Neutral
Chun Li has a strong suite of cancelable pokes, predominantly 4/6MP (Swift Thrust) and 2MK. These are complemented by a host of more situational tools like 5HP, 5HK, 6HK, 2HK, 5LP, and 5LK to form a midrange wall to walk opponents towards the corner. Chun gets particularly strong Punish Counter conversions out of Swift Thrust, 2MK, and 5HP, making it scary to challenge the screen space in front of her. 5HK is excellent against taller opponents like Zangief who can't avoid it as easily by ducking, but is still good when use alongside Chun's other poking tools due to it's exceptionally quick recovery.
If the opponent's character outranges Chun's faster options, she also has Kikoken to act as a longer, disjointed poke. LP Kikoken is excellent as a shield when used outside the opponent's effective poking range. MP and HP Kikokens both travel at different ranges and speeds, more suited to holding space instead of taking it. Lastly, as a surprise tool, Hazanshu is a long-reaching overhead with relatively quick startup as well as some projectile invulnerability. It won't get her out of zoning entirely, but simply presenting it as another option gives the opponent yet another thing to think about.
In neutral, Chun Li mainly uses Swift Thrust and 2MK for poking at the opponent, as well as whiff punishing them. These normals have quick startup and are complemented by her above average walkspeed in both directions, letting her weave in and out of her opponent's effective range. Her usage of other pokes will depend on the matchup, but those are always the baseline. Should the opponent get too close for Swift Thrust or 2MK to be effective, she can either start walking back or throw out her 5LP or 5LK to stop them from taking more space.
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +11 | ? |
Back Throw | +13 | ? |
Air Throw | +10 | ? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +33 HKD +48 (Punish) |
? |
6HK (Punish) | +72 (Crumple) | ? |
214P~MP (Snake Strike) |
+38~44 +25~31 (exit stance) |
? |
214P~HK (Tenku Kick) |
+41 | ? |
236HK (HK Lightning Legs) |
+50 | ? |
236KK~KK (Lightning Kick Barrage) |
+29 | ? |
j.236KK (OD Air Lightning Legs) |
+21 | ? |
[2]8K (Spinning Bird Kick) |
+33/34/33 (L/M/H) +55 (OD, grounded) +41 (OD, juggled) |
? |
22K (Tensho Kicks) |
+29/25/37 (L/M/H) +30 (OD) |
? |
236236P (Lv.1 Super) |
+22 (ground) +14 (air) |
? |
236236K (Lv.2 Super) |
+29 (no jump) | ? |
214214K (Lv.3 Super/CA) |
HKD +6 (Lv.3) HKD +18 (CA) |
? |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | 6/4MP | 4HP | 6HK | 3HP | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | 8 | 9 | 17 | 9 | 11 | 18 | 8 | 10 | 15 | 8 | 11 | 13 | 11 | 12 | 20 | 25 |
5MP~DR | 1 | 2 | 10 | 2 | 4 | 11 | 1 | 3 | 8 | 1 | 4 | 6 | 4 | 5 | 13 | 18 |
5LK~DR | 4 | 5 | 13 | 5 | 7 | 14 | 4 | 6 | 11 | 4 | 7 | 9 | 7 | 8 | 16 | 21 |
5MK~DR | 0 | 0 | 5 | 0 | 0 | 6 | 0 | 0 | 3 | 0 | 0 | 1 | 0 | 0 | 8 | 13 |
2LP~DR | 6 | 7 | 15 | 7 | 9 | 16 | 6 | 8 | 13 | 6 | 9 | 11 | 9 | 10 | 18 | 23 |
2MP~DR | 0 | 0 | 8 | 0 | 2 | 9 | 0 | 1 | 6 | 0 | 2 | 4 | 2 | 3 | 11 | 16 |
2HP~DR | 0 | 0 | 3 | 0 | 0 | 4 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 6 | 11 |
2LK~DR | 4 | 5 | 13 | 5 | 7 | 14 | 4 | 6 | 11 | 4 | 7 | 9 | 7 | 8 | 16 | 21 |
2MK~DR | 0 | 1 | 9 | 1 | 5 | 10 | 0 | 2 | 7 | 0 | 3 | 5 | 3 | 4 | 12 | 17 |
6/4MP~DR | 3 | 4 | 12 | 4 | 6 | 13 | 3 | 5 | 10 | 3 | 6 | 8 | 6 | 7 | 15 | 20 |
4HP~DR | 0 | 0 | 4 | 0 | 0 | 5 | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 0 | 7 | 12 |
214P~LP~DR | 0 | 0 | 8 | 0 | 2 | 9 | 0 | 1 | 6 | 0 | 2 | 4 | 2 | 3 | 11 | 16 |
214P~HP~DR | 0 | 0 | 5 | 0 | 0 | 6 | 0 | 0 | 3 | 0 | 0 | 1 | 0 | 0 | 8 | 13 |
214P~LK~DR | 0 | 1 | 9 | 1 | 3 | 10 | 0 | 2 | 7 | 0 | 3 | 5 | 3 | 4 | 12 | 17 |
214P~MK~DR | 0 | 0 | 8 | 0 | 5 | 9 | 0 | 1 | 6 | 0 | 2 | 4 | 2 | 3 | 11 | 16 |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DR | +? | ? |
5MP~DR | +? | ? |
5LK~DR | +? | ? |
5MK~DR | +? | ? |
2LP~DR | +? | ? |
2MP~DR | +? | ? |
2HP~DR | +? | ? |
2LK~DR | +3 | No combo without Counterhit or Punish Counter |
2MK~DR | +? | ? |
6/4MP~DR | +? | ? |
4HP~DR | +? | ? |
214P~LP~DR | +? | ? |
214P~HP~DR | +? | ? |
214P~LK~DR | +? | ? |
214P~MK~DR | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Chun-Li