Street Fighter 6/Chun-Li

From SuperCombo Wiki


Introduction

A former high-kicking ICPO agent, Chun-Li looks after Li-Fen, a victim of the Black Moon Incident. With Shadaloo sundered, she now runs Kung Fu classes and has become a well-loved member of the local community.

Chun-Li is a tried and true footsies character, with great emphasis on having many options to control space and punish her opponents in neutral. She has a little bit of everything when it comes to her general tools, but for the most part they're tailored toward whiff punishes and space control.

With one of the fastest forward and back walk speeds in the game, Chun is at a clear advantage when spacing out of an opponent's range ambiguously. Her poking normals compliment this grounded speed; with 2MK, 4/6MP, and 5HP being some standouts that can easily give a ton of mileage in neutral. To top it all off, she has Kikoken, a highly versatile fireball that can be used as an extended poke, confirm, or approach tool depending on the situation.

But when the opponent is tired of dealing with Chun's grounded footsie game, she is still in luck—as she has some of the most varied and rewarding anti-air tools in the entire game. She can keep it simple by anti-airing with Tensho Kicks, go for a Forced Knockdown or avoid being punished with 5MK, air-to-air with her many tools to convert air hits into combos; or go for 5HK, the slowest and riskiest option that gives absolutely devastating meterless anti-air reward. If you are jumping against Chun, she always has a very strong option to punish you, no matter the situation.

Thanks to her new Serenity Stance and Punish Counters, Chun gets great rewards off of whiff punishes in neutral without any meter required. It also can bolster her oki in the right scenarios, giving her high/low/throw mix that is very hard to see if she can manage to set it up properly. Drive Rush also helps to create stance frame traps that make an opponent unsure of when to press, while you can end in Kikoken to make the string safe. She also has a unique stance launcher that is a valuable combo tool, netting reliable safe jump setups, corner carry, and super confirms.

Perhaps the most glaring flaw with Chun is her offense, as her true mix tends to require an advantageous knockdown to be unmashable (which she can struggle to get resourceless) and she notably lacks the ability to throw loop. This removes a key layer of offense from her gameplan and can urge her to retreat back to mid-range poking once a throw is landed. She has some simple frame traps in the form of 5MP > 5LP, but this is far from her specialty compared to the rest of the cast. Another weak part of her offense is jump-ins: Chun's jump is floatier than other characters, and her air buttons are far more geared towards hitting air-to-air than air-to-ground. She has an anti-air baiting tool in the form of Air Lightning Legs, but this is a gimmicky option that whiffs on crouchers and is usually punishable. She may have to resort to using Hazanshu as a read on fireballs, which simply isn't as advantageous as a jump-in even if it gives good reward on a Punish Counter. If you like to jump in neutral a lot, Chun is probably not the pick.

There are some fairly difficult and unforgiving aspects of playing Chun. LK and MK Lightning Legs are her easiest cancel off of buttons, but they're -8 on block—she has to either have charge for Kikoken or use Drive on EX Legs to cancel into a safe special move. She relies on charge for resourceless knockdowns, as Spinning Bird Kick is her main way to accomplish this. A charge character that is meant to walk a lot can be a steep learning curve to begin with, as it's easy to accidentally input Kikoken or not charge long enough when attempting to move back and forth in neutral. The ranges of her special moves and the fact that each version of Kikoken dissipates after set distances may demand sharp knowledge of spacing. Her anti-airs all have unique ups and downs to them, and her main DP style anti-air being a 22 input can be very unwieldy and precise. Her optimal combos can be quite tricky, requiring situational awareness, stance cancels, and launcher combos with unusual button timings. Dropping some of her harder routes can also leave her in a highly punishable state. Lastly, the sheer amount of options she has in general can make her feel overwhelming and daunting to pick up.

All in all, Chun-Li is a rewarding character to master that can still be accessible simply by how strongly she rewards fundamentals. She doesn't sacrifice versatility for her strengths, and her many options let her both play unpredictably and have answers to any situation. If you want a character that can do a lot in the right hands and thrives on punishing opponents' habits, Chun-Li is a great pick.


Pick if you like: Avoid if you dislike:
  • Having a strong set of neutral tools backed up by an incredibly fast backward walk speed
  • High reward whiff punishes and anti-airs to make your opponent think twice about playing sloppy
  • Having a wide and varied toolset to deal with any situation
  • Missing a throw loop
  • Weak approaches with floaty jump-ins and a slow Drive Rush
  • Having to open people up with punishes in neutral rather than pressure strings
  • Unforgiving combos and confirms with high execution requirements
  • Valuing reactive play over aggression


Classic & Modern Versions Comparison

List of differences with Modern Chun-Li
Missing Normals
  • Standing Medium Kick (5MK)
  • Standing Heavy Kick (5HK)
  • Jumping Light Kick (j.LK)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Water Lotus Fist (3HP)
  • Falling Crane (3HK)
  • Soaring Eagle Punches (j.HP~j.HP)
Shortcut-Only Specials
  • Hazanshu (2S)
    • Medium/OD Only
Assist Combos
  • A[L~L]: 5LK ~ L Lightning Kicks
  • A[M~M~M~M~M~M]: 2MP ~ OD Lightning Kicks ~ SA2 ~ Jump Cancel ~ j.MP ~ H Air Lightning Kicks
    • If you jump manually by holding up, the Assist Combo will not continue
    • No SA2: 2MP ~ OD Lightning Kicks ~ Lightning Barrage (Follow-up)
    • Burnout: 2MP ~ M Lightning Kicks
    • On Block: stops at OD/M Lightning Kicks
  • A[H~H~H~H~H~H]: 2HP ~ Stance~LK ~ OD Spinning Bird Kick ~ M Lightning Kicks ~ SA3
    • Burnout: 2HP ~ Stance~LK ~ M Spinning Bird Kick
    • On Block: stops at Stance~LK
    • Note: letting go of the Auto button after the Serenity Stream stance change allows an easy combo into the Stance~HK launcher (input 2H during Stance)
Miscellaneous Changes
  • The shortcut for instant Air Lightning Kicks (j.S) is a powerful option against throws and can easily be input even in tick throw scenarios.


Chun-Li
SF6 Chun-Li Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.050
Backward Walk Speed 0.035
Forward Dash Speed 19
Backward Dash Speed 25
Forward Dash Distance 1.508
Backward Dash Distance 1.211
Drive Rush Min. Distance (Throw) 1.044
Drive Rush Min. Distance (Block) 2.222
Drive Rush Max Distance 3.163
Jumping
Jump Speed 4+42+3
Jump Apex 2.247
Forward Jump Distance 2.10
Backward Jump Distance 1.68
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Chun-Li 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 SS Chn Sp SA 300 LH +5 -3
  • Chains into 5LP/2LP/2LK
  • Combos naturally into 5MP if close enough
  • Cancel reaction window: 13f
  • Stance Cancel Adv: 0/-7

5MP
Standing Medium Punch
5MP
SF6 Chun-Li 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 4 10 SS Sp SA 600 LH +6 +1
  • Plus on block with high pushback and fairly short range
  • Good combo or frame trap starter that can link into 2MP and build charge for Spinning Bird Kick
  • Cancel reaction window: 16f
  • Stance Cancel Adv: +4/-1

5HP
Standing Heavy Punch
5HP
SF6 Chun-Li 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 20 SS 800 LH +2 -3
  • Long range poke, one of Chun's defining neutral tools
  • Can combo to SS~LP (close range), SS~LK on Counterhit, or SS~MK on Punish Counter
    • On block, gap can generally be interrupted unless opponent is in Burnout
  • Stance Cancel Adv: +6/0

5LK
Standing Light Kick
5LK
SF6 Chun-Li 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 SS Sp SA 300 LH +2 -2
  • Cancel reaction window: 13f
  • Stance Cancel Adv: +1/-3

5MK
Standing Medium Kick
5MK
SF6 Chun-Li 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 16 SS Sp SA 500 LH +4 -2
  • Whiffs on crouching opponents
  • Decent anti-air
  • Cancel reaction window: 16f
  • Stance Cancel Adv: +10/+4

5HK
Standing Heavy Kick
5HK
SF6 Chun-Li 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 18 SS 900 LH +4 0
  • Whiffs on crouching opponents; stance cancels allow followup combos on standing opponents
  • Good anti-air hitbox from long range, but a little slow to use on reaction
    • Puts airborne opponents into limited juggle state
  • Chun's longest range poke; very safe on block and fairly fast whiff animation for its range
  • Stance Cancel Adv: +10/+6

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Chun-Li 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 SS Chn Sp SA 300 LH +4 -2
  • Chains into 5LP/2LP/2LK
  • Fairly short range, can whiff in chains if not close enough
  • Cancel reaction window: 13f
  • Stance Cancel Adv: 0/-6

2MP
Crouching Medium Punch
2MP
SF6 Chun-Li 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 SS Sp SA 600 LH +4 -2
  • Useful normal in combos from 5MP; relatively hitconfirmable on its own
  • Cancel reaction window: 16f
  • Stance Cancel Adv: +7/+1

2HP
Crouching Heavy Punch
2HP
SF6 Chun-Li 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(5)5 18 SS Sp SA (2nd) 450x2 LH +1 -3
  • 2 hits (only 2nd is cancellable); Counterhit/Punish Counter advantage applies to both hits
  • Forces stand on hit
  • Safe on block, making it easy to use as a safe confirm
  • Cancel reaction window: 29f
  • Stance Cancel Adv: +8/+4

2LK
Crouching Light Kick
2LK
SF6 Chun-Li 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 SS Chn Sp SA 200 L 0 -2
  • Chains into 5LP/2LP/2LK
  • Very strong, being a 4f cancellable low; will whiff if used as the 3rd hit of a light chain
  • Cancel reaction window: 12f
  • Stance Cancel Adv: -2/-4

2MK
Crouching Medium Kick
2MK
SF6 Chun-Li 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 19 SS Sp SA 500 L -2 -6
  • Cancel reaction window: 13f
  • Good range for a cancellable low poke, but very difficult to hitconfirm on its own
  • Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
  • Stance Cancel Adv: +6/+2

2HK
Crouching Heavy Kick
2HK
SF6 Chun-Li 2hk.png

2HK
Gen Assassin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 19 SS 900 L HKD +33 -7
  • Counterhit/Punish Counter: +48 HKD
  • More active frames and safer on block than most sweeps
  • Stance Cancel Adv: HKD+29/-11

Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Chun-Li jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H +4(+9) +1(+6)

j.MP
Jumping Medium Punch
j.MP
SF6 Chun-Li jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4(6)5 3 land Sp SA1 300x2 H +8(+13) +4(+9)
  • 2 hits; either hit puts airborne opponents into limited juggle state
  • Cancels into Air Lightning Legs or Air Lv.1 Super on either hit

j.HP
Jumping Heavy Punch
j.HP
SF6 Chun-Li jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land TC 800(500) H +12(+16) +7(+11)
  • Puts airborne opponents into limited juggle state
  • Has a Target Combo followup into another j.HP

j.LK
Jumping Light Kick
j.LK
SF6 Chun-Li jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 8 3 land - 300 H +7(+9) +4(+6)

j.MK
Jumping Medium Kick
j.MK
SF6 Chun-Li jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 5 3 land - 500 H +7(+13) +3(+9)
  • Crossup

j.HK
Jumping Heavy Kick
j.HK
SF6 Chun-Li jhk.png

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 800 H +8(+16) +3(+11)

8j.HK
Neutral Jumping Heavy Kick
8j.HK
SF6 Chun-Li 8jhk.png

8HK
Neutral Jump Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 7 3 land - 800 H +11(+16) +6(+11)
  • Hits on both sides; can crossup if opponent walks underneath Chun-Li

Command Normals

4MP or 6MP
Swift Thrust
4MP or 6MP
SF6 Chun-Li 6mp.png

4/6MP
Swift Thrust
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 15 SS Sp SA 600 LH +2 -3
  • Cancel reaction window: 17f
  • Stance Cancel Adv: +6/+1


Incredible poke that can be reaction cancelled into specials while maintaining back charge

4HP
Hakkei
4HP
SF6 Chun-Li 4hp.png

4HP
Hakkei
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 14 SS Sp SA 800 LH +5 -1
  • Cancellable heavy button with many active frames, making it a powerful meaty
    • Meaty timing or Counterhit allows for great followup links
  • Cancel reaction window: 19f
  • Stance Cancel Adv: +9/+3

3HP
Water Lotus Fist
3HP
SF6 Chun-Li 3hp.png

3HP
Water Lotus Fist
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 4 14 SS 800 H +1 -2
  • Safe overhead with very slight hit advantage
  • Stance Cancel Adv: +2/-1
    • Does not lead to combo (except Punish Counter into Stance LP)

6HK
Yokusen Kick
6HK
SF6 Chun-Li 6hk.png

6HK
Yokusen Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2 23 SS 800 LH -1 -4
  • Airborne 8-28f; Forced Knockdown state
  • Stance Cancel Adv: +2/-1
  • Punish Counter causes crumple state
    • Followups will always hit airborne except for Stance LP

3HK
Falling Crane
3HK
SF6 Chun-Li 3hk.png

3HK
Falling Crane
Startup Active Recovery Cancel Damage Guard On Hit On Block
37 2 13 - 800 H +7 +3
  • Airborne 7-39f; Forced Knockdown state
  • Switches sides; can only hit as a Crossup
    • As a result, this move cannot connect against a cornered opponent
  • After Drive Rush, carries a lot of forward momentum, making it useful from far range
    • For the same reason, it will not work at all from closer ranges, such as a normal cancelled into Drive Rush

j.2MK
Yoso Kick
j.2MK
SF6 Chun-Li j2mk.png

j.2MK
Yoso Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
3 11 3 land TC Sp SA 300 LH - -
  • [] refers to 2nd/3rd followup versions; chains into itself for up to 3 uses
  • Can also be cancelled into other air normals (e.g. instant j.2MK, crossup j.MK)
  • Puts airborne opponents into a limited juggle state; 3rd hit causes spiked knockdown
  • Can hit crossup (bounces away from the wall if opponent is fully cornered)
  • Not an overhead, so instant j.2MK into Air Lv.1 Super doesn't create a high/low mixup

Target Combos

j.HP~j.HP
Soaring Eagle Punches
j.HP~j.HP
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             No results
  • Puts airborne opponents into limited juggle state
  • Target Combo can be performed on whiff

Serenity Stream

Serenity Stream (214P)
Serenity Stream
214P
SF6 Chun-Li 214p.png

214P
Serenity Stream
Startup Active Recovery Cancel Damage Guard On Hit On Block
14(~) [57~] - - - - - -
  • Low Profile beginning on frame 14 (can duck under projectiles); remains in crouch stance as long as any Down direction is held
  • All ground normals cancel into this stance (even normally uncancellable ones)
    • Cancelling into 214P from grounded heavy normals makes the followups start 1f faster
  • Followup stance normals can cancel to special moves without charge
  • Chun-Li is in a Counterhit state during stance (including startup/recovery)
  • Chun-Li can block while in stance (but not during recovery when exiting stance)
  • Stance startup can vary depending on which normal it is cancelled from
  • Stance recovery can vary depending on which followup is used from the stance
    • The final 14f of recovery puts Chun-Li in a standing state

Orchid Palm (214P~LP)
Orchid Palm
214P~LP
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             No results
  • Startup is 1f faster (5f) when cancelling heavy normal into stance
  • Can remain in Serenity Stream after recovery; [] refers to recovery when exiting SS
  • Recommended to cancel LP into a special, or remain crouching to avoid a massive punish
  • Fastest possible Orchid Palm is 19f total
  • Cancel reaction window: 15f

Snake Strike (214P~MP)
Snake Strike
214P~MP
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             No results
  • Projectile Invuln/Low Profile: ?-?f
  • Startup is 1f faster (11f) when cancelling heavy normal into stance
  • Can remain in Serenity Stream after recovery; [] refers to recovery when exiting SS
  • Fastest possible Snake Strike is 25f total

Lotus Fist (214P~HP)
Lotus Fist
214P~HP
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             No results
  • 2-hit overhead that is fully cancellable
  • Startup is 1f faster (23f) when cancelling heavy normal into stance
  • Exits Serenity Stream after recovery
  • Fastest possible Lotus Fist is 37f total
  • Cancel reaction window: 27f

Forward Strike (214P~LK)
Forward Strike
214P~LK
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             No results
  • Startup is 1f faster (8f) when cancelling heavy normal into stance
  • Can remain in Serenity Stream after recovery; [] refers to recovery when exiting SS
  • Fastest possible Forward Strike is 22f total
  • Cancel reaction window: 15f

Senpu Kick (214P~MK)
Senpu Kick
214P~MK
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             No results
  • Startup is 1f faster (10f) when cancelling heavy normal into stance
  • Can remain in Serenity Stream after recovery; [] refers to recovery when exiting SS
  • Fastest possible Senpu Kick is 24f total
  • Cancel reaction window: 18f

Tenku Kick (214P~HK)
Tenku Kick
214P~HK
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             No results
  • Jump cancellable on hit only; puts opponent into limited juggle state
  • Startup is 1f faster (8f) when cancelling heavy normal into stance
  • Exits Serenity Stream after recovery
  • Fastest possible Tenku Kick is 22f total
  • Can be used as a reaction anti-air if already in Serenity Stream

Universal Mechanics

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Chun-Li lplk.png

LPLK
Koshuto
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +11 -
  • Large pushback after hit prevents walking up for a corner throw loop
  • Punish Counter: +8 HKD

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Chun-Li 4lplk.png

4LPLK
Taiji Fan
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +13 -
  • Side switches; can get oki if back throwing opponent into the corner
  • Punish Counter: +13 HKD

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Chun-Li jlplk.png

j.LPLK
Ryuseiraku
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +10 -
  • Opponent is thrown farther away the higher it connects
  • KD Advantage does not change based on throw height
  • Punish Counter: +10 HKD

Drive Moves

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Chun-Li hphk.png

HPHK
Hosen Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Chun-Li 6hphk.png

6HPHK
Hoyoku Kick (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3(10)3 26(33) - 250x2 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Chun-Li mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
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             No results

See Drive Rush

  • Frame data shown in (parentheses) refers to the version used after Parry

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Chun-Li 5pppkkk.png
"Sorry!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
35 2 70 - 300 LH -58 -65
  • Taunt has a hitbox that does damage equal to an average light normal
  • As a Punish Counter, opponent is crumpled
    • Recovery animation is far too slow to allow a followup combo from the crumple

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Chun-Li 6pppkkk.png
"Welcome!"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
273 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Chun-Li 4pppkkk.png
"Are you ready yet?"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
401 (total) - - - - - - -

Special Moves

Kikoken ([4]6P)
Kikoken
[4]6P
SF6 Chun-Li 46lp.png

SF6 Chun-Li 46pp.png

[4]6LP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [90] 32 SA3 600 LH -3 -7
  • 45f charge time; travels ~90% of screen length; Super cancel timing is very strict
[4]6MP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 [55] 33 SA3 600 LH -3 -7
  • 45f charge time; travels ~80% of screen length; Super cancel timing is very strict
[4]6HP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [25] 32 SA3 600 LH -2 -6
  • 45f charge time; travels ~60% of screen length; Super cancel timing is very strict
[4]6PP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - 28 SA2 SA3 400x2 LH +5 0
  • 45f charge time; travels fullscreen; 2-hit projectile
  • Counterhit/Punish Counter Advantage applies to both hits

Hundred Lightning Kicks (236K)
Hundred Lightning Kicks
Lightning Legs
236K
SF6 Chun-Li 236lk.png

SF6 Chun-Li 236kk kk.png

236LK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(5)2(5)2 20 SA3 (2nd) 250x2,300 (800) LH +3 -8
  • 3 hits; Counterhit/Punish Counter advantage applies to all hits
236MK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2(4)2(4)2(5)2 22 SA3 (3rd) 225x4 (900) LH +3 -8
  • 4 hits; Counterhit/Punish Counter advantage applies to all hits
236HK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 2(3)2(2)
2(4)2(6)2
15 SA3 (4th) 200x5 (1000) LH KD +50 -3
  • 5 hits; Counterhit/Punish Counter advantage applies to all hits
236KK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(4)2(4)
2(4)2(4)2
21 SA2 SA3 (5th) 160x5 (800) LH +3 -3
  • 5 hits; Counterhit/Punish Counter advantage applies to all hits
  • Can input KK followup on hit/block for no extra Drive cost
236KK~KK
Lightning Kick Barrage
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2(5)2(4)
2(5)2(13)3
25 - 100x4,300 (700) LH KD +29 -13
  • 10 hits total

Air Hundred Lightning Kicks (j.236K)
Aerial Hundred Lightning Kicks
Air Lightning Legs
j.236K
SF6 Chun-Li j236lk.png

SF6 Chun-Li j236kk.png

j.236LK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(4)2(4)2 15(18) land - 300x3 (900) LH -4(+1) -7(-2)
  • 3 hits; best version for grounded pressure (safest and best trajectory)
j.236MK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(4)2(4)2(5)2 15(18) land - 250x4 (1000) LH -4(+1) -8(-3)
  • 4 hits
j.236HK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(4)2(3)
2(4)2(3)2
15(18) land - 220x5 (1100) LH -5(-2) -9(-6)
  • 5 hits; very strict timing required to connect on a standing opponent
j.236KK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2(4)2(2)2(3)
2(2)2(3)2
5 land - 250x5,350 (1600) LH KD +38~39 -32(-16)
  • 6 hits; no minimum height requirement


All Versions:

  • Forward/Neutral jump only; cannot hit crouching
  • Forced Knockdown state
  • The final 5f of landing recovery puts Chun-Li in a crouching state

Spinning Bird Kick ([2]8K)
Spinning Bird Kick
[2]8K
SF6 Chun-Li 28lk.png

SF6 Chun-Li 28kk.png

[2]8LK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(6)2(6)2 6+24 land - 333x2,334 (1000) LH KD +33 -18
  • 30f charge time; Airborne 8-32f; Forced Knockdown state
  • Combos from light normals
[2]8MK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(6)2(6)
2(7)2(4)2
8+21 land - 200x4,400 (1200) LH KD +34 -17
  • 30f charge time; Airborne 15-56f; Forced Knockdown state
  • Combos from medium normals
[2]8HK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2(4)2(8)2(6)
2(5)2(5)2(3)2
8+22 land - 180x6,320 (1400) LH KD +33 -18
  • 30f charge time; Airborne 19-73f; Forced Knockdown state
  • Combos from heavy normals and 5MK
[2]8KK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(4)2(4)2(5)
2(4)2(5)2(4)2
8+15 land - 100x6,200 (800) LH KD +55(+41) -12
  • 30f charge time; Airborne 14-63f; Forced Knockdown state
  • Combos from medium normals
  • Puts grounded opponents into limited juggle state (regular KD vs. airborne)

Hazanshu (214K)
Hazanshu
214K
SF6 Chun-Li 214lk.png

SF6 Chun-Li 214kk.png

214LK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 2 21 SA3 1000 H 0 -9
  • Projectile Invuln: 5-9f; Airborne 5-20f; Forced Knockdown state
214MK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
27 3 16 SA3 1000 H +2 -3
  • Projectile Invuln: 6-21f; Airborne 6f-24; Forced Knockdown state
214HK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 3 16(18) SA3 1200 H +6 -1
  • Projectile Invuln: 6-26f; Airborne 6-29f; Forced Knockdown state
214KK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 3 16 SA2 SA3 1200 H KD +52 OTG -5
  • Projectile Invuln: 6-25f; Airborne 6-23f; Forced Knockdown state
  • Bounces for an OTG juggle state on hit

Tenshokyaku (22K)
Tensho Kicks
22K
SF6 Chun-Li 22lk.png

SF6 Chun-Li 22kk.png

22LK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2(10)2 27+12 land - 450x2 (900) LH KD +29 -37
  • 2 hits; Anti-Air Invuln: 1-?f; Airborne 8-45f (Forced Knockdown state)
22MK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2(10)2 31+12 land - 450,550 (1000) LH KD +25 -41
  • 2 hits; Anti-Air Invuln: 1-?f; Airborne 8-51f (Forced Knockdown state)
22HK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(8)2(8)2(11)2 26+12 land - 200x3,600 (1200) LH KD +37 -57
  • 4 hits; Anti-Air Invuln: 1-?f; Airborne 8-69f (Forced Knockdown state)
22KK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3(5)3 16+25 land - 180x5,500 (1400) LH KD +30 -40
  • Full Invuln: 1-7f; Airborne 8-32f (Forced Knockdown state)
  • On whiff/block, acts similar to LK version; on hit, lands and performs a 2nd upkick with 4 hits

Wall Jump
Wall Jump
9 (against wall)
SF6 Chun-Li walljump.png

9 (against wall)
Wall Jump
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
  • Forced Knockdown and Counterhit state for the entire duration
  • Can be done from Back or Neutral Jump if fully against the back wall
  • Can also be done against a cornered opponent after a Forward Jump

Super Arts

Level 1 Super (236236P)
Kikosho
Level 1 Super Art
236236P (Air OK)
SF6 Chun-Li 236236p.png

SF6 Chun-Li j236236p.png

236236P
Kikosho
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 70 46 - 300x4,500 (1700) LH KD +22 -22
  • Strike/Throw Invuln: 1-7f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit
j.236236P
Aerial Kikosho
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 50 16 land - 300x4,800 (2000) LH KD +14 -20
  • Full Invuln: 1f (until freeze); Armor Break
  • Depletes 1/2 Drive bar from opponent on hit
  • Air Kikosho can be used after j.MP, Air stomps, or Lv.2 Super jump cancel for extra damage

Level 2 Super (236236K)
Hoyoku-sen
Level 2 Super Art
236236K
SF6 Chun-Li 236236k.png

236236K
Hoyoku-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [2(1)x3],2(2),
[2(1)x3],2(11),
[2(2)x6],2(23)3
48 Jmp 2000(1000) LH KD +29 -35
  • Full Invuln: 1-10f; Armor Break
  • Depletes 1 Drive bar from opponent on hit
  • Last hit is jump cancellable on hit; puts grounded opponents into free juggle state (limited juggle on airborne connect)
  • On block, there is an 8f gap before the final hit connects
  • Damage is similar to a Lv.1 Super, but the followup combo gives it comparable damage to other Lv.2 Supers
  • Counts as 3 hits for damage scaling purposes

Level 3 Super (214214K)
Soten Ranka
Level 3 Super Art
214214K
SF6 Chun-Li 214214k.png

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214214K
Soten Ranka
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(24)1(7)1 40 - 4000 (500x2) LH HKD +6 -24
  • Full Invuln: 1-8f; Armor Break; depletes 1.5 Drive bars from opponent on hit
  • Hits 3 times on block (true blockstring)
  • No cinematic if the 1st hit whiffs (1000 damage total)

No results

  • Full Invuln: 1-8f; Armor Break; depletes 2 Drive bars from opponent on hit
  • Hits 3 times on block (true blockstring)
  • No cinematic if the 1st hit whiffs (1000 damage total, no CA damage boost)


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