Introduction
Moves List
Normal Moves
Button | Position | Buffers: | Itself | Specials | Supers | Hit | Block | Startup | Active | Recovery | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Standing | y | y | y | +4 | +4 | 2 | 4 | 9 | 200 | |
Crouching | n | y | y | +6 | +6 | 2 | 4 | 7 | 400 | ||
Jumping | - | - | - | - | - | 3 | 22 | - | 500 | ||
Strong | Close | n/n | y/y | y/y | -2 | -2 | 4 | 2(16)2 | 22 | 500+500 | |
Far | n | y | y | +1 | +1 | 5 | 8 | 13 | 800 | ||
Crouching | n | y | y | -1 | -1 | 4 | 9 | 17 | 800 | ||
Jumping | - | - | - | - | - | 4 | 10 | - | 800 | ||
Fierce | Close | n | y | y | -2 | -2 | 3 | 8 | 20 | 1000 | |
Far | n | n | n | -3 | -3 | 11 | 8 | 21 | 1100 | ||
Crouching | n | n | y | -7 | -7 | 7 | 11 | 20 | 1200 | ||
Jumping Neutral | - | - | - | - | - | 5 | 8 | - | 1200 | ||
Jumping Diagonal | - | - | - | - | - | 5 | 8 | - | 700 | ||
Jumping Diagonal 2nd hit | - | - | - | - | - | 5 | 10 | - | 500 | ||
Short | Close | n | y | y | +3 | +3 | 3 | 5 | 9 | 400 | |
Far | n | y | y | -2 | -2 | 5 | 4 | 13 | 300 | ||
Crouching | n | y | y | +2 | +2 | 4 | 4 | 11 | 300 | ||
Jumping Neutral | - | - | - | - | - | 5 | 22 | - | 600 | ||
Jumping Diagonal | - | - | - | - | - | 3 | 26 | - | 400 | ||
Forward | Close | n | y | y | +2 | +2 | 9 | 7 | 14 | 900 | |
Far | n | n | y | -3 | -3 | 6 | 6 | 19 | 800 | ||
Crouching | n | n | n | +2 | +2 | 8 | 4 | 14 | 700 | ||
Jumping Neutral | - | - | - | - | - | 6 | 10 | - | 900 | ||
Jumping Diagonal | - | - | - | - | - | 4 | 12 | - | 700 | ||
Roundhouse | Close | n | y | y | -5 | -5 | 4 | 9 | 22 | 1200 | |
Far | n | n | n | -4 | -4 | 11 | 3 | 25 | 1100 | ||
Crouching | n | n | y | down | -11 | 7 | 8 | 27 | 1000 | ||
Jumping Neutral | - | - | - | - | - | 9 | 8 | - | 1100 | ||
Jumping Diagonal | - | - | - | - | - | 5 | 6(9)10 | - | 700+600 | ||
Command Normals | |||||||||||
f +Forward | n | n | n | +5 | +5 | 14 | 4 | 15 | 800 | ||
f + Roundhouse | n | n | n | -4 | -4 | 11 | 3 | 25 | 1100 | ||
df + Roundhouse | n | n | n | Down | +6 | 36 | 6 | 8 | 1000 | ||
after a hit close st. short, st. short | n | y | y | -2 | -2 | 2 | 4 | 13 | 300 | ||
(air) d + Forward | - | - | - | - | - | 4 | 10 | - | 900 |
Special Moves
(data compliments of FSgamer)
Specials
Press K repeatedly
LK [5/4][5/4][5/4][5/4]/3/**/17 300*** +-0/+-0 MK [5/3][5/3][5/3][5/3]/3/**/17 300*** +3/-6 HK [5/3][4/3][4/3][4/3]/2/**/17 300*** +6/-3
* It takes 5 K inputs in order to activate this move. However, you don’t have to use the same button. You can drum your fingers over the K buttons and the fifth button you press will correspond to the strength of the Lightning Legs. For instance, doing LK~MK~HK~LK~HK will result in HK Lightning Legs. ** Can be mashed, so the hitting part loops until you stop mashing, then the move recovers. Takes 17 frames from the end of the last legs. *** Each hit does 300 damage.
hcf+P
LP 19/*/40 700 -11/-11 MP 15/*/38 800 -9/-9 HP 11/*/36 900 -7/-7
* Projectile moves are active for as long as they are on the screen. HP Kikouken travels about 1/4 of the screen, MP Kikouken travels about half the screen, LP Kikouken travels about 3/4 of the screen.
Charge d,u+K
LK [20/2][6/2]/24 500x2 -2/? Airborne from frames 21~35 MK [20/2][6/2][6/2][6/2]/24 300x4 -2/? Airborne from frames 21~53 HK [20/2][6/2][6/2][6/2][6/2][6/2]/24 300x3,200x3 -2/? Airborne from frames 21~67
Super Moves
(data compliments of FSgamer)
Supers
qcf2x+P
Level 1 4:6/2+2+2+2+3/38 2700 DN/-18 INV [full:8] Level 2 4:6/2+2+2+2+2+2+3/38 3700 DN/-18 INV [full:14] Level 3 4:6/2+2+2+2+2+2+3+4/38 4400 DN/-18 INV [full:22]
* Damage is reduced the farther Chun Li is from the opponent. Damage is also reduced if it hits an airborne opponent.
qcf2x+K
Level 1 4:[13/2][4/2][4/2][4/2] [10/2][4/2][4/2][4/2] [10/14]/27 3000 DN/-17 INV [full:8] Level 2 4:[14/2][4/2][4/2][4/2][4/2] [10/2][4/2][4/2][4/2][4/2][4/2] [10/14]/27 4200 DN/-17 INV [full:14] Level 3 4:[15/2][4/2][4/2][4/2][4/2][4/2][4/2][4/2] [10/2][4/2][4/2][4/2][4/2][4/2][4/2][4/2] [10/14]/27 5400 DN/-17 INV [full:22] * Last hit is superjump cancelable.
The Basics
Chun's gameplay revolves around comboing into her crazy level 1s or her deadly level 2 cancels, and pressuring with her quick, high priority pokes. The reason is her supers do some serious damage, even at level one, and lead into some very confusing mix ups. There are several ways she can land her super. Here are the basic ways...
Bait something, counter hit cr.jab, cr.strong/close st.fierce xx kick super
Chun can mix up between cr.jab and walk up throw pretty easy, thanks to her fast walking speed. One of the most common ways to nail a counter hit with Chun is mix up between walk up throw and walk up cr.jab again. If they do anything to avoid getting thrown, you hit them with cr.jab, cr.strong/close st.fierce xx kick super xx sj. follow ups. Her cr.jab is as fast as normals get in CvS2 (2 frames). On counter hit, the cr.jab, cr. strong is very easy. Attempting to close st.fierce is a little risky in this scenario, because of range. You might get a far st.fierce, which does not link. But, it does more damage if you pull it off.
whiff punish something with far st.strong xx kick super
If you see someone whiff something laggy, punish with far st.strong xx super. Far st.strong is her farthest reaching move, and is also bufferable into kick supper. It's a high priority poke as well.
cross up j.short, cr.jab cr.strong/close st.fierce xx kick super
Her j.short is pretty decently prioritized, and stuff a lot of anti-airs. The fact that it's a cross up also helps her keep pressure, as cross ups leave you very close to your opponent. If you land the cross up, combo into super. Close st.fierce is much safer to try this time. Not only is it an easier link, you're closer to your opponent thanks to the cross up, and the chances of you getting a far st.fierce almost non-existent.
cross up lj.short xx hk lightning legs, cr.strong xx kick super
lj.shorts are really hard to react to, especially if you cross up with them. Cancel the recovery of the lj.short with HK lightning legs (the reason for this is that low jumps have 8 frames of recovery on landing that is cancelable only into special moves), from there, you can link off of HK legs. It's a little tight, and the timing is a little different, but once you get it down it's a great tool. Of course, you can only do this in grooves with low jump. You can link a cr. jab after the hk lightning legs too, if you want an extra move to hit confirm, but it's not necessary.
RC HK legs, cr.strong xx kick super
If you can RC her legs, this is a killer. A good setup would be to wake up with RC legs to counter your opponents wake up pressure. From there if you hit, you can link off it into super. RC legs is a very good momentum shifter. I'll get into more detail about RC legs later though. Honestly, I think it should go into the Advanced Strategy section because it's a little complicated.
Ground Game
A very important part of Chun's game is her Ground game. Here, I'll cover her normals, and what each one is good for.
Jabs:
far st.jab
Does a small, short ranged slap. Fairly useless. Crouchable by most of the cast, and has crappy range. Overshadowed.
close st.jab
No difference from above.
cr.jab
It's THE go to move when you're in their face. This move is as fast as normals come in CvS2. You can link fairly easily from this, especially on counter hit. Hit counter hit cr.jab, link cr.strong / far st.strong / close st.fierce xx super is a big part of why Chun is so good.
Super follow ups
The last hit of Chun's kick super is superjump cancelable. That means exactly what it sounds like. She can cancel the last hit of her kick super with a superjump, and continue to combo her enemy. Here are the most common and useful follow ups.
kick super xx sj.hk
Her most useful move after the super mixup wise. This hits twice, and hits your opponent higher into the air. This allows you to land much earlier than your opponent. Enough to walk behind where he/she will land. With all the time you have, you can set up for a nice high / low / cross up mixup. Here are some options...
a) Walk behind where your opponent will land, combo xx super xx follow up.
This is a very nice cross up. Many people get confused as to which way to block. I recommend crossing up, cr.jab, close st.fierce, and depending on if you hit or not, super. Or, if you don't have meter, fireball.
b) Walk to seem like you will cross up your opponent, but stop, don't cross, combo xx super xx follow up.
If your opponent gets used to you crossing up after the super, or has prior knowledge against Chun, this is good. This, combined with the above option sets up a good 50/50 mixup on it's own. Again, if you hit, super xx follow up
c) Upon landing, j.lk cross up
Yup. You can use this for almost guaranteed way to make sure you continue pressure, but it's fairly obvious as to what you're trying to do. You can continue pressure to try and throw / counter hit. Again, it's still fairly obvious as to what you're gonna do, but if you have LOW JUMP, it's a little more tricky. One, because if you low jump, it's more ambiguous as to what side you're gonna hit on. Two, because your opponent has less time to react to short jumps, you can play an okay high / low game. Now, if Chun could have a better quick, low hitting move that was bufferable into super that WASN'T cr.strong, I'd change the word "okay" to "badass". If you cross up with lj.lk, cancel into HK legs, and combo super xx follow up. See a pattern yet?
d) *contributed by FSgamer* Walk, oc.HK
"I know this sounds dumb, but df+HK is a pretty decent move to use after the walk under cross-up. Although the move is slow it can be hard to react to it properly. It can hit from the front, it can hit from behind, and there's a certain distance where it hits from the front but she lands behind the opponent, which can confuse the hell out of the opponent. Plus, it has frame advantage so you can always pressure the opponent with c.LP afterwards if they block."
e) *contributed by FSgamer* RC Lightining Legs when they land
"Why not? it's invincible, can lead to a combo into super, does good chip damage, etc. Just one more mix-up to Chun's arsenal."
Okay, enough with that. On to other super follow ups...
kick super xx sj.fierce, fierce
Easier timing then sj.hk. But...No terribly great mixups. Leaves you fairly close to your opponent upon landing however, so you could continue to try and pressure fairly easily. Mainly done for if you need it to kill someone and don't wanna mess up the timing.
Kick super xx sj. d+mk (her famous headstomp), fierce (whiffs) fierce (hits)
This is going to be odd to explain. Okay, the second hit of her fierce has 1 point of juggleablity. This means, it can hit someone in hitstun who is in the air. Her sj. d+mk allows her to stick out another move in the air after you do it. So if you sj. d+mk, and mash on fierce fast enough, you should be able to get the second hit of her j.fierce out fast enough to the point where it will juggle. As for useage...I don't even know if it does more damage than her double fierce follow up. It gets pretty much the same mixups too. So *shrug*. Use it if you want to be fancy, I suppose.
Kick super xx (slight pause) headstomp
This follow up allows you to still be in the air when your opponent lands. Meaning you can treat it as a jump in attempt of sorts. Your opponent doesn't really have time to try a normal anti air, but they can still uppercut you if they have one. A tricky follow up to the headstomp...Is to headstomp when your opponent lands. This pops you up yet again, and lets you stick out ANOTHER move. From here you will be headed behind your opponent. Which means you go for a cross up short, combo xx super xx follow up. *FSgamer - "You can change the timing of the j.lk so that it can hit from the front as well." If you don't see the pattern by now...Drop Chun.
to be continued... -casey_MDK