Introduction
- Played by: Ming-Na Wen
- Stagger frames: 32
- There is currently a bounty out among the SFTM community on this character. If Chun Li wins a monthly bracket, The Fraud Krew will suffer through a live screening of Legend of Chun-Li.
Playstyle
For a long time Chun Li was considered the worst character in the entire game, But the SFTM tier list is constantly shifting as new things are discovered almost every time a bracket happens and now she's being considered one of the better characters in the right hands. A lot of her moves suffer from awkward hitboxes that cause her to get stuffed or be on the losing end of a lot of trades when it looks like she should have come out on top. If that weren't bad enough, she lacks damage and consistent combos. Much like in Third Strike, Chun is most effective when playing a patient turtling game, which is the exact opposite of how she's played in most other games. Winning with Chun is a game of a thousand cuts. You will have to Wait your turn and pick your battles, getting in occasional pokes and small combos when you can. This gameplan is helped along by her cr.HK, which covers a wide distance and has a deceptively low hitbox. In a strange sense of balance, Chun Li has an incredibly broken Danger move in the form of an incredibly fast and spammable fullscreen projectile that becomes an infinite on characters with longer stagger animations. Playing Chun is an acknowledgement that any damage you get in before being put into Danger state is a bonus before it's time to take the nuclear option.
Play Chun Li if:
- You want an incredibly broken win condition
- You like a challenge
- You enjoy turtling
Do not play Chun Li if:
- You play Chun Li in other games
- You are impatient
- You find repeatedly losing trades to be frustrating
Normals
Standing
s.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
You won't believe this, but st.LP is actually one of Chun's good anti-airs it spaced properly.
|
|
s.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
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Mid
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-
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-
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-
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-
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-
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-
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-
|
-
|
|
s.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
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Active
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Recovery
|
Adv. Hit
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Adv. Block
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Property
|
-
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Mid
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-
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-
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-
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-
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-
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-
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-
|
-
|
Tossing this out and cancelling it into Kikouken is an important part of playing neutral with Chun Li.
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|
s.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
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Mid
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-
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-
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-
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-
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-
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-
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-
|
-
|
|
s.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
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Mid
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-
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-
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-
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-
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-
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-
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-
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-
|
|
s.HK
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Damage
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Guard
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Meter
|
Stun
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Startup
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Active
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Recovery
|
Adv. Hit
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Adv. Block
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Property
|
-
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Mid
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-
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-
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-
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-
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-
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-
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-
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-
|
|
Crouching
cr.LP
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Damage
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Guard
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Meter
|
Stun
|
Startup
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Active
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Recovery
|
Adv. Hit
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Adv. Block
|
Property
|
-
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Low
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-
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-
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-
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-
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-
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-
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-
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-
|
|
cr.MP
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Damage
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Guard
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Meter
|
Stun
|
Startup
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Active
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Recovery
|
Adv. Hit
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Adv. Block
|
Property
|
-
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Mid
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-
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-
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-
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-
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-
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-
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-
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-
|
|
cr.HP
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Damage
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Guard
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Meter
|
Stun
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Startup
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Active
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Recovery
|
Adv. Hit
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Adv. Block
|
Property
|
-
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Mid
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-
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-
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-
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-
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-
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-
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-
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-
|
|
cr.LK
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Damage
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Guard
|
Meter
|
Stun
|
Startup
|
Active
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Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
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Low
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-
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-
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-
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-
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-
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-
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-
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-
|
|
cr.MK
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Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
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Adv. Block
|
Property
|
-
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Low
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-
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-
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-
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-
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-
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-
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-
|
Knockdown
|
For some reason this is Chun's sweep. It's a little stubby, but it's quick. the problem with it is that it leaves the opponent right in front of her on wakeup. You also lose access to it while charging Kouhou Kaiten Kyaku.
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|
cr.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This is easily Chun Li's best button. It's her longest reaching poke, pushes the opponent back to midscreen, and puts her hurtbox lower to the ground than it looks. Excellent for low profiling things, fighting out of pressure, and overall being annoying.
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|
Air
j.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
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-
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-
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-
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-
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-
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-
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-
|
|
j.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
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-
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-
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-
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-
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-
|
-
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-
|
|
j.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
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-
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-
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-
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-
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-
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-
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-
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-
|
|
j.LK
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Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
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-
|
-
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-
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-
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-
|
-
|
|
j.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
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-
|
-
|
This sort of works as an air-to-air, but the backflip is an unreliable hitbox. Be careful that you don't accidentally do Taka Tsume Kyaku instead due to holding down to charge a Tenshou Kyaku.
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|
j.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Command Normals
Taka Tsume Kyaku in air d+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Chun's traditional head stomp. It doesn't knock down, and it's usually unsafe on hit due to how she bounces. It also has a height restriction. Still, you can do some goofy things with it during juggles. Sadly if you're charging Kouhou Kaiten Kyaku you'll lose access to it.
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|
Universal Mechanics
Throws
Koshuu Tou close b/f+MP or HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
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-
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-
|
-
|
-
|
-
|
-
|
Escapable, Counterable
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|
Ryuusei Raku Close in air b/f+MP or HP
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Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Throw Counters
Throw Counter/Reversal u+LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Chun Li's opponent after she lands a throw. See Throws for more information.
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|
Slammaster d+LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Chun Li's opponent after she reverses a countered throw. See Throws for more information.
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|
Interrupts
Low Kick Knockdown During blockstun u+HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Knocks the opponent back and hits low. It actually doesn't always knock down, but it pushes the opponent almost fullscreen and low profiles a lot of stuff. Definitely her better Interrupt.
|
|
High Kick During blockstun u+LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
A kick done with a punch button. If this whiffs or somehow gets blocked, you're in for a world of hurt. Also the range isn't great.
|
|
Regeneration
Regeneration Hold LK+HK, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Recovers 17 health over 34 frames. See Regeneration for more information.
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|
Danger Move
Bird Kikouken 10 health or less QCF+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
Hands down, this is Chun Li's best move. It's probably the fastest move in the game, does a ton of damage, and it's easily spammable. Against characters with long stagger animations like Zangief this move can combo into itself, push to the corner, and become an infinite from fullscreen. This move is so busted that it can be compared to Dark Phoenix without exaggeration. It can be reflected by characters such as Balrog or Zangief, but it's so fast that you can easily nullify it and throw another one. With consistent inputs and timing you might even be able to beat out Ryu's Hadouken spam with it.
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|
Special Moves
Kouhou Kaiten Kyaku Hold MK, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Chun Li flies almost straight up into the air with an awkward kick. It looks like a shoryuken, but it's not nearly as good. Still, it can function as an anti-air, and doing it right on top of somebody while they're standing up can lead to some silly crossups. You lose access to all of your MK buttons while charging it, though, which hurts the move's utility.
|
|
Kikouken [b]f+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A decent fireball that won't win any zoning wars. Kikouken's main purpose is to fill up space while playing midscreen to give the opponent less breathing room and force them into Chun's anti-airs. Cancel into this after throwing out a st.HP or other normals to take advantage of it's pushback and larger than average hitbox.
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|
Spinning Bird Kick [b]f+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Like most of Chun's options, this move has an underwhelming hitbox and is sometimes unsafe on hit. That isn't to say that this move isn't useful though. It leaves you airborne, which allows you to combo it into Tenshou Kyaku and do some air combos. If Chun Li continues to walk forward after doing it, she will not have a pushbox until she stops walking. If she walks into the wall where her opponent is standing this can set up intersection in the corner. This can be followed up with Hyakuretsu Kyaku for a quick kill if intersection is successful.
|
|
Kuuchuu Spinning Bird Kick air [b]f+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
The airborne variant of Spinning Bird Kick is great for air mobility since Chun can act after it, and that also makes it an important piece of her air combos. With tight timing you can do more than one before landing if you hit the opponent with Tenshou Kyaku in between them. The problem is the opponent has a tendency to fall out of the move.
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|
Tenshou Kyaku [d]u+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
You would think this is Chun Li's anti-air, but it has such a bad hitbox that you'll be lucky to get a trade with it. Often you'll be stuffed cleanly. It has no invincibility on startup and it's slow, too. It's value comes from it's ability to be comboed into and out of Spinning Bird Kick for air combos despite not being able to do it in the air normally. The [d]u input has a buffer. By delaying the K input after pressing up, the move can be done at higher altitude from the ground. In the corner with tight timing you can do this and Spinning Bird Kick repeatedly and even pepper in some other attacks to do some really cool things.
|
|
Hyakuretsu Kyaku Mash K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Recovery isn't great and it pushes the opponent out quickly which can make it unsafe if you aren't careful, but it has decent meter build and can kill quickly if you set up Intersection. It's not a bad idea to tack this onto the end of juggle combos for a little extra damage and meter. It's too bad the hitbox isn't good enough to toss it out in neutral and have people land on it though.
|
|
Hishou Shuu [d+HP]u, release HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Chun flies a set distance and if she lands on the opponent's head you can mash P for extra damage. It doesn't go fullscreen and will fly over people who are too close, and you lose access to the important st.HP while charging it, so it isn't super reliable, but remember that you have it because it's great at baiting things like Akuma's super fireball.
|
|
Braclet Throw [b+P]f,b,f, release P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Another projectile, but you aren't going to use it.
|
|
Super Moves
Senretsu Kyaku [b]f,b,f+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Not a bad super, but remember that it doesn't have invincibility on startup like it does in some other games. Confirming into this off of st.HP is some nice burst damage but beware that doing it in a lot of other situations will cause the opponent to fall out of it.
|
|
Kikou Hou'ou Ken [b]QCFx2+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Chun's super fireball is weird. It arcs low, travels across the screen, and then flies upwards. Because it's multiple projectiles stacked on top of each other it can beat out some other projectiles if it doesn't fly underneath them altogether. If you are in Danger and want to take back the fireball war with Bird Kikouken, throw this into the mix.
|
|
Combos
Matchups
Tips
- Unlearn everything you knew about Chun Li from other games.
- cr.HK is your best button.
- Get comfortable with the speed and range of st.HP and st.LP, and then practice confirming into Kikouken and Senretsu Kyaku.