Spoiler
Movement Abilites:
Triple Jump
Wall Jump
Dash
Wave Dash
Air Dash
Rapid Air Dash –
Chun-li’s Air Dash can be done twice in rapid succession just like a tri-dash character’s aerial wave dash. This maneuver is done by dashing normally in mid-air, then pressing :s: + two attack buttons while in mid-air. The result is two air dashes done much faster than normal. The same result can be gained by plinking the second dash.
High Jump Dash –
Dashing immediately after a high jump makes the dash occur much sooner, making it faster.
Normals:
Standing Light – Standard jab. Can be crouched under by most characters.
Crouching Light – Very fast start-up. Useful in frame traps.
Standing Medium – Can be crouched under by most characters. Used to connect ground combos to aerial opponents during combos. It is not a useful anti-air.
Crouching Medium –
The go-to attack for low mix-ups. This low attack has plenty of range and is integral to Chun-li’s ground offense.
Standing Fierce –
Chun-li’s standing fierce has a surprising amount of range, but also a higher start-up than other normals. When used during a dash, it makes for a great poke. It is unique in the way that it moves Chun-li’s center forward, and then moves her back. This causes the attack to push Chun-li very far back on block. This attack can be jump cancelled on hit or block.
Crouching Fierce -
Chun-li’s crouching fierce is her sweep from SF4. Its range is great and it is a bit faster than standing fierce. It has it’s uses in block strings, frame traps, and defeating advancing guard.
Standing S -
The standard launch. Mildly useful as an anti-air, but as unsafe on block as you imagine.
Neck Breaker –
A slow overhead command normal. This attack can be jump cancelled on hit or block. If jump cancelled, the player will still have 2 aerial movements left.
Stomp Kick –
An instant overhead air nomal. This attack can be jump cancelled on hit only. An integral piece of Chun-li’s mix-up game.
Aerial Light – Attack enemies that are in front, above, or below. Can cross up.
Aerial Medium – Attack enemies that are in front or below. Can cross up if delayed. Extends Chun-li’s hurtbox. Gets stuffed easily.
Aerial Fierce – Attack enemies that are below. Stuffs most anti-airs. Very useful in resets.
Aerial S – Attack enemies that are above. Long active hit-box, very fast startup. Great meaty or air-to-air. Useful in aerial resets. Cannot be jump canceled.
Specials:
Kikouken Light –
A ranged projectile that travels about 75% of the zoomed screen. At close range, this attack is unsafe on block. Moves very slowly. Useful for lockdown resets.
Kikouken Medium –
A ranged attack that travels even less of the screen than the light. Also unsafe on block at close range. Doesn’t have any obvious use.
Kikouken Fierce –
A non-ranged attack that hits about one body length in front of Chun-li. This attack is slightly plus on block. A part of Chun-li’s advanced mix-up and frame trap game.
Kikouanken –
The melee version of Kikouken. This non-ranged attack causes a crumple on hit and is an integral part of Chun-li’s combos and frame-traps.
Spinning Bird Kick –
A down charge move that moves Chun-li across the ground while attacking on both sides of her. The grounded version is unsafe on block, but the Tiger Knee’d aerial version is safe. A part of Chun-li’s advanced combos.
Tenshoukyaku –
An anti-air series of kicks that has no invulnerability on start up. The grounded version leaves you able to act in mid-air, while the aerial version leaves you unable to act in mid-air. This serves as the ender to Chun-li’s simpler combos, but it is important to note that this attack does not cause a lot of minimum hit-stun, and thus will whiff on hit in long combos, leaving Chun-li vulnerable to a counter-attack. For an ender , it deals good damage otherwise.
Lightning Legs –
A series of rapid kicks. This attack is very all-purpose. It is very powerful as a wake-up reversal.
Hypers:
Kikoushou –
A massive ball projectile that covers Chun-li while attacking the enemy. This attack can be used defensively, but has an unusually long recovery time and thus is very unsafe on block, and sometimes during certain THC’s, it can even be unsafe on hit.
- As Punishment- Kikoushou can be used to attack at times that are usually unsafe, such as when Hidden Missiles or Chris’s Grenades are coming. It’s circular shape also reaches very high, and can hit characters who move offensively like X-23 in Talon Dive or Wolverine in Dive Kick. Kikoushou
- As THC - Kikoushou adds a lot of damage to neutral THC’s or THC’s done in the corner.
Hoyoukesen -
-As Punishment - Chun-li’s Hoyoukusen has a lot of invul frames on start-up, but not throughout the entirety of the hyper. Knowing when to use Hoyoukusen or Kikoushou is important.
-As THC - Due to the rigidly forward moving nature of this Hyper, using it in a THC can be dangerous outside of the corner. The right partners can counteract this, but there is always the chance that Chun-li might jump ahead of the person she’s attacking. Consider yourself warned.
-Kikoushou Followup - Hoyoukusen can be jump-cancelled into a Kikoushou, but the timing and specific set-up required usually makes it not worth it.
-Jump Cancelled Assist - Hoyoukusen can also be jump-cancelled into an assist call to add some extra versatility to the mix. This can be done by negative edging the assist call during the kick flurry, jump-cancelling, then releasing the assist call before the jump is executed. The timing is very difficult, but harmless if failed.
Shichisei Renka
Chun-li’s Level 3 is the only one in the game that is capable of whiffing on hit, and in return for that danger you only get 410k unscaled damage. Regardless, her level 3 is still a viable attack that simply needs to be used in the right places.
Altered Techniques:
Dash Kara - Dash + Kara = Dash Kara. Simple 'nuff. Some of the more difficult links require you to dash before an attack.
Fierce-Kara - Chun-li’s standing :h: moves her a great distance forward, then pulls her back. This can be cancelled into a special move before she is pulled back, keeping the forward movement without the backwards movement. Now if only she had a command grab…
Fierce-Warp - Chun-li’s standing :h: can also move her behind the opponent if he/she is off the ground at almost any elevation, making for a sort of “teleport”. It’s not a teleport, but it can be used as a cross up.
Tiger Knee’d Spinning Bird Kick - Chun-li’s spinning bird kick has a terrible recovery time when executed from the ground, but when done in the air, it’s recovery time is almost eliminated. Thus, it is much more useful and safer when done slightly off the ground.
Dash Partitioned SBK - Chun-li’s SBK can be dash-partitioned, meaning that while it is charging, Chun-li can dash and then execute the spinning bird kick.
Instant Overhead Stomp Kick - It’s her stomp kick. It’s an over head. Do it instantly, then air jump and air dash into a full combo. The opponent’s height is an important factor in whether or not to use the instant overhead or the much slower neckbreaker.
Spoiler
Bnb
Magic Series - Chun-li’s magic series is Standing :l: Crouching :l: Standing
, Crouching
, Standing :h:, Crouching :h:, Neckbreaker ( :f:+:h:), :s:
Buktooth - Crouching :h:, Jump cancel, Air :l:, Air
, Air
, Air :h:, Air :s:, Standing :l:, etc,
Stomp Loop - Crouching :h:, jump cancel, Stomp Kick, air dash, air :h:, Standing
, etc
Extended Ground Combos -
All characters corner, Medium and Tall characters midscreen:
St :l:, st
, st :h:, jump, air dash (*NOT instant), j :l:, j :s:, land, st :l:, st
, st :h:, Kikoanken
A cool looking, but unimpressive combo. This is the only special combo that works on small characters, since Chun-li simply blows right over their heads otherwise. Jump backwards before air dashing to hit small characters. The only small character that can be hit by this at midscreen is Zero.
Medium and Large size, Midscreen:
St :l:, st
, st :h:, *jump, instant j
, *jump, instant air dash, j :h:, j :s:, st
, st :h:, Kikoanken
A slightly harder combo. Nets you an extra 100k damage. Works midscreen on characters as tall as or taller than Wolverine.
*The greatest danger in this combo is shooting right over your opponents head and landing on their other side. Surprisingly, this works well as a cross-up reset, so stay on your toes just in case your opponent isn’t blocking! In order to make sure the combo hits, you might have to adjust the direction that you jump depending on the opponents size and position.
Medium size, corner:
St :l:, st
, st :h:, *jump, instant j :h:, *jump, instant air dash, j :h:, j :s:, st
, st :h:, Kikoanken
The exact same as the previous combo, except that the last combo’s j
was replaced with a j :h:.
Sentinel, Hulk midscreen, corner:
St :l:, st
, st :h:, jump, j
, j :h:, jump, instant air dash, j :h:, j :s:, st
, st :h:, Kikoanken
IA Spinning Bird Kick Loop - Down Charge, Crouching :h:, Tiger Knee’d :h: SBK, Down Charge, Crouching :h:, Tiger Knee’d :h: SBK, etc
Backwards Dash Loop - Crouching :h:, Jump Cancel, Stomp Kick, Air dash, Air :h:, Backwards dash + :h:, crouching :h:, Jump Cancel, Stomp Kick, Air dash, Air :h:, Backwards dash + :h:, crouching :h:, :s:
Air Combos and Confirms
Magic Series - Jump Cancel, Air :l:, Air :l:, Air
, Air :h:, Jump Cancel, Air :s:
(Note: The rather cryptic looking placement of the jump cancel;s in the series above simply means that you can jump cancel any of Chun-li’s air normals except her air :s:. Also remember that you only have 2 air movements and that air dashing and jump canceling/double jumping counts as an air movement. Wall jumps do not count as air movements.)
Dash Stomp - From Midscreen: :s:, jump, Stomp Kick, Stomp Kick, Air
, Air :h:, Hyakuretsu :h:, Air Dash, Stomp Kick, Air :h:, Hyakuretsu :h:, Air Jump, Air
, Air
, Air :h:, Air :s:
Drag Legs - Needs No Air Movements - Air :s:, Hyakuretsu :h:, Air :s:, Down Charge, Hyakuretsu :h:, SBK :h:, if you’re close enough to the ground, you can relaunch here with :s: or Standing
, :s:.
Dash Drag - Needs Two Air Movements - Air
, Air :h:, Jump Cancel, Air Dash, Air
, Air :s:, Standing
, Crouching :h:, :s:
Air Buktooth - Air
, Air :h:, Jump Cancel, Air :l:, Air
, Air
, Air :h:, Air :s:, Standing :s:, etc
Stomp/Legs Loop - With Opponent in corner - Standing :s:, Jump, Air
, Air :h:, Jump Cancel, Air
, Air :h:, Jump Cancel, Air
, Air :h:, Hyakuretsu :h:, Stomp Kick, Stomp Kick, Hyakuretsu :h:, Stomp Kick, Stomp Kick, Hyakuretsu :h:, Air :s:.
(Note that due to differences in character sizes, some characters will require less than two stomp kicks. You’ll really have to learn how to just feel out how many stomp kicks are needed. I’ll include a guide about it later, but it’s not high on my priority list.)
Combo Enders
Tenshou - Remember what I said about the Tenshoukyaku being terrible to use as an ender due to it whiffing on hit in longer combos? Yeah, I don’t suggest doing it unless it’s in a shorter combo. However, it does add the most damage out of her meter-less enders.
Air Legs - If the opponent is in the corner, then using Chun-li’s Air Hyakuretsu is a great way to add a lot of damage to a combo regardless of how much hit stun is left in the combo itself. The air version hits more times than the grounded version, although the grounded version can be chained into itself a few times or canceled into a hyper.
Air Spinning Bird Kick - Chun-li’s air spinning bird kick adds a bit of damage to the end of the combo in a way that lets her continue to put on pressure better than the Air Hyakuretsu.
OTG assist/Hyper/THC - The Kikoushou adds more damage than the Hoyoukusen, but the Hoyoukusen gives Chun-li a better positioning for applying wake-up pressure. Also, the high aerial position that the Hoyoukusen leaves the opponent in can be used for advanced set-ups in some teams.