(My reference guide adapted from Japanese Enterbrain CvS2 guidebook. Document is provided as is. If anybody doesn’t understand something I write, then too bad…)
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Normals:
s.LP 200/+4/+4 o/o/o
parry high/low
2/4/9
Useful for hitting high. Otherwise, c.LP is better in every way. All short characters can duck this.
c.LP 400/+6/+6 x/o/o
parry high/low
2/4/7
Better than s.LP. Has the exact same startup and hit duration properties, but with more damage, more frame advantage, and slightly less recovery. Even has more range than s.LP. +6 frame advantage makes for a slightly above average crouching jab for a CvS2 character. It also makes for a better move to tick throw after than s.LP. Just 2 frames of startup is top tier. Normal attacks can’t get any faster than this.
c.LK seems useless when Chun has as powerful an up-close attack as this doesn’t it?
s.MP 800/+1/+1 x/o/o
parry high
5/8/13
26 frames total
When fighting at midrange, the hit box and startup on this normal are it’s greatest strengths. Super fast 5 frame startup AND Chun’s entire arm is invulnerable.
Being only 26 frames total, this move is great to throw out from far when you need to build some meter.
Whiff punishing and poking at midrange is this move’s best use, but using it as a properly timed meaty attack can be useful too. Check out the 8 frame hit duration and +1 frame advantage. Be even more cheap and use just the tip of the move to take advantage of the invincible hitbox as well. .
d.MP 800/-1/-1 x/o/o
parry low
4/9/17
Hits one frame faster than s.MP. One frame longer hit duration. Significantly longer recovery than s.MP.
The greatest strength of this move is it’s low hitting properties. At 4 frame startup, it’s Chun’s fastest low hitting attack (sans useless c.LK, which also hits in 4 frames).
Easier to link after a c.LP than s.MP, but with -1 frame advantage it’s not as good when blocked.
(see also: close s.HP)
close s.HP 1000 -2/-2 x/o/o
3/8/20
Hitting on the 3rd frame, this move is blisteringly fast.
Easier to link after a c.LP than a s.MP and a d.MP, but with -2 frame advantage it’s not as good when blocked.
This is move is big. Make sure you’re at 100% accuracy canceling into kick super. s.HP, neutral, qcf, qcf+K is the preferred method. Use s.LP, s.HP xx super over the other bread and butter combos whenever possible (useful after any cross up for example).
d.MK 700 +2/+2 x/x/x
8/4/14
hits low
As you can see it’s not the quickest move considering it doesn’t hit until 8. Hitting low and yielding +2 is pretty useful though. If the opponent blocks or is hit by this, then tries to jump away, the 4 frame d.MP xx super will snag them right back onto the ground.
d.LK 300 +2/+2 x/o/o
4/4/11
hits low
Having slow kicks seems to be a theme with CvS2 Chun. Up close, this move also yields +2. If the opponent tries anything after getting hit/blocking this, a 2 frame c.LP (cheap) will beat them out.
d.HK 1000 -11/-11 x/x/o
7/8/27
hits low
knocks down
At first glance, the data for this move seems horrible. As a primary anti-air move, 7 frame startup leaves for a lot more to be desired… The range, hitbox properties, and anti-jump properties make this quite useful though. The fact that it hits low as a sweep makes it all that much better. Chun outranges a Bison whiffing d.MK’s with this. Use this as you would Kyo’s sweep when not using it as anti-air. It’s quite a good tool.
You can do stuff like meaty s.MP, d.HK.
j.HP 700
5/8
This move is quite good as anti-air. 5 frames is faster than the slow d.HK. Certain characters like Rolento and Bison beat up Chun-li because she can’t anti-air their high priority jump ins with d.HK. In all those instances, use jumping HP instead.
air throw
zero frame startup
Rolento, Rock, Honda have slow startup on their jump ins from close. Jump up and air throw them before their attacks come out.
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Specials:
HP kikoken 900 -7/-7
11/36
You only have to go to df when you execute this move. Keep that in mind when you’re RCing it.
HK legs (2 hits) 600 +6/-3
5/a whole bunch of numbers/17
The numbers go 3/4/3/4/3/2. 3 hit frames, 4 recovery, 17 total recovery at the end. This move isn’t so good when blocked. LK legs is actually best for that. +/-0 on hit or block. I don’t know what’s up with that… HK legs yields +6 on the hit though. That’s crazy! Link a d.LP (4 frame link), close s.HP (3 frame link), d.MP (2 frame link), or s.MP (1 frame link… hard).
Spinning bird kick
all versions have 20 frame startup
even on frames after hit or block
Take it easy there… It’s not that special. RC’d or not. I wouldn’t even want to use it as anti-air most of the time because of the slow startup.
Meter building (to build one level one in C-groove):
55 jump back HP’s
56 jump back HP, HP’s (huh? jump back double HP builds less meter than jump back HP?)
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Command Normals:
f+MK +5/+5
15/4/15
Only hits high unfortunately. Do this as often as practical against Sagat though. You force him to guess what you’re going to do after.
df+HK knockdown/+6
36/6/8
Good luck setting it up. As a meaty is the most useful way. When the opponent blocks, Chun can do whatever she wants.
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More Notes:
-If you land a jump straight up, falling j.HK, a far s.MP will always be able to reach no matter what. Any character, no matter how far the range.
d.MP as anti-air:
As anti-tripguard anti-air, Chun-li d.MP will 100% beat…
-Any Rugal air qcf+P
-Any range Sagat j.HK (crazy!)
-Another Chun-li’s cross-up LK attempt
-Another Chun-li’s jump straight up, falling j.HK