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 the highest backward walk speed in the game and one of the highest forward walks, 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 the fastest back walk in the game
  • 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)
  • Serenity Stream (214P) Follow-ups:
    • Orchid Palm (LP)
    • Snake Strike (MP)
    • Lotus Fist (HP)
Shortcut-Only Specials
  • Hazanshu (2S)
    • Medium/OD Only
Miscellaneous Changes
  • N/A


Chun-Li
SF6 Chun-Li Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.050
Backward Walk Speed 0.037
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
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Chun-Li 5lp.png
The dagger
SF6 Chun-Li 5lp hitbox.png
Hitboxes Off
Hitboxes On

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
  • Cancel Hitconfirm Window: 13f
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -3 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A fantastic jab with good range, low recovery and huge advantage on hit. At +5, it combos naturally into 5MP and 5LK on regular hit and 2MK on Counter-hit; this combined with Chun's walk speed make it a very potent move while fishing for hits and checking opponents in neutral. It also combos into 4HP off of Drive Rush, which is very useful in setting up Stance HK launcher combos and confirming off of light hits in general.

Serenity Stream Cancel Information
  • Stance cancel advantage: -1 oH / -8 oB

5MP
Standing Medium Punch
5MP
SF6 Chun-Li 5mp.png
SF6 Chun-Li 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 4 10 SS Sp SA 600 LH +6 +1
  • Cancel Hitconfirm Window: 16f
    • Special/DR cancel is delayed until after 3rd active frame
  • Drive Rush cancel advantage: +8 oH / +3 oB


Short range, plus on block elbow. Naturally frame traps on block into 5LP and can link on hit into 2MP to build charge for a Spinning Bird Kick ender. Light normals tend to be better for tick throws as 5MP's pushback is surprisingly high, but it's good for stagger pressure and sets up a shimmy relatively easily. Chun's arm is fully disjointed throughout the move, giving it some niche use cases to stuff approaching special moves or Drive Rush when 5MK or 4HP are too slow.

Serenity Stream Cancel Information
  • Stance cancel advantage: +3 oH / -1 oB
  • Counter-hit/Punish Counter 5MP combos into LP follow-up

5HP
Standing Heavy Punch
5HP
SF6 Chun-Li 5hp.png
SF6 Chun-Li 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 20 SS 800 LH +2 -4
  • Cancel Hitconfirm Window: 19f (Stance)


A forward-moving committal button with excellent range. It is one of Chun-Li's defining neutral tools for whiff punishing. It's also quite whiff punishable itself, however, and the forward movement makes it prone to being interrupted. While not special cancelable, it is Stance cancelable; this is most useful for confirming a Counter-hit into Stance LK or a Punish Counter into Stance MK. The natural link into Stance LP only works from close range where it has little practical use.

The stance cancel does not grant any frame traps on block unless the opponent is in Burnout. It also does not allow Chun-Li to block a Drive Impact after 5HP is absorbed. Despite this, it may be worth attempting if the opponent is respecting your strings.

Serenity Stream Cancel Information
  • Stance cancel advantage: +6(-4) oH / 0(-10) oB
    • First value is for inputting follow-up, second value is when Chun-Li can block
  • Combos into LP follow-up at close range; LK/HK on Counter-hit; MK on Punish Counter
  • 214P has 16f startup when canceled into

5LK
Standing Light Kick
5LK
SF6 Chun-Li 5lk.png
SF6 Chun-Li 5lk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 13f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Like Chun's other lights besides 5LP, her 5LK has unusually short range compared to most other characters. It has use in footsies and abare nonetheless, as Chun can easily make up for lack of range with her incredible walkspeed. Far less plus on hit than 5LP, making hit confirming from it far more difficult. Like other characters, she can use it as a simple ender for her light strings, especially good meterless as it's the only light that always combos into MK Legs.

Serenity Stream Cancel Information
  • Stance cancel advantage: 0 oH / -3 oB

5MK
Standing Medium Kick
5MK
SF6 Chun-Li 5mk.png
SF6 Chun-Li 5mk hitbox.png
Hitboxes Off
Hitboxes On

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
  • Useful anti-air but cannot hit cross-up
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +14 oH / +8 oB


A non-committal and relatively forgiving anti-air button that can make up for the precision of Chun's other anti-air options. Though 5HK and air-to-airs are usually the best damage reward off of a normal anti-air hit, if an opponent is doing a special move in the air that causes them to receive a Forced Knockdown OR you use this move out of a Drive Rush, you can get significantly more damage without any of the commitment of those other options. Without Forced Knockdown, you can use the move's special cancel to meaty a LP/MP Kikoken on the opponent's landing if you keep your back charge going, typically giving around a +16 situation. You also usually have enough time to do a Parry Drive Rush after this connects, letting you meaty a Drive Rush normal as they land to start pressure. It's an especially good button to keep in mind when your opponent is trying to bait your anti-airs, or if their jump-ins are simply too fast or ambiguous to Tensho on reaction (e.g. Juri's divekick or Dee Jay's Knee Shot).

Serenity Stream Cancel Information
  • Stance cancel advantage: +9 oH / +4 oB
  • Combos into follow-up LP/LK/HK; MP/MK on Counter-hit

5HK
Standing Heavy Kick
5HK
SF6 Chun-Li 5hk.png
SF6 Chun-Li 5hk hitbox.png
Hitboxes Off
Hitboxes On

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
  • Slow but rewarding anti-air; cannot hit cross-up
  • Leg/Head hurtbox is Anti-Air Invuln 14-16f
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 18f (Stance)


A long, forward moving kick that whiffs on crouchers but gives incredible reward if used in the right situations. It primarily works as Chun's farthest horizontally reaching anti-air, trading speed and consistency for a highly damaging juggle combo without any meter required. Against some of the more obnoxious jump-ins in the game, extremely precise spacing and timing is required to avoid getting stuffed, but its horizontal reach makes it good for catching back jumps in the corner or air stall moves that will make your other anti-airs whiff, such as Kimberly's Elbow Drop. It is also Chun's highest damage normal along with 2HP and has good range, making it useful as a punish starter for DPs and other highly reactable scenarios—just remember that it may whiff on moves with any crouching recovery frames. Even though it isn't usually a good idea to use in pressure because most people tend to default to crouch blocking on defense, if you spot an opponent trying to parry, it will force them to stand and therefore block/parry this move, giving you a solid stance cancel opportunity that nets an optimal combo on hit and frame traps on block.

Serenity Stream Cancel Information
  • Stance cancel advantage: +10(-3) oH / +6(-7) oB
    • First value is for inputting follow-up, second value is when Chun-Li can block
  • Combos into follow-up LP/LK/MK/HK; MP on Counter-hit
  • 214P has 12f startup when canceled into


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Chun-Li 2lp.png
SF6 Chun-Li 2lp hitbox.png
Hitboxes Off
Hitboxes On

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
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +4 oH / -2 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


2LP is a bit stubby, often whiffing in chains if not starting point blank. Its main advantage over 5LP is that it maintains down charge during chains. However, it chains more slowly, making it slightly more susceptible to Drive Impact.

Serenity Stream Cancel Information
  • Stance cancel advantage: -1 oH / -6 oB

2MP
Crouching Medium Punch
2MP
SF6 Chun-Li 2mp.png
SF6 Chun-Li 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 SS Sp SA 600 LH +4 -2
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +11 oH / +5 oB


A pretty standard looking 2MP that is useful in combos from 5MP and has good advantage on Counter-hit to go into stance normals. It may seem bad to throw out due to its middling range, but its disjointed hitbox makes it useful as a defensive counterpoke. It's also a solid punish button for when 5MP or 6MP would whiff, being only 1 frame slower and leading into Stance MK on Punish Counter.

Serenity Stream Cancel Information
  • Stance cancel advantage: +6 oH / +1 oB
  • Combos into follow-up LK/HK on Counter-hit; MK on Punish Counter
  • LP follow-up can also work point blank vs. crouching (high pushback limits the combo potential)

2HP
Crouching Heavy Punch
2HP
SF6 Chun-Li 2hp.png
SF6 Chun-Li 2hp hitbox.png
Hitboxes Off
Hitboxes On

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
  • Forces stand on hit
  • Solid anti-air on frames 12-13 and 21-23; cannot hit cross-up
  • 1st hit puts airborne opponents into limited juggle state; 2nd hit causes air reset
    • 2nd hit can whiff at certain timings, allowing for a knockdown
  • Counter-hit/Punish Counter advantage applies to both hits
  • Cancel Hitconfirm Window: 29f (30f stance)
  • Drive Rush cancel advantage: +14 oH / +10 oB


Chun's 2HP might seem a little slow to use at first; but its two hits, active frames, range, and stance cancel advantage gives it a lot of potential uses in meaties and pressure. Even without any meaty timing, going into Stance LP off this move is a gapless blockstring, and Stance LK is a solid frame trap.

Only the 2nd hit is special cancelable (on any active frame). It can be used as an anti-air, but the dead zone between the 2 hits can make it hard to time properly. The first hit will juggle into the second hit, so the opponent won't fall out in the middle of the move.

Serenity Stream Cancel Information
  • Stance cancel advantage: +8(-6) oH / +4(-10) oB
    • First value is for inputting follow-up, second value is when Chun-Li can block
  • Combos into follow-up LP/LK/HK; MK on Counter-hit; MP on Punish Counter
  • 214P has 11f startup when canceled into

2LK
Crouching Light Kick
2LK
SF6 Chun-Li 2lk.png
SF6 Chun-Li 2lk hitbox.png
Hitboxes Off
Hitboxes On

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
  • Cancel Hitconfirm Window: 12f
  • Drive Rush cancel advantage: +2 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Chun's 2LK has very rare properties, being 4f startup and special cancelable. It has shorter range than her other lights, but it can still be used as the first or second button in a 3-hit light string to catch the opponent walking backwards. While it is cancelable into Drive Rush, it does not grant a combo without scoring a Counter-hit, and on block Chun will trade with mashed 4f buttons.

Serenity Stream Cancel Information
  • Stance cancel advantage: -3 oH / -4 oB

2MK
Crouching Medium Kick
2MK
SF6 Chun-Li 2mk.png
SF6 Chun-Li 2mk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 13f
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +8 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A great low poke with fairly average range and frame data (almost identical to Ken's) but is exceptional in the fact that the tip of it is slightly disjointed while active. This gives it an edge when playing footsies at max range against characters with similarly ranged 2MKs. As with all low forwards, its cancel window is very short, meaning 4/6MP may be the preferred poke in scenarios where a confirm is needed. If the goal is to safely maintain mid-range spacing while dealing as much Drive damage on block as possible, though, this button is very solid to cancel into Kikoken with, as the pushback will typically leave Chun at a very desirable range for her.

Serenity Stream Cancel Information
  • Stance cancel advantage: +5 oH / +2 oB
  • Combos into follow-up LP; LK/HK on Punish Counter

2HK
Crouching Heavy Kick
2HK
SF6 Chun-Li 2hk.png
SF6 Chun-Li 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 19 SS 900 L HKD +33 -7
  • Counter-hit/Punish Counter: HKD +48
  • Puts airborne opponents into limited juggle state
  • Not a Hard Knockdown when juggled into
  • Cancel Hitconfirm Window: 29f (stance)


Chun's sweep has noticeably lower range than most sweeps, barely outranging her 2MK; in exchange, it is safer on block and has many active frames. At -7 on block, it isn't typically punishable with another sweep; in turn, its lack of range means it cannot punish other sweeps as well as others. Characters with 2MKs that are above 7 frames may struggle to punish this button on block, leading to a theoretical benefit in some matchups.

Another notable aspect of it is that its hitbox hits relatively high up, potentially beating out high profiles. If used as an anti-air late in its active frames, Chun-Li can juggle Tenshokyaku afterward. Since Chun struggles in general to get knockdowns off of stray hits in neutral without meter, a sweep benefits her both defensively and offensively quite a bit, as the knockdown on a Counter-hit will give her enough time to either safely jump out of corner or start pressure.

Serenity Stream Cancel Information
  • Stance cancel advantage: HKD oH / -11(-21) oB
    • First value is for inputting follow-up, second value is when Chun-Li can block
  • HKD is +29 if Chun remains crouching
  • HKD is +6 if manually exiting 214P afterwards (+11 if canceling Stance Exit into immediate attack)
  • 214P has 23f startup when canceled into


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Chun-Li jlp.png
SF6 Chun-Li jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H - -
  • Can be used as a fuzzy instant overhead vs. Dee Jay/JP/Marisa/Zangief


j.MP
Jumping Medium Punch
j.MP
SF6 Chun-Li jmp.png
SF6 Chun-Li jmp hitbox.png
Hitboxes Off
Hitboxes On

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 - -
  • 2 hits; both put airborne opponents into limited juggle state
  • Cancels into Air Lightning Legs or Air SA1 on either hit
  • Shifts Chun-Li's hurtbox upward during startup


Chun-Li's preferred air-to-air since it knocks down and is cancelable. The two hits have a large gap between them, so when used against a grounded opponent it must be timed very early or very late to ensure it connects. It is not possible to connect both hits on a grounded opponent.

j.HP
Jumping Heavy Punch
j.HP
SF6 Chun-Li jhp.png
SF6 Chun-Li jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land TC 800(500) H - -
  • Puts airborne opponents into limited juggle state
  • Cancelable into j.HP~j.HP Target Combo even on whiff
  • 300 less damage vs. airborne opponents


The horizontal hitbox is not particularly useful as a jump-in, but like j.MP it can start a juggle as an air-to-air. Unlike j.MP, it is not special cancelable, but it can combo to another j.HP as a Target Combo.

For guaranteed punish situations, it provides easy, consistent frame advantage to consistently use 5HP as a follow-up, whereas j.HK would require hitting closer to the ground.

j.LK
Jumping Light Kick
j.LK
SF6 Chun-Li jlk.png
SF6 Chun-Li jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 8 3 land - 300 H - -


The fast startup and upward hitbox makes it useful as a panic air-to-air, though less rewarding than j.MP or j.HP.

j.MK
Jumping Medium Kick
j.MK
SF6 Chun-Li jmk.png
SF6 Chun-Li jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 5 3 land - 500 H - -
  • Can hit Cross-up


Chun's only reliable cross-up button. Decent, but doesn't hit very deep and is held back by her floaty jump. Can be used after instant j.2MK stomp as a mixup midscreen.

j.HK
Jumping Heavy Kick
j.HK
SF6 Chun-Li jhk.png
SF6 Chun-Li jhk hitbox.png
Hitboxes Off
Hitboxes On

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 800 H - -
  • Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief (opponent must be in Burnout for true blockstring)
  • Shifts Chun-Li's hurtbox upward during startup


Chun-Li's main jump-in attack, though not the most useful due to the peculiarly small hitbox and her slow jump animation. The Neutral Jump version is far more consistent for max damage stun combos. Generally speaking, Hazanshu is preferable as an approach tool.

8j.HK
Neutral Jumping Heavy Kick
8j.HK
SF6 Chun-Li 8jhk.png
SF6 Chun-Li 8jhk hitbox.png
Hitboxes Off
Hitboxes On

8HK
Neutral Jump Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 7 3 land - 800 H - -
  • Can cross-up if opponent walks underneath Chun-Li
  • Shifts Chun-Li's hurtbox upward during startup


Chun can hit on both sides with neutral j.HK, making it hard for the opponent to walk or dash underneath despite her slow jump animation. This also gives it some air-to-air utility.

Wall Jump
Wall Jump
9 (against wall)
SF6 Chun-Li walljump.png
SF6 Chun-Li walljump hitbox.png
Hitboxes Off
Hitboxes On

9 (against wall)
Wall Jump
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
  • Forced Knockdown and Counter-hit 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
    • Chun will face the new direction after bouncing off wall, affecting the direction that air attacks come out


Command Normals

4MP or 6MP
Swift Thrust
4MP or 6MP
SF6 Chun-Li 6mp.png
The sword
SF6 Chun-Li 6mp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 17f
    • DR cancel is delayed until after 2nd recovery frame
  • Drive Rush cancel advantage: +6 oH / +1 oB


Almost as much range as 2MK with lower recovery, better advantage on block, and a bigger cancel window. An incredible poke and punish that maintains back charge and can be hitconfirmed into specials with good reactions. The long confirm window also allows Chun-Li to easily counter a Drive Impact when absorbed.

The high-reaching disjointed hitbox is quite good at locking down cornered opponents and preventing a jump out, with the low recovery allowing Chun to anti-air if they do get airborne. Keep in mind that, despite its low recovery, this move still leaves a large telegraphed hurtbox for an opponent to whiff punish; as such, the decision to primarily poke with this or 2MK is largely matchup dependent.

Serenity Stream Cancel Information
  • Stance cancel advantage: +5 oH / +1 oB
  • Combos into follow-up LK/HK on Punish Counter
  • LP follow-up can also work point blank vs. crouching (high pushback limits the combo potential)

4HP
Hakkei
4HP
SF6 Chun-Li 4hp.png
SF6 Chun-Li 4hp hitbox.png
Hitboxes Off
Hitboxes On

4HP
Hakkei
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 14 SS Sp SA 800 LH +5 -1
  • Cancel Hitconfirm Window: 19f (20f stance)
  • Drive Rush cancel advantage: +15 oH / +9 oB


A short-range, disjointed, and cancelable palm strike with many active frames, used as a meaty and to stuff approaches. Very widely applicable in Drive Rush combos, as it's easy to link into before canceling into stance moves. With proper meaty timing, Chun can get even stronger follow-up links and stance cancel combos while maintaining block advantage.

The large hitbox disjoint and generous active frames make it quite good at stuffing specific approaches, such as buttons done from Drive Rush or advancing special moves like E. Honda's Headbutt. Since a Counter-hit goes into Stance MK and is a low-cost, high-reward starter, it's worth attempting in neutral in some matchups.

Serenity Stream Cancel Information
  • Stance cancel advantage: +9(-5) oH / +3(-11) oB
    • First value is for inputting follow-up, second value is when Chun-Li can block
  • Combos into follow-up LK/HK; MP/MK on Counter-hit
  • LP follow-up can also work point blank vs. crouching (high pushback limits the combo potential)
  • 214P has 11f startup when canceled into

3HP
Water Lotus Fist
3HP
SF6 Chun-Li 3hp.png
SF6 Chun-Li 3hp hitbox.png
Hitboxes Off
Hitboxes On

3HP
Water Lotus Fist
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 4 14 SS 800 H +1 -2
  • Crouching State from 1-8f (may whiff under certain high attacks)
  • Cancel Hitconfirm Window: 18f (stance)


Chun's overhead is -2 on block, which 1f safer than most similar attacks. The startup animation is also somewhat difficult to see. A solid mixup out of Drive Rush, though it's not the most rewarding option and doesn't lead to very useful Serenity Stream cancels.

Serenity Stream Cancel Information
  • Stance cancel advantage: +2(-6) oH / -1(-9) oB
    • First value is for inputting follow-up, second value is when Chun-Li can block
  • Combos into follow-up LP on Punish Counter only
  • 214P has 16f startup when canceled into

6HK
Yokusen Kick
6HK
SF6 Chun-Li 6hk.png
SF6 Chun-Li 6hk hitbox.png
Hitboxes Off
Hitboxes On

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)
  • Punish Counter: KD +72 Crumple (ground), spinning free juggle (air)
  • Cancel Hitconfirm Window: 20f (stance)


6HK is a slow, forward-advancing, and slightly unsafe hopkick that can crush lows or punish reversals for devastating meterless damage when canceled to Stance HK. The forward movement and low pushback makes it difficult to space safely, and the whiff recovery is quite punishable as well; however, since it's only jab punishable at worst, the risk-reward is still often in Chun's favor.

With its incredible hitbox priority, it's effective as a read against long-range low pokes, or against opponents who attempt to check Chun's Drive Rush with low-hitting buttons.

Serenity Stream Cancel Information
  • Stance cancel advantage: +2(-6) oH / -1(-9) oB
    • First value is for inputting follow-up, second value is when Chun-Li can block
  • On Punish Counter, combos into follow-up LP (grounded) or MP/HP/LK/MK/HK (airborne)
  • 214P has 20f startup when canceled into

3HK
Falling Crane
3HK
SF6 Chun-Li 3hk.png
SF6 Chun-Li 3hk hitbox.png
Hitboxes Off
Hitboxes On

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)
  • Puts airborne opponents into limited juggle state
  • 1f better Hit advantage vs. standard-sized crouching characters


An unusual overhead flip kick that causes Chun to jump behind the opponent for a cross-up. Since it can't hit opponents in front of her, the move is useless at long range or against a cornered opponent, as Chun will whiff harmlessly. The most common use for this move is to switch sides after a Drive Impact crumple, letting Chun escape the corner and finish with a small juggle.

While fairly slow and reactable in neutral, it can sometimes work as a throw bait or as a way to bypass the opponent's grounded pokes. When used after Drive Rush from long distance, the forward momentum carries her surprisingly far, which might catch some opponents off guard. It's decent as a Drive Rush meaty on many of her knockdowns, chasing the opponent's Back Rise while scoring a side switch that's difficult to contest.

Because 3HK is not considered a "grounded normal", it is not cancelable into Serenity Stream.

j.2MK
Yoso Kick
j.2MK
SF6 Chun-Li j2mk.png
SF6 Chun-Li j2mk hitbox.png
Hitboxes Off
Hitboxes On

j.2MK
Yoso Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
3 11 3 land TC Sp SA 300 LH - -
  • Cancelable into itself (up to 3 uses) or any other air move; Forced Knockdown state after bounce
  • Can hit Cross-up; does not hit as an instant overhead
  • Puts airborne opponents into a limited juggle state
  • Applies 15% damage scaling to next hit when beginning a combo (100/85/75...)


Chun-Li's iconic and multi-purpose j.2MK "stomp" defines her unusual air game, pressure, and juggle combos. Although its hitbox is right below Chun, its incredible 3 frame startup (technically the fastest move in the game) and 11 active frames makes it actually quite good for air-to-airing. The stomp has a "cancel window", but any air move can be freely used on a juggled opponent even after the cancel window ends. When it connects, Chun bounces forward in a way that either lets her chain more jumping normals in a juggle or pressure the opponent's block.

When very close up to the opponent on the ground, Chun can immediately jump forward with an immediate j.2MK, then cross up with a falling j.MK. This is most effective in close-range oki scenarios where Chun could threaten with a throw, or after Drive Rush using its forward momentum. This technique can also bait many reversals, as Chun will technically be crossing the opponent up when jumping from close range. If blocked, it can be very difficult to react quickly enough to anti-air Chun on the way down due to its fast animation and shallow angle. In most cases, Chun is risking a 5LP Force Knockdown anti-air at worst.

  • If the opponent is fully cornered and j.2MK connects while Chun is touching the wall, she will bounce away. This is generally a bad position for Chun to be in, as it becomes much easier for the opponent to punish with a reversal uppercut and she is too far to push her advantage if they block.
  • It is possible to connect the move so low to the ground that Air Lightning Kicks is actually below its minimum height restriction, causing the cancel to result in a whiffed j.LK. To prevent this, simply delay Lightning Kicks slightly.


Target Combos

j.HP~j.HP
Soaring Eagle Punches
j.HP~j.HP
SF6 Chun-Li jhp jhp.png
SF6 Chun-Li jhp jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP~j.HP
Soaring Eagle Punches
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land - 500 H - -
  • Puts airborne opponents into limited juggle state
  • Target Combo can be performed on whiff


This Target Combo allows Chun to get more damage off an air-to-air j.HP, which causes a juggle state. Unlike j.MP it is not cancelable into air specials or supers, and the juggle state is a bit more restrictive.

Commonly used in safe jump setups, this gives as much Super meter as a throw (2000).

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

SF6 Chun-Li j2mk j2mk j2mk.png
SF6 Chun-Li j2mk j2mk hitbox.png

SF6 Chun-Li j2mk j2mk j2mk hitbox.png
Hitboxes Off
Hitboxes On

j.2MK~j.2MK
Yoso Kick 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 11 3 land TC Sp SA 300 LH - -
  • Cancelable into itself (up to 3 uses) or any other air move; Forced Knockdown state after bounce
  • Puts airborne opponents into a limited juggle state
  • Can hit Cross-up
j.2MK~j.2MK~j.2MK
Yoso Kick 3
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 11 3 land Sp SA 500 LH - -
  • Cancelable into other air moves; Forced Knockdown state after bounce
  • Spike knockdown vs. airborne opponents
  • Can hit Cross-up


The follow-up chains from j.2MK are primarily used in air juggles, like after a jump canceled SA2. They can also be used as a gimmicky mixup tool on a grounded opponent, allowing Chun to continue bouncing on the opponent's head if spaced correctly. If the stomp connects deep on a fully cornered opponent, Chun will bounce away from the wall but will continue to face toward the opponent.

Serenity Stream

Serenity Stream (214P)
Serenity Stream
214P
SF6 Chun-Li 214p.png
SF6 Chun-Li 214p hitbox.png
Hitboxes Off
Hitboxes On

214P
Serenity Stream
Startup Active Recovery Cancel Damage Guard On Hit On Block
14(~) [57~] - - - - - -
  • Crouching state 14f~; Low Profile 23f~ until exit
  • Head Projectile Invuln: 23-71f (ducks under most projectiles)
  • Can block from 14f~ (automatically exits stance after blocking)
  • Counter-hit state during entire stance animation
  • Follow-ups can be input from 15f~
  • If no follow-up is input, stays crouched for 57f before entering recovery
    • Holding any crouch direction indefinitely extends the stance
    • Can be canceled early by inputting 214P again


Cancels into Serenity Stream:

  • All ground normals are cancelable into Serenity Stream
  • Heavy normals canceled into Serenity Stream:
    • Each normal causes Crouch Stance to have variable startup time (refer to notes on each Heavy normal)
    • Have much worse advantage if not immediately followed by a Stance attack (shown in the Cancel Data of each Heavy normal)


Serenity Stream is a stationary crouching stance with 6 different attack follow-ups. While Chun-Li sacrifices her mobility and makes herself vulnerable during startup/recovery, she gains unique cancels from ground normals and the ability to cancel into Kikoken and Spinning Bird Kick without charge. The exact combo routes are listed under each follow-up attack, and the cancel frame advantage is listed under each ground normal.

Since the stance initially maintains itself for 57 frames regardless of your direction, it is possible to block high during that window. After that, however, letting go of a crouch direction to attempt a stand block will end the stance and leave you vulnerable, making it impossible to block high attacks.

Serenity Stream Exit (214P~214P)
Serenity Stream Exit
214P~214P
SF6 Chun-Li 214p 214p.png
SF6 Chun-Li 214p 214p hitbox.png
Hitboxes Off
Hitboxes On

214P~214P
Serenity Stream Exit
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 23(18) - - - - -
  • Inputting 214P a second time will manually exit Stance early
    • Fastest total Serenity Stream time is 37f
    • Exiting manually has 23f recovery, but can cancel into attacks after 18f
    • 4f crouch + 19(14)f stand
  • Automatically exits Stance after 14+57f when not holding crouch
    • This "automatic exit" is 18f recovery (4f crouch + 14f stand)
  • Cannot block during Stance exit animation
  • Stance Follow-up attacks have their own separate Stance Exit recovery
    • This will appear in [] brackets under "Recovery"


Manually canceling the SS early is a good way to keep Chun-Li safe if there is no opening to attack the opponent. For example, Chun can use SS to duck under a long range fireball, then SS Exit to avoid whiffing a follow-up attack. Chun does not get enough frame advantage to use Normal > SS~Exit as a pressure tool. Because Chun cannot block during SS recovery, it is impossible to block overheads if she is holding down to extend her stance duration.

Orchid Palm (214P~LP)
Orchid Palm
214P~LP
SF6 Chun-Li 214p lp.png
SF6 Chun-Li 214p lp hitbox.png
Hitboxes Off
Hitboxes On

214P~LP
Orchid Palm
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 5 16[36] Sp SA 500 LH -2(-22) -3(-23)
  • [] refers to 20f extra recovery when exiting stance
    • Hold any crouch direction to remain in the stance
  • Cancel Hitconfirm Window: 15f
    • No charge required to cancel into Kikoken or Spinning Bird Kick
    • Special/DR cancel is delayed until after 4th active frame
  • Drive Rush cancel advantage: +6 oH / +5 oB


The LP follow-up is a relatively fast but extremely short range jab. The main use of this move is for blockstrings and frame traps, as most of the time your hits will push the opponent too far for this to even connect in combos. Chun-Li is in a slight low-profile state for the entire jab animation, which can cause some higher-angled moves to whiff.

Very unsafe if Chun exits the stance afterward, so it is highly recommended to stay crouching or cancel into a special move.

Including SS startup, the fastest possible Orchid Palm is 19f total. In cancels, it combos from 5MK/5HK/2HP/2MK, close range 5HP, point blank 2MP/6MP/4HP vs. crouching, Counter-hit 5MP, and Punish Counter 3HP/6HK.

Snake Strike (214P~MP)
Snake Strike
214P~MP
SF6 Chun-Li 214p mp.png
SF6 Chun-Li 214p mp hitbox.png
Hitboxes Off
Hitboxes On

214P~MP
Snake Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 7 19[32] - 750 L KD +38(+44)
[KD +25(+31)]
-10(-4)
[-23(-17)]
  • Low Profile/Upper Body Projectile Invuln: 1-31f (exit stance), 1-36f (remain crouched)
    • Extra-Low Profile 8-21f (can avoid Drive Impact)
  • [] refers to extra recovery and worse block advantage when exiting stance
    • Hold any crouch direction to remain in the stance


Chun's MP follow-up is a forward-moving slide that is especially strong against fireballs. While in SS, opponents simply cannot zone with traditional projectiles unless they are well over 1/2 screen away. It's quite unsafe on block if not well spaced (and always unsafe if you exit SS), so it shouldn't be used too predictably as an approach tool. At max distance, it can be up to -4 on block with a lot of pushback, but Chun has to remain in SS which is not an ideal situation.

Including SS startup, the fastest possible Snake Strike is 25f total. In cancels, it combos from Counter-hit 5MK/5HK/4HP/6HK and Punish Counter 2HP.

Lotus Fist (214P~HP)
Lotus Fist
214P~HP
SF6 Chun-Li 214p hp.png
SF6 Chun-Li 214p hp hitbox.png
Hitboxes Off
Hitboxes On

214P~HP
Lotus Fist
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 2(6)2 19 Sp SA 400,500 H,H +2 -3
  • Exits stance after recovery
  • Low Profile: 1-2f; Crouching State 1-5f; no head hurtbox on frames 29-42
  • Cancel Hitconfirm Window: 27f
    • No charge required to cancel into Kikoken or Spinning Bird Kick
  • Drive Rush cancel advantage: +13 oH / +8 oB


The HP follow-up hits twice, with the first hit being an overhead. It is safe on block and special cancelable, making it quite strong; however, the startup is a bit telegraphed due to the SS startup animation. Canceling into this will always leave a large interruptible gap in the blockstring. Still, it's possible to hide the startup by moving in an unpredictable manner beforehand.

Including SS startup, the fastest possible Lotus Fist is 37f total.

Forward Strike (214P~LK)
Forward Strike
214P~LK
SF6 Chun-Li 214p lk.png
SF6 Chun-Li 214p lk hitbox.png
Hitboxes Off
Hitboxes On

214P~LK
Forward Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 13[36] Sp SA 500 L 0(-23) -4(-27)
  • [] refers to extra recovery when exiting stance
    • Hold any crouch direction to remain in the stance
  • Cancel Hitconfirm Window: 15f
    • No charge required to cancel into Kikoken or Spinning Bird Kick
  • Drive Rush cancel advantage: +8 oH / +4 oB


Chun's LK follow-up is fairly fast and has a bit of forward movement, giving it more range than it initially appears. The startup is a bit slow for this type of attack and the cancel window is too short for easy hitconfirms, so it's not especially strong in neutral. It is, however, very useful for combos off of 4HP, or off of Punish Counters like 2MK and 4MP. Going into MK Spinning Bird Kick on hit gives very good damage and works at any range.

Very unsafe if Chun exits the stance afterward, so it is highly recommended to stay crouching or cancel into a special move.

Including SS startup, the fastest possible Forward Strike is 22f total. In cancels, it combos from 5MK/5HK/2HP/4HP, Counter-hit 5HP/2MP, and Punish Counter 2MK/6MP/6HK.

Senpu Kick (214P~MK)
Senpu Kick
214P~MK
SF6 Chun-Li 214p mk.png
SF6 Chun-Li 214p mk hitbox.png
Hitboxes Off
Hitboxes On

214P~MK
Senpu Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 22[46] Sp SA 800 L -5(-29) -9(-33)
  • Puts airborne opponents into limited juggle state
  • [] refers to 24f extra recovery when exiting stance
    • Hold any crouch direction to remain in the stance
  • Cancel Hitconfirm Window: 18f
    • No charge required to cancel into Kikoken or Spinning Bird Kick
    • Special/DR cancel is delayed until after 4th active frame
  • Drive Rush cancel advantage: +9 oH / +5 oB


MK follow-up has good range and forward movement, making it one of Chun's most useful stance buttons in neutral. Since it's somewhat slower than the LP and LK follow-ups, however, doing it off of a Drive Rush normal tends to be required to make decent frame traps or combos with it. If you crouch under a fireball with the stance in neutral, this is a great punish starter—just make sure you wait until the fireball has moved past you, or else you will lose the low profile and get hit.

Very unsafe if Chun exits the stance afterward (and fairly unsafe even if she stays crouching), so it is highly recommended to cancel into a safe special move.

Including SS startup, the fastest possible Senpu Kick is 24f total. In cancels, it combos from 5HK, Counter-hit 5MK/2HP/4HP, and Punish Counter 5HP/2MP/6HK.

Tenku Kick (214P~HK)
Tenku Kick
214P~HK
SF6 Chun-Li 214p hk.png
SF6 Chun-Li 214p hk hitbox.png
Hitboxes Off
Hitboxes On

214P~HK
Tenku Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 24 Jmp 700 LH KD +41 -9
  • First 6f of startup is in crouching state
  • Jump cancelable on hit only; puts opponent into limited juggle state
    • Cancel Hitconfirm Window: 30f (Jump)
    • Cannot cancel the pre-jump frames into grounded moves
  • Exits stance after recovery


The HK follow-up is essential for Chun's damaging "launcher" combos. She can jump cancel the launch and perform various juggle routes involving her j.MP, j.2MK Stomps, Air Lightning Kicks, or Air SA1. It can also be used as a decent and rewarding anti-air if Chun is already committed to entering the stance in neutral. Its short hitbox makes it inconsistent at longer ranges (though not as severe as the LP follow-up); Drive Rush is often required for it to combo consistently.

Including SS startup, the fastest possible Tenku Kick is 22f total. In cancels, it combos from 5MK/5HK/2HP/4HP, Counter-hit 5HP/2MP, and Punish Counter 2MK/6MP/6HK.


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Chun-Li lplk.png
SF6 Chun-Li lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Koshuto
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +11 -
  • Punish Counter: HKD +11
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Chun-Li's forward throw is an important offensive tool when combined with her excellent walk speed and light normal pressure. Unlike most characters, however, she does not have access to a corner throw loop even with Drive Rush. Against Blanka, E. Honda, and Zangief only, she can walk forward with frame-perfect timing to land another throw before their fastest normal can connect, but it can be very risky if mistimed in either direction.

The safest option is to pressure the opponent with a meaty normal like 4/6MP or 2MK, which can be canceled into Kikoken or Drive Rush; the more the opponent respects your meaty pressure, the more easily you can slip through their defenses even without a throw loop.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Chun-Li 4lplk.png
SF6 Chun-Li lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Taiji Fan
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +13 -
  • Side switch
  • Punish Counter: HKD +13
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


After throwing the opponent back into the corner, Chun can walk forward a short distance to manually time her strike/throw oki.

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Chun-Li jlplk.png
SF6 Chun-Li jlplk hitbox.png
Hitboxes Off
Hitboxes On

j.LPLK
Ryuseiraku
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +10 -
  • Punish Counter: HKD +10


A useful air-to-air against close range jumps, especially when the opponent is trying to escape the corner. The opponent is thrown farther away the higher the throw connects, but this does not affect Chun-Li's advantage on the knockdown. Chun-Li does not get any real oki afterwards, but she can meaty the opponent with a ranged strike in the corner.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Chun-Li hphk.png
SF6 Chun-Li hphk hitbox.png
Hitboxes Off
Hitboxes On

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
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from Punish Counter 4HP/2HP/5MK/Stance HP (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 2HP: 7[3]
  • 4HP: 8[4]
  • 5MK, Stance HP: 9[5]
  • 2MK: 11[7]
  • 2MP, 6/4MP, Stance MK: 12[8]
  • 5MP: 14[10]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 2HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~4HP > delay DI: delay allows a small blockstring gap to prevent opponent from absorbing the hit
    • 2f window to delay properly; if delayed too long, the blockstring gap can be too large
  • DR~5MK > DI: 1f blockstring gap prevents opponent from absorbing the hit, but whiffs on crouch block
  • DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Chun-Li 6hphk.png
SF6 Chun-Li 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Hoyoku Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3(10)3 26(33) - 250x2 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 2 hits; if first hit is Perfect Parried, opponent can interrupt with 11f attack or faster
  • 7f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Chun-Li mpmk.png
SF6 Chun-Li mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Chun-Li 66.png
SF6 Chun-Li 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 1.044 (min, cancel into immediate Throw)
    • 2.222 (min, earliest blocking/movement frame)
    • 3.163 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

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

SF6 Chun-Li 46pp.png
SF6 Chun-Li 46lp hitbox.png

SF6 Chun-Li 46pp hitbox.png
Hitboxes Off
Hitboxes On

[4]6LP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [90] 32 SA3 600 LH -3 -7
  • 50f charge time; travels ~90% of screen length
  • Cancel Hitconfirm Window: 4f (Super); timing is very strict
  • Projectile Speed: 0.037
[4]6MP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 [55] 33 SA3 600 LH -3 -7
  • 50f charge time; travels ~80% of screen length
  • Cancel Hitconfirm Window: 4f (Super); timing is very strict
  • Projectile Speed: 0.05
[4]6HP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [25] 32 SA3 600 LH -2 -6
  • 50f charge time; travels ~60% of screen length
  • Cancel Hitconfirm Window: 4f (Super); timing is very strict
  • Projectile Speed: 0.07
[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
  • Cancel Hitconfirm Window: 11f (Super)
  • Counter-hit/Punish Counter Advantage applies to both hits
  • Projectile Speed: 0.095


Kikoken is a versatile charge projectile that varies wildly with each version and dissipates after a set distance. The lighter versions have more startup, slower travel speed, and take longer to dissipate, making them better as a "wall" in neutral to control space and approach safely. Heavier versions are faster and have less recovery (with HP Kikoken nearly rivalling the frame data of Sonic Boom) but travel less distance, making them more like extended pokes and punish tools. The heavier versions are typically better in combos/pressure unless you're spaced far away enough for the lighter versions to hit their block with a delay. Buttons like 2MK and 4MP into slow fireballs can create a frame trap with different gaps depending on which strength is used. If the opponent doesn't interrupt it properly, it can potentially lead to counter-hit combos.

OD Kikoken has fast startup and travel speed, low recovery, higher projectile priority, and can even link into follow-ups at some specific ranges. If it manages to beat a normal fireball and net you a punish, you can Drive Rush in with 2MK > Stance LK > MK Spinning Bird Kick for an easy confirm with lots of corner carry.

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

SF6 Chun-Li 236kk kk.png
SF6 Chun-Li 236lk hitbox.png
SF6 Chun-Li 236lk hitbox2.png
SF6 Chun-Li 236lk hitbox3.png
Hitboxes Off
Hitboxes On

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; Counter-hit/Punish Counter advantage applies to all hits
  • Cancel Hitconfirm Window: 16f (Super, 2nd hit)
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; Counter-hit/Punish Counter advantage applies to all hits
  • Cancel Hitconfirm Window: 24f (Super, 3rd hit)
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; puts opponents into limited juggle state
  • Cancel Hitconfirm Window: 30f (Super, 4th hit)
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; Counter-hit/Punish Counter advantage applies to all hits
  • Can input KK follow-up on hit/block for no extra Drive cost
  • Cancel Hitconfirm Window: 41f (Super), 43f (Follow-up)
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


Lightning Kicks (or Legs) is a quick multi-hitting attack primarily used as a chargeless confirm tool, Super-cancelable combo filler, or Burnout pressure.

The LK and MK versions are unsafe on block and do not knock down on hit, making them a relatively weak buffer option. If done from very close range, Chun will be close enough on hit to push a strike/throw mixup at +3. The speed of these versions may allow you to occasionally get away with them on block if you space them, but this is quite risky. If canceling from 5LP, 2LP, or 2LK, you must use LK Legs; 5LK and medium pokes can combo into MK Legs for a bit more damage.

HK Legs are safe block (-2) and knock down on hit, but the slow speed restricts Chun's combo and blockstring options. It combos naturally from 4HP, 2HP, or 5MK; it gains more cancel routes when starting with a medium Punish Counter or Drive Rush button. The knockdown gives enough time to juggle 22K in the corner, or SA1/SA3 anywhere on the screen for big damage. It's important to use this juggle into SA3 rather than canceling into it, since the cancel adds 10% damage scaling and loses a hit of the attack. HK Legs becomes +2 against opponents in Burnout, though Chun is left too far away for a strike/throw mixup. The only true blockstring into HK Legs during burnout is from 2HP, which itself is a bit slow to land during pressure. Other good options include 4HP and Stance HP, but these leave a small gap that can be interrupted with a Super on reaction.

OD Lightning Legs has some the best properties of each version: speed, damage, safety on block, a later Super cancel, better range, and high juggle potential. It makes a great low-risk buffer option in neutral if you don't want to spend 3 bars on a Drive Rush cancel; if the opponent is in Burnout, Chun gets some decent chip damage and a +2 mixup on block. Because of its range and speed, OD Legs can be used reliably in some punish scenarios, allowing enough time to link 2MK into Spinning Bird Kick. This is useful when Chun's other long range punish tools are too slow to connect, like after a max range sweep. It also does more damage than a cancel like 2MK > OD Legs, so it can be worth going for even when in range of other routes.

The Lightning Kick Barrage follow-up to OD Legs is a great way to tack on extra damage and a knockdown, as it costs no additional Drive gauge and is easily confirmed into; just be sure not to accidentally input it on block, as it's extremely unsafe. If you want to cash out for more damage, you can skip the follow-up and cancel into SA2/SA3, or use the aforementioned follow-ups to a Counter-hit/Punish Counter OD Legs starter.

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
SF6 Chun-Li j236lk hitbox.png
SF6 Chun-Li j236lk hitbox2.png

SF6 Chun-Li j236kk hitbox.png
SF6 Chun-Li j236kk hitbox2.png
Hitboxes Off
Hitboxes On

j.236LK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(4)2(4)2 15 land - 300x3 (900) LH -4(+1) -7(-2)
  • 3 hits; during Forward/Neutral jump (Forced Knockdown state until landing)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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 land - 250x4 (1000) LH -4(+1) -8(-3)
  • 4 hits; during Forward/Neutral jump (Forced Knockdown state until landing)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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 land - 220x5 (1100) LH -5(-2) -9(-6)
  • 5 hits; during Forward/Neutral jump (Forced Knockdown state until landing)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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
15 land - 200x5,300 (1300) LH KD +21 (+27~31) -32(-16)
  • 6 hits; during Forward/Neutral jump (Forced Knockdown state until landing)
  • No minimum height requirement


Air Legs are used both as a neutral tool to alter Chun-Li's jump trajectory and to end air juggles without Super meter. The LK version in particular is the most useful in neutral, as using a Tiger Knee (TK) input turns it into a short hop that can approach while hopping over pokes. The forward movement can also cause anti-air DPs to whiff underneath Chun-Li, taking advantage of the fact that DPs are hard-coded not to hit at cross-up range.

Though LK Air Legs fairly safe on block, it whiffs on crouchers regardless of height, which necessitates using it more cautiously than a standard divekick. If both hits connect on Punish Counter, it can link into 4-frame lights for a combo; this makes it an excellent defensive options against corner throw loops, or after dashing forward to bait the opponent's throw tech. If the opponent is throwing lots of fireballs while you're in Burnout and you don't have time to enter your stance, TK Air Legs can help you dodge the fireball and gain some ground, making up for Chun's relatively floaty jump arc.

LK Air Legs is safest on block when it hits deep, like after instant j.2MK, but can otherwise be slightly unsafe on block. It has worse frame advantage if it connects high against tall characters like Zangief, Marisa, or JP. HK Air Legs is only used as an air combo ender, as it can barely connect with grounded opponents at all. OD Air Legs is likewise a juggle ender, though not a particularly efficient use of Drive meter.

On all versions, the final 5f of landing recovery leaves Chun-Li in a crouching state, which can affect punish options.

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

SF6 Chun-Li 28kk.png
SF6 Chun-Li 28lk hitbox.png
SF6 Chun-Li 28lk hitbox2.png
Hitboxes Off
Hitboxes On

[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
[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
[2]8HK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2(4)2(8)2(6)
2(5)2(5)2(3)2
8+22 land - 180x6,320 (1400) LH KD +33 -18
[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)
  • Puts grounded opponents into limited juggle state
    • Airborne opponents are not juggled high enough for follow-ups


Spinning Bird Kick (SBK) is not a reversal in this game, but it is a high-damage combo-oriented move with good corner carry and short charge time. Light normals combo into LK SBK, medium normals combo into MK/OD SBK, and heavy normals (+5MK) combo into HK SBK; Punish Counter normals allow combos into a higher strength version (except from 2LK). Chun's hitconfirms generally give her enough time to naturally build charge, such as 5MP, 2MP or the 2-hit 2HP. OD SBK is a valuable and damaging midscreen launcher on grounded opponents, juggling into HK Tenshokyaku, Super, or some advanced Drive Rush routes. She can also juggle LK Legs before linking SA1 or SA3 to slightly increase her damage output.

Due to LK SBK being only 9 frames and reaching fairly far, it can occasionally be used as a tool to punish moves like sweeps from farther ranges (though throwing it out in neutral is definitely not advised).

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

SF6 Chun-Li 214kk.png
SF6 Chun-Li 214lk hitbox.png
Hitboxes Off
Hitboxes On

214LK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 2 21 SA3 1000 H 0 -9
  • Lower Body Projectile Invuln: 5-18f; Airborne 5-20f (Forced Knockdown state)
  • Crouching state during recovery
  • Cancel Hitconfirm Window: 16f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
214MK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
27 3 16 SA3 1000 H +2 -3
  • Lower Body Projectile Invuln: 6-21f; Airborne 6-24f (Forced Knockdown state)
  • Crouching state during recovery
  • Cancel Hitconfirm Window: 17f (Super)
  • Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
214HK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 3 16(18) SA3 1200 H +6 -1
  • Lower Body Projectile Invuln: 6-26f; Airborne 6-29f (Forced Knockdown state)
  • 2f extra recovery on whiff; crouching state during recovery
  • Cancel Hitconfirm Window: 17f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
214KK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 3 16 SA2 SA3 1200 H KD +52 OTG -5
  • Lower Body Projectile Invuln: 6-21f; Fully Projectile Invuln: 22-28f
  • Airborne 6-23f (Forced Knockdown state)
  • Bounces for a free juggle state on hit; crouching state during recovery
  • Cancel Hitconfirm Window: 20f (Super); cancel not necessary for juggle to connect
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)


An advancing airborne split kick with good range and anti-projectile properties. Since Chun-Li has a floaty jump, Hazanshu is typically used instead to call out the opponent's fireballs. Projectiles with fast recovery or slow movement speed can be difficult for Hazanshu to punish consistently, so its use as a reaction punish is character-specific. Even when it can't be used on reaction, the threat of a predictive Hazanshu can make fireball characters hesitate, allowing Chun to focus on her excellent footsies game and control the screen with her own projectile.

All versions hit overhead, though the startup makes it quite reactable, limiting its use as a mixup tool. On the plus side, the low recovery on the LK/MK versions makes it difficult for the opponent to counter with a reaction Drive Impact, and it can be SA3 canceled even if the opponent makes a hard read. When mixed with tick throws, Hazanshu can be canceled from lights as an occasional throw bait; all strengths can lead to a Punish Counter combo, but stronger versions are much more damaging in this context. To consistently counter Hazanshu, opponents will need to interrupt with a fast normal for a Forced Knockdown juggle, or attempt a Perfect Parry.

Both MK and HK Hazanshu are decent approach tools in neutral due to their range and safety on block. MK in particular is quite well-rounded, being most useful from just beyond most characters' poking range. Against opponents who rely heavily on their ranged low pokes, a predictive MK Hazanshu can Low Crush and link into 2MP on Punish Counter. HK Hazanshu gets this link naturally, but opponents are much less likely to whiff buttons at its most effective range.

OD Hazanshu is very similar to the MK version in terms of range and startup, but is unsafe if blocked. If spaced perfectly, some characters will have difficulty scoring a strong punish combo without heavy resource use. The advantage of OD Hazanshu is that it works a bit more consistently against projectiles and leads to a free juggle even on a regular hit.

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

SF6 Chun-Li 22kk.png
SF6 Chun-Li 22lk hitbox.png

SF6 Chun-Li 22kk hitbox.png
Hitboxes Off
Hitboxes On

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
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
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
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


Tensho Kicks is one of Chun-Li's juggle enders and anti-airs. The OD version is her reversal, with low horizontal but high vertical range, beating neutral jumps pretty consistently. While it is still one of Chun's most reliable anti-airs, this move is unusually precise and unforgiving to hit with at times due to the small hitboxes and extremely short active frames.

To make things even more unforgiving, the move being inputted with 22 comes with some major consequences. It may seem like a benefit at first and some players may be more comfortable with it, but it inevitably forces Chun to stand when performing the input, as you actually need something more like "5252" for the input to register. This is unlike the Shoryuken input, which can be done with extremely forgiving shortcuts that keep you crouching (like 323 or 232). Thus, Chun becomes more susceptible to jump-ins since she cannot remain crouching during the entire input. 22 is rather strict in general, as you must input straight down (not 1 or 3) twice, making it harder to blend into your movement while walking or blocking. The main upside to the input is that it is agnostic toward which side you're on, letting you easily deal with cross-ups with proper timing, similar to a Flash Kick. In that context, the LK version's low startup tends to be the most consistent.

The first down input cannot be held longer than 10 frames, and the maximum gap between down inputs is also 10 frames.


Super Arts

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

SF6 Chun-Li j236236p.png
SF6 Chun-Li 236236p hitbox.png

SF6 Chun-Li j236236p hitbox.png
Hitboxes Off
Hitboxes On

236236P
Kikosho
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 70 46 - 300x4,500 (1700) LH KD +22 -22
  • Full Invuln: 1f; Strike/Throw Invuln: 2-7f; Armor Break
  • 5-hit Super projectile; can hit cross-up
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling
j.236236P
Aerial Kikosho
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 50 16 land - 300x4,600 (1800) LH KD +14 -20
  • Full Invuln: 1f (until freeze); Armor Break
  • Forced Knockdown state until landing; total recovery depends on activation height
  • 5-hit Super projectile; can hit cross-up
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling


A multi-hit, stationary projectile super. It can be used to tack on extra damage in juggles, punish moves like sweeps from a distance, or as a typical reversal. The air version can be used after j.MP, j.2MK stomps, or SA2 jump cancel. Its large hitbox and whopping 70 active frames make it good at stuffing opponents that try to punish it too early, and it may catch neutral jumps if the opponent lacks a deep hitting jump-in.

Level 2 Super (236236K)
Hoyoku-sen
Level 2 Super Art
236236K
SF6 Chun-Li 236236k.png
SF6 Chun-Li 236236k hitbox.png
SF6 Chun-Li 236236k hitbox2.png
Hitboxes Off
Hitboxes On

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: 1-12f; Armor Break
  • Launches opponent into a free juggle state; limited juggle state vs. airborne opponents
  • 1000 damage if only the final hit connects
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
    • Distribution: 625x16 (hit) / 312x15,320 (block)
  • 40% minimum damage scaling
  • Applies 40% damage scaling to next hit when beginning a combo (100/60/50...)
  • Counts as 3 hits for damage scaling when comboed into (applies to next hit)


Reminiscent of Chun's SA2 from SF3: 3rd Strike, Chun lunges forward and unleashes multiple series of kicks. The last kick is jump cancelable on hit, allowing a juggle follow-up that leads to great corner carry and safe jump setups. On block, there is a 12f gap before the final hit (8f in Burnout), which can be interrupted if Chun attempts a chip KO. The damage of this Super is only a bit more than SA1, but the follow-up juggles and reset opportunities make it very worthwhile.

The full invincibility makes this a more reliable reversal than SA1 since it doesn't lose to projectiles, but the slower startup makes it less likely to punish faster light normals. The forward movement also gives it some utility as a mid-range projectile counter, though it can fail to fully pass through slower projectiles at longer ranges.

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

SF6 Chun-Li 214214k ca.png
SF6 Chun-Li 214214k hitbox.png
SF6 Chun-Li 214214k hitbox2.png
Hitboxes Off
Hitboxes On

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: 1-9f; Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~1.8 Drive bars for Chun-Li
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
214214K
Soten Ranka (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(24)1(7)1 40 - 4500 (500x2) LH HKD +18 -24
  • Full Invuln: 1-9f; Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2 Drive bars for Chun-Li
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


A series of three hits that leads straight to a cinematic if the first one connects. Can be canceled into from Lightning Legs, Kikoken, or Hazanshu; in combos without much damage scaling, a juggle directly into SA3 often leads to more damage than a canceled special move.

If the first hit whiffs, the next 2 non-cinematic hits only do 500,500 damage on both the SA3 and Critical Art versions. Can also work as an anti-fireball Super if the first hit connects before the invincibility runs out, but is overall less effective than SA2 for this purpose.

On block, all 3 hits play out for a true blockstring, which can be useful for chip-out scenarios. The first hit can be used to put the opponent into Burnout before chipping out with the remaining hits. A blockstring canceled into SA3 can be thwarted by Drive Reversal before the super connects, but this requires the opponent to be aware of the gimmick and to have full awareness of the health and Drive meter situation.


Taunts

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

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
  • Punish Counter: KD +35 Crumple
    • Recovery animation is far too slow to allow a follow-up 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) - - - - - - -



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu