punch

Low Pokes: crounching Medium Kick

Combos

  • j.HK,s.MP,s.HP or cr.HK
  • j.MK,MK Lightning Kicks

Hitboxes

Standing Normals

  • Standing LP:
Damage 4 Sf2ce-chunli-lp-s1.png Sf2ce-chunli-lp-a.png Sf2ce-chunli-lp-r1.png Sf2ce-chunli-lp-r2.png Sf2ce-chunli-lp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +7
Frame Count 2 2 4 3 1
Simplified 1+4 4 4
  • Standing MP:
Damage 12 Sf2ce-chunli-mp-s1.png Sf2ce-chunli-mp-s2.png Sf2ce-chunli-mp-a.png Sf2ce-chunli-mp-s2.png Sf2ce-chunli-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +11
Frame Count 2 2 4 3 1
Simplified 1+4 4 4
  • Standing HP:
Damage 16 Sf2ce-chunli-hp-s1.png Sf2ce-chunli-hp-s2.png Sf2ce-chunli-hp-a.png Sf2ce-chunli-hp-s2.png Sf2ce-chunli-hp-s1.png Sf2ce-chunli-hp-r1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 2 3 6 10 7 1
Simplified 1+5 6 18
  • Standing LK:
Damage 8 Sf2ce-chunli-lk-s1.png Sf2ce-chunli-lk-s2.png Sf2ce-chunli-lk-a.png Sf2ce-chunli-lk-s2.png Sf2ce-chunli-lk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 3 3 5 4 1
Simplified 1+6 5 5
  • Standing MK:
Damage 12 Sf2ce-chunli-lk-s1.png Sf2ce-chunli-mk-s2.png Sf2ce-chunli-mk-a.png Sf2ce-chunli-mk-s2.png Sf2ce-chunli-lk-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +7
Frame Count 3 3 5 4 4
Simplified 1+6 5 8
  • Standing HK:
Damage 16 Sf2ce-chunli-hk-s1.png Sf2ce-chunli-hk-s2.png Sf2ce-chunli-hk-s3.png Sf2ce-chunli-hk-a.png Sf2ce-chunli-hk-r1.png Sf2ce-chunli-hk-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +3
Frame Count 3 3 4 8 7 7
Simplified 1+10 8 14

Close Standing Normals

  • Close Standing LP:
Damage 8 Sf2ce-chunli-cllp-s1.png Sf2ce-chunli-cllp-s2.png Sf2ce-chunli-cllp-a1.png Sf2ce-chunli-cllp-s2.png Sf2ce-chunli-cllp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +7
Frame Count 3 2 3 4 3
Simplified 1+2 3 7
  • Close Standing MP:
Damage 12 Sf2ce-chunli-clmp-s1.png Sf2ce-chunli-clmp-s2.png Sf2ce-chunli-clmp-a.png Sf2ce-chunli-clmp-s2.png Sf2ce-chunli-clmp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +13
Frame Count 2 2 4 3 1
Simplified 1+4 4 4
  • Close Standing HP:
Damage 16 Sf2ce-chunli-clhp-s1.png Sf2ce-chunli-clhp-a.png Sf2ce-chunli-clhp-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage -8
Frame Count 3 20 11
  • Close Standing LK:
Damage 8 Sf2ce-chunli-cllk-s1.png Sf2ce-chunli-cllk-s2.png Sf2ce-chunli-cllk-a.png Sf2ce-chunli-cllk-s2.png Sf2ce-chunli-cllk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +5
Frame Count 3 3 5 4 1
Simplified 1+6 4 5
  • Close Standing MK:
Damage 12 Sf2ce-chunli-cllk-s1.png Sf2ce-chunli-clmk-s2.png Sf2ce-chunli-clmk-a.png Sf2ce-chunli-clmk-a2.png Sf2ce-chunli-clmk-r1.png Sf2ce-chunli-clmk-s2.png Sf2ce-chunli-cllk-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 3 3 3 6 3 4 1
Simplified 1+6 9 8
  • Close Standing HK:
Damage 16 Sf2ce-chunli-lk-s1.png Sf2ce-chunli-mk-s2.png Sf2ce-chunli-clhk-a.png Sf2ce-chunli-mk-s2.png Sf2ce-chunli-lk-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 3 3 6 8 11
Simplified 1+6 6 19

Crouching Normals

  • Crouching LP:
Damage 6 Sf2ce-chunli-crlp-s1.png Sf2ce-chunli-crlp-s2.png Sf2ce-chunli-crlp-a.png Sf2ce-chunli-crlp-s2.png Sf2ce-chunli-crlp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 2 2 4 4 1
Simplified 1+4 4 5
  • Crouching MP:
Damage 10 Sf2ce-chunli-crmp-s1.png Sf2ce-chunli-crmp-s2.png Sf2ce-chunli-crmp-a.png Sf2ce-chunli-crmp-s2.png Sf2ce-chunli-crmp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +11
Frame Count 2 2 4 4 1
Simplified 1+4 4 5
  • Crouching HP:
Damage 16 Sf2ce-chunli-crhp-s1.png Sf2ce-chunli-crhp-s2.png Sf2ce-chunli-crhp-a.png Sf2ce-chunli-crhp-s2.png Sf2ce-chunli-crhp-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2/-1
Frame Count 3 3 6 8 11
Simplified 1+6 6 19
  • Crouching LK:
Damage 8 Sf2ce-chunli-crlk-s1.png Sf2ce-chunli-crlk-s2.png Sf2ce-chunli-crlk-a.png Sf2ce-chunli-crlk-s2.png Sf2ce-chunli-crlk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +7
Frame Count 3 3 4 4 1
Simplified 6 4 5
  • Crouching MK:
Damage 10 Sf2ce-chunli-crmk-s1.png Sf2ce-chunli-crmk-a.png Sf2ce-chunli-crmk-s2.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +12
Frame Count 1+4 5 4
  • Crouching HK:
Damage 14 Sf2ce-chunli-crhk-s1.png Sf2ce-chunli-crhk-s2.png Sf2ce-chunli-crhk-a.png Sf2ce-chunli-crhk-s2.png Sf2ce-chunli-crhk-s1.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 3 3 6 8 11
Simplified 1+6 6 19

Aerial Normals

  • Neutral Jumping LP:
Damage 10 Sf2ce-chunli-njlp-s1.png Sf2ce-chunli-njlp-s2.png Sf2ce-chunli-njlp-s3.png Sf2ce-chunli-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 3 2
Simplified 8
  • Diagonal Jumping LP:
Damage 10 Sf2ce-chunli-djlp-s1.png Sf2ce-chunli-djlp-s2.png Sf2ce-chunli-djlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 3
Simplified 6
  • Neutral Jumping MP:
Damage 14 Sf2ce-chunli-njlp-s1.png Sf2ce-chunli-njlp-s2.png Sf2ce-chunli-njlp-s3.png Sf2ce-chunli-njmp-a.png Sf2ce-chunli-njlp-s3.png Sf2ce-chunli-njlp-s2.png Sf2ce-chunli-njlp-s1.png Sf2ce-chunli-j-r.png
Stun 5~11
Stun Timer 50
Frame Count 3 3 2 16 2 3 4
Simplified 8 16
  • Diagonal Jumping MP:
Damage 14 Sf2ce-chunli-djlp-s1.png Sf2ce-chunli-djlp-s2.png Sf2ce-chunli-djmp-a.png Sf2ce-chunli-djlp-s2.png Sf2ce-chunli-djlp-s1.png Sf2ce-chunli-j-r.png
Stun 5~11
Stun Timer 50
Frame Count 3 3 8 3 4
Simplified 6 8
  • Neutral Jumping HP:
Damage 16 Sf2ce-chunli-njlp-s1.png Sf2ce-chunli-njlp-s2.png Sf2ce-chunli-njlp-s3.png Sf2ce-chunli-njhp-a.png Sf2ce-chunli-njlp-s3.png Sf2ce-chunli-njlp-s2.png Sf2ce-chunli-njlp-s1.png Sf2ce-chunli-j-r.png
Stun 11~17
Stun Timer 60
Frame Count 3 3 2 8 2 3 4
Simplified 8 8
  • Diagonal Jumping HP:
Damage 16 Sf2ce-chunli-djlp-s1.png Sf2ce-chunli-djlp-s2.png Sf2ce-chunli-djhp-a.png Sf2ce-chunli-djlp-s2.png Sf2ce-chunli-djlp-s1.png Sf2ce-chunli-j-r.png
Stun 11~17
Stun Timer 60
Frame Count 3 3 8 3 4
Simplified 6 8


  • Neutral Jumping LK:
Damage 10 Sf2ce-chunli-njlk-s1.png Sf2ce-chunli-njlk-s2.png Sf2ce-chunli-njlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 3
5 6
  • Diagonal Jumping LK:
Damage 10 Sf2ce-chunli-djlk-s1.png Sf2ce-chunli-djlk-s2.png Sf2ce-chunli-djlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 3
5 6
  • Neutral Jumping MK:
Damage 12 Sf2ce-chunli-njlk-s1.png Sf2ce-chunli-njlk-s2.png Sf2ce-chunli-njmk-a.png Sf2ce-chunli-njlk-s2.png Sf2ce-chunli-njlk-s1.png
Stun 5~11
Stun Timer 50
Frame Count 3 3 16 3
Simplified 6 16
  • Diagonal Jumping MK:
Damage 12 Sf2ce-chunli-djlk-s1.png Sf2ce-chunli-djlk-s2.png Sf2ce-chunli-djmk-a.png Sf2ce-chunli-djlk-s2.png Sf2ce-chunli-djlk-s1.png
Stun 5~11
Stun Timer 50
Frame Count 3 3 16 3
Simplified 6 16
  • Neutral Jumping HK:
Damage 16 Sf2ce-chunli-njhk-s1.png Sf2ce-chunli-njhk-s2.png Sf2ce-chunli-njhk-a1.png Sf2ce-chunli-njhk-a2.png Sf2ce-chunli-njhk-a3.png Sf2ce-chunli-njhk-r1.png Sf2ce-chunli-njhk-r2.png Sf2ce-chunli-njhk-r3.png
Stun 11~17
Stun Timer 60
Frame Count 1 2 5 4 4 4 6
Simplified 3 13
  • Diagonal Jumping HK:
Damage 16 Sf2ce-chunli-njlk-s1.png Sf2ce-chunli-njlk-s2.png Sf2ce-chunli-djhk-a1.png Sf2ce-chunli-djhk-s3.png Sf2ce-chunli-djhk-a2.png Sf2ce-chunli-djhk-s2.png Sf2ce-chunli-djhk-s1.png
Stun 11~17
Stun Timer 60
Frame Count 3 3 6 4 6 6
Simplified 6 6 4 6

Unique Moves

  • Flip Kick: (On ground and close, ←/→ + MK)
Damage 14 Sf2ce-chunli-clfmk-s1.png Sf2ce-chunli-clfmk-s2.png Sf2ce-chunli-clfmk-a1.png Sf2ce-chunli-clfmk-a2.png Sf2ce-chunli-clfmk-a3.png Sf2ce-chunli-clfmk-r1.png Sf2ce-chunli-clfmk-r2.png Sf2ce-chunli-clfmk-r3.png
Stun 5~11
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 2 2 5 4 4 4 6 29
Simplified 1+4 13 39


  • Neck Breaker: (Close, ←/→ + HK)
Damage 14 Sf2ce-chunli-clfhk-s1.png Sf2ce-chunli-clfhk-s2.png Sf2ce-chunli-clfhk-s3.png Sf2ce-chunli-clfhk-s4.png Sf2ce-chunli-clfhk-s5.png Sf2ce-chunli-clfhk-s6.png Sf2ce-chunli-clfhk-s7.png Sf2ce-chunli-clfhk-a.png
Stun 5~11
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 4 4 5 6 7 8 2 14
Simplified 1+36 14
  • Head Stomp: (On air, ↙/↓/↘ + MK)
Damage ? Sf2ce-chunli-dmk-s1.png Sf2ce-chunli-dmk-s2.png Sf2ce-chunli-dmk-a.png Sf2ce-chunli-dmk-s2.png Sf2ce-chunli-dmk-s1.png Sf2ce-chunli-dmk-r1.png Sf2ce-chunli-dmk-r2.png
Stun 5~11
Stun Timer 40
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1 2 16 8 4 5
Simplified 3 16

Throws

  • Koshuu Tou: (←/→ + MP or HP)
Damage 20+(4*n) Sf2ce-chunli-throw.png
Duration 130
Stun 5~11
Stun Timer 100
Range (from axis) 48
Range advantage 23
  • Ryuusei Raku: (On Air ←/→ + MP or HP)
Damage 20+(4*n) Sf2ce-chunli-athrow.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 58
Range advantage 33

Special Moves

  • Hyakurretsu Kyaku: press any single Kick repeatedly

Startup:

Sf2ce-chunli-hkk-s1.png Sf2ce-chunli-hkk-s2.png
Short 1 3
Foward 3 4
Roundhouse 4 6

Cycle:

Damage 22/24/26 Sf2ce-chunli-hkk-a1.png Sf2ce-chunli-hkk-a2.png Sf2ce-chunli-hkk-a3.png Sf2ce-chunli-hkk-a4.png Sf2ce-chunli-hkk-a5.png Sf2ce-chunli-hkk-a6.png Sf2ce-chunli-hkk-a7.png Sf2ce-chunli-hkk-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -7/-5/-6
Short 4 4 4 4 4 4 4 4
Foward 2 2 2 2 2 2 2 2
Roundhouse 1 1 1 1 1 1 1 1

Recovery:

Sf2ce-chunli-hkk-s2.png Sf2ce-chunli-hkk-s1.png
Short 2 2
Foward 4 4
Roundhouse 6 6

+9 on block if is blocked 3 times (point blank). +4 for 2 blocks.


  • Spinning Bird Kick: charge ↓, ↑ + Kick (charge 60f)

Startup:

Damage 24 Sf2ce-chunli-ssbk-a1.png Sf2ce-chunli-ssbk-a2.png Sf2ce-chunli-ssbk-a3.png Sf2ce-chunli-ssbk-a4.png Sf2ce-chunli-ssbk-a5.png Sf2ce-chunli-ssbk-a6.png Sf2ce-chunli-ssbk-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -6/-9/-11
Frame Count 1 4 3 2 3 4 6

Active:

LK version :

Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png Sf2ce-chunli-sbk-s6.png Sf2ce-chunli-sbk-a2.png
4 3 2 1 1 1 1 1
Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png Sf2ce-chunli-sbk-s6.png Sf2ce-chunli-sbk-a2.png
2 1 2 2 3 4 4 2

MK version :

Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png Sf2ce-chunli-sbk-s6.png Sf2ce-chunli-sbk-a2.png
4 4 3 3 2 2 1 1
Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png Sf2ce-chunli-sbk-s6.png Sf2ce-chunli-sbk-a2.png
1 1 1 1 1 1 1 1
Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png Sf2ce-chunli-sbk-s6.png Sf2ce-chunli-sbk-a2.png
2 1 1 2 2 3 3 4
Sf2ce-chunli-sbk-s1.png
2

HK version :

Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png Sf2ce-chunli-sbk-s6.png Sf2ce-chunli-sbk-a2.png
5 4 4 3 3 2 2 2
Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png Sf2ce-chunli-sbk-s6.png Sf2ce-chunli-sbk-a2.png
1 1 1 1 1 1 1 1
Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png Sf2ce-chunli-sbk-s6.png Sf2ce-chunli-sbk-a2.png
1 1 1 1 1 1 1 1
Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png Sf2ce-chunli-sbk-s6.png Sf2ce-chunli-sbk-a2.png
1 1 1 1 1 2 1 1
Sf2ce-chunli-sbk-s1.png Sf2ce-chunli-sbk-s2.png Sf2ce-chunli-sbk-s3.png Sf2ce-chunli-sbk-a1.png Sf2ce-chunli-sbk-s4.png Sf2ce-chunli-sbk-s5.png
2 2 3 3 3 3


Recovery:

Short:

Sf2ce-chunli-rsbk-1.png Sf2ce-chunli-rsbk-s.png Sf2ce-chunli-rsbk-1.png Sf2ce-chunli-rsbk-3.png Sf2ce-chunli-rsbk-4.png Sf2ce-chunli-rsbk-5.png Sf2ce-chunli-rsbk-6.png
2 3 2 2 3 3 1

Foward:

Sf2ce-chunli-rsbk-1.png Sf2ce-chunli-rsbk-s.png Sf2ce-chunli-rsbk-1.png Sf2ce-chunli-rsbk-3.png Sf2ce-chunli-rsbk-4.png Sf2ce-chunli-rsbk-5.png Sf2ce-chunli-rsbk-6.png
2 3 2 2 3 3 1

Roundhouse:

Sf2ce-chunli-rsbk-1.png Sf2ce-chunli-rsbk-s.png Sf2ce-chunli-rsbk-1.png Sf2ce-chunli-rsbk-3.png Sf2ce-chunli-rsbk-4.png Sf2ce-chunli-rsbk-5.png Sf2ce-chunli-rsbk-6.png
2 3 2 2 3 3 1

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2ce-chunli-bwd.png Sf2ce-chunli-cllp-n.png Sf2ce-chunli-fwd.png Sf2ce-chunli-cr-n.png
  • Standing reel:
Sf2ce-chunli-reel1.png Sf2ce-chunli-reel2.png Sf2ce-chunli-reel3.png Sf2ce-chunli-reel4.png
  • Standing gut reel:
Sf2ce-chunli-gutreel1.png Sf2ce-chunli-gutreel2.png Sf2ce-chunli-gutreel3.png Sf2ce-chunli-gutreel4.png
  • Crouching reel:
Sf2ce-chunli-creel1.png Sf2ce-chunli-creel2.png Sf2ce-chunli-creel3.png Sf2ce-chunli-creel4.png
  • Dizzy:
Sf2ce-chunli-dizzy1.png Sf2ce-chunli-dizzy2.png Sf2ce-chunli-dizzy3.png Sf2ce-chunli-dizzy4.png

Advanced Strategy

Chun Li's gameplan is about ground poking and air pressure game due that she had to an air throw along with Guile and Claw,and standing and crouching normals are fast with a medium useful range and also had nice damage, her throw is great because is fast and makes good damage too.

Her main weakness its still in long range combat, she commonly can answer with Triangle Jumps attacks, and Spinning Bird Kicks are faster than World Warrior and had invincible frames now and are useful when its far and projectiles are used against her,but at medium range use your crouching Forward,its your main poke because of her fast startup and can defeat startup of projectiles easily and a bit safe if fireball released,her Hyakuretsu Kyaku is buffered and easier to use and can be connected with a jumping attack.

Close combat is the most effective for her because she not only can keep away opponent with her "now easier to use" Multiple Kicks,now she had a Overhead Crossup command move trap for projectile startups and another one that can be used to evade Zangief SPD, and also air-to-air is great due to her main overhead command move and air throw.

Match-Ups

Vs. Ryu

The best way to fight this opponent is a very consistent ground game. Use lots of ducking forward sweeps for they are very fast and hard to react to, not to mention they will knock Ryu out of a spiritball if it hasn't yet left his hands. Another good technique is to jump over his spiritball and combo him, but beware due to how high Chun jumps she is easy to uppercut if she jumps to late so time your jump just as Ryu starts to make the spiritball motion not after the projectile is visible or you'll be the one getting hit. Another good attack is to jump in and jab kick then start the lighting kick. This will take off some energy even if blocked. Another good way to counter his spiritballs is the roundhouse sweep. Time your attack just as he starts the motion. You will both get hit but he will be knocked down and probably lose more. Finally if you jump in just as Ryu starts to stand up you can knock him out of his dragonpunch. Use a Fierce Punch and time your jump so your fist hits his head just as he starts to stand, then finish combo #1 leaving out the Jumping Fierce for it was just used. (If your opponent is going for an uppercut you'll hit him).


    • Air Slam- This air attack is a very potent move. It can be used in two

very effective ways. 1- When your opponent jumps in from a distance wait for them to start to decline then jump toward them and use the strong button right after you have left the ground. 2- If your opponent jumps over you at close range wait until they are right above you the jump straight up and come right up into them, use the strong button for an easy air slam. (to get the timing for these techniques takes some time but is well worth it.

Vs. Ken

Fighting him is similar to Ryu,his main differences is that his Hadoken is worst along his Shoryuken that is more dangerous than Ryu's one.

Try to poke him with crouching Foward and Roundhouse and beign more careful about jumping and stomping,Air Throw can punish him strong after you crouch an evaded Shoryuken at recovery

Vs. E.Honda

Your forward foot sweep is your main poke against Honda.

Being an air attacking character Honda's invincible headbutt can create problems. There is however a simple way around it. Jump in so that you fall through the back of him. As you fall through execute your jumping combo, this will knock him out of his super air defense for you are attacking from behind. Also any time he uses a fierce flying headbutt simply jump straight up and then throw him.


Vs. Chun Li

Vs. Blanka

Use lots of jab punches to keep his ball at bay. When attacking time your jumps so your foot (jab is best) barely hits him or he will fierce punch you out of the air. After your jab kick hits (even if he blocks) use the lighting kick to take off some energy. Your head stomp attack is best against Blanka for it will hit him out of anything. When you plan on using this move don't do it to soon our he can jump up and strike you. Finally when you use lots of head stomps your opponent may start blocking them. Don't worry you can still head stomp them out of a block. What you do is jump in and wait, you will start to fall through them, then right before you hit the ground head stomp, then hit the button again, and again. if you time it right you will staircase up your opponents body hitting them three or four times. A good way counter his jump attacks and get an almost guaranteed throw is to walk under him and as he goes over but before the computer turns you around use the flip kick (forward kick button), this will flip you backwards and land you right behind Blanka, then simply throw. Most players will be surprised by this to say the least. This can also be done to other characters but it works best on Blanka.

Vs. Zangief

Try to stay as ground based as possible when fighting Zan. Your forward and roundhouse sweeps are you best attacks. When jumping in try to hit him in the middle top of his head otherwise he may airplane punch you out of whatever you use. A good attack to use is jump in roundhouse him in the head, whether he blocks or not keep hitting the roundhouse button until the lightning feet appear, these will take off a good amount of damage. When going for this move Ôof your foot, if you get closer or hit above the belt he will most likely 360 you.

Vs. Guile

Just like Ryu use lots of forward sweeps to keep him on his toes. One good technique is when you see a sonic boom start to form roundhouse sweep him, he will get knocked down while you receive nothing. You can knock him out of his axe-kick following the same guidelines as knocking Ryu out of his dragonpunch. Or if you don't have the time you can jump in and if your above him can head stomp him out of the axe (good in corners). If he uses lots of forward sweeps and axes you when you jump try going for head stomps. The key to headstomping him out of the axe is to get within his forward sweep range before jumping. This will get you above his head and allow you to counter his move. If for some reason his misses and goes behind you just run in and throw him. Finally a good way to get out of his sonic boom run in behind it sweep, sweep pattern(or run in throw if your playing cheepers) is to roundhouse him when he gets in range. You'll both get hit but he will lose both more damage and his pattern.

Vs. Dhalsim

Constant non stop attack is best against this yoga master. Your jump in jab kick is one of your best attacks especially when followed by the lighting kick. Beware if you use it to much he may start sliding on you and tripping you as you hit the ground. To get out of this you can either wait until your very close to the ground before you strike or more reliably head stomp. Also if you are to close for him to have time to throw a fireball execute a helicopter kick, he will have no choice but to duck.(if you use short ones you can lightning kick him after you land)


Vs. Boxer

Your roundhouse footsweep will knock him out of almost everything. Be 

careful of jumping in to much against a defensive Balrog because he can charging uppercut you almost all the time. All in all play him as you would Zangief. Also your neck kick is very hard for him to get out of.


Vs. Claw

Fight him much as you would another Chun. Watch out for his fake range and when you jump in try to land on his forward shoulder(anything further and you'll be stabbed, anything closer an he may walk under and throw you.) Pay close attention when he starts a wall attack if he tries to go off the wall behind you jump up and intercept him with an airslam. Don't use the neck kick to often for he can air throw you out of it.

    • Throws- the key to executing Chun's unrivaled ability to throw is timing the

button. Wait until you are just about to land then hit the button and push the joystick back towards your opponent at the same time, time your button just as the joystick makes contact with the side of the joystick hole rarely will you lose.

Vs. Sagat

Like Dhalsim a constant attack is best against Sagat. Your head stomp will knock him out of anything as will most of you other attacks if you time them right. An experienced and aggressive Chun Li shouldn't have much trouble with Sagat.


Vs. Dictador

Play defensive against him if you can for his air attacks almost always overpower yours. Not to mention Chun has no real way out of the torpedo pattern.(She can helicopter kick through a fast on but this doesn't always work). Use lighting kicks after you attack to take as much extra damage as possible. And if he torpedoes you into a corner and jumps to avoid being thrownÔ READ ME

        • Knocking Ryu\Ken out of the DP.

You can only do this if you jump in just as they start to stand up from being knocked down. You must time your jump so that as you come down your attack (a fierce punch) strikes them in the top of the head just as soon as he is graphically half way up. In other words you hit him in the top of the head just as he starts to STAND back up (make sure you wait for him to start to stand or your attack may go throw him and he will throw you). Use the fierce punch to knock him out of the DP and then follow it with a ducking strong punch, and a ducking forward sweep. YES this will knock him out of a DP if you get the timing right and he is going for one..........!