Street Fighter X Tekken/Chun Li

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Chun Li

Sfxt chunli face.jpg

Ideal Team Position: Point


Whereas there’s some debate about how good Ryu is, Chun-Li is universally regarded as a Top 5 character thanks to her versatility and excellent team synergy with a large portion of the cast. She has excellent tools for playing neutral in her normal pokes and Kikoken. Her blockstrings are among the best in the game, with moves like Hyakuretsu Kyaku and Kikoken being motion attacks and giving her access to her most useful special moves with easier, faster execution than in Street Fighter IV. Her walkspeed is fast enough that if the opponent becomes too reliant on blocking these strings, she can walk up to them and throw them quickly. Her air-to-air game is also very strong thanks to her Target Combo (j+HP x 2) and excellent neutral jump. Furthermore, her cr.lk is one of the best of its kind, giving her a fearsome close-range poking tool to confirm into either links or boost combos. Since many of her standing normals reach far, she won’t have any trouble reaching an opponent from almost any distance should she confirm from a light attack. Thanks to all of these tools, it is best that you play Chun-Li at the point so that you can bring in your anchor character, as Chun-Li has SO many ways she can safely bring in her partner or set an opponent up for the partner to continue the combo.


Strengths Weaknesses

+Has one of the fastest walkspeeds in the game, either forwards or backwards

+Great poking game with very long range on st.MP in particular

+Kikoken is a motion technique, allowing her to use one of her best spacing tools at any time

+MK and HK Hazanshu are 0 on block and overheads, with MK Hazanshu being comboable on hit.

+Hyakuretsukyaku is a motion move with the completed HK variant (mashing K after the initial motion) leading into a full boost combo on hit and is +1 on block. Furthermore, its long stun allows partners to either get a full combo or a safe entry on hit or blocked tag cancel

+One of the best neutral jump moves in the game with nj.HK which starts quickly, has a giant hitbox, and and cross up opponents on the ground.

+cr.lk reaches farther than most crouching light attacks, has a 3f startup, and can lead into full combos via links.

+Excels at both applying pressure and sitting on life

-Struggles when knocked down, as she only has one reversal and it costs meter

-Jump is slow and has a high ceiling, making her vulnerable to invincible anti-airs such as DPs or Flash Kicks, or Air Crush moves such as Law’s Flip Kicks or certain normal attacks

-Difficult to cross up opponents due to slow jump speed and air normals with high hitboxes, forcing her to play a solid ground game

-Hazanshu, her only overhead, can be raw launched on reaction

-Low health total at 900

-Combos lack explosiveness: most danaging combos requires 1f links and enough time left to complete them

-Most of her neutral jump attacks can be low profiled


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png on 1st hit
Close Hard Kick
(near opponent) Hk.png
Speccancel.png
Jcancel.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png ;
boost chains ok from Rpdfire.png
Crouching Medium Punch
D.png + Mp.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png on 1st hit
Crouching Light Kick
D.png + Lk.png
Rpdfire.png
Low.png
Speccancel.png ;
boost chains ok from Rpdfire.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Knockdown.png vs airborne
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
crossup
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Kakukyakuraku
Df.png + Hk.png
High.png
crossup
Knockdown.png vs airborne
Rear Spin Kick
Df.png + Lk.png
Knockdown.png vs airborne
Kakusenshu
F.png + Mk.png
Knockdown.png vs airborne
Kintekishu
B.png + Mk.png
Knockdown.png vs airborne
    Tenkukyaku
Kintekishu ---.png Mk.png
Jcancel.png
Knockdown.png
       Tenshokyaku
Tenkukyaku ---.png
D.png , U.png + Mk.png
Knockdown.png
Yosokyaku
air D.png + Mk.png
Knockdown.png vs airborne
can chain 3 times
Wall Jump
air Uf.png
near screen edge
Target Combo
Uf.png / Ub.png + Hp.png ---.png Hp.png
Knockdown.png vs airborne

Throws

Name
Command
Notes
Koshuto
F.png or N.png + Lp.png + Lk.png
Throw.png
Kirinshu
B.png + Lp.png + Lk.png
Throw.png
Ryuseiraku
air Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Kikoken
Hcf.png + P.png
Ex.png
Knockdown.png vs airborne
Hazanshu
Hcb.png + K.png
High.png on M.png / H.png versions
Hardknockdown.png on H.png version
Knockdown.png vs airborne
Groundbounce.png on Ex.png
Spinning Bird Kick
D.png (charge) U.png + K.png
Ex.png
Knockdown.png on Ex.png
Knockdown.png vs airborne
Hyakuretsukyaku
Hcf.png + K.png
Ex.png Chrg.png
mashable
Knockdown.png vs airborne
Knockdown.png on Ex.png

Super Combo

Name
Command
Notes
Senretsukyaku
Hcf.png + 3k.png

Frame Data (updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP - H 30 3 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Far MP - H 60 7 2 18 +1 -3 SM,EX,SA,CA 2 1 1 -
Far HP - H 90 7 3 20 +2 -3 - 3 1 1 -
Far LK - H 30 4 2 11 +4 0 - 1 1 1 -
Far MK - H 60 7 3 17 +1 -3 - 2 1 1 Whiffs on crouching opponent
Far HK - H 90 13 2 25 -2 -7 - 3 1 1 Whiffs on crouching opponent
Close LP - H 30 3 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Close MP - H 30x2 4 3(5)3 17 +1 -3 SM,EX,SA,CA 2,2 0,1 1 -
Close HP - H 90 4 4 21 0 -5 SM,EX,SA,CA 3 1 1 -
Close LK - H 30 4 2 8 +7 +3 - 1 1 1 -
Close MK - H 20x3 5 3(7)4 15 +4 0 1st hit SM,EX,SA,CA 3,3,3 1,1,1 1 On Hit: +6 on crouching opponent
Close HK - H 90 5 3 22 +1 -5 SM,EX,SA,CA, Hit:jump 3 1 1 Forces standing
Crouch LP - H 30 4 3 7 +7 +3 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MP - L 60 11 5 17 -1 -5 - 2 1 1 -
Crouch HP - H 60,30 6 2(6)2 23 0 -5 1st hit SM,EX,SA,CA 3,3 1,1 1 -
Crouch LK - L 30 3 4 7 +6 +2 - 1 1 1 Rapid fire cancelable into light normal moves
Crouch MK - L 60 5 3 17 +1 -3 SM,EX,SA,CA 2 1 1 -
Crouch HK - L 90 8 4 24 hard knockdown -8 - 1 1 - -
Jump Up LP - M 40 7 6 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP - M 70 5 3 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP - M 60x2 5 2(2)2 until ground+4 +20 +8 - 3,3 1,1 1 Knockdown on airborne opponent
Jump Up LK - M 40 4 7 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK - M 70 5 6 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK - M 100 5 8 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP - M 40 4 6 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP - M 70 5 3 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP - M 70 6 8 until ground+4 +20 +8 - 3 1 1 Knockdown on airborne opponent
Jump Diagonal LK - M 40 5 10 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK - M 70 6 5 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK - M 100 5 5 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 20x4,30 7 2(1)2(3)2(4)2(3)2 19 hard knockdown -18 - - - - Invulnerability frames 1-8, Resembles EX Spinning Bird Kick
Koshuyo LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Kirinshu b+LP+LK throw 140 5 2 20 hard knockdown - - - - - -
Ryuseiraku LP+LK (air) air throw 190 5 2 until ground+4 hard knockdown - - - -
Kakukyakuraku df+HK M 80 38 7 5 +11 +7 - 3 1 0 Airborne frames 12-44, Knockdown on airborne opponent
Rear Spin Kick df+LK H 40 11 4 15 -5 -4 - 1 1 0 Airborne frames 16-22, Knockdown on airborne opponent
Kakusenshu f+MK H 70 16 3 16 +2 -2 - 2 1 0 Knockdown on airborne opponent
Yosokyaku d+MK (air) up to 3 times M 50 4 3 until ground+4 +17 +10 - 2 1 0 Knockdown on airborne opponent, Can perform any jumping attack after it connects
wall jump uf (in air near wall) - - - - 28 - - - - - - -
Kintekishu b+MK H 50 6 4 15 +2 -6 - 1 1 0 Knockdown on airborne opponent
Tenkukyaku b+MK > MK H 50 13 3 40 float -30 jump 1 1 0 Knockdown on airborne opponent
Tenshokyaku b+MK > MK > d,u+MK H 20x5 5 4(2)1(4)2(4)1(5)1 24 knockdown -37 - 2,3,4,5,6 1,1,1,1,1 0 Invulnerability frames 1-8, Airborne frames 5-37
Target Combo forward jump HP > HP M 40 5 3 until ground+4 +20 +8 - 3 1 1 -
Kikoken LP **LC hcf+LP H 50 15 - 36 -6 -11 - 3 3 0 Projectile active for 99 frames, Knockdown on airborne opponent
Kikoken MP hcf+MP H 50 13 - 33 -3 -8 - 3 3 0 Projectile active for 76 frames, Knockdown on airborne opponent
Kikoken HP hcf+HP H 50 11 - 34 -4 -9 - 3 3 0 Projectile active for 44 frames, Knockdown on airborne opponent
Kikoken EX hcf+PP H 50x2 11 - 25 +13 +8 - 3,3 0,4 0 Knockdown on airborne opponent
Hazanshu LK hcb+LK H 70 24 2 20 +5 -2 - 3 1 0 Airborne frames 3-23, Hard knockdown on airborne opponent, Stagger on crouching counter hit
Hazanshu MK hcb+MK M 100 26 2 20 +6 0 - 3 1 0 Airborne frames 3-25, Hard knockdown on airborne opponent, Stagger on crouching counter hit
Hazanshu HK hcb+HK M 110 27 2 20 hard knockdown 0 - 3 1 0 Airborne frames 3-26, Ground bounce on crouching counter hit
Hazanshu EX hcb+KK M 130 27 2 20 ground bounce 0 - 3 1 0 Invulnerability frames 1-15, Projectile invulnerability frames 16-28, Airborne frames 3-26
Spinning Bird Kick LK **LC (charge 54F) d,u+LK H 20x5 14 2(2)1(5)2(4)2(4)2 23 0 -3 - 3,3,3,3,3 1,1,1,1,1 0 Airborne frames 14-48, 1st hit: Forces standing, Knockdown on airborne opponent
Spinning Bird Kick MK **LC (charge 54F) d,u+MK H 15x6,30 15 2(2)1(5)1(5)2(4)2(6)1(5)2 24 +1 -2 - 3,3,3,3,3,0,0 1,1,1,1,1,0,0 0 Airborne frames 15-61, 1st hit: Forces standing, Knockdown on airborne opponent
Spinning Bird Kick HK **LC (charge 54F) d,u+HK H 12x8,34 23 2(1)2(5)1(5)1(5)1(7)1(4)2(5)1(5)2 24 -1 -4 - 3,3,3,3,3,3,3,3,3 1,1,1,1,1,1,1,1,1 0 Airborne frames 23-82, 1st hit: Forces standing, Knockdown on airborne opponent
Spinning Bird Kick EX **LC (charge 54F) d,u+KK H 20x4,30 7 2(1)2(3)2(4)2(3)2 7 knockdown -10 - 5,5,5,5,5 0,0,0,0,0 0 Invulnerability frames 1-8, Airborne frames 7-36, 1st hit: Forces standing
Lightning Kicks LK hcf+LK (KKKK to extend) H 20x4 / 20x5 5 2(6)2(6)2(6)2 24 +2 / -22 -1 / -25 - 4,4,4,4 1,1,1,1 0 Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent
Lightning Kicks MK hcf+MK (KKKK to extend) H 20x4 / 20x8 7 1(4)2(4)1(4)1 22 +2 / +3 -1 / 0 - 4,4,4,4 1,1,1,1 0 Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent
Lightning Kicks HK hcf+HK (KKKK to extend) H 20x4 / 20x8 7 1(4)1(4)1(3)1 23 +1 / +4 -2 / +1 - 4,4,4,4 1,1,1,1 0 Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent
Lightning Kicks EX hcf+KK H 30x3,50 6 3(5)3(5)3(5)3 19 float -3 - 4,4,4,4 1,0,0,0 0 Chargeable: 51F for Super Art
Senretsukyaku **LC hcf+KKK H 20,10x12,60,100 8 2(23)2(3)2(3)2(3)2(3)2(3)2(3)2(3)2(3)2(3)2(2)2(3)2(35)2(24)2 42 hard knockdown -22 - 8 1 - 84 frames cinematic freeze before attack begins, Invulnerability frames 1-9
Cross Art **LC qcf+MP+MK H 150+ 9 2 46 - -26 - 3 - - 62 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 3 2 9 +6 +2 - Rapid fire cancelable into light normal moves
Far MP **LC H 42 7 2 25 -6 -10 EX,SA,CA -
Far HP **LC H 63 7 3 29 -7 -12 - -
Far LK H 30 4 2 11 +4 0 - -
Far MK **LC H 42 7 3 24 -6 -10 - Whiffs on crouching opponent
Far HK **LC H 63 13 2 34 -11 -16 - Whiffs on crouching opponent
Close LP H 30 3 2 10 +5 +1 - -
Close MP **LC H 21x2 4 3(5)3 25 -7 -11 EX,SA,CA -
Close HP **LC H 63 4 4 30 -9 -14 EX,SA,CA -
Close LK H 30 4 2 8 +7 +3 - -
Close MK H 14x3 5 3(7)4 25 -6 -10 1st hit EX,SA,CA On Hit: -4 on crouching opponent
Close HK **LC H 63 5 3 31 -8 -14 EX,SA,CA Forces standing
Crouch LP H 30 4 3 7 +7 +3 - Rapid fire cancelable into light normal moves
Crouch MP **LC L 42 11 5 24 -8 -12 - -
Crouch HP H 42,21 6 2(6)2 32 -9 -14 1st hit EX,SA,CA -
Crouch LK L 30 3 4 7 +6 +2 - Rapid fire cancelable into light normal moves
Crouch MK **LC L 42 6 3 24 -6 -10 EX,SA,CA -
Crouch HK **LC L 63 8 4 33 hard knockdown -17 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

Chun Li returns as a strong poke character, with moderate zoning and great safe pressure. Additionally, she has combos that can carry the opponent towards the corner, maintaining pressure when need be.
Chun has the best {{ Jcancel.png }} moves in the game, between her standing {{ Hk.png }} and her {{ B.png + Mk.png ---.png Mk.png }} pop-up attack. These feed combos very easily.
Additionally, a mashed {{ Hk.png }} Lightning Leg is safe on block, as well as having enough frame advantage on hit to allow certain moves to combo out of it, such as {{ Lp.png }} if close enough!
EX Kikoken also has immense frame advantage, allowing {{ B.png + Mk.png }} to make a full combo afterwards.

Advanced Strategy

  • Chun Li has a minor "glitch" in one of her standing normals: close standing {{ Mk.png }}. If this normal hits an opponent during a groundbounce state, they will actually air reset, preventing them from tech rolling to safety. This can be used many ways, however is difficult to combo into when not in the corner.

Combo for this setup: {{ B.png + Mk.png , Mk.png , Jcancel.png , j. Hk.png , (land) , Hk.png , Hcb.png + K.png + K.png , Mk.png }} . You'll notice that your opponent will reset in mid air, rather than landing on the ground first as usual in a juggle combo. When not in corner, vary timing to work midscreen.
Video coming soon.


Note that Chun Li isn't the only character with this rare property, but it appears to be the most practical and self-sufficient.

Combos

Bread and Butters

  • cl.HP xx hcf+HK>K*, cr.LK, b+MK>MK>jc j.HK, cl.HP xx CADC, cl.HP xx hcb+LK (402 damage)

(0bar, close, hard)

Hit Confirm Combos

  • cr.LK cr.LK, b+MK>MK>jc j.HK, cl.HP xx CADC, cl.HP xx hcb+LK(297)

(0bar, hitconfirm, medium)

  • st.LP~cr.MP~cl.HP xx hcf+PP, st.MP~st.HP~HP_HK

(1bar, easy)

Post-Launch Combos

  • cl.HP xx CADC, cl.HP xx hcb+LK

(0bar, medium)

  • cl.HK>jc j.d+MK j.HK, cl.HK xx hcf+K(1)

(0bar, easy)

Advanced Combos

overhead

  • hcb+LK, st.LP, b+MK>MK>jc, j.HK, cl.HP xx CADC, cl.HP xx hcb+LK (337)

(0bar, medium)

invulnerable

  • [d],u+KK, b+MK>MK>jc, cl.HP xx hcb+LK (305)

(1bar, corner, easy)

antiair

  • df+LK, b+MK>MK>jc, cl.HP xx hcb+LK (235)

(0bar, easy)

Combos Into Supers

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