Super Street Fighter 2 Turbo/Chun-Li

From SuperCombo Wiki

ST Main Page
The Characters

ChunLi's portrait in Super Turbo

Introduction

Competitive Overview

Chun is ranked high mid-tier. There are certain characters that she dominates, certain characters she has even matches with, and certain characters who dominate her. Some of her "even" matches are not even in the traditional sense. For example, against Fei she does really well as long as she's not in the corner. However, if Chun gets put in the corner and Fei starts doing st.Fierce xx Chicken Wing (his 3-hit spin kick), it is a nightmare for Chun, and she has no easy way out.

The same is true against Claw. Chun does well if she can keep the game on the ground, but if Claw can get his wall dive shenanigans going, Chun has no escape, and she must guess correctly which way to block, and that can be very difficult.

--NKI

Strengths & Weaknesses

Strengths

  • st.Strong is an extremely good poke.
  • j.Forward is a great jumping move.
  • Can store her super.
  • Lightning Legs will cleanly beat nearly every ground move in the game.
  • Good throw range.
  • Throw does a lot more damage than it probably should.
  • Good dizzy combos.
  • Fast walking speed.
  • Very agile (can jump off walls, do attacks after head stomp).
  • Is good at both turtling and rushing down.
  • Has normal moves that can cause full knockdowns.

Weaknesses

  • Has no solid anti-air.
  • Upkicks will sometimes completely whiff, even at point blank range.
  • Has no solid reversal to escape things like Claw's wall dives or Fei's Chicken Wing trap.
  • Has a big jump arc which is easy to see and punish.
  • Has a hard time with fireball traps.

--NKI 20:04, 8 May 2006 (CDT)

New & Old Versions Comparison

To select O.Chun Li, choose Chun Li and then press ↓ ↓ ↓ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • Obvious stuff: O.Chun Li can not tech throws, does not has a new Upkicks special move and does not has a Super;
  • O.Chun Li has some differences in some of her normals:
    • Close Standing Jab has a 1 frame slower startup and 1 frame slower recovery;
    • Crouching Jab has a 1 frame slower startup;
    • Far Standing Strong hits high and so whiffs on crouching characters;
    • Far Standing Fierce has special cancel properties;
    • Close Standing Short has a 3 frames slower startup and can't be special canceled;
    • Far Standing Short hits high and so whiffs on crouching characters;
    • Crouching Short has a 2 frames slower startup and can't be special canceled;
    • Close Standing Forward has a 3 frames slower startup and can't be special canceled;
    • Diagonal Jumping Short have much better priority;
    • Neutral Jumping Forward has much better priority plus 6 more active frames;
    • Diagonal Jumping Forward have much better priority but can not be used as a cross up attack;
    • Neutral Jumping Roundhouse have much better priority;
    • Diagonal Jumping Roundhouse hits lower;
  • O.Chun Li's flip kick and neck breaker command normals have proximity requirements;
  • O.Chun Li's flip kick combo for two hits, the start-up is faster by 2 frames and can be special cancelled;
  • O.Chun Li can kara-cancel Kikoukens from Roundhouse easily (for the shorter recovery), N.Chun Li has trouble with this due to the different command for the Spinning Bird Kick;
  • O.Chun's Spinning Bird Kick does not become active and knocks down before the spinning part, and demands a "back/away" charge instead of a "down" one.

Basically, O.Chun Li has better aerial tools but worse ground ones, mainly for standing strong whiffing on crouched characters and the lack of super. Choose whichever version you think it's best suited for your style.

Color Options

Jab Strong Fierce Start Old
Chunli-lp.gif Chunli-mp.gif Chunli-hp.gif Chunli-start.gif Chunli-old1.gif
Chunli-lk.gif Chunli-mk.gif Chunli-hk.gif Chunli-hold.gif Chunli-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Moves Analysis

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 16 ChunLi stcljab1&5.png ChunLi stcljab2&4.png ChunLi stcljab3.png ChunLi stcljab2&4.png ChunLi stcljab1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 2 1 4 3 1
Simplified 3 4 4


  • Far Standing Jab:
Damage 4 ChunLi stfarjab1&5.png ChunLi stfarjab2.png ChunLi stfarjab3.png ChunLi stfarjab4.png ChunLi stfarjab1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 2 2 4 3 1
Simplified 2 2 8


  • Crouching Jab:
Damage 4 ChunLi crjab1&5.png ChunLi crjab2&4.png ChunLi crjab3.png ChunLi crjab2&4.png ChunLi crjab1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 2 1 4 4 1
Simplified 3 4 5


  • Close Standing Strong:
Damage 19 ChunLi stclstrng1&5.png ChunLi stclstrng2&4.png ChunLi stclstrng3.png ChunLi stclstrng2&4.png ChunLi stclstrng1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 2 2 4 3 1
Simplified 4 4 4


  • Far Standing Strong:
Damage 19 ChunLi stfarstrng1&5.png ChunLi stfarstrng2&4.png ChunLi stfarstrng3.png ChunLi stfarstrng2&4.png ChunLi stfarstrng1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 2 2 4 3 1
Simplified 4 4 4


  • Crouching Strong:
Damage 16 ChunLi crstrng1&5 crfrc1&5.png ChunLi crstrng2&4.png ChunLi crstrng3.png ChunLi crstrng2&4.png ChunLi crstrng1&5 crfrc1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 2 2 4 4 1
Simplified 4 4 5


  • Close Standing Fierce:
Damage 21 ChunLi stclfrc1&3.png ChunLi stclfrc2.png ChunLi stclfrc1&3.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 3 20 11


  • Far Standing Fierce:
Damage 21 ChunLi stfarfrc1.png ChunLi stfarfrc2&4.png ChunLi stfarfrc3.png ChunLi stfarfrc2&4.png ChunLi stfarfrc5.png ChunLi stfarfrc6.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage ?
Frame Count 2 3 6 10 7 1
Simplified 5 6 18


  • Crouching Fierce:
Damage 19 ChunLi crstrng1&5 crfrc1&5.png ChunLi crfrc2&4.png ChunLi crfrc3.png ChunLi crfrc2&4.png ChunLi crstrng1&5 crfrc1&5.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count 3 3 6 8 11
Simplified 6 6 19


  • Close Standing Short:
Damage 17 ChunLi stclshrt1&5 stclfrwrd1&7.png ChunLi stclshrt2&4.png ChunLi stclshrt3.png ChunLi stclshrt2&4.png ChunLi stclshrt1&5 stclfrwrd1&7.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 2 1 5 4 1
Simplified 3 5 5


  • Far Standing Short:
Damage 17 ChunLi stfarshrt1&5 stfarfrwrd1&5.png ChunLi stfarshrt2&4.png ChunLi stfarshrt3.png ChunLi stfarshrt2&4.png ChunLi stfarshrt1&5 stfarfrwrd1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count 3 3 5 4 1
Simplified 6 5 5


  • Crouching Short:
Damage 12 ChunLi crshrt1&5.png ChunLi crshrt2&4.png ChunLi crshrt3.png ChunLi crshrt2&4.png ChunLi crshrt1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 3 1 4 4 1
Simplified 4 4 5


  • Close Standing Forward:
Damage 21 ChunLi stclshrt1&5 stclfrwrd1&7.png ChunLi stclfrwrd2&6.png ChunLi stclfrwrd3.png ChunLi stclfrwrd4.png ChunLi stclfrwrd5.png ChunLi stclfrwrd2&6.png ChunLi stclshrt1&5 stclfrwrd1&7.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 2 1 3 6 3 4 1
Simplified 3 9 8


  • Far Standing Forward:
Damage 21 ChunLi stfarshrt1&5 stfarfrwrd1&5.png ChunLi stfarfrwrd2&4.png ChunLi stfarfrwrd3.png ChunLi stfarfrwrd2&4.png ChunLi stfarshrt1&5 stfarfrwrd1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count 3 3 5 4 4
Simplified 6 5 8


  • Crouching Forward:
Damage 16 ChunLi crfrwrd1.png ChunLi crfrwrd2.png ChunLi crfrwrd3.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count 4 5 4


  • Close Standing Roundhouse:
Damage 24 ChunLi stclrh1.png ChunLi stclrh2.png ChunLi stclrh3.png ChunLi stclrh4.png ChunLi stclrh5.png ChunLi stclrh6.png ChunLi stclrh7.png ChunLi stclrh8.png ChunLi stclrh9.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count 1 1 6 1 6 4 6 4 7
Simplified 9 6 21


  • Far Standing Roundhouse:
Damage 24 ChunLi stfarrh1.png ChunLi stfarrh2.png ChunLi stfarrh3.png ChunLi stfarrh4.png ChunLi stfarrh5.png ChunLi stfarrh6.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count 3 3 4 8 7 7
Simplified 10 8 14


  • Crouching Roundhouse:
Damage 19 ChunLi crrh1&5.png ChunLi crrh2&4.png ChunLi crrh3.png ChunLi crrh2&4.png ChunLi crrh1&5.png
Stun 5-11
Stun Timer 130
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count 3 3 6 8 11
Simplified 6 6 19

Aerial Normals

  • Neutral Jumping Jab:
Damage 16 ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njjab4.png
Stun 1-7
Stun Timer 40
Frame Count 3 3 2
Simplified 8


  • Diagonal Jumping Jab:
Damage 14 ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djjab3.png
Stun 1-7
Stun Timer 40
Frame Count 3 3
Simplified 6


  • Neutral Jumping Strong:
Damage 19 ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njstrng4.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 5-11
Stun Timer 50
Frame Count 3 3 2 16 2 3 4
Simplified 8 16


  • Diagonal Jumping Strong:
Damage 16 ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djstrng3.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 5-11
Stun Timer 50
Frame Count 3 3 8 3 4
Simplified 6 8


  • Neutral Jumping Fierce:
Damage 22 ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njfrc4.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 11-17
Stun Timer 60
Frame Count 3 3 2 8 2 3 4
Simplified 8 8


  • Diagonal Jumping Fierce:
Damage 21 ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djfrc3.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 11-17
Stun Timer 50
Frame Count 3 3 8 3 4
Simplified 6 8


  • Neutral Jumping Short:
Damage 16 ChunLi njshrt1 njfrwrd1&5 djrh1.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi njshrt3.png
Stun 1-7
Stun Timer 40
Frame Count 3 3
Simplified 6


  • Diagonal Jumping Short:
Damage 17 ChunLi djshrt1 djfrwrd1&5.png ChunLi djshrt2 djfrwrd2&4.png ChunLi djshrt3.png
Stun 1-7
Stun Timer 40
Frame Count 3 3
Simplified 6


  • Neutral Jumping Forward:
Damage 19 ChunLi njshrt1 njfrwrd1&5 djrh1.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi njfrwrd3.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi njshrt1 njfrwrd1&5 djrh1.png
Stun 5-11
Stun Timer 50
Frame Count 3 3 10 3
Simplified 6 10


  • Diagonal Jumping Forward:
Damage 16 ChunLi djshrt1 djfrwrd1&5.png ChunLi djshrt2 djfrwrd2&4.png ChunLi djfrwrd3.png ChunLi djshrt2 djfrwrd2&4.png ChunLi djshrt1 djfrwrd1&5.png
Stun 5-11
Stun Timer 50
Frame Count 3 3 16 3
Simplified 6 16


  • Neutral Jumping Roundhouse:
Damage 22 ChunLi njrh1.png ChunLi njrh2.png ChunLi njrh3.png ChunLi njrh4.png ChunLi njrh5.png ChunLi njrh6.png ChunLi njrh7.png ChunLi njrh8.png
Stun 10-16
Stun Timer 80
Frame Count 1 2 5 4 4 4 6
Simplified 3 9


  • Diagonal Jumping Roundhouse:
Damage 21 ChunLi njshrt1 njfrwrd1&5 djrh1.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi djrh3.png ChunLi djrh4.png ChunLi djrh5.png ChunLi djrh6.png ChunLi djrh7.png
Stun 11-17
Stun Timer 40
Frame Count 3 3 6 4 6 6
Simplified 6 6 4 6

Command Normals

  • Flip Kick: (On ground, ↘ + Forward)
Damage 19 ChunLi fk1.png ChunLi fk2.png ChunLi fk3.png ChunLi fk4.png ChunLi fk5.png ChunLi fk6.png ChunLi fk7.png ChunLi fk8.png
Stun 0-5
Stun Timer 40
Frame Count 3 3 5 4 4 4 6 29
Simplified 6 9 43

This move does not combo into itself anymore: the second active part knocks down, but it is unlikely that it would hit. Even though you use the Forward kick to obtain this move, it returns the same super meter as a Jab or Short. Avoid this move.

  • Neck Breaker: (On ground, ↘ + Roundhouse)
Damage 17 ChunLi nb1.png ChunLi nb2.png ChunLi nb3.png ChunLi nb4.png ChunLi nb5.png ChunLi nb6.png ChunLi nb7.png ChunLi nb8.png
Stun 10-16
Stun Timer 40
Frame Count 4 4 5 6 7 8 2 14
Simplified 36 14

This move is good for shenannigans, or to simply force the enemy to block on wake-up, as it can avoid many moves in that situation. It does high stun, but the timer bonus is very short, so odds are it will hit and dizzy, or the enemy will recover from any dizzy damage by the time he gets up again.

  • Head Stomp: (On air, ↙/↓ + Forward)
Damage 17 ChunLi hs1&4.png ChunLi hs2&5.png ChunLi hs3.png ChunLi hs1&4.png ChunLi hs2&5.png ChunLi hs6.png ChunLi hs7.png
Stun 2-8
Stun Timer 60
Frame Count 1 2 16 8 4 5
Simplified 3 16

It is possible to use this move as an instant overhead. Simply jump and immediately do a head stomp, and the enemy will have to block high to avoid getting hit.

Throws

Holding towards or back and pressing Strong or Fierce punch will produce Chun Li's throw. She can also air-throw this way. The direction on the joystick determines the direction the enemy gets thrown at.

  • Shoulder Throw: (←/→ + Strong/Fierce)
Damage 38(+2)/32(+2) ChunLi throwb.png ChunLi throw.png ChunLi throwf.png
Stun 5-11
Stun Timer 100
Range (from axis) 48
Range advantage 23

Although both the Strong and Fierce ground throws look identical, they're actually quite different for some weird reason. The Fierce throw deals an ordinary 22% damage, but the Strong throw does 26% damage, which is unusually high. Since the Strong throw has no other drawbacks, use it instead of the Fierce whenever possible.

  • Air Shoulder Throw: (ChunLi and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage 34(+2) ChunLi airthrow.png
Stun 7-13
Stun Timer 100
Range (from axis) 58
Range advantage 33

The air-throw versions are the same and do approximately 23.5% damage. Very good range for an air throw.

--Raisin (March 12, 2007), some info courtesy T.Akiba

Special Moves

All motions are listed under the assumption that ChunLi is facing right.

  • Hyakuretsu Kyaku a.k.a. Lightning Legs: (Tap K repeatedly)
  • Startup:
ChunLi ll1&12.png ChunLi ll2&11.png
Frame Count (Shrt) 1 3
Simplified (Shrt) 4
Frame Count (Frwrd) 3 4
Simplified (Frwrd) 7
Frame Count (Rh) 4 6
Simplified (Rh) 10
  • Active:
Damage (Shrt) 24 ChunLi ll3.png ChunLi ll4.png ChunLi ll5.png ChunLi ll6&10.png
Damage (Frwrd) 25
Damage (Rh) 27
Stun 5-11
Stun Timer 100
Super Meter 4
Frame Count (Shrt) 4 4 4 4
Frame Count (Frwrd) 2 2 2 2
Frame Count (Rh) 1 1 1 1
Damage (Shrt) 24 ChunLi ll7.png ChunLi ll8.png ChunLi ll9.png ChunLi ll6&10.png
Damage (Frwrd) 25
Damage (Rh) 27
Stun 5-11
Stun Timer 100
Super Meter 4
Frame Count (Shrt) 4 4 4 4
Frame Count (Frwrd) 2 2 2 2
Frame Count (Rh) 1 1 1 1

NOTE: What I put there as the active part is a complete cycle but not the minimal duration (if you keep mashing, after the last animation frame it will go back to the first one, and this will be repeated while you keep the mashing). The minimal durations (if you only input the 5 Kick presses needed) are: a full cycle plus the 3 next animation frames for Short Version, 2 full cycles minus the last animation of a cycle for the Forward Version and almost 3 full cycles for the Roundhouse Version, lacking only the last animation like the Forward version.

  • Recovery:
ChunLi ll2&11.png ChunLi ll1&12.png
Frame Count (Shrt) 2 2
Simplified (Shrt) 4
Frame Count (Frwrd) 4 4
Simplified (Frwrd) 8
Frame Count (Rh) 6 6
Simplified (Rh) 12


  • Kikouken a.k.a. Fireball: (Charge ←, →, P)
  • Startup:
ChunLi fb1.png ChunLi fb2.png ChunLi fb3.png ChunLi fb4.png ChunLi fb5.png
Frame Count 1 1 1 1 1
Simplified 5
  • Active:
  • Jab Version:
Damage 15 ChunLi fb6.png ChunLi fb7jab.png ChunLi fb8jab.png ChunLi fb9jab.png ChunLi fb10jab.png ChunLi fb11jab.png
Stun 6-13
Stun Timer 110
Super Meter 5
Frame Count 1 1 1 1 1 1...
Simplified 42
  • Strong Version:
Damage 16 ChunLi fb6.png ChunLi fb7strng.png ChunLi fb8strng.png ChunLi fb9strng.png ChunLi fb10strng.png ChunLi fb11strng.png
Stun 6-13
Stun Timer 110
Super Meter 5
Frame Count 1 1 1 1 1 1...
Simplified 40
  • Fierce Version:
Damage 17 ChunLi fb6.png ChunLi fb7frc.png ChunLi fb8frc.png ChunLi fb9frc.png ChunLi fb10frc.png ChunLi fb11frc.png
Stun 6-13
Stun Timer 110
Super Meter 5
Frame Count 1 1 1 1 1 1...
Simplified 38
  • Total Distance Traveled:
Jab: 222 pixels after 75 frames Strong: 176 pixels after 45 frames Fierce: 150 pixels after 31 frames
ChunLi fbjab.png ChunLi fbstrng.png ChunLi fbfrc.png

You can change the recovery of any Kikouken to that of a Jab by kara-canceling a Jab or Short. Similarly to Strong Kikouken with Strong or Forward. The fastest recovery is obtained by kara-canceling a Fierce or Roundhouse.

  • Tenshou Kyaku a.k.a. Up Kicks: (Charge ↓, ↑, K)
  • Short Version:
Damage 11 ChunLi upk1.png ChunLi upk2.png ChunLi upk3shrt 3frwrd.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Stun 0-3
Stun Timer 20
Super Meter 8
Frame Count 6 4 1 1 2 4 2 2 2 2
Simplified 6 4 4 4 8
Damage 11 ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Stun 0-3
Stun Timer 20
Super Meter 8
Frame Count 4 3 3 3 24 4
Simplified 4 37
  • Forward Version:
Damage 11 ChunLi upk1.png ChunLi upk2.png ChunLi upk3shrt 3frwrd.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Stun 0-3
Stun Timer 20
Super Meter 8
Frame Count 4 4 1 1 2 4 2 2 2 2
Simplified 4 4 4 4 8
Damage 11 ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png ChunLi upk16frwrd.png
Stun 0-3
Stun Timer 20
Super Meter 8
Frame Count 4 2 2 2 2 4
Simplified 4 8 4
Damage 11 ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Stun 0-3
Stun Timer 20
Super Meter 8
Frame Count 2 2 3 21 6
Simplified 34
  • Roundhouse Version:
Damage 11 ChunLi upk1.png ChunLi upk2.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png ChunLi upk11shrt 11frwrd 10&20rh.png
Stun 0-3
Stun Timer 20
Super Meter 8
Frame Count 2 2 2 2 4 2 2 2 2 4
Simplified 2 2 4 4 8 4
Damage 11 ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Stun 0-3
Stun Timer 20
Super Meter 8
Frame Count 2 2 2 2 4 2 2 2 2
Simplified 8 4 8
Damage 11 ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Stun 0-3
Stun Timer 20
Super Meter 8
Frame Count 4 3 3 3 7 7
Simplified 4 23


  • Spinning Bird Kick: (Charge ←, → + K)
  • Startup:
ChunLi sbk1.png ChunLi sbk2.png ChunLi sbk3.png ChunLi sbk4.png ChunLi sbk5&8.png ChunLi sbk6.png ChunLi sbk7.png ChunLi sbk5&8.png
Frame Count 1 4 3 2 3 4 4 2
Simplified 23
  • Active:
  • Short Version:
Damage 12/11 ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 4 3 2 2 1 1 1 1
Simplified 15
Damage 12/11 ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 2 1 2 2 3 4 4 2
Simplified 20
  • Forward Version:
Damage 14/12 ChunLi sbk9&17&25&33frwrd.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 4 4 3 3 2 2 1 1
Simplified 4 16
Damage 14/12 ChunLi sbk9&17&25&33frwrd.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 1 1 1 1 1 1 1 1
Simplified 1 7
Damage 14/12 ChunLi sbk9&17&25&33frwrd.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 2 1 1 2 2 3 3 4
Simplified 2 16
Damage 14/12 ChunLi sbk9&17&25&33frwrd.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 2
  • Roundhouse Version:
Damage 16/14 ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 5 4 4 3 3 2 2 2
Simplified 25
Damage 16/14 ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 1 1 1 1 1 1 1 1
Simplified 8
Damage 16/14 ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 1 1 1 1 1 1 1 1
Simplified 8
Damage 16/14 ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 1 1 1 1 1 2 1 1
Simplified 9
Damage 16/14 ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png
Stun 6-13
Stun Timer 90
Super Meter 8
Frame Count 2 2 3 3 3 3
Simplified 16
  • Recovery:
  • Short Version:
ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk26shrt.png ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk28shrt 36frwrd 50rh.png ChunLi sbk29shrt 37frwrd 51rh.png ChunLi sbk30shrt 38frwrd 52rh.png ChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 6
Simplified 21
  • Forward Version:
ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk35frwrd 48rh.png ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk28shrt 36frwrd 50rh.png ChunLi sbk29shrt 37frwrd 51rh.png ChunLi sbk30shrt 38frwrd 52rh.png ChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 6
Simplified 21
  • Roundhouse Version:
ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk35frwrd 48rh.png ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk28shrt 36frwrd 50rh.png ChunLi sbk29shrt 37frwrd 51rh.png ChunLi sbk30shrt 38frwrd 52rh.png ChunLi sbk53rh.png ChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 4 6
Simplified 25

NOTE: This move has some oddities... First of all: in the active part, you see that little red dot near the center of the pushbox? At fist i thought it was just an imperfection in the sprites but that is actually a 1x1 sized active hitbox. So, in that cyclic(Active) part, the move is active all the time. The only exception is the Forward version, which has some gaps, all in the same animation frame(first one in the tables), so in that case i separated the cells in the Simplified Frame count. There is some oddities as well in the recovery part, like for the Short version it has a different pushbox in the second animation frame, and the Rh version having an extra animation frame before the landing frame. My guess is that this move was probably implemented in the game by a capcom Trainee or the programmer was lazy that day, lol.

The damage is different depending on which way Chun Li is facing. The higher damage values are related to the attack boxes when she is facing backwards during the spinning part.

  • Aerial Spinning Bird Kick: (Charge ←, →, K, in air)
ChunLi asbk1.png ChunLi asbk2.png ChunLi asbk3.png ChunLi asbk4.png ChunLi asbk5&14.png
Frame Count 2 4 3 2 4
Simplified 15
Damage 11 ChunLi asbk6.png ChunLi asbk7.png ChunLi asbk8.png ChunLi asbk9.png ChunLi asbk10.png ChunLi asbk11.png ChunLi asbk12.png ChunLi asbk13.png
Stun 0-3
Stun Timer 20
Super Meter 8
Frame Count (Shrt) 3 3 3 3 3 3 3 2
Simplified (Shrt) 3 20
Frame Count (Frwrd) 3 3 3 3 3 3 3 2
Simplified (Frwrd) 3 20
Frame Count (Rh) 2 2 2 2 2 2 2 2
Simplified (Rh) 2 14
ChunLi asbk5&14.png ChunLi asbk15.png ChunLi asbk16.png ChunLi asbk17.png ChunLi asbk18.png
Frame Count 3 2 3 3
Simplified
  • Landing, partial: (When Chun lands before the last hitting frame)
ChunLi asbkl1&3.png ChunLi asbkl2.png ChunLi asbkl1&3.png ChunLi asbkl4.png ChunLi asbkl5.png ChunLi asbkl6.png ChunLi asbkl7.png ChunLi asbkl8.png
Frame Count 3 3 2 2 3 3 4 5
Simplified 25
  • Landing, complete: (When Chun lands after the last hitting frame)
ChunLi asbkcl1&3.png ChunLi asbkcl2.png ChunLi asbkcl1&3.png
Frame Count 2 5 3
Simplified 10

NOTE: Just like the ground version of the move, it has some active frames with a 1x1 sized hitbox.

Super Move

  • Senretsu Kyaku: (Charge ←, → ← → K)
  • Invincible part:
Damage 14x5 ChunLi super1.png ChunLi super2.png ChunLi super3.png ChunLi super4.png ChunLi super5.png ChunLi super6.png
Stun 0-3
Stun Timer 20
Frame Count 2 2 2 2 2 4
Simplified 10 4
  • Non-invincible part:
ChunLi super7.png ChunLi super8.png ChunLi super9.png ChunLi super10.png ChunLi super11&13.png ChunLi super12.png
Frame Count 1 2 2 2 2 6
Simplified 9 6
ChunLi super11&13.png ChunLi super14.png ChunLi super15.png ChunLi super16.png ChunLi super17.png ChunLi super18&22.png
Frame Count 3 3 1 1 1 1
Simplified 6 1 1 1 1
ChunLi super19.png ChunLi super20.png ChunLi super21.png ChunLi super18&22.png ChunLi super23.png ChunLi super24.png
Frame Count 1 1 1 1 6 7
Simplified 1 1 1 14

The Basics

Anti-air

Chun does not have any one move (like a Shoryuken) that can be used as a general anti-air. She must use specific moves depending on what the opponent uses. Her useful anti-air moves are:
-jump straight up Short
-jump straight up Fierce
-jump straight up RH
-far or close st.Forward
-far st.Fierce
-far st.RH
-cr.Forward (make the opponent land on it)

Her absolute best anti-air is her super, which can be done so that the opponent is grounded and takes all 6 hits, followed by upkicks for massive damage. The timing differs depending on the speed of the opponent's jump. It is very difficult to do against Blanka and Claw, but it is easier on everyone else, especially against Ryu and Ken if they do air hurricane kick (because air hurricane kick has a lot of landing recovery).

For anti-air against a specific move or character, see the character breakdowns below.

--NKI 20:04, 8 May 2006 (CDT)

Ground Pokes/Footsies

Pokes

Chun's best poke is st.Strong. It can lock down characters with no good reversal, it has excellent range, and it beats a lot of moves cleanly. Very effective to rush down with st.Strongs mixed with throws.

st.Forward is also very effective to use against Shotos, done such that you are just outside of their cr.RH range. If they try to fireball, they will get hit cleanly.

Footsies

Her cr.Forward has good priority, and it's so fast it's practically unpunishable. She can also use her cr.RH to get the knock down, but cr.RH has a considerable amount of lag and should be used with caution.

--NKI 11:29, 9 May 2006 (CDT)

Super Move Usage

Stored Super

Chun is one of only two characters who can store her super. That is, you can input the [charge back, towards, back, towards] part of the command, then hold towards. The command will remain stored until you hit kick, at which point the super will come out. This is a technique that must be mastered to use Chun effectively.


Notes:

  • It is still possible to keep your charge, even if you switch sides. You just need to switch which direction you're holding at the exact right time. This works whether you are the one doing the cross-up or you are the one being crossed-up.
  • You can store the super motion even without meter. You can input b, f, b, f (hold), fill the remaining meter (with a fireball, lightning kicks, pokes, etc.) and then press a kick button to do the super.
  • If you throw the opponent or get thrown (even if you stay on the same side), you will lose your charge. It is possible to keep your charge while throwing the opponent, but it is tricky. While holding towards with the super charged, hit Strong or Fierce to throw the opponent. Then you must quickly tap back, then return to towards and you will still have the super stored. If you simply held towards the whole time, you would lose your charge.

Using the Super Against Fireballs

Going through fireballs with Chun's super is entirely possible, but it is much harder than going through fireballs with Boxer's super, or Dic's super. The reason is because she has a very short window of invincibility, and after her invincibility her entire hit-box (where she is vulnerable) is behind her. That means that you have to activate the super JUST before the fireball hits you. Any earlier and you will not make it cleanly through.

Against fireball characters, if you have meter, whenever you do a fireball you should always double motion the super on top of it. In other words, you should do her fireball as [charge back, towards+punch, back, hold towards]. If the opponent jumps over your fireball, you can super them for free. If the opponent also threw a fireball to cancel out yours, you can super them for free. Else, walk up until you are just out of range of their longest normal and hold down towards. If they try any moves or try to jump, super. If they try to get fresh and walk towards you, st.Strong (while still holding towards and maintaining your charge).

--NKI 12:04, 9 May 2006 (CDT)

Advanced Strategy

Reversals

Upkicks - All three versions have invincibility at the beginning, but Short has the most. However, the Roundhouse version has the least start-up, just two frames. Use it if you want to prevent safe jumps that land right on top of you.

Spinning Bird Kick - Has more invincibility than upkicks, but it takes a long time to hit, so it's really more useful as a way to avoid the opponent's move, rather than to counter it.

Super - The only thing to watch out for is the opponent baiting your reversal super and jumping over it.

Avoiding Fireballs

Because she has to charge for her fireball, Chun has a problem against non-charge fireball characters. If you don't have time to charge, you have several options to try to avoid the fireballs:

Jump straight up head stomp - When Chun is doing her headstomp, her hitbox becomes thinner, so it's easier for her to jump over slow fireballs. The only downside to this is that you lose valuable charge time, because you need to do the headstomp on your way down, and the joystick needs to be straight down (down/back won't work).

D/F+RH - If you want to get over a fireball and gain a little bit of ground, you can use D/F+RH, but don't use it when you are too close, because it is easily punishable. Be sure to immediately start charge back after you hit RH so that you will have your charge when you land.

Spinning Bird Kick - Because it is invincible in the beginning, you can use SBK to go through fireballs, but it is very punishable and not recommended unless you are about to die from block damage.

Jump back air spinning bird kick - This should only be done in the corner, when your opponent is far enough away that they can not punish. (Air SBK has a lot of recovery when she lands.)

Jump straight up air spinning bird kick - This will give you slightly more meter than doing a fireball, but it is considerably harder, so it is not generally recommended.

Overhead Stomp

To do Chun's instant head stomp, jump at the opponent and immediately hit down+Forward kick. Because it's a jumping attack, it must be blocked high. It's too fast to see the stomp and react to it, so the opponent must guess. You are vulnerable as you're bouncing away, but keep in mind that you can do a move (say, j.Forward) on your way down. The overhead is especially good to use against people who like to reversal Dragon Punch, because her headstomp will beat DP clean.

Corner Awareness

Unfortunately for Chun, if she throws the opponent from point blank range into the corner and the opponent techs, the opponent recovers and lands so fast that Chun gets thrown for free. This is especially bad against Gief and Hawk, because they also get a free super on her.

Unless it will kill (or your opponent is O.Sagat), be sure to throw the opponent OUT of the corner. Also be aware that if you are in the corner charging back, then you go for a throw, you will end up getting a fireball, which might cost you. So be very careful when you're in the corner.

D/F+Roundhouse Shenanigans

Chun's D/F+RH is one of the craziest normals in the game. When done meaty enough, it will hit as a low move (must be duck-blocked), and it can be done as a completely safe meaty against several characters. If the opponent doesn't try to reverse, they will be forced to block it, but if they do reverse properly, they will still lose:

-Guile's Flash Kick will completely whiff (backwards)
-Ryu's DP will be blocked (backwards)
-Zangief's lariat will lose cleanly
-Deejay's upkicks will completely whiff (backwards)

As the opponent is getting up, she can whiff D/F+RH to get to the opposite side of any character, but if she immediately follows it up with a normal, it will be backwards (and will whiff), so it's not very useful.

The move will hit as a cross-up if done as a meaty from point blank range against certain characters. (Keep in mind that if done meaty enough, it is a low hit as well, so the opponent must block with down/towards.)

Which characters can Chun cross up?

Ryu: yes
Ken: yes
Honda: no
Chun: no
Blanka: no
Zangief: no
Guile: yes (see note)
Sim: no
Hawk: yes
Cammy: yes
Fei: yes
DeeJay: yes
Boxer: yes
Claw: no
Sagat: no
Dictator: no

Note: Chun can only cross-up Guile with her D/F+RH in very specific situations where Guile does not have a significant amount of pushback. She can not cross him up after an anti-air jump straight up+RH because Guile is falling away too fast, but she can do it after an air throw, or if a D/F+RH hits and pushes Guile towards Chun, etc.

--NKI 15:39, 20 June 2006 (CDT)

Combos

Dizzy Combos

Her bread-and-butter dizzy combo is j.RH, st.Strong, st.Fierce, but it will only work on characters that are standing. (The st.Fierce can not hit ducking opponents.) j.RH, st.Fierce xx fireball will also frequently dizzy. If you have the opportunity to do a meaty, go for cr.Forward, cr.Fierce. That also will dizzy the majority of the time.

Standard Combos

I feel that if you don't have meter, the best combo to do is j.RH, st.Strong, cr.RH. The reason I like that combo the best is because it knocks down, you are charged, you can throw a meaty fireball, and you retain control of the round. If you do something else, like [j.RH, st.Fierce xx Fireball], you are left in an awkward position where both you and your opponent are at

If you have a full meter (or nearly a full meter) and you are charged, go for j.RH, st.Fierce xx super. With the super stored, it's really not all that hard to pull off: charge back, towards, back, towards, then jump towards, hit RH as late as possible, then st.Fierce~any kick button.

--NKI 15:39, 20 June 2006 (CDT)

Match-ups

Matchups classified with this diagram in mind. For the old characters I guessed the positions.

--Born2SPD

Serious Advantage Match-ups

Vs. Blanka:

  • 3 - 7

Vs. E. Honda:

  • 7.5 - 2.5

Vs. M. Bison (dictator):

  • 7 - 3

Vs. Zangief:

  • 7.5 - 2.5

Advantage Match-ups

Vs. Cammy:

  • 6 - 4

Vs. Dee Jay:

  • 6.5 - 3.5

Vs. Guile:

  • 6 - 4

Vs. Ken:

  • 6.5 - 3.5

Vs. Sagat:

  • 6.5 - 3.5

Fair Match-ups

Vs. Balrog (boxer):

  • 5.5 - 4.5

Vs. Chun-Li:

Vs. Dhalsim:

  • 5 - 5

Vs. O. Ken:

Vs. T. Hawk:

  • 5.5 - 4.5

Disadvantage Match-ups

Vs. Fei Long:

  • 4 - 6

Vs. Ryu:

  • 4 - 6

Vs. O. Sagat:

Vs. O. T. Hawk:

Vs. Vega (claw):

  • 4 - 6

Serious Disadvantage Match-ups

None!