Street Fighter 6/Chun-Li/Strategy

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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

All of Chun's light normals have uses during her light chain pressure, but there's an important distinction that rises from her nature as a charge character. Standing normals are typically better as she has access to 5MP and it's easier to walk between them, but they lose access to a Spinning Bird Kick knockdown unless Chun commits to pressuring with 5MP 2MP. Crouching normals don't give up charge but typically have worse reach unless she uses 2MK, which ends her turn.

Her light chains are particularly scary when she starts mixing other normals in. Swift Thrust in particular is an excellent spacing trap tool.

Other Normals

5MP is an all-around strong pressure button due to its frame advantage. It's somewhat easy to sneak in after the opponent has been conditioned to expect a string of jabs as a small pressure reset. 4HP is not inherently plus but it can easily be made advantageous when used as a meaty. 5HK is excellent as a pressure tool should the opponent be standing, as it's 0 on block and her most advantageous Serenity Stream transition move.

Stance Pressure

Chun Li can easily threaten high with 214P~HP or low with 214P~LK and 214P~MK, but these options typically require conditioning. She can also threaten a slower, somewhat ambiguous mixup between 214P~HP and 214P~214P 2LK/throw, although this usually requires a knockdown (typically 22HK in the corner). Because Chun stands up when she exits the stance and does 214P~HP, it's very difficult to tell visually which one she's going for. They also hit at somewhat similar timings, although the low or throw options are just a hair slower when autotimed.


Important Transition Normals

2HP is the best overall normal to route into Serenity Stream from. 2HP 214P~LP forms a tight blockstring, and she can force a trade for respect with 214P~LK instead. 2HP hits twice which makes it relatively easy to confirm the situation afterwards.


2MK is another strong normal. Being +2 on block when cancelled immediately into Serenity, Chun can frame trap with 214P~LP which will also have enough pushback to set up a plus on block LP Kikoken. When performed from a Drive Rush, Chun can frame trap with 214P~LK instead for a little more damage.


5HK is the most advantageous transition but also the most situational, as it whiffs on crouching opponents. It naturally combos into 214P~MK but most likely won't see much use outside combos.


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
Drive Rush Cancel - Blockstring Gaps
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.

Drive Rush Cancel - Combo Routes
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

OD Tensho

Chun Li's main reversal, but not without its costs. As with other Drive-based reversals, it costs two Drive to use, but that's only if she's right. If she's wrong, she can lose far more Drive from the resulting Punish Counter combo. Be careful with this, and most of all do not burn yourself out.


Kikosho

Both Chun's lvl1 and lvl3 supers are true reversals, but unless it's the last round using her lvl1 is preferred. You do not want to be at a meter deficit in the last round.


Drive Parry

A universal option, but still good and worth mentioning.

Anti-Airs

5MK

The Gold Standard when it comes to anti-airs. Quick, tall, active, and reliable. Its only downside is the lack of reward, but connecting as a Punish Counter or any kind of Forced Down gives an easy juggle into whatever she wants.


Tensho

Chun's other main option. 22HK deals the best damage and 22LK is the fastest, with the MK version being between the two. Excellent for smacking air stall moves or more predictable jumps. Just be warned that at certain distances, the opponent can fall out.


Other Anti-Airs
5HK

High risk, high reward read-based anti-air. Connecting 5HK on an airborne opponent can be confirmed into 214P~MK, although it must be delayed to properly connect. Chun is almost guaranteed good damage from this starter to offset its slow speed.


Kikosho

Difficult to use on reaction, but can be strong as a round-closer or to burn an opponent out. It's big and active right in front of her, which makes it easy to force opponents to land on it. Unfortunately, if the opponent ends up behind Chun, they'll either hit her with a crossup or get a hard punish due to the super's long total duration.


2HK

Hard to use, but is Chun's best option for sniping landings from afar. On late hits, it can actually juggle into Tensho Kicks for a smidge more damage.


5LP/5MP

Only useful in that they hit high up. Not very consistent, but very fast.


Tenku Kick

Should Chun be in Serenity Stream when someone jumps at her, using 214P~HK is her best bet.

Anti-Projectile

Kikoken

Similar to other projectiles. Chun can use her own (granted that she has charge) to cancel out incoming fireballs or use the OD version to blow through them. It's not great at that due to her somewhat average Drive Rush and lack of a knockdown on her OD Kikoken, but it's there.


Hazanshu

Useful already as a surprise overhead, each version of Hazanshu has a small amount of Projectile Invulnerability. Unfortunately, it kicks in late enough that it must be used on a read.


Hyouko-Sen

Chun's main anti-projectile tool. Any time she's within half a screen's length of the opponent, she can threaten with this when she has 2 bars saved up. Unfortunately, it can fall out if it catches an extended fireball hurtbox from too far.

Fighting vs. Chun-Li




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