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 -
- Do the second FP
- Land, throw
- Land, C.LK
- 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