Chun Li Moveset and Attributes


Command Normals:

F + MK (800) +5/+5
15/4/15

I don’t use this move that often, but it has some uses. It can keep people in the corner. Some people like to jump out of the corner after blocking a s.MP xx Kikoken. You can use F + MK to intercept their jump and keep them cornered. In footsie situations on opponents who can’t duck this move, it is a useful way of getting in. F + MK gives + 5 on hit or block so depending on how close you are you when on hit you can link into one of the following normals and cancel to kick super:

-close s.HP (2-frame link)
-close s.HK (1-frame link)*
-d.MP (1-frame link)*

(*Hard, not practical).

On block you are at +5 and can continue the pressure with standard poke patterns or try to get a counter hit by:

-walk up throw (get the opponent to try to hit you)
-walk up close s.HP (3 frame attack)
-walk up close s.LP x 1-3 (2 frame attack)
-walk up d.LP (2 frame attack)
-very slight pause d.LP or s.MP or d.MP

If you score a Counter Hit with F + MK, the above links become a lot easier, as you will be at +8 and depending on how close you are to the opponent you will be able to easily link into any one of these normals and cancel to kick super:

-close s.HP (5-frame link with Counter Hit)
-close s.HK (4-frame link with Counter Hit)
-s.MP (3-frame link with Counter Hit)
-d.MP (4-frame link with Counter Hit)

These characters cannot duck F + MK: Raiden, Geese, Chang, Zangief, Sagat, Eagle, Rugal, Yamazaki, Benimaru, and E.Honda.


DF + HK (1000) down/+6
36/6/8

I probably use this move too much for my own good. It is best use after a knockdown and try to time it meaty. On block you have at least +6, and from there you can go for throws, go for counter hit, use d.LP to keep yourself at +6 then go from there, go low with d.MP to try to catch the opponent blocking high.

You can control somewhat where you want this move to hit. Generally, if you want it to hit behind the opponent do it right next to the waking opponent (this has the added bonus of sailing right over most light DPs and then hitting them out of the DP). If you want it to hit the front of the opponent, do it a little further back from the waking opponent.

I sometimes use this move when after doing a s.LP x 2 + d.LK attack sequence. I hope that the threat of d.LK xx lv2 kick super has the opponent favouring low guard and then the DF + HK throws them off so they don’t hit me out of it, but instead block or get hit by it. After post super juggling with j.HK, I sometimes use this move after I walked underneath. If you hit with DF + HK you can juggle some characters with Kikoshou (note that this juggle is glitchy, check the Combo/Glitches thread for deatails). Good to know if it is just enough to kill the opponent. Apparently you are air-born immediately upon activating this move, this means you should be able to escape any throws with it.


F + HK (1100) -4/-4
11/3/25

A good poke. It moves you forward, does decent guard damage, has good priority, and the ability to skip over many common pokes. e.g.,

-Guile’s d.MK
-Athena’s d.HP
-Geese’s d.HK
-Cammy’s Spiral Arrow, d.MK
-Ground Fireballs
-Shoto d.MK
-Balrog/Vega d.HK
-beats clean Hibiki’s d.LP or d.MP (can’t tell which one it beats
b/c animation is the same, maybe both?)


Mid-air D + MK (900)
4/10

This move is used for mix-ups for post sjc off kick super or close s.HK. Depending on how early you connect D + MK you will either land on the same side or the opposite side of the opponent. Because you are allowed to follow with any aerial attack after this move prior to landing, you can do a j.LK for cross-up or to stay on the same side. If the opponent blocks incorrectly, d.LP x 2 + d.MP xx kick super or if you like and are in a small jump groove you can land and do small jump D + MK and mix up again. Also, in small jump grooves you can use this move as a quick overhead. This move can trade and sometimes beat some common d.HP anti-airs, e.g., Guile d.HP, Vice d.HP. This move is useful against P/K grooves as you bounce away from the opponent after a Parry or JD, leaving you relatively safe.


Jumping forward or back HP, HP:
1st HP is: (700), 5/8
2nd HP is: (500), 5/10

Another follow up to post sjc on close s.HK and kick super. This is also a good anti-air move for jumps that d.HK can’t handle. You can intentionally whiff the second punch and try to throw upon landing. Alternatively, when opponent is in the corner, you can choose to connect both hits and upon landing mix between RC HK lighting kicks (a) or close s.HK xx kikoken or sjc (b). For (a) on hit link into d.LP + d.MP xx kick super and if blocked you’re only at -3, pretty safe. Use (b) if your getting thrown out of (a).


far standing LK, LK
2nd LK (300) -2/-2
2/4/13

No real use for this move other than perhaps a fancy combo. Something like HK lightning kick link far standing LK, LK xx kick super will work.

First of all this is a pretty good thread from the way it’s looking, yet I have a couple of questions.

After a knock down, is Chun Li completely safe by doing:

jump over crossup lk, hk legs…

Chun Li can’t be punished by this can she? The reason why I ask is because if your able to link s.hp off of hk legs, than it gives maybe…+7 right?

Another thing, Kcxj you say that throwing out kikouken’s point blank is unsafe right? So when I’m playing footsies and I’m trying to push my opponent back for some breathing room…is it safe for me to do:

far s.mp XX Hp Kikouken

Lastly concerning using c.mp as a trip guard…How reliable is this? Can it be abused just as much as 3s Ken’s c.mk -> Shippu?

Aright thanks!

And…any news bout the c.mp trip guard on jump ins?

Alright, I hate to do this to all you Chunners fans, but am i just really retarded, or is helcoptery-bullshit-kick really damn safe if guarded? I have tryed throwing after it and if they hit b+hp they either tech the throw or stuff any normals. Any help on this most bull shit guard meter eating move will be most appreciated. Maybe then I can stop getting my guardless ass beaten by it.

Apparently the CvS2 book doesn’t have frame data on SBK when it is blocked, but on hit it is -2. I’m guessing on block it is -2 as well though some people think it is 0. Either way, if the Chun player chooses to block he or she is more or less completely safe. To give you an idea of how safe -2 is, Sagat’s lv2 Raid is -2 on block and we all know how hard it is to punish that move.

What you can do:
-SPD and super throws are basically un-escapeable.

  • If the -2 data is correct any perfectly timed 2 or 3 frame LP will counter hit Chun’s next attack. Even if SBK is 0 on block a perfectly timed 2 frame d.LP should trade with her 2 frame d.LP and beat her s.HP.
    -Alpha Counter is the most common solution that takes all the guessing out.

I want some advices, Chun-Li-A .

RC Spinning Bird kick is a good poking or anti-something?

You can use that method to connect c.lp, s.fierce xx lvl 1 kicks by doing c.lp, qcf + fierce, qcf + k. In case some of you are having trouble connecting a super off her s.fierce. By doing qcf + fierce, it also gives you a bit more time to hit-confirm the super after the s.fierce. Just make sure u don’t do hcf + fierce or u’ll get a fireball.

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sj RH after super and s.RH as AA questions

After a level 1 super, I find the sj.RH to be the most difficult to do. I’ve been experimenting with different ways of doing the superjump: back down + up forward, and a 360. I was wondering if it’s easier to do the sj.RH on certain chars (like Sagat or Blanka) than say Ryu?

For AA, is s.RH actually good? I know that it can be sj.cancelled but I’m not sure if it trades or gets beat by j.RHs (like Sagat or Rock).

[/Quote]

Wait just a split second after the last kick (you have time, even at lv 1) and then D, U HK.

s.HK is not meant as an all purpose anti-air. It is a situational anti-air against characters with weak or no cross-ups. Run/walk under s.HK sjc is good against weak cross-up characters like Rock, as it sets post j.HK mix up. Close s.HK is also used occasionally as a meaty attack and as a combo filler. Against Sagat jumps attacks, d.MP is often the best anti-air because Chun Li gets low enough so the jump attack whiffs and Sagat loses trip guard which leads to d.MP xx kick super.

Can’t help on the first one as I don’t use Chun Li in A.

RC SBK is used to blow through some pokes and helps Chun stay close to the opponent. Sometimes used to start the “SBK trap”. SBK trap is for finishing guard meter and chipping away the last bit of life. It is not meant to be used over and over as a lot of people seem to believe.

V: twd + Fwd kick can link into s.hp or s.rh, or c.strong, all without counterhit. Fix that in your post.

Thanks for the heads up, Gandido. Yeah, I knew that already, but with the exception of close s.HP they’re all 1-frame links, which is probably why I didn’t list them the first time around. Anyway, I’ll fix it.

BTW, do you plan on updating your Chun Li FAQ on Gamefaqs? I was thinking of adding some frame data to your FAQ and you can re-post it.

By all means, sure. :slight_smile:

Not sure if this is the appropriate thread, but what is Chun-li’s best meaty? I know she’s not really a character to go for meaty’s with but I was just curious.

I was thinking that f+forward might be a good meaty if you timed it right, but only on characters that can’t duck it. It can’t be ducked by characters like Sagat right?

c.MP and c.MK are her only useful meatys, c.MP hits for 9 and gives max +7, c.MK hits for 4 and gives max +5 (meaty c.LP might be better overall anyway, hits for 4 and gives max +9)

either way her combos off meaties aren’t reliable, only thing you can do off c.MK is meaty c.MK, c.LP, c.MP xx super and that only works on fat characters. meaty c.MP, c.MP xx super is hard if you don’t meaty it right

s.:hp: goes under high tiger shots

Yes right on. You just have to practice. Set the computer to Random Guard… Practice

buffering c.mp super(hit confirm).
It works really well while going for her c.lp , c.mp xxx super. You can Abort the C.mp xxx super If you mess up the 2 frame link.

Buffering s.mp to super is a little bit harder. Agetec/ jap stick is recommended.:tup:

You better look and keep your heart rate low in tournament! Time your shi@t! Cuz If they Block your super…:wasted:

RC. LL, close,FP you can also buffer the FP late. Like see it hit… then super. Nothing like cammy Close FP hit confirm…

YOu have to buffer the super motion slow when using S.fp … your connection with Chun’s death combo will Improve.

If you miss time the close S.Fp after the RC LL you can Abort the FP to xxx level 1 kick super IF close s.fp is blocked…:wgrin:

i havent seen alot of people use c.:hk: as a poke. its a very good poke that is nice for stopping people from walking back and forth at that range. results in a knockdown obviously too. its also good for throwing out early to catch people at their startup for a move. has very good reach for a low attack. i like to think of it as a compliment to the c.:mp: that results in knockdown instead of super.