Chun-Li Moveset and Attributes

The thread for talking about Chun-Li’s moveset and attributes. This post will be updated with the most recent/relevant information as new discoveries are found.


Normals

**Jab **
Although Chun doesn’t have the best jabs in the game (that honor probably goes to Balrog), they’re still useful. Stand jab hits crouching opponents, so this can help in confusing opponents during Chun’s mix-up tactics. Crouch jab chains into C.MK. You will probably have no use for jumping jabs.

**Strong **
Standing strong is one of her best pokes. It has good range and decent priority - it can stuff fireballs before they come out. While it doesn’t combo, it can cancel into Kikouken or Hasan Shu, which is good for letting Chun keep the pressure on. Crouch strong has even better range, and ducks under most everything, including fireballs. It can also be used to a small degree against jump-ins - it will lower her hitbox, making the jump-in potentially whiff. Close standing strong (the double-slap) can combo into Kikouken, but this normal doesn’t get much use in regular play. Jump strong is also not particularly useful.

Fierce
Chun’s fierces are incredibly useful. Standing far strong works well as a strong mid-range poke, and is especially great for keeping Balrog at bay. Standing close strong (the palm strike) has a rather large hitbox which works very well against many jump-ins, including many of Balrog’s. Crouch strong is two hit - the first hit can be cancelled into LK/MK SBK/EX SBK, Kikouken, Super, etc. Being a two-hit move, C.FP spoils any Focus Attack attempts, and also gives Chun frame advantage on counter hit. Another nice property of C.FP is that it actually moves Chun forward just a little bit - which sometimes is enough to make cross-up attempts whiff (although she may still be vulnerable to grounded attacks once the opponent lands!). The angle of the first hit of C.FP, plus Chun lowering her body, also makes it viable in certain situations as anti-air.

Jump fierce is arguably one of the best jump-in attacks in the game. Its two hit, which means that Focus Attacks will not work against it. You can choose not to do the second hit by not pressing FP a second time - this leads to a great mix-up jump-in game, where Chun jumps in with one FP and has the following options available to her -

  1. Do the second FP
  2. Land, throw
  3. Land, C.LK
  4. Land, Hasan Shu

Alternating between these choices can leave your opponent guessing and give you opporunities to do damage.

Also J.FP, when hit on an airborne opponent, counts as a knockdown hit and also puts them in a juggleable state. After landing J.FP you can follow up with EX SBK (anywhere on screen), Head Stomp, or if the opponent is close enough to the corner, Ultra Juggle.

While the animation for jump straight FP is different from back/forward, the attack is still two-hit, although the second hit will come out automatically.

**Short **
Chun’s low shorts have incredible range, and are a key part of her offense. You can combo EX Lightning Legs off C.LK, even from its maximum hitting distance. This is the primary way Chun does damage on the ground. It can also be comboed into from a Hasan Shu in certain situations. Stand shorts also have good range, but so far not many uses have been found for them. Jump short serves as Chun’s jumping crossup attack. With her floaty jump arc, she can sail over many anti-air attempts, such as Blanka Vertical Ball, Guile’s Flash Kick and Honda Headbutt, but note that she will still be vulnerable to shoryukens.

Forward
Chun’s crouch forward was infamous in SFIII:3S, but in SFIV its back to just being a regular normal. While you can combo many things off it, including EX Legs, EX SBK, Kikouken, and Super, its not hit confirm as it was in 3S. Crouch forward will primarily be used in combos and block strings. Standing B+MK is an attack that leads to a launcher series. Standing F+ MK moves Chun forward a bit. This move recovers fairly quickly, and is somewhat underrated in Chun’s mid-distance game.

J.MK has deceptively long range, and can be used to tag grounded opponents who don’t think you are in range to hit them. It also is good for hitting airborne opponents as you jump backwards. There are not many uses for jump straight MK, if any at all.

**Roundhouse **
Chun’s sweep is usually pretty beefy, and SFIV is no exception. However, in IV, Chun’s sweep is major Focus Attack bait. Therefore, its best to use it cautiously. Throwing out too many random sweeps is a good way to get killed quickly. Stand roundhouse is a great long-range poke that is especially effective for keeping Zangief at bay, and also works as an “air sniper” move - if you think the opponent is going to jump, do S.RH and Chun will tag them just as they start to think about leaving the ground.

Chun’s jump forward/backward roundhouse is a fairly buff jump-in, but is very vulnerable to FA and all the usual anti-air tactics. However, note that in close, if Chun jumps backwards and immediately does a RH, it will count as a jumping attack and the hitbox will usually extend to the opponent - making this a unique runaway, instant overhead. Be warned though that some characters can punish her as she flies away though (most notably Sagat) and this is usually a bad idea to do in the corner anyway.

Chun’s jump straight roundhouse is her “spread eagle” kick from 3S\CvS2. Its great for controlling the space around her, including airspace. It also serves as an anti-air, as it will defeat people trying to jump in on her if done early enough. Against grounded opponents, its still vulnerable to the usual AA tactics. You should be especially careful against Balrog, as his headbutt covers quite a bit of horizontal range and can tag Chun from quite a ways away.

Special Normals

Kaku Kyaku Raku - DF+LK
Chun does a backflip, hitting her opponent with her knee as she goes up. Has some anti-air properties, and also knocks down on counter hit. Can also be used an anti-poke to some degree.

Kouhou Kaiten Kyaku - DF+FK
Chun flips forward and comes down with a kick pointed in the opposite direction. If you do this move in or around sweep range, Chun jumps over the opponent and comes down with a cross-up kick that must be blocked high. If done against a knocked-down opponent, timing is key; DP’s and Flash Kicks will actually miss it if timed right. If outside sweep range, Chun will land in front of the opponent. After you land Chun can actually go for a throw, but she is also vulnerable to being thrown. It can be used as a method for closing distance, although it is risky.

Air Throw: In Air LP+LK
Yep, Chun’s got her air throw, and in SFIV it can be very useful. If you know/anticipate your opponent’s jump, you can air throw them. So long as you’re not jumping right into an air attack, or you don’t get beat to the punch by another character with an air throw (Guile or Claw Vega), you’ll score the throw.

Forward Kick: F + MK
Chun takes a step forward and kicks mid. She recovers pretty quick from this, so you can follow it up with a move of your choice to surprise your opponent.

Backward Kick: B + MK
Chun throws out a mid kick, and sort of leans back as she does so. By itself, its not that impressive/useful, but…

Ten Kyuu Kyaku: During Backwards Kick, MK
This is a launcher move, and is ONLY available after the backwards kick. This move will come out regardless of whether the Backwards Kick connects or not…but it also has a TON of recovery, so you should only use it in hit-guaranteed situations.

Although this move can be Focus Attack cancelled, there isn’t much that Chun can do afterwards that would make it worth the 2 bars of super meter.

Ten Sho Kyaku: During Ten Kyuu Kyaku, D, U + MK
You all know this move from the Alpha/Zero series as Chun’s rising kicks. Its ONLY available at the end of the Ten Kyuu Kyaku. If whiffed, Chun is left VERY vulnerable. This launcher/combo series usually requires a fairly big opening to land successfully (a jump-in or FA crumple). While it does decent damage, her EX Legs B&B or even a MK SBK combo does more damage. If you have an opening, you can use this combo if you want to conserve super meter or you don’t want to put yourself in the risky position Chun ends up in at the end of the MK SBK combo. In the corner, you can juggle combo EX SBK/Ultra off this, but the window to do so is fairly small.

Head Stomp: In Air, D+MK
A classic Chun move. Can be repeated up to 3 times. You can use it after a successful J.FP on an airborne opponent to follow up with juggle damage (if you want to conserve meter by not doing EX SBK juggle). It can also be used as a cross-up/mix up move, as Chun can follow up a Head Stomp with whatever she wants…if she has forward motion, you can use J.LK for a cross-up, or if you did it straight up, she can come down with J.FP.

This can also be used as an instant overhead, by jumping and immediately pressing D+MK. To get forward motion (Chun will start moving behind the opponent), do JF, D+MK. Its a nice tool but much like everything Chun has, extremely vulnerable, so use with care/caution.

Special Moves

Kikkoken: Charge B, F+P
Chun’s fireballs are back to charge motions, and as usual, not full screen. They do get decent range though, which gives Chun zoning options. Since Chun is good in the air, putting a fireball on screen can be handy…but also very dangerous against certain characters (ie Balrog or Blanka sitting on charge). Be careful not to throw Kikoukens too recklessly in close range, as they are VERY easy to jump over and Chun has quite a bit of recovery.
EX Version: 2 hits, faster, and it goes farther if not full-screen. Good for surprising people in close who like to abuse FA stances.

Hyakuretsu Kyaku: K repeatedly
Good ol Lightning Legs. The regular version you will not have much use for, but…
EX Version: You will be relying on EX Legs quite a bit, as its part of her B&B combo. EX Legs combos off a lot of things…C.LK, C.MK, SC.RH, C.FP (1st hit cancel)… Being her B&B, it lets Chun be able to move around and yet do damage. Following a successful EX Legs, you can combo another EX Legs juggle off it from anywhere on the screen, or if you are in the corner, EX SBK or Ultra. Outside of combo usage, EX Legs is good for breaking up FA stances, especially Dash EX Legs. To do Dash EX Legs, dash forward and as Chun is moving, piano method across the kick buttons.

Spinning Bird Kick: Charge D, U+K
Another Chun staple. Actually incredibly not useful, as it puts Chun in a lot of danger regardless of whether it hits, misses, or is blocked. MK version can be comboed into off C.FP (1st hit cancel) or a close C.MK. This is one of her most damaging combos without using meter. However when SBK ends, Chun will be directly next to the opponent with no real frame advantage, so from here it will be a guessing game as to what to do next.
EX Version: One of her most valuable moves. Comes out quick and has some invincibility frames on startup, so it works as her “get offa me!” move. Also works as anti-air. However, once the invincibility wears off she can be hit out of it, and the move has NO vacuum properties at all, so timing is key. If the opponent does the jump in very deep, they can potentially block an EX SBK attempt and then punish you for it. Also, anything that comes in above her kick range and hits downward has a good chance of hitting her out of it (EX SBK flat out LOSES to things like Rufus’s dive kick, Akuma’s dive kick, Fuerte’s elbow, Vega’s J.FP, etc…). Regardless, effective usage of EX SBK will be vital to your success as a Chun player.

Hazan Shu (Flip Kick) F, DF, D, DB, B+K
Same as 3S, a quick move that hits overhead. Goes through fireballs, and usually recovers quick enough so that Chun can’t be punished if blocked. On whiff however, Chun will be WIDE open for punishment. Also great as an anti-poke move for punishing anything stronger than a jab/short. However, Hasan Shu itself is EXTREMELY vulnerable - it loses to almost everything, it can be jabbed out of even. It will also not break an FA charge, so many people who play against Chun like to integrate random FA’s into their footsies - if you HS into a FA, you will pay for it dearly. Generally speaking, if the opponent knows you are going to do it, they WILL hurt you bad, so unpredictability is very crucial. Smart Flip Kick usage can separate a good Chun player from a great one.
EX Version: Comes out faster and knocks down. If you are in a block string that ends with a fireball you should be able to EX Hasan Shu through it and score the clean hit.

Super: Houyoku Sen (?) ie Kick Rush: Charge B, F, B, F+K
Will NOT travel full-screen. Only works against grounded opponents - an airborne opponent will go flying out of the attack. Exception is an opponent stuck in the corner. Chun will be very vulnerable if blocked/missed. You can combo into it from C.MK, J.FP, J.RH, or even at the end of a MK SBK (timing is very strict - Chun has to start her super animation as the opponent is still reeling from the SBK).

Chun’s super actually comes out ridiculously fast, so it can act as a reversal against A LOT of blocked/whiffed moves. However, considering that Chun often burns meter on EX Legs/SBK, actually having a full bar can be kind of rare unless you plan for it specifically.

Ultra - Housenka: Charge B, F, B, F+KKK
Chun moves forward with a series of kicks, which leads into a launcher. She will then do a vertically-rising SBK, finishing with a double kick to send the opponent flying. If blocked/whiffed, Chun will do the first part of the ultra ending in the launcher, after which she’ll do a small backflip. As Chun does not move forward much after the initial part of the ultra, on whiff as well as block she is VERY vulnerable - your opponent will basically get to choose how they get to punish you, and have plenty of time to think about it.

Ultra Properties
Chun’s ultra travels maybe 3/4ths screen distance. Be warned that it is NOT full-screen. It has quite a bit of startup, and NO anti-air properties. It will juggle, but as the kicks send the opponent flying, mid-screen you can only expect to get 1-2 hits out of it, and the launcher will most definitely not connect. In the corner the ultra may juggle with launcher, however if your timing for the juggle is off the opponent may fall out of it, and many lighter characters tend to fall out of it anyway.

If the opponent is considered to be mid-air in any way at all, they will go flying out of the ultra. Also, if done after a FA crumple stun, for whatever reason the opponent will go flying out of it.

The ultra has EX/SA armor breaking properties. It will pass through fireballs, INCLUDING Ryu’s ultra Hadouken, with the exceptions being Dhalsim’s ultra (it is possible, but the fireball generally moves too slow and Chun will only get a few hits on Dhalsim before her fireball invincibility wears off) and Akuma’s angled air fireballs.

The ultra has quite a bit of startup. So much so, that Chun can get counter-ultra’d - the opponent can start their ultra after Chun’s ultra animation finishes, and actually beat out her ultra. Also, it does very little chip damage whatsoever. These two characteristics make Chun’s ultra a very, very bad choice for attempted chip-damage finishes.

Ultra Tricks

Dash Ultra: Charge B, F, F, B, F+KKK
While Chun’s ultra normally isn’t full screen, you can increase the range by doing a dash right before the ultra. This will allow Chun to successfully reach an opponent from full screen distance. To do it, charge back, then do a dash - as Chun is still in dash animation, complete the ultra motion by hitting B, F+KKK. Chun should go into ultra as soon as she finishes her dash animation. Being able to dash ultra consistentantly will give you an added edge against your opponents.

Focus Attack Dash Cancel Ultra: (Charge B, FA OR FA, Charge B), F, F, B, F+KKK
Same idea as the dash ultra, just now you’re doing it from a FA stance. You can start charging before the FA, or immediately after. Doing FADC Ultra will give Chun one hit of super armor during the FA portion. Note that from an FA stance, you can actually dash cancel BACKWARDS into ultra. The command would be (Charge B, FA OR FA, Charge B), B, B, F, B, F+KKK. As of right now, I don’t know any practical uses for FADC Backwards Ultra. FADC Ultra is very useful against an air-fireball-happy Akuma - absorb the fireball with the FA, then DC Ultra while Akuma is still in recovery.

Quick Wakeup Ultra: After Knockdown Charge B, KKK (Quick Wakeup), F, B, F+KKK
This is exactly what it sounds like - quick wakeup into ultra. A lot of fireballers will throw a quick wakeup fireball on knockdown - if you try to quick wakeup, you’re forced to block the fireball. If you don’t, it passes harmlessly and the fireballer can proceed however they want. But you can quick wakeup and ultra right through the fireball! A lot of fireballers may mindlessly throw that quick wakeup fireball, so this is an ultra setup you should be prepared to use.

**Ultra Juggle: Against Airborne Opponent in Juggle State (Corner) Charge B, F, B, F+KKK **
If your opponent is stuck in a corner, you can ultra juggle them. The launcher will hit them, letting Chun finish the ultra animation. This is perhaps the most common way to use the ultra, as its a guaranteed set-up. The trade-off is that the juggle ultra doesn’t hit as much as it would were the opponent grounded, and since it is a juggle the ultra will be subject to combo damage scaling. Bottom line, the damage isn’t that great. However, it is damage, and in a close match every little bit can count. It’ll be up to you whether or not you want to utilize the ultra juggle - sometimes the threat of having the ultra is better than actually hitting it.

Ultra juggle can be set up from the following situations:

– EX Legs
– J.FP (mid-air hit, 2 hits)
– EX SBK (the opponent must go flying into the corner)
– After Ten Sho Kyaku

IMPORTANT NOTE: The ultra juggle doesn’t work on every character! There are a few who will fall out of it before the launcher can connect. These characters are: Guile, Abel, Bison, Chun-Li, and C.Viper. (Will update this list with the console characters when that information becomes known).

Ultra Usage

Chun’s ultra gets its usefulness not so much from actually hitting it, but just the threat of having it. Once Chun has revenge meter, there will be certain things that your opponent just won’t be able to do anymore.

Because Chun’s ultra leaves her incredibly vulnerable if blocked/whiffed, its very risky to do it in a non-confirm situation. Therefore the best actual use for the ultra comes from the corner juggle, or to punish a mistake your opponent made. RANDOMLY THROWING OUT ULTRA IS A FAST WAY TO DIE HORRIBLY IN THIS GAME! The damage off the corner juggle is not great, but its better than nothing. It’ll be up to you whether or not you want to use the corner juggle ultra if the opportunity presents itself, or keep the meter and continue to lock-up your opponent’s options.

As mentioned before, ultra should NEVER be used for chip-damage kills. It does terrible chip damage, and she can be countered very easily by most if not all of the cast. If you hit a EX Legs combo from midscreen, and the opponent only has a sliver of life left, you can use ultra to finish them off. You will only get two hits from the juggle (maybe three if you hit them very deep), so make sure that it will kill before doing it.

If your opponent randomly goes into a FA stance while you are sitting on charge…ultra them! From FA stance there will be nothing they can do to escape getting ultra’d.

Chun’s ultra is very good when used to punish mistakes your opponent may make. Any big, obvious mistake is a given (such as a whiffed Shoryuken, Flash Kick, Ultra, etc) but she has a lot of not-so-obvious situations in which she can punish. Utilizing these well can make you into a stronger Chun player.

Character Specific

Ryu: After any fireball, including those thrown in block strings. You will need dash ultra to get him from full screen distance. You can ultra through his super/ultra, for the handful of players who may randomly throw the ultra without comboing into it from DP FADC. You can also punish a blocked sweep with ultra.

Ken: Same as Ryu. The Japanese Wiki says you can ultra after a blocked hadouken in close quarters, but this is not applicable for the EX version. Unlike Ryu, you cannot ultra after a blocked sweep. For Ken’s whiffed ultra, you should start your animation just as Ken is coming back to the ground (when the cinematic starts, Ken should not yet be on the ground). Wait too long, and Ken will be able to recover and counter-DP or counter-ultra you out of it.

Guile: Ultraing though Sonic Booms is harder given Guile’s fast recovery. In close its easier, but at a distance you’ll need to start the ultra immediately after Guile goes into SB motion, or she may not reach him in time. Any whiffed Flash Kicks/ultra attemps can be easily punished with Ultra.

Dhalsim: While it is possible to ultra though Dhalsim’s ultra (I’ve done it ONCE), usually she ends up getting hit by it, so I would say don’t bother trying. You can go through Yoga Fire of course, and you can ultra after a blocked Yoga Flame and hit him cleanly.

Zangief: You can ultra him cleanly after a blocked EX Backfist, though I think you may have to block it standing. You can also ultra any non-startup frames of lariat. If Gief whiffs his ultra attempt and you happen to be on the ground and with charge, you can punish with your ultra. You can also ultra his sweep and S.MK.

Honda: Any headbutt blocked standing (normal or EX) can be punished with ultra. Same goes for ultra.

Blanka: A blocked slide or blocked C.FP can be punished with ultra. While it is possible to punish a blocked Blanka Ball with ultra, the timing is very strict. Much like Ken, you have to start it before Blanka hits the ground.

Balrog: Blocked Headbutt, ultra. You can also beat out his dash punches with ultra, even the EX versions.

Vega: Whiffed wall dives, with the help of dash ultra.

Sagat: Tiger Shots, whiffed Tiger Uppercuts (start the ultra early!), whiffed ultra.

M.Bison: Whiffed Devil’s Reverse with dash ultra.

Rufus: Blocked C.FP

C.Viper: Whiffed Flame Kick, whiffed ultra (same rules as Ken’s whiffed ultra)

El Fuerte: Blocked Frog Splash, any run attempt

Abel: Blocked ultra

Nice guide, it’s really helping me a lot improving my game.
I have a some questions though: Do you know if charge moves have alla the same charging time? Cause I felt like sbk requires less charge than a kikouken, but maybe it’s just me.
Does someone know the number and frequency of the button tappings required for L,M and H Lighting Legs?
Thanks

About the ultra juggle:
vs. Chun -
Does not work when too close to the corner, when spaced atleast 2 training-mode ground tiles from the wall you can get it to connect by doing the ultra very early after ex legs and it will connect. The reason it doesn’t work in the corner is because it has to be done so early that she just goes under them. Ex sbk does not juggle into ultra because she doesn’t get the twirl animation other characters do.

vs. Abel -
Does not work when too close to the corner, when spaced atleast 2 training-mode ground tiles from the wall you can get it to connect by doing it after ex legs with a slight delay.

vs. Guile -
I could not make it connect efter ex legs, but after ex sbk I got it to juggle both close to and far away from the corner.

vs. Dic -
Connects when atleast two tiles away from the corner from ex legs, has to be done -almost- instantly after ex legs maybe a 1-2frame delay. Does not connect from ex sbk due to no twirl animation.

vs. Boxer -
Practically does not connect, connected once for me in about 200 attempts and does not juggle from ex sbk.

vs. Viper -
Does not connect after ex legs.
Connects after ex sbk.


Ultra is guaranteed after Abel does part two of change of direction wether he chooses to block or go into the throw afterwards.

A lot of this post deals with SFIV engine-related stuff but have useful applications with Chun’s game/moveset.

Hyakuretsukyaku (Lightning Legs):
It takes five (5) separate kick button inputs under a certain time frame for this move to come out. AFAIK, pressing multiple kick buttons at the same time registers as a single input, so if you quickly hit LK+MK+HK twice you’ll just get HK. Double-tapping* a button counts a two inputs. A surefire method for LKx2 into EX Legs** would be: double-tap LK (first hit), double-tap LK (second hit), LK+MK (EX Legs comes out). I haven’t tested it yet but LKx3 into EX Legs should be fairly easy to figure out using single/double-taps and using the piano-method. Something like, single tap LK (outside of the time frame for the 5 inputs needed), single tap LK (first input), piano LK~MK~HK (second, third, and fourth inputs), LK+MK (fifth input, EX Legs comes out).

Charge Moves
The charge time for all of Chun-li’s charge moves are 55 frames. According to a thread in the main SFIV board, these frames fall under the same 60 fps the game runs at, as opposed to the previous belief that charge times in the Master Guide assumed 30 fps. This means that each charge move takes roughly under one second (0.9167s) to fully charge.

Kikoken, Spinning Bird Kick, Senretsukyaku (Super) and Housenka (Ultra):
Kikoken, Senretsukyaku, and Housenka require a back direction to charge. This includes down-back and up-back so straight out of a defensive crouching stance or after jumping backwards you still have charge to perform Kikoken or Senretsukyaku or Housenka. One little application is to jump back (continue holding back) to bait something stupid from the opponent (like a Boxer dash punch or a shoto fireball) then Ultra as you land. The final input for Chun’s charge back moves require you hit the forward direction, although the intermittent directions for her Super/Ultra do not specifically need just forward. So for her Super/Ultra you could charge back, hit down-forward, down-back, forward + kick to get the move to come out. Ever get an EX Hazan Shu instead of Ultra? Well, that’s probably because you’re missing the final forward input by doing down-forward instead.

For Spinning Bird Kick you can start the down charge from any down postion, i.e., down-back, down, or down-forward. I’m not 100% sure about this, more like %99.9 sure, but the up input can be any up position, i.e., up-back, up, or up-forward. Why is this useful? Well if you’re trying to land the EX SBK to Ultra corner Ultra, you can charge down-back, hit up-back + KK for the EX SBK, hold back (to keep your back charge), then tap forward, back, forward + KKK to get the Ultra come out.

Another Ultra Trick:
This is just a different method of accomplishing the Focus Stance/Focus Attack into back dash, then Ultra. If you’re charging up a Focus Attack and already holding either back or forward, only a single tap in the same direction is required to have the dash come out. So, if you’re holding back or down-back and MP+MK, if you tap back you’ll dash cancel backwards. This also applies to forward dashing and dash canceling the actual attack from the Focus stance. So, a little shortcut to doing back dash into Ultra would be: charge/hold back, press and hold MP+MK, tap forward, tap back (results in back dash), press forward + KKK. I don’t have a copy of the game (I mooch off friends & family) but this could be a more reliable method to landing Focus Attack into Ultra.

*Double-tapping: hitting a button with one finger first (usually your middle finger) then quickly pressing the same button with another finger (usually your index finger).

**Yeah, methods to do Chun’s Bread & Butter combo have been discussed extensively in pretty much all kinds of other Chun threads, but the move properties for getting Legs to comes out fits here too.

The lighting legs input you mention is confirmed, its the same method I also use; mentioned in the combos/glitches thread. LK (double tap), LK (double tap) LK+MK x2 to get EX legs quickly. I find the double tap LK method a lot more consistent than the piano methods. Also if not already mentioned, the linking bug with low short x2-3 if done too quickly sometimes EX legs don’t register, but when you do low short (delay) low short and then use the double tap LK method it works more consistent.

I had an idea. Wouldent it be great if chubs hasanshu hit while it was in the air. I thought of this cuz I have a bad habbit of throwing it on reaction to my opinents jumps. Sometimes I drag them out of the sky & squash them. But I was thinking how bad ass it would be if it was active for the whole flip. Chun would finally have a dedicated anti air. It would probably brake her but it’s nice to dream.

I know as a player that uses Chun as their main that using her super alot isn’t wise since it takes away her ability to use her vital ex specials like her sbk but if I choose to do it once in a while and look for a clear opening to land it after a block or after obvious moves that miss like Ken’s shoryuken etc, what moves would guarantee that I would land it if I do the super right away after a block or whiff?

I want to expand my game some to use her super more since i don’t use it at all. I know the speed it comes out at means it will have more chances to hit than Chun’s ultra will and I want to take advantage of that speed until I get good at using it at the end of combos (I work at this in training often to master the timing of the combos so I can do them in game flawlessly)

Try practicing canceling into it from cr.MK . Once you get that down move to the lk>lp>mk>super. As far a punishin a blocked move. I don’t know any specifics except the obvious ones. But it’s stupid fast so you can prolly punish most stuff.

[media=youtube]58lI0xxL5jg[/media]

around 2:50 did nuki just throw HS mid air? or it’s just my eyes playing tricks on me…

how do you do that?

It sure looked like it was done in mid air there is no way she could have landed and pulled it off as fast as those tiger shots were coming at her. I might see if I can do it too.

Yea, you can do mid-air hasanshu if you are low to the ground… I’ve done it accidentally, but got punished for it **.

so it has to be near ground? but still the same notation for HS right?

thx

This is awesome. Ya just do a regular Hs just before you land. It looks like chun sticks 1 leg down& bounces of it into the HS. Also it seems the eX version is the 1 to use if you want to do this. I was positive that it was an optical ilusion,but when I tried it today I was like wow that’s crazy shot. Good find. Although I don’t know why you can use it for.

What moves does Chun have that the opponent cannot quick rise from? Hope that makes sense. Thanks to everyone for their great research. The life of study.

It’s not a mid air afaik you just cancel the 4 landing frames into HS because it’s a special.
Those 4 frames can be canceled into ultra as well (which is why you see Akuma’s jumping on a sweep and punishing with the demon without having to get hit by it or block it.

Moves opponent cannot ukemi/quick rise:
[LIST]
[]cr.HK
[
]Neutral/Forward Throw (allows you to act 55F before the opponent wakes up; does not include the actual time it takes for the opponent’s wake up animation, which varies from character to character)
[]Back Throw (allows you to act 45F before the opponent wakes up; see above note for neutral throw)
[
]Air Throw
[]EX Hazan Shu
[
]Super
[*]Ultra
[/LIST]

Hazan Shu shortcut:
The official input for Hazan Shu is f, df, d, db, b + K. You can abbreviate this by doing df, d, db, b + K. What this basically means is you can execute Hazan Shu from a crouching position or cancel a crouching attack into Hazan Shu.

Super motion overlap:
You can cancel Kikoken into Super by inputting charge b or db, f + P, b, f + K. LP Kikoken can be canceled during frames 20-21, while all other strengths can be canceled can be canceled during frames 17-18. I’m fairly sure you can cancel the Kikoken regardless of whether it hits or not.

About df HK, it’s me or on guard your opponent can just throw you? I don’t even seem to be able to break that grab even when I know it’s coming!!??? It’s happened at my friend’s place and I played on a crap xbox pad so I don’t know if it was the pad or just the game.

I wish Chun-Li would have her air spinning bird kick like she did in sf ii turbo. That was my favorite move.

Is Chun-Li’s :r:+:mk: useful at all?

I feel like it’s kinda of slow and maybe just walking forward a bit and :mp: or :hp: would be better.

How about back MK for a poke? I know startup is big but it does have some good range & goes into the target combo. I this worth sticking out when zoning or playing footsies?