Chun-Li Moveset and Attributes

I did some testing on Chun’s mk super and here’s what I found:
Okay so Chun Li’s mk super comes out in 1 frame now right? The problem is that not every move that is listed as being -1 on block is reversal punishable with mk super. However there are some that ARE reversal punishable and one thing that is certain is that the mk version super is definitely faster than lk and hk versions of super.

I tested against every move that is -1 on block and while most of them are impractical punishes I’m going to list them anyway so no one has to wonder if the punish does or doesn’t work.

List of -1 moves that ARE reversal punishable on block:

Note To be sure I also tested the other versions of the supers against these moves to make sure the mk version is the only version that can punish. So unless stated otherwise, these can only be punished by reversal mk super.

Adon
cl. HP
cl. MK
cr. HP
MK/HK Jaguar Kick (Can punish with All versions of super if you block it standing)
MK Jaguar Tooth (Block it standing)

Akuma
Far HP
EX Hadouken (even if he spaces it with something like cr. mk)

Chun Li
Far HP

Cody
Far LK
cr. HP
Back + MP

C. Viper
Far HK
cr. LP

Dan
cl. LP
cl. LK
Far MP
cr. LP

Dee Jay
cl. MP

Dudley
cr. HP
Forward + HK
cr. LK, cr. MP, cr. HP Target Combo (All versions of super can punish if you block crouching)
MK, HK, HP Target Combo (All versions of super can punish if you block crouching)
LK, MK, MP, HP Target Combo

Gen
cr. MP

Hakan
cr. MP

Ibuki
Close LP, MP Target Combo

Juri
cr. MP

Ken
EX Hadouken

Makoto
Foward + MK

Rose
cl. LP
cl. LK
Far LK

Rufus
Messiah Kick -> HK Follow up

Sagat
EX Tiger Knee

T Hawk
Far MP

Vega (Claw)
cl. MK
Downforward + HK

List of -1 moves that can NOT be punished by reversal mk super on block:

Akuma
cl. MP
Far MP
Far MK
HP Red Fireball
HK Tatsu
EX Tatsu

Balrog
Far LK
Far MK
EX Dash Upper
EX Dash Smash (charge back, then downforward + 2 kicks)
…Man fuck Balrog lol

Blanka
cl. LP

Cammy
cl. HP
Far MK
cr. LK
Razor Edge Slicer

Chun Li
Far LK
cr. LK
HK Lighting Legs
LK, HK, or EX Hanzanshu

Cody
cr. LK

C. Viper
cl. MK
MP Thunder Knuckle
MK Burning Kick

Dan
cr. MP
MP Gadouken

Dee Jay
Air Slasher

Dhalsim
st. LK
Back + LK
MP or EX Yoga Flame

Dudley
st. LK
st. MK
cr. MP

El Fuerte
cl. HP
cl. MK
cr. HP
cr. MK
cr. HK

E Honda
cl. MK
cl. HK
Far MP

Fei Long
Forward + HK

Gouken
cl. MK
Far MK

Guile
cl. HP
Far HK
cr. HP
Downforward + HK

Guy
Far HK

Hakan
st. HP

Ibuki
Back + MK
Far LP, MP Target Combo

Juri
Far MP

Ken
cl. MK
Far HP

M. Bison (Dictator)
cl. MP
cl. HP
cl. HK
Far HK
cr. MK

Rose
Far MK

Rufus
Galactic Tornado

Ryu
cl. LK
cr.LK
EX Tatsu

Sagat
cl. MP
cl. LK
Far LK
Foward + LK

Sakura
cl. LK
Far LK

Seth
Far MP
Far MK
cr. MP

T Hawk
cl. MK (Don’t even let him get this close lol)

Vega (Claw)
cl. LP
cl. MP
cl. LK
Far LP

Zangief
cl. LK (Come on now… RUN AWAY :rofl:)

Unkown (i.e. impractical spacing and will always whiff on Chun Li)
Rufus’s Far HP
Ryu’s Far LK

*Bonus information (In case you read this far):
Some moves are Super punishable on hit. It might seem impractical, but in reality we all eat jumpins or light attacks from time to time and THEN start holding back has the opponent proceeds to do his Bnb combo. You can still pay back a couple characters depending on how they end theirs. A couple that I found:

Honda’s st. HK (he almost always ends his hundred hands combos with this if he doesn’t have meter)
Vega’s cr. MP (If he wants to link it after his jabs)
Sagat’s low tiger shot (This is also Ultra punishable on block now btw when it wasn’t in vanilla SF4)

Be careful though because not all moves will allow to punish on hit and also be wary of whether the move you’re looking to punish is cancel-able or not. Good luck. Hopefully this was useful to somebody.

Just a simple tactic on using st.HK. It’s her longest reaching poke, I could never find the right opportunity to use this particular poke as it seemed too situational and chun gets punished when she throws it out randomly. It’s also hard to get off on reaction as it has a relatively slow start up and you almost have to be anticipating the jump out whenever you pull this off.

I find st.HK a lot useful to throw out randomly after some blockstrings. Usually a chun blockstring would consist of c.lk followed by c.lps (given the frame advantage) followed maybe by a throw or maybe a st.mp. The trick to throwing out st.HK is when you are moving backward from a blockstring. This way it is not punishable by a sweep if you whiff, it hits when the opp tries to counter poke you, and it shuts down any jump in attempts who try to take advantage of chun’s lack of AA once they see you back off. Once you’ve conditioned them to be in crouch position then you can maybe throw in a hazan shu into a bnb and it has a good chance of connecting because you’ve trained your opponent to crouch with st.HK.

in case anyone wanted to know, Shinryuken can beat Kikosho. so don’t get out a random ultra unless you want to eat an ultra.

Don’t throw out a random ultra on general principle. Especially not one as easy to land as Kikoushou.

easy to land? ex legs > ultra, back mk > mk > ultra, AA ultra, target combo (air-to-air) > ultra.

You can hit confirm to it with a 3-frame low short, going into safe blockstring if blocked or using one meter to combo to ultra if it hits. It doesn’t get much easier than this.

Hey guys, im a honda mainer, and very good with his HHS. Ive always loved chun-li, but now in super, with kikosho, i just HAVE to main her.
I thought getting the cr.lk x2 into ex legs would be a breeze for me being a honda mainer and all. But daaaamn, that shiz is tough! From what i understand cr.lk isnt a cancelable normal like honda’s cr.lp is, giving cr.lk x2 into ex legs a way shorter time window then hondas cr.lp xx HHS.
Any tips for my situation?
The way i want to do it (because thats how i do it with honda) is cr.lk, cr.lk-HK-MK-LK-KKK (I dont care if the KKK button is frowned upon, at least im not using turbo >_>)

c. lk is cancelable FWIW.

c. lk x c. lk is a chain (no link possible, c. lk is +2 on hit), but is one exception to the rule that chains can not be special-canceled. I still don’t know why, but well … who cares ? :smiley:

c. lk x2 to EX legs is pretty easy though.
just do : lk, (mk), lk, (mk), lk+mk quickly, and it will connect.
The mk button presses won’t make the c. mk to come out (if you are quick enough) as you are still in the recover of your c. lk and can not chain c. lk and c. mk. They will still count as one kick press. The lk presses will cancel the recover though because you can chain two c. lk. And you finish your presses with 2K buttons that will cancel your last c. lk into the legs.

Hmmm it is cancelable? Thats weird…
because when i just do 1 cr.lk xx ex legs the way i posted, it comes out like 40% of the time. And believe me, ive got that sequence down to a science, so i cant be to slow.

Cheers for the lesson tho! cr.lk x2 xx ex legs is easy now.
Now just to figure out a way to cancel one cr.lk into legs. (im a big fan of HS, cr.lk xx Ex legs, kikosho)

Me too, but it is tough, because HS > c. LK is a one-frame link (two with MK HS).
TBH, I have the habit of using some mashing for this, dunno if it’s the best way to do it but at least it gives me some consistency. I usually mash 3x lk at the end of the hazanshu, trying to hit the c. lk with my LAST lk button press. I’m in fact buffering some lk during the last frames of the hazanshu animations you see. And then I mash twice lk+mk for the EX legs. Some advice of better players would be useful here though.

I’m fairly certain c.lk is not cancelable. c.lk to legs seems to be a built in exception. You can’t cancel c.lk to any other special or even super.

so how do all you pros do one cr.lk xx ex legs? i need to get that shit down!

I’m no pro, but it depends on the situation. I usually do 2 c.lks to confirm, but when linking after hazan shu, I start tapping lk before recovering, then I do c.lk~mk mash. The tapping can throw off my timing for the link sometimes, but then I get the cancel 100%. I can also just mash it straight out after c.lk/piano it, but it’s a but trickier. The interesting thing is that it seems like you can cancel it very very late after the c.lk compared to other cancels, so you have more time than you think to mash. Just do whatever works for you.

hello everyone. Can other people post their method to do hasan> 1 cr.lk> ex legs. I still cant do it. I ve bought a stick because i couldnt do cl.hk>ex legs, and now I can do it consistently, but hasan > cr.lk ex legs is still impossible to me. thanks

@newchunner: What are you having trouble with? The link or the cancel?

Ok there are two ways I think are good after hasanshu:

Cr. LK (HK~MK~LK LK+MK) = EX Legs

If you know what plinking is, you could try.

Cr. (LK~LP LK~LP LK+MK)

amro > linking a cr lk after hasan is super easy for me, so I could say that the cancel is the problem. But actually when I try a piano input I cant even get the link since I dont know when to start the piano input. walnut: im going to try that right now.

On stick, you can do a slide from LK to KKK if you double-tap the LK before the slide.

The way I usually do it is to just piano the inputs really quick.

To get cr.LK xx EX Legs, I do:
:lk:~:hk:~:mk:~:lk:~:lk:+:mk:+:hk:

I press LK 4 times after the hazanshu and then mash LK+MK, and if I time it right either one of the last 2 LK inputs will link and is then chained into EX Legs. It’s probably not the best way to do it but I manage to succeed more often than not by using it.

A better way would probably be to double-tap LK twice after hazanshu, with the second double-tap timed as the LK link, and then press LK+MK for the EX Legs.

Double-tapping when done right can help make the link a little easier, and it might be easier to do than plinking with LP which I don’t think is really needed because the LK/LP link after the hazanshu isn’t that tight of a window.

I got it finally! lk>hk>mk>lk>lk+mk is working well, thanks walnut and everyone