Street Fighter 3: 3rd Strike/Chun-Li

From SuperCombo Wiki

Introduction

Chun-Li returns to the third World Warrior tournament, albeit a little different stylistically, both in her appearance and her fighting style. She's still just as quick and agile, but her actions are more fluid. No longer fighting for the sake of revenge, but for the protection of others, she seems more confident in her fighting ability as well.

In her most notorious incarnation, Chun-Li is a defensive beast. She's known for her overwhelming neutral presence, sporting absurdly strong buttons for controlling space in a myriad of ways. Long reaching lows like 2MK, far ranged heavy buttons like 5HP, and absurdly high priority buttons like 4HP let Chun keep the pace regardless of the gamestate. Her jabs are absurdly fast as well, namely her 2 frame 2LP, giving her a fast defensive option to rely on. On offense, she's known for her amazing strike/throw, complimented by pressure resets like 6MK and her amazing 5MK kara throw, which adds an incredible amount of range to her already strong throw.

Likely Chun-Li's most powerful tool is her SAII, Houyoku-Sen. It's a blindingly fast rush super that hits 17 times total for massive damage, combos from all of her pokes at all ranges, and can be superjump cancelled for followup juggles that lead to shockingly strong mixups. It has some invulnerability, allowing it to beat fireballs and pokes with low active frames, and comes with a healthy amount of chip damage for sealing out rounds with a difficult parry. Notably, it stocks 2 bars, letting Chun use her EX moves more. The most notable fact about stocking 2 bars is the fear that one stock puts into the opponent usually lets you more safely build the second bar, and most characters will die after two SAII uses.

Chun-Li is a solidly top 1 character, with no losing matchups and few real weaknesses. You will have to learn to properly play neutral, as her low health and lack of strong anti-airs means a few bad decisions ends the round, but realistically she's quite simple, fun, and incredibly rewarding to play.

Super Arts


SAI (Kikou-Shou)

Kikou-Shou is a relatively high-damage super and comes with a rather short bar, which means you can have this super stocked more often than the Houyoku-Sen. It does more chip damage and is more difficult to parry than the Houyoku-Sen, but the primary drawbacks are the fact that it only comes with one stock, and that its range is fairly limited; you cannot cancel a max-ranged 2MK into a Kikou-Shou and expect it to hit. For this reason, and its singular bar, SA2 is considered a much more powerful super. However, the SA1 does have its merits as an anti-air or chipout tool.

SAII: (Houyoku-Sen)

Chun-Li's most powerful Super Art is Houyoku-Sen. It's a reversal and anti-projectile tool, has a healthy stock of two supers, is very damaging, is almost a guaranteed free ride for your opponent into the corner, and can be super-cancelled or linked into using many of her attacks, most notably off of 2MK. The Houyoku-Sen's final kick can be super-jump cancelled, and the opponent may be juggled following the Houyoku-Sen, or reset into a mixup. SA2 is also a 17-hit Super Art, making it a notorious ender of rounds via chip damage. You may also cancel a Kikouken or EX Kikouken into the Houyoku-Sen for the purpose of disrupting the timing for the opponent should they decide to try and parry it. Its two stocks also consitute to an incredibly oppressive gameplan once Chun has a super stocked, where she's allowed to poke and kara throw her way to towards another bar against a now defensive opponent, while confirming SA2 off of any opening she is given. Even once a super is used, there's a good chance she'll have another one very soon.

SAIII: (Tensei-Ranka)

Tensei-Ranka comes with much more meter than Chun's other options at 3 bars, but it's much more difficult to use successfully. Unless the opponent is very tall or standing, you will not be able to hit them on the way up using the super, which turns the Tensei-Ranka most of the time into an extremely delayed, reactable overhead. It is best used as an anti-air or confirmable damage off of an anti-air, however its short range and poor invulnerability can still lose to jumping opponents. Worst of all, it loses Chun-Li's infamous 2MK confirm, which leaves this super with the large amount of bar it stores as its only read advantage, and not one Chun cares too much for.


Strengths Weaknesses
  • One of the scariest super arts in the game with SAII. High damage and stun, a lot of corner carry, mixup options, crazy range and quick startup.
  • The best pokes in the game - very hard to punish, while having a lot of range, damage, or followup options on block or hit.
  • The best kara throw in the game, allowing her to punish effectively with throws and annoy with throw loops from ranges where it may seem easy to walk/mash out.
  • An unusually low crouch that ducks under a ton of things.
  • Great mobility, with a solid walk and dash alongside a solid jump and a unique walljump.
  • A suite of anti-airs that all come with noticeable drawbacks, forcing her to constantly consider how she chooses to anti-air.
  • Limited combo options without a full bar of meter, making her reward off of punishes limited.
Chun-Li
#3S_CH
3S Chun Li Art.png
Vitals
Life Points 1120
Stun Points 64
Super Art Stock/Size
SA1 1/88
SA2 2/104
SA3 3/72
Ground Movement
Forward Dash duration/distance 16 (106px)
Back Dash duration/distance 25 (124px)
Jumping
Back Jump duration 43(4+36+3)
Neutral Jump duration 43(4+36+3)
Forward Jump duration 43(4+36+3)
Back Super Jump duration 51(5+43+3)
Neutral Super Jump duration 47(5+39+3)
Forward Super Jump duration 49(5+41+3)
Wake up
Wake up duration 88
Quick rise duration 61
3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
(chunlicloselp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 2 6 2 2 2 5 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su

A fast elbow. Tied for Chun's fastest normal at an incredible 2 frames, but can be crouched by a majority of the cast. Instead, it acts as a great way to anti-air and deal with air parries thanks to the speed and safety.

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5LP (far)
Far LP
Lp.png (far)
(chunlilp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 5 4 2 2 2 3 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: ch sp su

A similarly fast jab but with longer range in trade for 1 more frame of startup. Mostly used for intercepting jumps on the way down, similar to cl.LP, but is generally overshined by the crouching version.

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5MP
Stand MP
Mp.png
(chunlimp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 8 9 -2 -1 - 17 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

An odd button you likely won't use often, as it is rarely the best option for any scenario. It can be used to punish things into super, but you'll usually have a higher damage option that still works.

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5HP
Stand HP
Hp.png
(chunlihp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 6 17 -2 - 2 19 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

One of Chun's longest reaching normals, and a great option for preemptively stuffing buttons and poor movement. If the opponent is whiffing buttons outside of 2MK range you can usually snipe them with this. Be ware about using it a lot however, as it's an easy parry and has a decent amount of whifflag by Chun normal standards.

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5LK
Stand LK
Lk.png
(chunlilk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 5 9 1 1 1 7 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

One of the only truly bad Chun normals. Stubby kick that hits mid despite looks. Doesn't lead to much reward, and is worse than her jabs for checking forward movement, though she doesn't have to crouch before using it like with 2LP.

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5MK (cl)
Close MK
Mk.png (cl)
(chunliclosemk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 2 25 -2 - - 14 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 2 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A high upward kick that can be held to transition into a followup axe kick. One of Chun's anti-air options, best for opponents directly above her, though it can usually be stuffed if not done a little early.

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5MK (far)
Far MK
Mk.png (far)
(chunlimk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 6 19 -5 -3 -1 16 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 32 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Another anti-air kick, better for people falling in front of her at an angle. Likely Chun's best standard anti-air in terms of reliability, but a lack of any cancels makes it very weak to air parry.

One notable thing about this move is the insane range it has as a kara throw. You can input throw (LP+LK) during the first few frames of startup to add a massive amount of range to Chun's throw, making it a much scarier option.

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5HK (cl)
Close HK
Hk.png (cl)
(chunliclosehk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 9 12 -3 -1 1 21 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sj
  • 16 kara range
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

A fast knee with tons of active frames. Cancels into superjumps, allowing it some extra safety and the ability to superjump cancel into SAII. Can be a useful anti-air as well, especially vs air parry where you can superjump after the parry to escape a punish.

You can use the superjump cancel to make this cancellable into supers, notably SAII. To do this, input the super as a normal cancel during cl.HK, but end the input with a 9 (2362369). Done properly, you can press any kick button and cl.HK will "cancel" to super.

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5HK (far)
Far HK
Hk.png (far)
(chunlihk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 1 15 - 2 4 21 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Airborne from frames 1-19

A leaping kick normal. Great for crushing throws and lows, and on crouching it you can link it to SAII, making it a stellar option vs people mashing low kicks in neutral or on defense.

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Command Normals

4MP
Sourenshou
Backhand Slaps
B.png+Mp.png
(chunlibmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 3 18 -2 - - 17 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • 2 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A quick double slap that makes for a useful anti-air against air parries and weaker jump normals. It can be cancelled into specials and supers on either hit, which allows you to mix up how you respond to the opponents air parry and hitconfirm close range punishes you might not be sure of.

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4HP
Hakkei
Double Palm Strike
B.png+Hp.png
(chunlibhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 9 10 -1 1 3 23 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Likely Chun's most infamous button. Tons of priority on a massive hitbox with absurd active frames, and a relatively short and safe whiff in neutral for meter. On top of that, cancels into both specials and supers for safety and damage. You can also use this as a meaty vs opponents who aren't parrying often, as you can easily time it late to get lots of plus frames.

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6MK
Senjoushuu
Stepping Kick
F.png+Mk.png
(chunlifmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 7 11 - 1 2 14 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

An advancing button that leaves Chun 0 on block. Great poke to take space in front of you, and great as a pressure reset since Chun's 2LP is unusually fast. Generally you'll either try to catch a mash with a jab, poke again with 2MK, or do a slight walk into kara throw after this. It is a similarly easy parry to 5HP however, while also putting Chun in perfect range for a high damage punish, making it risky if used too often.

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5MK (hold)
Kakushuu Rakukyaku
Stand MK (Hold)
Mk.png (hold)
(chunlimkmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 6*1*1 15 -1 3 3 - - - - H*H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 1st hit forces standing

An odd multihit drop kick. Whiffs on crouchers, making it niche in any pressure scenario despite having fairly nice frame data on hit and block.

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6HK
Yokusenkyaku
Forward Heavy Kick
F.png+Hk.png
(chunlifhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 1 15 - 2 4 21 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Airborne from frames 1-19

Like 5HK but it moves forward. Shares identical frame data to 5HK, making it generally a better version thanks to the forward movement. You can use it around kara throw range to beat people trying to tech throws, and hop over longer range lows. The only downside is that if this gets parried, you'll usually be in a worse position than if 5HK had gotten parried.

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3HK
Tenshin Shuukyaku
Sideswitch Leap Kick
Df.png+Hk.png
(chunlidfhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
37 5 2 5 - - 19 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

An incredibly situational button, though powerful if used correctly. Chun does a large, slow leap over the opponent, landing with a crossup kick. This is always incredibly plus, generally allowing you to combo a 2MK > SAII for high damage, making it an attractive mixup. If the opponent is looking for it or reacts however, you'll eat an anti-air at best and a parry into a massive combo at worst. Use very sparingly.

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Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(chunliclp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 4 5 3 3 3 3 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: ch sp su

A terrifyingly good jab. Starts up in 2 frames, making it one of the fastest normals in the game, and is plus on block for amazing frametrap/throw pressure that can repeat into itself. It's also an incredibly safe whiff in neutral to discourage dashing or extending hurtboxes, and on defense it's your go-to for beating tick throws and mashing out of pressure.

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2MP
Crouch MP
D.png+Mp.png
(chunlicmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 2 18 -4 -3 -2 16 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 4 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A niche button that mostly gets used as a way to snipe with an extremely long low. You would generally prefer 2MK over this for a variety of reasons, but this extends farther, which is notable to push people even farther back when they try and space around 2MK.

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2HP
Crouch HP
D.png+Hp.png
(chunlichp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 2 22 -1 1 3 19 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • 2 kara range
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Another niche button. It has a decent amount of forward movement, but it doesn't happen early enough to kara anything. This does allow you to hit with a heavy button into SAII from farther out than the opponent might expect, but 4HP is always a better option and is also faster.

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2LK
Crouch LK
D.png+Lk.png
(chunliclk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 2 6 3 3 3 3 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: ch

Chun's first low kick. Similar to 2LP but hits low, which would be quite nice if Chun had a more immediate high/low mixup to think about. You can use it to discourage wakeup high parry, but the lack of a self cancel and the existence of 2MK make it generally less useful as a low option.

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2MK
Crouch MK
D.png+Mk.png
(chunlicmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 2 14 -2 -1 - 16 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Another infamously strong button. A super fast, long reaching low poke that harasses people and shuts down some characters in neutral entirely. Starts up quite fast, is very safe, cancels to specials and to supers, you couldn't ask for more. Against a lot of characters you can structure your gameplan solely around this move and still find success.

A notable feature of 2MK is the delay cancel window. Uniquely, it has a period later in the frame data where it can still cancel to supers after the hit. With practice, this delay cancel can be used to hitconfirm the otherwise unsafe SAII, allowing you to safely threaten 2MK > SAII without worrying about it being blocked. Mastering this delay cancel is a large part of what makes SAII so scary.

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2HK
Crouch HK
D.png+Hk.png
(chunlichk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 3 21 -7 D D 19 5 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

A long range sweep with an odd but useful hitbox. Without super, you will generally either settle for this or throw if you want to punish with a knockdown. This is also a fairly scary and fast neutral poke that the opponent may not be ready for, though its notably less safe than Chun's other normals. The higher hitbox allows it to act as a shockingly good anti-air from farther away, where Chun's other anti-airs may fail.

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Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
(chunlinjlp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 - - - - - 7 7 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

A fast punch meant to be used for air-to-air. In reality, there's almost never a spot to use this where another normal wouldn't do the same thing better.

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9LP
Jump LP
Uf.png+Lp.png
(chunlijlp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 - - - - - 7 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

A similarly fast and active jab to nj.LP, though the diagonal movement makes it much more potent as a jump-in to tick throw with and as a way to intercept jumps.

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8MP
Jump MP (Neutral)
U.png+Mp.png
(chunlinjmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 - - - - - 14 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Like nj.LP, but heavier and slower. Similar to nj.LP, you rarely use this in real matches, though it is technically the better option for air-to-air.

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9MP
Jump MP
Uf.png+Mp.png
(chunlijmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 - - - - - 10 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Like j.LP, but again, heavier and slower. You can use it for the same purposes as j.LP, as the two are fairly interchangeable without much difference besides the frame data.

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8HP
Jump HP (Neutral)
U.png+Hp.png
(chunlinjhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 3 - - - - 23 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

A punch straight down. Plummets the opponent to the floor on hit, making it a rewarding air-to-air, but you still don't use it often since it lacks much range.

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9HP
Jump HP
Uf.png+Hp.png
(chunlijhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 6 - - - - 14 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

A fast punch that mainly sees use to start her target combo. Good to use as a jump-in mixup, since you can either do two overheads with her TC or land and do a 2MK low.

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j.HP-HP
Jump HP > HP (TC)
Hp.png > Hp.png (air)
(chunlijhphp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 6 - - - - ? 5 - - H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

A second punch after j.HP. Great to use as a double overhead mixup, and is often seen at the end of combos involving SAII to get a standing mixup on the opponent, where Chun is offscreen and can set up a high/low with universal overhead vs 2MK or go for safe chip with Lightning Legs.

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8LK
Jump LK (Neutral)
U.png+Lk.png
(chunlinjlk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 22 - - - - 7 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

An odd upwards kick. Can be used to intercept opponents very high above Chun, but this rarely happens.

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j.LK
Jump LK
Uf.png+Lk.png
(chunlijlk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 - - - - - 8 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

A nice and long ranged way to air-to-air, and usually your go-to way to do it. Can also hit crossup rarely, though it usually requires good spacing and won't always net you a combo.

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8MK
Jump MK (Neutral)
U.png+Mk.png
(chunlinjmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 2 - - - - 14 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A heavier and slower nj.LK. Still useful in the rare situation an opponent is too high above Chun for any other options to work.

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j.MK
Jump MK
Uf.png+Mk.png
(chunlijmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 13 - - - - 16 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A heavier and slower j.LK. Mostly fills the same role, but the slower frame data can actually make a difference depending on how fast you reacted to their jump, making j.LK a bit more reliable at the cost of damage.

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8HK
Jump HK (Neutral)
U.png+Hk.png
(chunlinjhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 5 - - - - 23 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

A beefy splits kick that does great damage. Useful to set up jump mixups over a downed opponent, and can even be used rarely as a safejump if they don't quickrise. It also makes for a damaging long range air-to-air.

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j.HK
Jump HK
Uf.png+Hk.png
(chunlijhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 3 - - - - 19 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

What you'll press a majority of the time when jumping. Great hitbox for air-to-ground with shockingly long range, and knocks down vs airborne opponents to set up some okizeme. Like many Chun buttons, it has abnormally high priority, allowing you to stuff tons of things for great reward.

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2HP (air)
Suitotsuda
Air Smash Punch
D.png+Hp.png (air)
(chunlijdhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 3 - - - - - 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

Identical to nj.HP, but can be done from a forward jump. Can't be done when jumping backwards. It shares much of the same use as nj.HP, being a strong way to knock down airborne opponents, but usually it gets outshined by j.HK for that purpose.

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2MK (air)
Yousoukyaku
Air Stomp
D.png+Mk.png (air)
(chunlijdmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 - - - - - 8 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

Chun-Li's stomp. Bounces off of the opponents head, setting you up to fall with a normal or parry, or walljump away in the corner. Most opponents will try to mash after blocking this, which you can sometimes beat with a j.HK, though the situation afterwards isn't always favorable for Chun. You can also use this in some combos for a bit of extra damage, namely after SAII if you do j.2MK and quickly j.HK afterwards for a knockdown.

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Throws

LPLK
Koshuutou
Throw
B.png/F.png+Lp.png+Lk.png
(chunlitr).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - - - 21 8 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 26 throw range

The core of Chun's mixups. Fairly decent range for a throw, but this is further offset by her amazing kara throw, making it a much scarier option as you can throw from farther than opponents normally expect. Without meter, this is generally your only punish option for a knockdown as well.

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LPLK (air)
Ryuuseiraku
Air Throw
Lp.png+Lk.png (air)
(chunliatr).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 1 - - - - 14 8 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 25 throw range

A unique and fairly useful air throw. Good for calling out repeated air parries and catching people trying to jump away from normal throw in the corner.

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Walljump

9 (wall)
Triangle Jump
Wall Jump
Uf.png/Ub.png (towards wall)
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

Chun's unique movement option. Useful for escaping the corner, as Chun flies away quite fast and intercepting her can be hard without a read. It can also be useful to leap away to safety after a stomp in the corner if you don't want to commit to falling on their head. If Chun is at the edge of the screen (i.e. the camera won't zoom out any more) she can use this without needing the corner, which allows her to quickly jump forward when the opponent may not expect it.

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Universal Overheads

MPMK
Kakushiken
Universal Overhead
MPMK
(chunlioh).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
16 10 5 -5~7 0 ~8 1~9 7 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

Chun's go-to option for an overhead mixup. Generally unsafe on block if not done meaty, but you can set it up to be meaty on most knockdowns or after SAII > TC in the corner. Done meaty enough, it can link into SAII, leading into her offense or looping it to seal rounds quickly.

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Taunts

HPHK
Yawn
Hp.png+Hk.png
(chunlit1).gif
Taunt (Yawn-Shoulder Pat)
(chunlit2).gif
Taunt (Yawn-Neck Crack)
(chunlit3).gif
Taunt (Yawn-Back Crack)
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Multiple versions of taunt exist and occur at random
  • Yawn (happens 100% of the time) - Increases stun recovery rate by 10% for the first yawn and an additional 21% for the second yawn. Lasts the whole round. Maximum 2 yawns, 33% bonus.
  • Shoulder tap (happens 21% of the time) - Increases defense by 18.8%. Lasts for the whole round. Maximum one shoulder tap.
  • Neck stretch (happens 38% of the time) - Increases damage for the next hit/combo by 31.3%. Maximum one neck stretch.
  • Back stretch (happens 15% of the time) - Increases defense by 31.3% (more than the shoulder tap) for the whole round. Also increases damage for the next hit/combo by 31.3%. Maximum one back stretch.

A very odd taunt with RNG on what you get. Yawn is the guaranteed taunt, though stun recovery isn't usually worth the incredibly long recovery animations of the other three outcomes. Back stretch is the ideal one to get, as the defense boost is very notable, though it is the rarest to get. Neck stretch can make a cancel to SAII much more damaging, and is the most common, but you usually can't set it up without spending SAII and you give up the mixup after SAII to do it.

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Special Moves

41236P
Kikkoken
Fireball
Hcf.png+P.png
(chunlikikoken).gif
Lp.png/Mp.png/Hp.png
(chunlikikokenex).gif
Ex.png
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
14 36 45 -17 - - 8 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
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MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
13 17 38 -10 - - 8 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
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HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 7 32 -4 - - 8 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
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EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 - 41 -7 - - 14 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

Chun's fireball series. Like most fireballs, it won't see much use outside of pressure and confirms into supers, especially considering they're very slow and only a single parry. Higher strengths travel less and less distance.

EX Kikoken is an incredibly slow fireball that travels fullscreen. This would be a great move in any game without parry, but the slow movement and being a single parry nullifies much of the use it has, making it Chun's best way to waste meter.

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LK, LK, LK
Hyakuretsukyaku
Legs
K.png, K.png, K.png
(chunlihkk).gif
Hk.png
(chunlihkk).gif
Ex.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 7 - - - - 17 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 4 - - - - 18 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 4 - - - - 21 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 4 - - - - 28 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • This move has varying minus frames based on who blocked it and whether they were crouching or standing

RY: -2 cr, -3 st

KE: -6 cr, -6 st[shippu punish from crouch block, too far on stand block]

GO: -4 cr, -3 st

SE: -6 cr, -6 st

YU: -6 cr, -3 st[sourai rengeki punish from crouch block, too far on stand block]

YA: -6 cr, -6 st

CH: -2 cr, -4 st

MA: -6 cr, -3 st

DU: -3 cr, -3 st[rolling thunder punish from crouch or stand block]

RE: -3 cr, -3 st

OR: -3 cr, -3 st

UR: -3 cr, -2 st

Q: -1 cr, -2 st

NE: -6 cr, -7 st[electric snake punish from stand block, too far on crouch block]

IB: -3 cr, -3 st

EL: -5 cr, -4 st

HU: -3 cr, -3 st

AL: -3 cr, -7 st

TW: -6 cr, -3 st

  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

Chun's Lightning Legs. Useful specials for trapping people in the corner, and are notably incredibly difficult to properly parry since Chun can stop them at any time. The frame data varies a lot (see chart above) but is generally safe on block due to pushback.

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28K
Spinning Bird Kick
hold D.png,U.png+K.png
(chunlisbk).gif
Lk.png/Mk.png/Hk.png
(chunlisbkex).gif
Ex.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 4 - - - - 21 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
14 6 - - - - 27 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
17 8 - - - - 32 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 26, Block: 20.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 10 - - - - 35 19 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Invincibility frames on 0~8

An odd special that can be occassionally used to end combos, though they don't knock down and are usually unsafe due to whiffing crouchers. If you need max damage and don't have SAII, a 2HP > Spinning Bird Kick may be enough to kill.

EX Spinning Bird Kick is likely Chun's most notable EX move, as it is a reversal. It isn't invincible to the first active frame, and it's quite slow making it easy to safejump/safejab, but it's good to remind your opponent that Chun does have a reversal when on defense.

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63214K
Hazan Shu
Flip Kick
Hcb.png+K.png
(chunlihzs).gif
Lk.png/Mk.png/Hk.png
(chunlihzsex).gif
Ex.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
22 3 18 -2 - - 17 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
24 3 18 -2 - - 19 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
29 3 17 -1 - - 21 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
31 1 18 -2 - - 28 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

Slow but safe overheads. Can be used occassionaly as a cancel to keep the opponent on their toes, but they're reactable with parry, making it a very high risk for very low reward.

EX Hazanshu is incredibly slow and flashes yellow, making it good for giving your opponent a free parry punish if you feel very generous.

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Super Arts

236236P (SA1)
Kikoshou
SA1
Qcf.pngQcf.png+P.png (SA1)
(chunlisa1).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
1 20 48 -39 - - 57 - - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

Chun blasts a huge Kikoken from her hands. Hits a ton of times, and does great damage, making it a decent super in it's own right. However, it isn't as useful as SAII due to only stocking 1 bar and lacking much damage from ranged 2MK hitconfirms. It does outshine SAII as an anti-air and as a reversal however, giving it some unique merit and use in specific matchups.

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236236K (SA2)
Houyoku Sen
SA2
Qcf.pngQcf.png+K.png (SA2)
(chunlisa2).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 19 35 -23 - - 67 24 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 2f window to parry after the super freeze

Chun's main super, and one of the scariest supers in the game. Incredibly fast, hits a ton of times, does great damage, and the last hit can be cancelled into superjump for a followup juggle, usually into her air TC or a j.HK. This makes any poke or punish from Chun lead into massive damage and corner carry, especially her 2MK which can be delay cancelled into it for one button hitconfirms. It doubles as a punish tool thanks to the fast startup, and pulls triple duty as a great chip kill tool thanks to hitting 17 times total. Generally it's hard to punish on block due to massive pushback, but the final hit makes for an easy parry that puts you in perfect range for a damaging combo, so don't expect to go unpunished vs decent players.

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236236K (SA3)
Tensei Ranka
SA3
Qcf.pngQcf.png+K.png (SA3)
(chunlisa3).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 16 46 -30 - - 49 19 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

Chun's least useful super. The biggest upside is that it has 3 stocks, letting you get much more liberal with EX moves, though Chun doesn't have many EX moves worth spamming. The super itself tends to whiff a lot, especially vs crouchers and at range, and only really hits tall characters well up close. This makes punishes from midrange essentially nonexistent, and Chun lives by midrange punishes. The final hit is an overhead, but it gives your opponent tons of time to react and is incredibly unsafe while also being fairly lenient to parry.

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3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill