Super Street Fighter 2 Turbo/Chun-Li: Difference between revisions

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[[Image:ChunLi.png|right|ChunLi's portrait in Super Turbo]]
{{Infobox Character SSF2T
|name=Chun-Li
|image = ChunLi.png
|fwalk = 64
|bwalk = 48
|prejump = 3
|njumpdr = 45
|fjumpdr = 44+
|bjumpdr = 46
|landing = {{Tooltip | text=7* | hovertext = Can be canceled into a throw from Frame 1 onward, or jumps, attacks, or blocks on Frame 2 onward.}}
|jumpa = 114
|fjumpdt = 166
|bjumpdt = 177
|skdr = 35
|hkdr = 69
}}
{{TOClimit|3}}
{{TOClimit|3}}


==Introduction==


===Competitive Overview===


Chun is ranked high tier. There are certain characters that she beats, certain characters she has even matches with, and certain characters who beat her. Some of her "even" matches are not even in the traditional sense. For example, against Fei she does really well as long as she's not in the corner. However, if Chun gets put in the corner and Fei starts doing st.Fierce xx Chicken Wing (his 3-hit spin kick), it is a nightmare for Chun, and she has no easy way out.
<br><br>
The same is true against Claw. Chun does well if she can keep the game on the ground, but if Claw can get his wall dive shenanigans going, Chun has no escape, and she must guess correctly which way to block, and that can be very difficult.<br>


--[[User:NKI|NKI]]
==Normal Moves==
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].


===Strengths & Weaknesses===
===Standing Normals===
====Strengths====
*st.Strong is an extremely good poke.
*Cr.mk is an incredible multi purpose move.
*j.Forward is a great jumping move.
*Can store her super.
*Lightning Legs will cleanly beat nearly every ground move in the game.
*Good throw range.
*Throw does a lot more damage than it probably should.
*Good dizzy combos.
*Fast walking speed.
*Very agile (can jump off walls, do attacks after head stomp).
*Is good at both turtling and rushing down.
*Has normal moves that can cause [http://wiki.shoryuken.com/Super_Street_Fighter_2_Turbo#Knockdowns full knockdowns].
====Weaknesses====
*Has no solid anti-air.
*Upkicks will sometimes completely whiff, even at point blank range.
*Has no solid reversal to escape things like Claw's wall dives or Fei's Chicken Wing trap.
*Has a big jump arc which is easy to see and punish.
*Has a hard time with fireball traps.


--[[User:NKI|NKI]] 20:04, 8 May 2006 (CDT)
===== <span class="invisible-header">cl.lp</span> =====
{{MoveData
| name    = Close Jab
| input    = 5LP / cl.{{lp}}
| subtitle = Close Light Punch
| image    = ChunLi_stcljab3.png
| imageSize = 90x92px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 18[0]
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Mid
|startup= 4
|active= 4
|recovery= 4
|total = 12
|frameAdv = +5
|actrange = 0-21
|meter = 2/1
|description= A quick rapid-fire jab.
*Mainly usede for combos and as a tick for characters who can't duck it.
*This does massive damage for a jab.
*Sometimes this can trade as an anti-air in Chun's favor.
}}
}}


===New & Old Versions Comparison===
<span class="mw-customtoggle-cllp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
To select O.Chun Li, choose Chun Li and then press ↓ ↓ ↓ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllp">


Here is the list of differences:
{{STDiagramHeader}}
*Obvious stuff: O.Chun Li can not tech throws, does not have a new Upkicks special move and does not have a Super;
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stcljab1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_stcljab2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stcljab3.png}} |{{STDiagramImageCell| 1 | ChunLi_stcljab2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stcljab1&5.png}}
*O.Chun Li has some differences in some of her normals:
**Close Standing Jab has a 1 frame slower startup;
**Crouching Jab has a 1 frame slower startup;
**Far Standing Strong hits high and so whiffs on crouching characters;
**Far Standing Fierce has special cancel properties;
**Close Standing Short has a 3 frames slower startup and can't be special canceled;
**Far Standing Short hits high and so whiffs on crouching characters;
**Crouching Short has a 2 frames slower startup and can't be special canceled;
**Close Standing Forward has a 3 frames slower startup and can't be special canceled;
**Far Standing Forward have better priority;
**Diagonal Jumping Fierce has a much fatter hitbox, though the priority doesn't change much;
**Diagonal Jumping Short have much better priority but do a little less damage;
**Neutral Jumping Forward has much better priority plus 6 more active frames;
**Diagonal Jumping Forward have much better priority but can not be used as a cross up attack;
**Neutral Jumping Roundhouse have much better priority;
**Diagonal Jumping Roundhouse hits lower;
*O.Chun Li's Head Stomp can be performed with any downward direction;
*O.Chun Li's flip kick and neck breaker command normals have proximity requirements;
*O.Chun Li's neckbreaker and flip kick are performed with forward/back/any upwards direction instead of df;
*O.Chun Li's flip kick combo for two hits, the start-up is faster by 2 frames and can be special cancelled;
*O.Chun Li can kara-cancel Kikoukens from Roundhouse easily (for the shorter recovery), where N.Chun Li has trouble with this due to the different command for the Spinning Bird Kick;
*O.Chun's Spinning Bird Kick becomes active and knocks down before the spinning part during her handspring, and demands a "down" charge instead of a "back/away" one.
 
Basically, O.Chun Li has better aerial tools but worse ground ones, mainly for standing strong whiffing on crouched characters and the lack of super. Choose whichever version you think it's best suited for your style.
 
===Color Options===
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Jab || align="center" | Strong || align="center" | Fierce || align="center" | Start || align="center" | Old
|-
|-
| align="center" | [[File:Chunli-lp.gif]] || align="center" | [[File:Chunli-mp.gif]] || align="center" | [[File:Chunli-hp.gif]] || align="center" | [[File:Chunli-start.gif]] || align="center" | [[File:Chunli-old1.gif]]
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | [[File:Chunli-lk.gif]] || align="center" | [[File:Chunli-mk.gif]] || align="center" | [[File:Chunli-hk.gif]] || align="center" | [[File:Chunli-hold.gif]] || align="center" | [[File:Chunli-old2.gif]]
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
|-
| align="center" | Short || align="center" | Forward || align="center" | Roundhouse || align="center" | Hold || align="center" | Old Alternative
|}
|}
--[[User:Born2SPD|Born2SPD]]


==Moves Analysis==
</div>
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].
 
===Normal Moves===
==== <span class="invisible-header">frlp</span> ====
{{MoveData
| name    = Far Jab
| input    = 5LP / cl.{{lp}}
| subtitle = Far Light Punch
| image    = ChunLi_stfarjab2.png
| imageSize = 102x92px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 4[0]
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Mid
|startup= 3
|active= 2
|recovery= 8
|total = 13
|frameAdv = +3
|actrange = 22+
|meter = 2/1
|description= A rapid-fire slap.
*Good priority lets you mash to deal with moves like Blanka ball and Honda's Headbutt.
*Can work as a far away anti-air in some situations.
}}
}}
 
<span class="mw-customtoggle-frlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlp">


====Ground Normals====
*<b>Close Standing Jab:</b> (Base max activation range: 21)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[0]}} |{{STDiagramImageCell| 7 | ChunLi_stcljab1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_stcljab2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stcljab3.png}} |{{STDiagramImageCell| 7 | ChunLi_stcljab2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stcljab1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab2.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab1&5.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}  |{{STDiagramCell| 1}}  
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 8}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +5}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
|}
|}
A quick rapid-fire jab, mainly used for combos and as a tick vs characters that can't crouch it. This does massive damage for a jab, sometimes as a trade anti air, the trade can be in Chun's favour.


*<b>Far Standing Jab:</b>
</div>
 
 
==== <span class="invisible-header">cl.mp</span> ====
{{MoveData
| name    = Close Strong
| input    = 5MP / cl.{{mp}}
| subtitle = Close Medium Punch
| image    = ChunLi_stclstrng3.png
| imageSize = 121x85px
| caption  = It is now your turn, forever.
| data  =
{{AttackData-SSF2T
|damage =22[1]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|startup= 5
|active= 4
|recovery= 4
|total = 13
|frameAdv = +10
|actrange = 0-36
|meter = 4/3
|description= A punch with huge frame advantage.
*The huge frame advantage coupled with Chun's walking speed allows you to apply some nasty pressure. Mix them up with a throw or a low. You can also link into just about anything for combos.
*Also OK as a trade anti-air.
*Only Cammy and Blanka can crouch under this.
}}
}}
 
<span class="mw-customtoggle-clmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[0]}} |{{STDiagramImageCell| 7 | ChunLi_stfarjab1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarjab2.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarjab3.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarjab4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarjab1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 8}}
|}
|}
Similar to close jab in some aspects, the priority is good, so you can rapid fire it (mash) to beat some moves like Blanka ball, and Honda headbutt. Can work as an anti air from far away in some situations.


*<b>Crouching Jab:</b>
</div>
 
==== <span class="invisible-header">frmp</span> ====
{{MoveData
| name    = Far Strong
| input    = 5MP / fr.{{mp}}
| subtitle = Far Medium Punch
| image    = ChunLi_stfarstrng3.png
| imageSize = 143x83px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =22[0]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|startup= 5
|active= 4
|recovery= 4
|total = 13
|frameAdv = +10
|actrange = 37+
|meter = 4/3
|description= A poke with the same excellent frame advantage as the close version.
*Hits the entire cast whether they crouch or stand.
*Essentially an option select into Chun's damaging MP throw.
}}
}}
<span class="mw-customtoggle-frmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[0]}} |{{STDiagramImageCell| 7 | ChunLi_crjab1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_crjab2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crjab3.png}} |{{STDiagramImageCell| 7 | ChunLi_crjab2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crjab1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 4}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Good priority, but not mashable like other jabs. And as a tick, it's outclassed by moves like cr mk and close/far mp. One nice trick is to kara cancel this into anti air upkicks to remove her standing frame.


*<b>Close Standing Strong:</b> (Base max activation range: 36)
</div>
 
 
==== <span class="invisible-header">clhp</span> ====
{{MoveData
| name    = Close Fierce
| input    = 5HP / cl.{{hp}}
| subtitle = Close Heavy Punch
| image    = ChunLi_stclfrc2.png
| imageSize = 110x118px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =24[1]
|dizzy= 10~16
|dizzytime= 80
|cancel = Special, Super
|guard = Mid
|startup= 4
|active= 20
|recovery= 11
|total = 35
|frameAdv = -9
|actrange = 0-41
|meter = 5/4
|description= A double open palmed strike.
*Can cancel into fireball or Super in combos.
*You can also use this as a meaty for massive frame advantage, or for setting up frame traps. Otherwise, this move is pretty unsafe.
*This can usually work as a ground crossup if you're behind your opponent, but it's not very useful in that aspect.
}}
}}
 
<span class="mw-customtoggle-clhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clhp">
 
 
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1]}} |{{STDiagramImageCell| 7 | ChunLi_stclstrng1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_stclstrng2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stclstrng3.png}} |{{STDiagramImageCell| 7 | ChunLi_stclstrng2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stclstrng1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclfrc1&3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrc2.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrc1&3.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 20}} |{{STDiagramCell| 11}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +10}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 20}} |{{STDiagramCell| 11}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
|}
|}
Ok as a trade anti air, but mainly used for the awesome frame advantage, you can mix them up really well after this, either with throw, or sweep/cr mk to hit them low. Links into just about anything. Only Cammy and Blanka can crouch under this.
</div>
 
==== <span class="invisible-header">frhp</span> ====
{{MoveData
| name    = Far Fierce
| input    = 5HP / fr.{{hp}}
| subtitle = Far Heavy Punch
| image    = ChunLi_stfarfrc3.png
| imageSize = 145x82px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =24[0]
|dizzy= 10~16
|dizzytime= 80
|cancel = Super
|guard = Mid
|startup= 6
|active= 6
|recovery= 18
|total = 30
|frameAdv = -2
|actrange = 42+
|meter = 5/4
|description= A powered-up high punch.
*Deceptively fast startup, decent for punishment, and a surprisingly good anti air.
}}
}}
<span class="mw-customtoggle-frhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhp">


*<b>Far Standing Strong:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 7 | ChunLi_stfarstrng1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarstrng2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarstrng3.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarstrng2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarstrng1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc1.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc5.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc6.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 18}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +10}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
|}
|}
Excellent rushdown poke. Hits mid against most (all?) of the cast (so, doesn't matter if they are couching or standing), special/super cancelable, and is essentially an option select into Chun's damaging MP throw.


*<b>Crouching Strong:</b>
</div>
 
 
==== <span class="invisible-header">cllk</span> ====
{{MoveData
| name    = Close Short
| input    = 5LK / cl.{{lk}}
| subtitle = Close Light Kick
| image    = ChunLi_stclshrt3.png
| imageSize = 100x97px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 20[1]
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Mid
|startup= 4
|active= 5
|recovery= 5
|total = 14
|frameAdv = +3
|actrange = 0-36
|meter = 2/1
|description= A knee strike.
*Ok for ticks into throw, but Chun usually has better options for this.
*Does unusually high damage for a light attack.
}}
}}
 
<span class="mw-customtoggle-cllk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 7 | ChunLi_crstrng1&5_crfrc1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_crstrng2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crstrng3.png}} |{{STDiagramImageCell| 7 | ChunLi_crstrng2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crstrng1&5_crfrc1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +9}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 5}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan | 2 | 5}}
|}
|}
Good range and frame advantage, not much reason to use this over standing versions of mp though. The priority is also much worse than cr lp.


*<b>Close Standing Fierce:</b> (Base max activation range: 41)
</div>
 
==== <span class="invisible-header">frlk</span> ====
{{MoveData
| name    = Far Short
| input    = 5LK / fr.{{lk}}
| subtitle = Far Light Kick
| image    = ChunLi_stfarshrt3.png
| imageSize = 140x97px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 20[0]
|dizzy= 0~5
|dizzytime= 40
|cancel = None
|guard = Mid
|startup= 7
|active= 5
|recovery= 5
|total = 17
|frameAdv = +3
|actrange = 37+
|meter = 2/1
|description= A straightforward kick.
*Has decent priority, and hits at a nice angle.
*Useful for setting up frame traps.
*Does unusually high damage for a light attack.
}}
}}
 
<span class="mw-customtoggle-frlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[1]}} |{{STDiagramImageCell| 7 | ChunLi_stclfrc1&3.png}} |{{STDiagramImageCell| 7 | ChunLi_stclfrc2.png}} |{{STDiagramImageCell| 7 | ChunLi_stclfrc1&3.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 1 |ChunLi_stfarshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan | 3 | 7}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -9}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 20}} |{{STDiagramCell| 11}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 20}} |{{STDiagramCell| 11}}
|}
|}
This move should be used in combos, or as a meaty, otherwise it is quite unsafe. Cancel to fireball or super in combos, or use as a meaty for massive frame advantage, and to set up frame traps. This can usually work as a ground crossup if you are behind them when grounded, but it's not much use in that aspect.


*<b>Far Standing Fierce:</b>
</div>
 
 
==== <span class="invisible-header">clmk</span> ====
{{MoveData
| name    = Close Forward
| input    = 5MK / cl.{{mk}}
| subtitle = Close Medium Kick
| image    = ChunLi_stclfrwrd3.png
| imageSize = 122x97px
| caption  = First hitbox
| image2    = ChunLi_stclfrwrd4.png
| imageSize2 = 100x105px
| caption2  = Second hitbox
| data  =
{{AttackData-SSF2T
|damage = 24[1]
|dizzy= 5~11
|dizzytime= 60
|cancel = {{tooltip|Special, Super / None|text=Only the first hitbox can be canceled.}}
|guard = Mid
|startup= 4
|active= 9 (3 / 6)
|recovery= 8
|total = 21
|frameAdv = +1 / +4
|actrange = 0-41
|meter = 4/3
|description= A full split kick.
*Good anti air if you are at the right range to use it, beating moves like New Ryu's jumping HK.
*The first part can be cancelled, and is very easy to combo into legs, since you can just mash kick.
}}
}}
 
<span class="mw-customtoggle-clmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[0]}} |{{STDiagramImageCell| 7 | ChunLi_stfarfrc1.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarfrc2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarfrc3.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarfrc2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarfrc5.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd5.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan | 3 | 8}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -2}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 18}}
|}
|}
Deceptively fast startup, decent for punishment, and a surprisingly good anti air.


*<b>Crouching Fierce:</b>
</div>
 
==== <span class="invisible-header">frmk</span> ====
{{MoveData
| name    = Far Forward
| input    = 5MK / fr.{{mk}}
| subtitle = Far Medium Kick
| image    = ChunLi_stfarfrwrd3.png
| imageSize = 135x95px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 24[0]
|dizzy= 5~11
|dizzytime= 60
|cancel = None
|guard = Mid
|startup= 7
|active= 5
|recovery= 8
|total = 20
|frameAdv = +5
|actrange = 42+
|meter = 4/3
|description= A kick straight to the face.
*A mediocre anti-air, ok to counter some jumping attacks.
*Deceptively good range, making it useful to stuff fireball startups.
}}
}}
 
<span class="mw-customtoggle-frmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[2]}} |{{STDiagramImageCell| 7 | ChunLi_crstrng1&5_crfrc1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_crfrc2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crfrc3.png}} |{{STDiagramImageCell| 7 | ChunLi_crfrc2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crstrng1&5_crfrc1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 1 |ChunLi_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan | 2 | 8}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 19}}
|}
|}
Good range with decent priority, but very sluggish, punishable if whiffed. Probably best to use safer attacks.


*<b>Close Standing Short:</b> (Base max activation range: 36)
</div>
 
 
==== <span class="invisible-header">clhk</span> ====
{{MoveData
| name    = Close Roundhouse
| input    = 5HK / {{hk}}
| subtitle = Close Standing Heavy Kick
| image  = ChunLi_stclrh5.png
| imageSize = 82x117px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 28[1]
|dizzy= 10~16
|dizzytime= 80
|cancel = None
|guard = Mid
|startup = 10
|active = 6
|recovery= 21
|total = 37
|frameAdv = -5
|actrange = 0-56
|meter = 5/4
|description= Chun's panty-slippin high sidekick.
*A trade anti-air (no pre projected hurtboxes before becoming active but poor priority with big hit/hurtboxes afterwards) so if you want to beat a move cleanly you have to use Close Forward instead, which has good priority up close. Against some high priority air normals however, your only option may be a trade so this move is useful, and it can be used that way against most air normals as long as you time it correctly, minus against some very high priority normals like Cammy's Aerial Strong or against characters with very low jumps, like Boxer. Another difference to keep in mind is that the hitbox of this move is more centered than Close Forward, this is important against ambiguous crossup moves like a crossing up air tatsu for example. This also allows Chun to actually beat/trade with FeiLong's Chicken Wing corner trap, but it's difficult to use because the timing is very strict: you have a 1 frame window (with "reversal timing") for it to beat it cleanly and another 1 frame window to get a trade, anything slower than that and the move will come out too late and Chun will eat the Chicken Wing and probably a combo as well. And since you'll most likely be playing on a frame-skipping turbo speed, the timing becomes even more strict, leaving Chun with only one usable counter to the Chicken Wing corner trap: kara-cancelled low normal into Tenshokyaku.
}}
}}
<span class="mw-customtoggle-clhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[1]}} |{{STDiagramImageCell| 7 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}} |{{STDiagramImageCell| 7 | ChunLi_stclshrt2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stclshrt3.png}} |{{STDiagramImageCell| 7 | ChunLi_stclshrt2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh5.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh6.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh7.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh8.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh9.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 7}}
|-
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 4 | 21}}  
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Ok for ticks into throw, but Chun usually has better options for this. Does unusually high damage for a light attack.
</div>
 
==== <span class="invisible-header">frhk</span> ====
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / {{hk}}
| subtitle = Far Standing Heavy Kick
| image  = ChunLi_stfarrh4.png
| imageSize = 144x107px
| data  =
{{AttackData-SSF2T
|damage = 28[0]
|dizzy= 10~16
|dizzytime= 80
|cancel = None
|guard = Mid
|startup = 11
|active = 8
|recovery= 14
|total = 33
|frameAdv = 0
|actrange = 57+
|meter = 5/4
|description= A heavy kick to the face.
*Good anti air, but takes a while to come out.
}}
}}
 
<span class="mw-customtoggle-frhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhk">
 


*<b>Far Standing Short:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[0]}} |{{STDiagramImageCell| 7 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarshrt2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarshrt3.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarshrt2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh5.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh6.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 7}} |{{STDiagramCell| 7}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 11}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 14}}  
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Has decent priority, and hits at a nice angle. Useful for setting up frame traps. Does unusually high damage for a light attack.


*<b>Crouching Short:</b>
</div>
 
===Crouching Normals===
 
 
 
==== <span class="invisible-header">crlp</span> ====
{{MoveData
| name    = Crouching Jab
| input    = 2LP / {{d}}+{{lp}}
| subtitle = Crouching Light Punch
| image    = ChunLi_crjab3.png
| imageSize = 107x64px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 4[1]
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Mid
|startup= 4
|active= 4
|recovery= 5
|total = 13
|frameAdv = +4
|actrange = N/A
|meter = 2/1
|description= A short punch.
*Good priority, but not mashable like other jabs.
*As a tick, it's outclassed by moves like cr.MK and close/far MP.
*One nice trick is to kara cancel this into anti air Tenshokyaku to remove her standing frame.
}}
}}
 
<span class="mw-customtoggle-crlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 7 | ChunLi_crshrt1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_crshrt2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crshrt3.png}} |{{STDiagramImageCell| 7 | ChunLi_crshrt2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crshrt1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crjab1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crjab2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crjab3.png}} |{{STDiagramImageCell| 1 | ChunLi_crjab2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crjab1&5.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Good priority, and ok reach for a crouch lk, but pretty slow. Works ok as an occasional tick. Does above average damage for a light attack.


*<b>Close Standing Forward:</b> (Base max activation range: 41)
</div>
 
==== <span class="invisible-header">crmp</span> ====
{{MoveData
| name    = Crouching Strong
| input    = 2MP / {{d}}+{{mp}}
| subtitle = Crouching Medium Punch
| image    = ChunLi_crstrng3.png
| imageSize = 128x66px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =18[1]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|startup= 5
|active= 4
|recovery= 5
|total = 14
|frameAdv = +9
|actrange = N/A
|meter = 4/3
|description= Far Standing Strong but crouching.
*Good range and frame advantage, not much reason to use this over standing versions of mp though
*The priority is also much worse than cr lp.
}}
}}
 
<span class="mw-customtoggle-crmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[1]}} |{{STDiagramImageCell| 7 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}} |{{STDiagramImageCell| 7 | ChunLi_stclfrwrd2&6.png}} |{{STDiagramImageCell| 7 | ChunLi_stclfrwrd3.png}} |{{STDiagramImageCell| 7 | ChunLi_stclfrwrd4.png}} |{{STDiagramImageCell| 7 | ChunLi_stclfrwrd5.png}} |{{STDiagramImageCell| 7 | ChunLi_stclfrwrd2&6.png}} |{{STDiagramImageCell| 7 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crstrng1&5_crfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crstrng3.png }} |{{STDiagramImageCell| 1 | ChunLi_crstrng1&5_crfrc1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +1 / +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 3 | 8}}
|}
|}
Good anti air if you are at the right range to use it. Will beat moves like j hk from N Ryu for example. The first part can be cancelled, and is very easy to combo into legs, since you can just mash kick.


*<b>Far Standing Forward:</b>
</div>
 
 
 
==== <span class="invisible-header">crhp</span> ====
{{MoveData
| name    = Crouching Fierce
| input    = 2HP / {{d}}+{{hp}}
| subtitle = Crouching Heavy Punch
| image    = ChunLi_crfrc3.png
| imageSize = 142x67px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =22[2]
|dizzy= 10~16
|dizzytime= 80
|cancel = None
|guard = Mid
|startup= 7
|active= 6
|recovery= 19
|total = 32
|frameAdv = -3
|actrange = N/A
|meter = 5/4
|description= Crouching MP but bigger.
*Good range with decent priority, but very sluggish, punishable if whiffed. Probably best to use safer attacks.
}}
}}
 
<span class="mw-customtoggle-crhp" style="color: cyan">'''Click to toggle detailed hitbox data.<'''/span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[0]}} |{{STDiagramImageCell| 7 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarfrwrd3.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crstrng1&5_crfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrc3.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crstrng1&5_crfrc1&5.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 2 | 19}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +5}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 2 | 8}}
|}
|}
Mediocre anti air, can be ok to counter some high/mid attacks. Deceptively good range, useful for stuffing fireball startup.


*<b>Crouching Forward:</b>
</div>
 
 
 
===== <span class="invisible-header">crlk</span> =====
{{MoveData
| name    = Crouching Short
| input    = 2LK / {{d}}+{{lk}}
| subtitle = Crouching Light Kick
| image    = ChunLi_crshrt3.png
| imageSize = 107x64px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 14[0]
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Low
|startup= 5
|active= 4
|recovery= 5
|total = 14
|frameAdv = +4
|actrange = N/A
|meter = 2/1
|description= A low split kick.
*Good priority, and ok reach for a crouch lk, but pretty slow.
*Works ok as an occasional tick. Does above average damage for a light attack.
}}
}}
 
<span class="mw-customtoggle-crlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 7 | ChunLi_crfrwrd1.png}} |{{STDiagramImageCell| 7 | ChunLi_crfrwrd2.png}} |{{STDiagramImageCell| 7 | ChunLi_crfrwrd3.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crshrt1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crshrt3.png}} |{{STDiagramImageCell| 1 | ChunLi_crshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crshrt1&5.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +9}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}}
|}
|}
Easily one of the best pokes in the game. Spammable AND special/super cancelable. One of the main reasons it's very annoying playing against a competent chun.


*<b>Close Standing Roundhouse:</b> (Base max activation range: 56)
</div>
 
 
 
===== <span class="invisible-header">frmk</span> =====
{{MoveData
| name    = Crouching Forward
| input    = 2MK / {{d}}+{{mk}}
| subtitle = Crouching Medium Kick
| image    = ChunLi_crfrwrd2.png
| imageSize = 135x64px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 18[1]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Low
|startup= 5
|active= 5
|recovery= 4
|total = 14
|frameAdv = +9
|actrange = N/A
|meter = 4/3
|description= Easily one of the best pokes in the game.
*Spammable AND special/super cancelable. One of the main reasons it's very annoying playing against a competent Chun.
}}
}}
 
<span class="mw-customtoggle-crmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[1]}} |{{STDiagramImageCell| 7 | ChunLi_stclrh1.png}} |{{STDiagramImageCell| 7 | ChunLi_stclrh2.png}} |{{STDiagramImageCell| 7 | ChunLi_stclrh3.png}} |{{STDiagramImageCell| 7 | ChunLi_stclrh4.png}} |{{STDiagramImageCell| 7 | ChunLi_stclrh5.png}} |{{STDiagramImageCell| 7 | ChunLi_stclrh6.png}} |{{STDiagramImageCell| 7 | ChunLi_stclrh7.png}} |{{STDiagramImageCell| 7 | ChunLi_stclrh8.png}} |{{STDiagramImageCell| 7 | ChunLi_stclrh9.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crfrwrd1.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrwrd2.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrwrd3.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -5}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 7}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 1 + 9}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 4 | 21}}
|}
|}
Chun's panty teasing high sidekick. It's a trade anti air(no pre projected hurtboxes before becoming active but poor priority with big hit/hurtboxes afterwards) so if you want to beat a move cleanly you have to use Close Forward instead, which has good priority up close. But against some high priority air normals your only option may be a trade so this move is useful, and it can be used that way against most air normals as long as you time it correctly, minus against some very high priority normals like Cammy's Aerial Strong or against characters with very low jumps, like Boxer. Another difference to keep in mind is that the hitbox of this move is more centered than Close Forward, this is important against ambiguous crossup moves like a crossing up air tatsu for example. This also allows Chun to actually beat/trade with FeiLong's Chicken Wing corner trap, but it's difficult to use because the timing is very strict: you have a 1 frame window (with "reversal timing") for it to beat it cleanly and another 1 frame window to get a trade, anything slower than that and the move will come out too late and Chun will eat the Chicken Wing and probably a combo as well. And since you'll most likelly be playing on a frame-skipping turbo speed, the timing becomes even more strict, leaving Chun with only one usable counter to the Chicken Wing corner trap: kara-cancelled low normal into UpKicks.


</div>
===== <span class="invisible-header">crhk</span> =====
{{MoveData
| name    = Crouching Roundhouse
| input    = 2HK / {{d}}+{{hk}}
| subtitle = Crouching Heavy Kick
| image    = ChunLi_crrh3.png
| imageSize = 137x73px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 22[2]
|dizzy= 5~11
|dizzytime= 130
|cancel = None
|guard = Low
|startup = 7
|active = 6
|recovery = 19
|total = 32
|frameAdv = -3/Down
|actrange = N/A
|meter = 5/4
|description= Chun's sweep.
*Good range, useful for beating/trading with fireballs, and a good punish in general. Just try not to whiff it, as it leaves Chun quite open.
* It also sets up a built-in safe jump against Sagat, and it will randomly also be a safe jump against Claw (sometimes Chun will land without hitting him).
}}
}}
<span class="mw-customtoggle-crhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhk">


*<b>Far Standing Roundhouse:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[0]}} |{{STDiagramImageCell| 7 | ChunLi_stfarrh1.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarrh2.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarrh3.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarrh4.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarrh5.png}} |{{STDiagramImageCell| 7 | ChunLi_stfarrh6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crrh1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crrh2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crrh3.png}} |{{STDiagramImageCell| 1 | ChunLi_crrh2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crrh1&5.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +0}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 7}} |{{STDiagramCell| 7}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 10}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 14}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCellColSpan| 2 | 19}}  
|}
|}
Good anti air, but takes a while to come out.


*<b>Crouching Roundhouse:</b>
</div>
 
===Jumping Normals===
 
===== <span class="invisible-header">njlp</span> =====
{{MoveData
| name    = Neutral Jumping Jab
| input    = 8LP / {{u}}+{{lp}}
| subtitle = Neutral Jumping Light Punch
| image    = ChunLi_njjab4.png
| imageSize = 87x107px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 18[2]
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|startup = 8
|active = ∞
|recovery = N/A
|total = 8+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 2/1
|description= A jumping chop.
*Stays active the whole jump, ok to shield yourself from lower priority attacks.
}}
}}
 
<span class="mw-customtoggle-njlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njlp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[2]}} |{{STDiagramImageCell| 7 | ChunLi_crrh1&5.png}} |{{STDiagramImageCell| 7 | ChunLi_crrh2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crrh3.png}} |{{STDiagramImageCell| 7 | ChunLi_crrh2&4.png}} |{{STDiagramImageCell| 7 | ChunLi_crrh1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab4.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}}  |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 130}}
{{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| }}  
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 19}}
|}
|}
Good range, useful for beating/trading with fireballs, and a good punish in general. Just try not to whiff it, as it leaves Chun quite open. It also sets up a built-in safe jump against Sagat, and it will randomly also be a safe jump against Claw (sometimes Chun will land without hitting him).


====Aerial Normals====
</div>
*<b>Neutral Jumping Jab:</b>
 
===== <span class="invisible-header">djlp</span> =====
{{MoveData
| name    = Diagonal Jumping Jab
| input    = 7 or 9 LP<br>{{ub}} or {{uf}}+{{lp}}
| subtitle = Diagonal Jumping Light Punch
| image    = ChunLi_djjab3.png
| imageSize = 83x107px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 16[2]
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|actrange = N/A
|startup = 6
|active = ∞
|recovery = N/A
|total = 6+∞
|frameAdv = Dependent
|meter = 2/1
|description= Like the neutral jump version except it's a punch with worse priority.
*Safejumps aside, this isn't much use, outclassed by j mp.
}}
}}
<span class="mw-customtoggle-djlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djlp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[2]}} |{{STDiagramImageCell| 5 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab3.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| ∞}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}}  
|}
|}
Stays active the whole jump, ok to shield yourself from lower priority attacks.


*<b>Diagonal Jumping Jab:</b>
</div>
 
 
===== <span class="invisible-header">njmp</span> =====
{{MoveData
| name    = Neutral Jumping Strong
| input    = 8MP / {{u}}+{{mp}}
| subtitle = Neutral Jumping Medium Punch
| image    = ChunLi_njstrng4.png
| imageSize = 95x107px
| caption =
| data  =
{{AttackData-SSF2T
|damage = 22[2]
|dizzy= 5~11
|dizzytime= 50(+10)
|cancel = None
|guard = High
|startup = 8
|active = 16
|recovery = ∞
|total = 24+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 4/3
|description= Another chop.
*Good priority, but aside from having double the active frames, neutral jump HP outclasses this.
}}
}}
 
<span class="mw-customtoggle-njmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmp">
 
*'''Startup/Active:'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 16[2]}} |{{STDiagramImageCell| 5 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 5 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 5 | ChunLi_djjab3.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 |ChunLi_njstrng4.png}} |{{STDiagramImageCell| 1 |ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 |ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 |ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 |ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| }}  
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| }}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}}
|}
|}
Safejumps aside, this isn't much use, outclassed by j mp.


*<b>Neutral Jumping Strong:</b>
</div>
 
===== <span class="invisible-header">djmp</span> =====
{{MoveData
| name    = Diagonal Jumping Strong
| input    = 7 or 9 MP<br>{{ub}} or {{uf}}+{{mp}}
| subtitle = Diagonal Jumping Medium Punch
| image    = ChunLi_djstrng3.png
| imageSize = 83x107px
| data  =
{{AttackData-SSF2T
|damage = 20[2]
|dizzy= 5~11
|dizzytime= 50(+10)
|cancel = None
|guard = High
|startup = 6
|active = 8
|recovery = ∞
|total = 14+∞
|frameAdv = Dependent
|meter = 4/3
|description= Another punch.
*Good air to air, and good jump in from the right range. Can usually beat some normals that anti air your jumping MK.
}}
}}
 
<span class="mw-customtoggle-djmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[2]}} |{{STDiagramImageCell| 5 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 5 | ChunLi_njstrng4.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 5 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djstrng3.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50(+10)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
Good priority, but aside from having double the active frames, neutral jump hp outclasses this.


*<b>Diagonal Jumping Strong:</b>
</div>
 
 
===== <span class="invisible-header">njhp</span> =====
{{MoveData
| name    = Neutral Jumping Fierce
| input    = 8HP / {{u}}+{{hp}}
| subtitle = Neutral Jumping Heavy Punch
| image    = ChunLi_njfrc4.png
| imageSize = 102x107px
| caption =
| data  =
{{AttackData-SSF2T
|damage = 26[2]
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = None
|guard = High
|startup = 8
|active = 8
|recovery = ∞
|total = 16+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= Yet another chop.
*Great horizontal priority and reach, fantastic air to air, and works as an anti air in some situations if you react in time.
}}
}}
 
<span class="mw-customtoggle-njhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[2]}} |{{STDiagramImageCell| 5 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 5 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 5 | ChunLi_djstrng3.png}} |{{STDiagramImageCell| 5 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 5 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 5 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njfrc4.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50(+10)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}}
|}
|}
Good air to air, and good jump in from the right range. Can usually beat some normals that anti air your jump mk.


*<b>Neutral Jumping Fierce:</b>
</div>
 
===== <span class="invisible-header">djhp</span> =====
{{MoveData
| name    = Diagonal Jumping Fierce
| input    = 7 or 9 HP<br>{{ub}} or {{uf}}+{{hp}}
| subtitle = Diagonal Jumping Heavy Punch
| image    = ChunLi_djfrc3.png
| imageSize = 89x107px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 24[2]
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = None
|guard = High
|startup = 6
|active = 8
|recovery = ∞
|total = 14+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= Yet another punch.
*Like diagonal jumping MP but with a different hitbox. In some situations, it may be better to use this instead.
}}
}}
<span class="mw-customtoggle-djhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[2]}} |{{STDiagramImageCell| 5 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 5 | ChunLi_njfrc4.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 5 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 5 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djfrc3.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17(-1)}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60(+20)}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}}  
|}
|}
Great horizontal priority and reach, fantastic air to air, and works as an anti air in some situations if you react in time.


*<b>Diagonal Jumping Fierce:</b>
 
</div>
 
 
===== <span class="invisible-header">njlk</span> =====
{{MoveData
| name    = Neutral Jumping Short
| input    = 8LK / {{u}}+{{lk}}
| subtitle = Neutral Jumping Light Kick
| image    = ChunLi_njshrt3.png
| imageSize = 90x114px
| data  =
{{AttackData-SSF2T
|damage = 18[2]
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|startup = 6
|active = ∞
|recovery = N/A
|total = 6+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 2/1
|description= A jumping split kick. Don't think too hard about how the hitbox works.
*Good priority, beats a handful of moves, and is a great defensive tool.
}}
}}
 
<span class="mw-customtoggle-njlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[2]}} |{{STDiagramImageCell| 5 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 5 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 5 | ChunLi_djfrc3.png}} |{{STDiagramImageCell| 5 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 5 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 5 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt3.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17(-1)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60(+20)}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}}
|}
|}
Like jump mp but a different hitbox, in some situations it may be better to use this instead.


*<b>Neutral Jumping Short:</b>
</div>
 
===== <span class="invisible-header">djlk</span> =====
{{MoveData
| name    = Diagonal Jumping Short
| input    = 7 or 9 LK<br>{{ub}} or {{uf}}+{{lk}}
| subtitle = Diagonal Jumping Light Kick
| image    = ChunLi_djshrt3.png
| imageSize = 111x94px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 20[2]
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|startup = 6
|active = ∞
|recovery = N/A
|total = 6+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 2/1
|description= A confident jumping kick.
*Aside from safejumps, this isn't too special. It gives Dictator trouble, but otherwise favor j.MK.
 
}}
}}
<span class="mw-customtoggle-djlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[2]}} |{{STDiagramImageCell| 5 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 5 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 5 | ChunLi_njshrt3.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1_djfrwrd1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt3.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}}
|}
|}
Good priority, beats a handful of moves, and is a great defensive tool.


*<b>Diagonal Jumping Short:</b>
</div>
 
 
===== <span class="invisible-header">njmk</span> =====
{{MoveData
| name    = Neutral Jumping Forward
| input    = 8MK<br>{{u}}+{{mk}}
| subtitle = Neutral Jumping Medium Kick
| image    = ChunLi_njfrwrd3.png
| imageSize = 100x114px
| caption =
| data  =
{{AttackData-SSF2T
|damage = 22[2]
|dizzy= 5~11
|dizzytime= 50(+10)
|cancel = None
|guard = High
|startup = 6
|active = 10
|recovery = ∞
|total = 16+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 4/3
|description= Another split kick. Don't think too hard about how the hurtbox works.
*Ok range, but unlike Old Chun's version of this move the lowest hurtbox got stretched horizontaly so the overall priority is bad. Favor Neutral Jumping Short.
*That hurtbox was also reduced downwards though, allowing this move to beat Honda's Headbutts, something none of her other neutral jump normals can (with the exception of Head Stomp, but that forces a bounce which can be very bad on a neutral jump). This requires Chun to land right top of him, because the horizontal priority is not enough to beat Headbutts from the front.
}}
}}
 
<span class="mw-customtoggle-njmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[2]}} |{{STDiagramImageCell| 5 | ChunLi_djshrt1_djfrwrd1&5.png}} |{{STDiagramImageCell| 5 | ChunLi_djshrt2_djfrwrd2&4.png}} |{{STDiagramImageCell| 5 | ChunLi_djshrt3.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 2 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}}
|}
|}
Aside from safejumps, this isn't too special, it gives dictator trouble, but otherwise, favour j mk.


*<b>Neutral Jumping Forward:</b>
</div>
 
===== <span class="invisible-header">djmk</span> =====
{{MoveData
| name    = Diagonal Jumping Forward
| input    = 7 or 9MK / {{ub}} or {{uf}}+{{mk}}
| subtitle = Diagonal Jumping Medium Kick
| image    = ChunLi_djfrwrd3.png
| imageSize = 120x94px
| caption =
| data  =
{{AttackData-SSF2T
|damage = 20[2]
|dizzy= 5~11
|dizzytime= 50(+10)
|cancel = None
|guard = High
|startup = 6
|active = 16
|recovery = ∞
|total = 22+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 4/3
|description= A stronger version of diagonal LK.
*Chun's crossup, and also her best jump in for the most part.
}}
}}
 
<span class="mw-customtoggle-djmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[2]}} |{{STDiagramImageCell| 5 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 5 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 5 | ChunLi_njfrwrd3.png}} |{{STDiagramImageCell| 5 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 5 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1_djfrwrd1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1_djfrwrd1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50(+10)}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}
Ok range, but unlike O.Chun's version of this move the lowest hurtbox got stretched horizontaly so the overall priority is kinda bad, favour Neutral Jumping Short. That hurtbox was also reduced downwards though, this allows this move to do something that no other of her neutral jump moves can (with exception of Head Stomp, but that forces a bounce which can be very bad on a neutral jump): it can beat Honda's Headbutts, of course this requires Chun to land right top of him, because the horizontal priority is not enough to beat Headbutts from the front.
<br><br>
 
</div>
 
 
===== <span class="invisible-header">njhk</span> =====
{{MoveData
| name    = Neutral Jumping Roundhouse
| input    = 8HK / {{u}}+{{hk}}
| subtitle = Neutral Jumping Heavy Kick
| image    = ChunLi_njrh3.png
| imageSize = 122x97px
| image2    = ChunLi_njrh4.png
| imageSize2 = 122x120px
| image3    = ChunLi_njrh5.png
| imageSize3 = 122x126px
| caption3  = This move breaks all the rules.
| data  =
{{AttackData-SSF2T
|damage = 26[2]
|dizzy= 10~16
|dizzytime= 80
|cancel = Special
|guard = Mid
|startup = 3
|active = 13 (5/4/4)
|recovery = ∞
|total = 16+∞
|frameAdv = Dependent<br>Hard Down
|actrange = N/A
|meter = 5/4
|description= Essentially a jumping version of Chun's 3MK command normal.
*This has a good horizontal range, and trades with most attacks if you time it right. It can also be used against grounded opponents on the way up.
*This is a rare case of normal moves that cause a full knockdown.
*This also doesn't require the opponent to be standing to be blocked, which is also unique (and bad for Chun).
*It can be special canceled as well, but the only special move Chun can use in the air requires back charge, and you don't have enough airtime to get a charge before you land.
}}
}}
 
<span class="mw-customtoggle-njhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhk">


*<b>Diagonal Jumping Forward:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[2]}} |{{STDiagramImageCell| 5 | ChunLi_djshrt1_djfrwrd1&5.png}} |{{STDiagramImageCell| 5 | ChunLi_djshrt2_djfrwrd2&4.png}} |{{STDiagramImageCell| 5 | ChunLi_djfrwrd3.png}} |{{STDiagramImageCell| 5 | ChunLi_djshrt2_djfrwrd2&4.png}} |{{STDiagramImageCell| 5 | ChunLi_djshrt1_djfrwrd1&5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh3.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh4.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh5.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh6.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh7.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh8.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50(+10)}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 3}} |{{STDiagramCellColSpan| 3 | 13}} |{{STDiagramCellColSpan| 3 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}
Chuns crossup, and also her best jump in for the most part.


*<b>Neutral Jumping Roundhouse:</b>
 
</div>
 
===== <span class="invisible-header">djhk</span> =====
{{MoveData
| name    = Diagonal Jumping Roundhouse
| input    = 7 or 9 HK<br>{{ub}} or {{uf}}+{{hk}}
| subtitle = Diagonal Jumping Heavy Kick
| image    = ChunLi_djrh3.png
| imageSize = 109x114px
| image2  = ChunLi_djrh4.png
| imageSize2 = 92x107px
| caption2 = There's a REALLY small hitbox here, right around her waist.
| image3    = ChunLi_djrh5.png
| imageSize3 = 108x116px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 24[2]
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = None
|guard = High
|startup = 6
|active = 16
|recovery = ∞
|total = 22+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= Chun does 2 split kicks in a row. They don't combo.
*Can be a decent air to air in some situations, just be careful as it leaves you quite vulnerable to air to airs, and anti airs.
*Strangely enough, the frame in between kicks can hit too: if you look closely, you'll noticed a red dot around her waist, thats a 1x1 px hitbox!
}}
}}
<span class="mw-customtoggle-djhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[2]}} |{{STDiagramImageCell| 5 | ChunLi_njrh1.png}} |{{STDiagramImageCell| 5 | ChunLi_njrh2.png}} |{{STDiagramImageCell| 5 | ChunLi_njrh3.png}} |{{STDiagramImageCell| 5 | ChunLi_njrh4.png}} |{{STDiagramImageCell| 5 | ChunLi_njrh5.png}} |{{STDiagramImageCell| 5 | ChunLi_njrh6.png}} |{{STDiagramImageCell| 5 | ChunLi_njrh7.png}} |{{STDiagramImageCell| 5 | ChunLi_njrh8.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_djrh3.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh4.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh5.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh6.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh7.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 16}} |{{STDiagramCellColSpan| 2 | ∞}}  
|-
{{STDiagramCellColSpan| 2 | <br><br><br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 3}} |{{STDiagramCellColSpan| 3 | 13}} |{{STDiagramCellColSpan| 3 | ∞}}
|}
|}
This has a good horizontal range, and trades with most attacks if you time it right. It can also be used against grounded opponents on the way up. This is a rare case of normal moves that cause a full knockdown. This also doesn't require the opponent to be standing to be blocked, which is also unique.


*<b>Diagonal Jumping Roundhouse:</b>
</div>
 
 
 
===Command Normals===
 
 
===== <span class="invisible-header">Sankaku Tobi (Wall Jump)</span> =====
{{MoveData
| name    = Sankaku Tobi
| input    = Air 6 near a wall<br>Air {{f}} near a wall
| subtitle = Wall Jump
| image    = ChunLi_wj.png
| imageSize = 60x69px
| caption =
| data  = Chun-Li's wall jump.
*The jumping animation is 6 frames long.
*Useful for getting out of the corner or avoiding attacks.
*The jump can be performed during an air normal. You can also do an air attack after wall jumping. You can bounce off someone with her air 2MK normal, then walljump afterwards. You can even air throw, walljump, then attack or air throw again.
*If you're quick enough, you can cancel the jump itself into a Spinning Bird Kick, retaining the directional momentum of your original jump arc.
}}
 
<span class="mw-customtoggle-walljump" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-walljump">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[2]}} |{{STDiagramImageCell| 5 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 5 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 5 | ChunLi_djrh3.png}} |{{STDiagramImageCell| 5 | ChunLi_djrh4.png}} |{{STDiagramImageCell| 5 | ChunLi_djrh5.png}} |{{STDiagramImageCell| 5 | ChunLi_djrh6.png}} |{{STDiagramImageCell| 5 | ChunLi_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_wj.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17(-1)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60(+20)}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}
Can be a decent air to air in some situations, just be careful as it leaves you quite vulnerable to air to airs, and anti airs.<br>
Strangely enough, the frame in between kicks can hit too: if you look closely, you'll noticed a red dot around her waist, thats a 1x1 px hitbox!


===Command Normals===
</div>
*<b>Flip Kick:</b> (On ground, ↘ + Forward)
 
===== <span class="invisible-header">Rear Spin Kick</span> =====
{{MoveData
| name    = Rear Spin Kick
| input    = 3MK / {{df}}+{{mk}}
| subtitle = Flip Kick
| image    = ChunLi_fk3.png
| imageSize = 130x97px
| caption =
| image2    = ChunLi_fk4.png
| imageSize2 = 122x120px
| caption2 = Fun fact: This move is so bad it was completely removed in HD Remix.
| data  =
{{AttackData-SSF2T
|damage = 22[0]
|dizzy= 0~5
|dizzytime= 40
|cancel = None
|guard = Mid
|startup = 7
|active = 9 (5/4)
|recovery = 43
|total = 59
|frameAdv = -39<br>Down (Second Hitbox)
|actrange = 0-11
|meter = 2/1
|description= Chun-Li does a jump off the opponent (or thin air) into a flip.
*Heavily nerfed from her Old version, being unable to combo.
*The second hitbox knocks down, but it's very difficult to hit with it.
*Gives the same meter on block/hit as a Short/Jab even though this move is performed with a Forward.
*Avoid this move.
}}
}}
 
<span class="mw-customtoggle-spinkick" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-spinkick">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 4 | ChunLi_fk1.png}} |{{STDiagramImageCell| 4 | ChunLi_fk2.png}} |{{STDiagramImageCell| 4 | ChunLi_fk3.png}} |{{STDiagramImageCell| 4 | ChunLi_fk4.png}} |{{STDiagramImageCell| 4 | ChunLi_fk5.png}} |{{STDiagramImageCell| 4 | ChunLi_fk6.png}} |{{STDiagramImageCell| 4 | ChunLi_fk7.png}} |{{STDiagramImageCell| 4 | ChunLi_fk8.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fk1.png}} |{{STDiagramImageCell| 1 | ChunLi_fk2.png}} |{{STDiagramImageCell| 1 | ChunLi_fk3.png}} |{{STDiagramImageCell| 1 | ChunLi_fk4.png}} |{{STDiagramImageCell| 1 | ChunLi_fk5.png}} |{{STDiagramImageCell| 1 | ChunLi_fk6.png}} |{{STDiagramImageCell| 1 | ChunLi_fk7.png}} |{{STDiagramImageCell| 1 | ChunLi_fk8.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 29}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 4 | 43}}  
|-
{{STDiagramCellColSpan| 2 | <br><br><br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 29}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 6}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 4 | 43}}
|}
|}
This move does not combo into itself anymore: the second active part knocks down, but it is unlikely that it would hit. Even though you use the Forward kick to obtain this move, it returns the same super meter as a Jab or Short. Avoid this move.


*<b>Neck Breaker:</b> (On ground, ↘ + Roundhouse)
</div>
 
===== <span class="invisible-header">Kyakukyakuraku</span> =====
{{MoveData
| name    = Kyakukyakuraku
| input    = 3HK / {{df}}+{{hk}}
| subtitle = Neck Breaker
| image    = ChunLi_nb8.png
| imageSize = 89x84px
| caption =
| data  =
{{AttackData-SSF2T
|damage = 20[0]
|dizzy= 10~16
|dizzytime= 80
|cancel = None
|guard = Mid/Low
|startup = 37
|active = 14
|recovery = 0
|total = 51
|frameAdv +8/Hard Down
|actrange = N/A
|meter = 5/4
|description= Chun-Li flips over her opponent and lands on top with a knee strike.
*This move is good for shenanigans or to simply force the opponent to block on wake-up, since it can avoid a lot of reversal attacks.
*It has high stun, but the timer bonus is very short, so odds are it will either dizzy or the enemy will recover from all dizzy damage by the time they get back up.
*Despite Chun being airborne during the move, it hits Mid, and will hit Low if Chun hits deep enough.
*Since Chun is airborne from frame 1, this move can be used to avoid tick throws.
}}
}}
 
<span class="mw-customtoggle-neckbreak" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-neckbreak">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[0]}} |{{STDiagramImageCell| 4 | ChunLi_nb1.png}} |{{STDiagramImageCell| 4 | ChunLi_nb2.png}} |{{STDiagramImageCell| 4 | ChunLi_nb3.png}} |{{STDiagramImageCell| 4 | ChunLi_nb4.png}} |{{STDiagramImageCell| 4 | ChunLi_nb5.png}} |{{STDiagramImageCell| 4 | ChunLi_nb6.png}} |{{STDiagramImageCell| 4 | ChunLi_nb7.png}} |{{STDiagramImageCell| 4 | ChunLi_nb8.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_nb1.png}} |{{STDiagramImageCell| 1 | ChunLi_nb2.png}} |{{STDiagramImageCell| 1 | ChunLi_nb3.png}} |{{STDiagramImageCell| 1 | ChunLi_nb4.png}} |{{STDiagramImageCell| 1 | ChunLi_nb5.png}} |{{STDiagramImageCell| 1 | ChunLi_nb6.png}} |{{STDiagramImageCell| 1 | ChunLi_nb7.png}} |{{STDiagramImageCell| 1 | ChunLi_nb8.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
|-
{{STDiagramCellColSpan| 2 | <br><br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| 7}} |{{STDiagramCell| 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 14}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| 7}} |{{STDiagramCell| 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 14}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 7 | 1 + 36}} |{{STDiagramCell| 14}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 37}} |{{STDiagramCell| 14}}
|}
|}
This move is good for ''shenannigans'', or to simply force the enemy to block on wake-up, as it can avoid many moves in that situation. It does high stun, but the timer bonus is very short, so odds are it will hit and dizzy, or the enemy will recover from any dizzy damage by the time he gets up again. Despite chun being airborne for the active part, it is treated like a ground normal, thus, in addition to standing block, it can also be crouch blocked, if chun lands the active part deep, then it actually has to be blocked low. This can also evade tick throws, since it puts Chun on an airborne state right from the first startup frame.


*<b>Head Stomp:</b> (On air, ↓ + Forward)
 
</div>
 
 
 
===== <span class="invisible-header">Yosokyakus</span> =====
{{MoveData
| name    = Yosokyaku
| input    = 2MK midair<br>{{d}}+{{mk}} midair
| subtitle = Head Stomp
| image    = ChunLi_hs3.png
| imageSize = 62x109px
| caption =
| data  =
{{AttackData-SSF2T
|damage = 20[0]
|dizzy= 2~8
|dizzytime= 60
|cancel = Special
|guard = High
|startup = 3
|active = 16
|recovery = ∞
|total = 19+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 4/3
|description= Chun-Li stomps on her opponent midair.
*This move can be used up to 3 times before landing.
*It is possible to use this move as an instant overhead. Simply jump and immediately do a head stomp, and the enemy will have to block high to avoid getting hit.
*This move has "trip guard", meaning if you use it and someonetries to sweep or Low Tiger Shot you, you'll either beat it or land in a blocking position.
}}
}}
 
<span class="mw-customtoggle-stomp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-stomp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[0]}} |{{STDiagramImageCell| 5 | ChunLi_hs1&4.png}} |{{STDiagramImageCell| 5 | ChunLi_hs2&5.png}} |{{STDiagramImageCell| 5 | ChunLi_hs3.png}} |{{STDiagramImageCell| 5 | ChunLi_hs1&4.png}} |{{STDiagramImageCell| 5 | ChunLi_hs2&5.png}} |{{STDiagramImageCell| 5 | ChunLi_hs6.png}} |{{STDiagramImageCell| 5 | ChunLi_hs7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_hs1&4.png}} |{{STDiagramImageCell| 1 | ChunLi_hs2&5.png}} |{{STDiagramImageCell| 1 | ChunLi_hs3.png}} |{{STDiagramImageCell| 1 | ChunLi_hs1&4.png}} |{{STDiagramImageCell| 1 | ChunLi_hs2&5.png}} |{{STDiagramImageCell| 1 | ChunLi_hs6.png}} |{{STDiagramImageCell| 1 | ChunLi_hs7.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 2~8}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| ∞}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| ∞}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 3}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 3}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
It is possible to use this move as an instant overhead. Simply jump and immediately do a head stomp, and the enemy will have to block high to avoid getting hit. Note that this move has "trip-guard". If you use it and someone tries to sweep (or low tiger) you, you'll ether beat it or land in a blocking position.


===Throws===
 
Holding towards or back and pressing Strong or Fierce punch will produce Chun Li's throw. She can also air-throw this way. The direction on the joystick determines the direction the enemy gets thrown at.
</div>
*<b>Shoulder Throw:</b> (/↖/↑/↗/→ + Strong/Fierce)
 
==Throws==
 
Chun-Li can throw with {{Icon-Capcom|mp}} and {{Icon-Capcom|hp}}. She also has an air throw, performed with the same buttons.
 
{{MoveData
| name    = Koshuto
| input    = cl. 4 or 6MP/HP<br>cl. {{b}} or {{f}}+{{mp}}/{{hp}}
| subtitle =
| image    = ssf2t_chunli_pthrow.png
| imageSize = 157x87px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = <u>38</u> (MP)<br><u>32</u> (HP)
|dizzy= 7~13
|dizzytime= 100
|cancel = None
|guard = Grab
|startup = 1
|active = 1
|recovery = Dependent
|total = 2
|frameAdv = N/A
|actrange = 48 (from axis)<br>23 (from throwable box)
|description= Chun-Li's throw.  
*The direction held when throwing determines the direction you'll throw at.
*The Strong version does more damage than the Fierce version for some reason, so prefer the Strong version when you're not trying to throw tech.
*Be careful when throwing cornered opponents towards the corner, since most characters can actually punish Chun-Li's recovery if they tech.
}}
}}
 
 
{{MoveData
| name    = Ryuseiraku
| input    = Any direction but 8 midair + MP/HP<br>Any direction but {{u}} midair + {{mp}}/{{hp}}
| subtitle =
| image    = ssf2t_chunli_pthrow.png
| imageSize = 157x87px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = <u>34</u>
|dizzy= 7~13
|dizzytime= 100
|cancel = None
|guard = Grab
|startup = 1
|active = 1
|recovery = Dependent
|total = 2
|frameAdv = N/A
|actrange = 58 (from axis) 33 (from throwable box)
|description= Same sprite and basic function as Chun's grounded throw.
*Very good range for an air throw.
}}
}}
 
 
 
<span class="mw-customtoggle-throw" style="color: cyan">'''Click to toggle throwbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-throw">
 
'''Grounded Throw'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| <u>38</u> / <u>32</u>}} |{{STDiagramImageCell| 5 | ChunLi_throwb.png}} |{{STDiagramImageCell| 5 | ChunLi_throw.png}} |{{STDiagramImageCell| 5 | ChunLi_throwf.png}}
{{STDiagramImageCell| 1| ChunLi_throwb.png}} |{{STDiagramImageCell| 1 | ChunLi_throw.png}} |{{STDiagramImageCell| 1 | ChunLi_throwf.png}}  
|-
{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
|-
{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
|-
{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 48}}
|-
{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 23}}
|}
|}
Although both the Strong and Fierce ground throws look identical, they're actually quite different for some weird reason. The Fierce throw deals an ordinary 22% damage, but the Strong throw does 26% damage, which is unusually high. Since the Strong throw has no other drawbacks, use it instead of the Fierce whenever possible. Be careful when throwing a cornered opponent at the corner, if they tech most characters can actually punish you as Chun Li is still recovering.


*<b>Air Shoulder Throw:</b> (Min activation height: 48/48 upwards/downwards, ←/↖/↙/↓/↘/↗/→ + Strong/Fierce)
'''Air Throw'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| <u>34</u>}} |{{STDiagramImageCell| 5 | ChunLi_airthrow.png}}
{{STDiagramImageCell| 1| ChunLi_airthrow.png}}
|-
{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
|-
{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
|-
{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 58}}
|-
{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 33}}
|}
|}
The air-throw versions are the same and do approximately 23.5% damage. Very good range for an air throw.
 
</div>


--[[User:Raisin|Raisin]] (March 12, 2007), some info courtesy T.Akiba
--[[User:Raisin|Raisin]] (March 12, 2007), some info courtesy T.Akiba


===Special Moves===
==Special Moves==
*<b>Kikouken a.k.a. Fireball:</b> (Charge ←, → P)
 
<b>Detailed Input:</b> (Charge ←/↙/↖ for at least 61f, [7~14f] → [10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
=== <span class="invisible-header">Kikoken</span> ===
{{MoveData
| name    = Kikoken
| input    = {{tooltip|text=[4]]6P / {{cb}}{{f}}+{{p}}|hovertext=Detailed Input: Charge ←/↙/↖ for at least 61f, [7~14f] → [10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button }}
| subtitle = Fireball
| image    = ChunLi_fb11jab.png
| imageSize = 136x86px
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = 17[1]
|dizzy= 5~11
|dizzytime= 90
|cancel = None
|guard = Mid
|startup = 5
|active = {{Tooltip | text=75| hovertext= Projectile travels 222 pixels}}
|recovery = {{Tooltip | text=42*|hovertext = Affected by the Fireball Recovery Glitch.}}
|total = 47
|frameAdv = Dependent
|actrange = N/A
|meter = 5
|description= <br>
 
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = 18[1]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = Mid
|startup = 5
|active = {{Tooltip | text=45| hovertext= Projectile travels 176 pixels.}}
|recovery = {{Tooltip | text=40*|hovertext = Affected by the Fireball Recovery Glitch.}}
|total = 45
|frameAdv = Dependent
|actrange = N/A
|meter = 5
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}}
|damage = 20[1]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = Mid
|startup = 5
|active = {{Tooltip | text=31| hovertext= Projectile travels 150 pixels.}}
|recovery = {{Tooltip | text=38*|hovertext = Affected by the Fireball Recovery Glitch.}}
|total = 43
|frameAdv = Dependent
|actrange = N/A
|meter = 5
|description= Chun-Li puts her back into a fireball.
*Damage and speed increases with strength.
*The fireball will travel a set distance, which decreases with strength (along with Chun's recovery frames).
*Due to a glitch, it's possible to change the recovery of any Kikoken to that of a Fierce by either whiffing or kara-canceling a Fierce or Roundhouse normal. You can read more about it [[Super Street Fighter 2 Turbo/System#Projectile special moves recovery shortening | here]].
*This move has the best startup for a fireball in the game by far, which helps tremendously stopping advancing moves like Honda's Headbutt.
*This move works very well as an anti-air tool. Even if it trades, you score a full knockdown, which you can use to apply your strong wake-up game.
 
}}
}}
 
<span class="mw-customtoggle-kikoken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-kikoken">
 
*<b>Startup:</b>
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb1.png}} |{{STDiagramImageCell| 1 | ChunLi_fb2.png}} |{{STDiagramImageCell| 1 | ChunLi_fb3.png}} |{{STDiagramImageCell| 1 | ChunLi_fb4.png}} |{{STDiagramImageCell| 1 | ChunLi_fb5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb1.png}} |{{STDiagramImageCell| 1 | ChunLi_fb2.png}} |{{STDiagramImageCell| 1 | ChunLi_fb3.png}} |{{STDiagramImageCell| 1 | ChunLi_fb4.png}} |{{STDiagramImageCell| 1 | ChunLi_fb5.png}}
Line 791: Line 1,603:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 5}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 5}}
|}
|}
*<b>Active:</b>
 
*<b>Jab Version:</b>
*<b>Active</b>
 
*'''Jab Version:'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 17[1]}} |{{STDiagramImageCell| 4 | ChunLi_fb6.png}} |{{STDiagramImageCell| 4 | ChunLi_fb7jab.png}} |{{STDiagramImageCell| 4 | ChunLi_fb8jab.png}} |{{STDiagramImageCell| 4 | ChunLi_fb9jab.png}} |{{STDiagramImageCell| 4 | ChunLi_fb10jab.png}} |{{STDiagramImageCell| 4 | ChunLi_fb11jab.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb6.png}} |{{STDiagramImageCell| 1 | ChunLi_fb7jab.png}} |{{STDiagramImageCell| 1 | ChunLi_fb8jab.png}} |{{STDiagramImageCell| 1 | ChunLi_fb9jab.png}} |{{STDiagramImageCell| 1 | ChunLi_fb10jab.png}} |{{STDiagramImageCell| 1 | ChunLi_fb11jab.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1...}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 42}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 5}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1...}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 6 | 42}}
|}
|}
*<b>Strong Version:</b>
 
*'''Strong Version:'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 4 | ChunLi_fb6.png}} |{{STDiagramImageCell| 4 | ChunLi_fb7strng.png}} |{{STDiagramImageCell| 4 | ChunLi_fb8strng.png}} |{{STDiagramImageCell| 4 | ChunLi_fb9strng.png}} |{{STDiagramImageCell| 4 | ChunLi_fb10strng.png}} |{{STDiagramImageCell| 4 | ChunLi_fb11strng.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb6.png}} |{{STDiagramImageCell| 1 | ChunLi_fb7strng.png}} |{{STDiagramImageCell| 1 | ChunLi_fb8strng.png}} |{{STDiagramImageCell| 1 | ChunLi_fb9strng.png}} |{{STDiagramImageCell| 1 | ChunLi_fb10strng.png}} |{{STDiagramImageCell| 1 | ChunLi_fb11strng.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
|-
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1...}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1...}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 40}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 6 | 40}}
|}
|}
*<b>Fierce Version:</b>
 
*'''Fierce Version:'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[1]}} |{{STDiagramImageCell| 4 | ChunLi_fb6.png}} |{{STDiagramImageCell| 4 | ChunLi_fb7frc.png}} |{{STDiagramImageCell| 4 | ChunLi_fb8frc.png}} |{{STDiagramImageCell| 4 | ChunLi_fb9frc.png}} |{{STDiagramImageCell| 4 | ChunLi_fb10frc.png}} |{{STDiagramImageCell| 4 | ChunLi_fb11frc.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb6.png}} |{{STDiagramImageCell| 1 | ChunLi_fb7frc.png}} |{{STDiagramImageCell| 1 | ChunLi_fb8frc.png}} |{{STDiagramImageCell| 1 | ChunLi_fb9frc.png}} |{{STDiagramImageCell| 1 | ChunLi_fb10frc.png}} |{{STDiagramImageCell| 1 | ChunLi_fb11frc.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
|-
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1...}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1...}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 38}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 6 | 38}}
|}
|}
*<b>Total Distance Traveled:</b>
*<b>Total Distance Traveled:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| <b>Jab:</b> 222 pixels after 75 frames}} |{{STDiagramCell| <b>Strong:</b> 176 pixels after 45 frames}} |{{STDiagramCell| <b>Fierce:</b> 150 pixels after 31 frames}}
{{STDiagramCell| <b>Jab:</b> 222 pixels after 75 frames}} |{{STDiagramCell| <b>Strong:</b> 176 pixels after 45 frames}} |{{STDiagramCell| <b>Fierce:</b> 150 pixels after 31 frames}}
Line 840: Line 1,644:
{{STDiagramImageCell| 1 | ChunLi_fbjab.png}} |{{STDiagramImageCell| 1 | ChunLi_fbstrng.png}} |{{STDiagramImageCell| 1 | ChunLi_fbfrc.png}}
{{STDiagramImageCell| 1 | ChunLi_fbjab.png}} |{{STDiagramImageCell| 1 | ChunLi_fbstrng.png}} |{{STDiagramImageCell| 1 | ChunLi_fbfrc.png}}
|}
|}
Chun Li throws a blue ball of energy that dissipates in the air after some time. This move works very well as an anti-air tool. Even if it trades, you score a full knockdown, which you can use to apply your strong wake-up game. Chun has the best startup for a fireball in the game by far, which helps tremendously stopping advance moves like Honda's headbutt.


Due to a glitch, it's possible to change the recovery of any Kikouken to that of a Fierce by either whiffing or kara-canceling a Fierce or Roundhouse normal. You can read more about it [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/System#Projectile_special_moves_recovery_shortening here].
</div>
 
=== <span class="invisible-header">Hyakuretsukyaku</span> ===
{{MoveData
| name    = Hyakuretsukyaku
| input    = {{tooltip|text=Press {{k}} Repeatedly|hovertext=Detailed Input: Pressing a Kick button increases an invisible counter. If the button is not pressed again within 15/12/9f (Short/Forward/Roundhouse) of the last press, it resets back to 0. Pressing K while the counter equals 5 during a state where the move can come out will start the move. The move will continue as long as you keep pressing the button.}}
| subtitle = Lightning Legs
| image    = ChunLi_ll3.png
| imageSize = 122x101px
| caption  =
| image2    = ChunLi_ll5.png
| imageSize2 = 132x98px
| caption2  =
| image3    = ChunLi_ll7.png
| imageSize3 = 141x90px
| caption3  =
| image4    = ChunLi_ll9.png
| imageSize4 = 131x98px
| caption4  =
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lk}}
|damage = 28[2]
|dizzy= 5~11
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 4
|active = ( 4(4)x5 )+3 minimum<br>4(4)x4 every cycle
|recovery = 4
|total = {{Tooltip | text=51 minimum | hovertext= 40 + (32 x each cycle) if multiple cycles are mashed out.}}
|frameAdv = Dependent
|actrange = N/A
|meter = 4
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mk}}
|damage = 30[2]
|dizzy= 5~11
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 7
|active = ( 2(2)x7 )+1 minimum<br>2(2)x4 every cycle
|recovery = 8
|total = {{Tooltip | text=44 minimum | hovertext= 31 + (16 x each cycle) if multiple cycles are mashed out.}}
|frameAdv = Dependent
|actrange = N/A
|meter = 4
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = 32[2]
|dizzy= 5~11
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 10
|active = 1(1)x11 minimum<br>1(1)x4 every cycle
|recovery = {{tooltip|text=13|hovertext=Includes the last inactive frame of the move.}}
|total = {{Tooltip | text=44 minimum | hovertext= 31 + (8 x each cycle) if multiple cycles are mashed out.}}
|frameAdv = Dependent
|actrange = N/A
|meter = 4
|description= Chun-Li unleashes a flurry of kicks at lightning speed.
*Continuing to mash the button after the move comes out will keep the move going indefinitely.
*Will never combo into itself. Once this attack hits, subsequent hitboxes will whiff until your opponent can block.
*Chun's legs are fully invulnerable, giving the move excellent priority.
 
'''General Strategies'''
 
*Since your legs are invunlerable and your hurtboxes are moved backwards, this move will beat most other attacks in melee range. An important strategy is to use Lightning Legs to whiff punish attacks from afar, when your opponent is worried about throws, Strong punches, and Forward kicks.
*This move also works great as an okizeme option, provided you space your move properly to avoid a reversal.
 
 
}}
}}
 
<span class="mw-customtoggle-legs" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-legs">


*<b>Hyakuretsu Kyaku a.k.a. Lightning Legs:</b> (Press K five times in quick succession)
<b>Detailed Input:</b> (The maximum time between each input is 15/12/9f (Short/Forward/Rh). Every K input of the same strenght is added to the input counter and everytime the counter is updated the timer is also reseted to its maximum value. The timer is decremented each frame. If the timer reaches 0, the counter is reseted to 0. To get the move out, first you need 5+ inputs within the required frequency, then the move will come out on the 5th or later K input that is within that frequency and is also entered during a moment in which a special move can come out i.e. with no move out or during a normal move startup frames so it can come out as a kara cancel)
*<b>Startup:</b>
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}}
Line 862: Line 1,745:
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 10}}
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 10}}
|}
|}
*<b>Active:</b>
*<b>Active:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellNull| 1}} |{{STDiagramCellMinWidth| Short}} |{{STDiagramCellMinWidth| Forward}} |{{STDiagramCellMinWidth| Rh}} |{{STDiagramImageCell| 5 | ChunLi_ll3.png}} |{{STDiagramImageCell| 5 | ChunLi_ll4.png}} |{{STDiagramImageCell| 5 | ChunLi_ll5.png}} |{{STDiagramImageCell| 5 | ChunLi_ll6&10.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll3.png}} |{{STDiagramImageCell| 1 | ChunLi_ll4.png}} |{{STDiagramImageCell| 1 | ChunLi_ll5.png}} |{{STDiagramImageCell| 1 | ChunLi_ll6&10.png}}
|-
|-
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[2]}} |{{STDiagramCell| 30[2]}} |{{STDiagramCell| 32[2]}}
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCellColSpan| 3 | 5~11}}
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCellColSpan| 3 | 100}}
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCellColSpan| 3 | 4}}
|-
{{STDiagramCellColSpan| 4 | Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCellColSpan| 4 | Frame Count (Forward)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
{{STDiagramCellColSpan| 4 | Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll7.png}} |{{STDiagramImageCell| 1 | ChunLi_ll8.png}} |{{STDiagramImageCell| 1 | ChunLi_ll9.png}} |{{STDiagramImageCell| 1 | ChunLi_ll6&10.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll7.png}} |{{STDiagramImageCell| 1 | ChunLi_ll8.png}} |{{STDiagramImageCell| 1 | ChunLi_ll9.png}} |{{STDiagramImageCell| 1 | ChunLi_ll6&10.png}}
Line 889: Line 1,768:
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|}
|}
<b>NOTE:</b> What I put there as the active part is a complete cycle but not the minimal duration (if you keep mashing, after the last animation frame it will go back to the first one, and this will be repeated while you keep the mashing). The minimal durations (if you only input the 5 Kick presses needed) are: a full cycle plus the 3 next animation frames for Short Version, 2 full cycles minus the last animation of a cycle for the Forward Version and almost 3 full cycles for the Roundhouse Version, lacking only the last animation like the Forward version.
 
'''NOTE:''' The diagram shown refers to one complete cycle of the Lightning Legs animation. The minimal durations for each are as follows:
 
*The LK version will make a full cycle once, then will stop at frame 3 of the third cell. (35 frames in total)
*The MK version will make a full cycle once, then will stop at frame 1 of the 7th cell. (29 frames in total)
*The HK version will make 2 full cycles, then stop at the 6th cell. (22 frames in total)
 
*<b>Recovery:</b>
*<b>Recovery:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}}
Line 906: Line 1,792:
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 12}}
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 12}}
|}
|}
Chun Li unleashes several kicks. This move is a very important tool in her arsenal: since her leg is invulnerable and her vulnerability is moved backwards, it will beat most other attacks in melee range. Thus, in important strategy is to engage melee combat and, while your opponent is worried about throws, Strong punches and Forward kicks, which should pressure him to prevent you from gaining ground with him own attacks, use Lightning Legs, punishing his attempt to attack you. If the Lightning Legs become active, almost every attack will probably be defeated. It can be used in a similar fashion as a safe wake-up attack, if you adjust your distance according to the enemy character so as to avoid his reversal.
</div>


This move has a special property in the sense that it will never combo into itself. This is to say that, regardless of one of the kicks hitting the opponent (read "not blocked"), further hits will simply whiff, and as he recovers from hitstun, he will always be able to block the remaining kicks. However, if blocked, further attacks will not whiff. This means this move does relatively more damage than other attacks on block.
=== <span class="invisible-header">Tenshokyaku</span> ===
{{MoveData
| name    = Tenshokyaku
| input    = {{tooltip|text=[2]8K / {{cd}}{{u}}+{{k}}|hovertext=Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [10/9/7/5f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)}}
| subtitle = Upkicks
| image    = ChunLi_upk2.png
| imageSize = 87x96px
| caption  =
| image2    = ChunLi_upk6shrt_6frwrd_5&15rh.png
| imageSize2 = 83x133px
| caption2  =
| image3    = ChunLi_upk11shrt_11frwrd_10&20rh.png
| imageSize3 = 120x135px
| caption3  = They go up, and they kick. That's why everyone calls 'em Upkicks.
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lk}}
|damage = 12[2] x 3
|dizzy= 0~4 x 3
|dizzytime= 20 x 3
|cancel = None
|guard = Mid
|startup = 6
|active = 4(4)4(8)4
|recovery = 37
|total = 67
|frameAdv = -39/Hard Down
|actrange = N/A
|meter = 8
|description= *Invincible on frames 1-10.
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mk}}
|damage = 12[2] x 3
|dizzy= 0~4 x 3
|dizzytime= 20 x 3
|cancel = None
|guard = Mid
|startup = 4
|active = 4(4)4(8)4(8)4
|recovery = 34
|total = 74
|frameAdv = -48/Hard Down
|actrange = N/A
|meter = 8
|description= *Invincible on frames 1-8.
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = 12[2] x 3
|dizzy= 0~4 x 3
|dizzytime= 20 x 3
|cancel = None
|guard = Mid
|startup = 2
|active = 2(4)4(8)4(8)4(8)4
|recovery = 23
|total = 71
|frameAdv = {{tooltip|text=-42/Hard Down|hovertext=2 hits blocked. Tested on New Ken.}}
|actrange = N/A
|meter = 8
|description= *Invincible on frames 1-4


This move looks like the Hyakuretsu Harite (Hundred Hands Slap) from E. Honda, but it works differently. The main advantage is that Chun Li's legs are fully invulnerable, thus giving the move priority over any attack that does not have a very long range. However, it has three disadvantages: it cannot be steered horizontally (as O.Honda can), it cannot work as a horizontal dash that keeps charge, and it demands five presses to come out, instead of just four. This makes it much harder to use in combos.


*<b>Tenshou Kyaku a.k.a. Up Kicks:</b> (Charge ↓, ↑ K)
Chun-Li rises into the air, unleashing a torrent of tornado kicks.
<b>Detailed Input:</b> (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [10/9/7/2f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
*Chun is considered airborne for the entire move.
*This move causes a 3 hit juggle state. Despite Forward and Roundhouse having more than 3 hitboxes, it can still only juggle 3 times in the air.
*This move does not have any grounded recovery frames, allowing for blocking and counter throws as soon as you land.
 
 
'''General Strategies'''
 
*The Roundhouse version is your go-to reversal outside of Super. It can't be safe jumped due to the 2 frame startup and can also thwart meaty crossups.
 
}}
}}
<span class="mw-customtoggle-tenshokyaku" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-tenshokyaku">
 
*<b>Short Version:</b>
*<b>Short Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[2] * 3}} |{{STDiagramImageCell| 5 | ChunLi_upk1.png}} |{{STDiagramImageCell| 5 | ChunLi_upk2.png}} |{{STDiagramImageCell| 5 | ChunLi_upk3shrt_3frwrd.png}} |{{STDiagramImageCell| 5 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk1.png}} |{{STDiagramImageCell| 1 | ChunLi_upk2.png}} |{{STDiagramImageCell| 1 | ChunLi_upk3shrt_3frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~4 * 3}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 20 * 3}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 8}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 |4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan|4| 8}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png}}
Line 938: Line 1,891:
|}
|}


*<b>Forward Version:</b>
 
 
*<b>Forward Version</b>
 
 
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[2] * 3}} |{{STDiagramImageCell| 5 | ChunLi_upk1.png}} |{{STDiagramImageCell| 5 | ChunLi_upk2.png}} |{{STDiagramImageCell| 5 | ChunLi_upk3shrt_3frwrd.png}} |{{STDiagramImageCell| 5 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk1.png}} |{{STDiagramImageCell| 1 | ChunLi_upk2.png}} |{{STDiagramImageCell| 1 | ChunLi_upk3shrt_3frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}}
|-
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{{STDiagramCell| Stun}} |{{STDiagramCell| 0~4 * 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 20 * 3}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 |4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan|4| 8}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 8}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16frwrd.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16frwrd.png}}
|-
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
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| align="center"| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png }}
|-
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 21}} |{{STDiagramCell| 6}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 21}} |{{STDiagramCell| 6}}
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{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 34}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 34}}
|}
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*<b>Roundhouse Version:</b>
*<b>Roundhouse Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[2] * 3}} |{{STDiagramImageCell| 5 | ChunLi_upk1.png}} |{{STDiagramImageCell| 5 | ChunLi_upk2.png}} |{{STDiagramImageCell| 5 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} |{{STDiagramImageCell| 5 | ChunLi_upk11shrt_11frwrd_10&20rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk1.png}} |{{STDiagramImageCell| 1 | ChunLi_upk2.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}}
|-
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{{STDiagramCell| Stun}} |{{STDiagramCell| 0~4 * 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 20 * 3}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 |4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 8}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}}
|-
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
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{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png }}
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 7}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 7}}
|-
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{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | 23}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | 23}}
|}
|}


The RH version of Chun's upkicks is your go-to reversal outside of super. Due to the 2 frame startup it cannot be safe-jumped and can also thwart meaty crossups. Also note that all versions of upkick recovery have 0 grounded recovery landing frames, meaning you'll never face a ground punish combo or throw for wiffing. The game considers Chun "airborne" for the entire move. If your opponent seems keen on trying to grab you out of recovery, a counter-throw will almost always land assuming they're in your throw range.
</div>
 
=== <span class="invisible-header">Spinning Bird Kick</span> ===
{{MoveData
| name    = Spinning Bird Kick
| input    = {{Tooltip| text= [4]6K<br>{{cb}}{{f}} + {{k}} | hovertext= Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button}}
| subtitle =
| image    = ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png
| imageSize = 152x100px
| caption  =
| image2    = ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png
| imageSize2 = 153x100px
| caption2  = There's an additional 1x1 hitbox near Chun's thighs in between these frames.
| data  =
{{AttackData-SSF2T
|version = {{lk}}
|damage = 14[1] / 12[1]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = Mid
|startup = {{tooltip|text=32*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 23 frames.}}
|active = {{tooltip|text=2(3)1(5)2(11)2*|hovertext=A 1x1 hitbox is active during inbetween frames, so this number is technically 35.}}
|recovery = 21
|total = 79
|frameAdv = Dependent
|actrange = N/A
|meter = 8
|description= *Invincible from frames 1-17, 22-23, and 59-73.
}}
{{AttackData-SSF2T
|version = {{mk}}
|damage = 16[1] / 14[1]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = Mid
|startup = {{tooltip|text=34*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 27 frames.}}
|active = {{tooltip|text=3(5)1(3)1(3)1(4)2(8)4*|hovertext=A 1x1 hitbox is active during most in-between frames, so this number is more accurately 16{1)7(2)16.}}
|recovery = 23
|total = 92
|frameAdv = Dependent
|actrange = N/A
|meter = 8
|description= *Invincible from frames 1-17, 22-23, and 71-86.
}}
{{AttackData-SSF2T
|version = {{hk}}
|damage = 18[1] / 16[1]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = Mid
|startup = {{tooltip|text=36*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 27 frames.}}
|active = {{tooltip|text=3(7)2(3)1(3)1(3)1(3)1(3)1(4)1(7)3*|hovertext=A 1x1 hitbox is active during most in-between frames, so this number is more accurately 66.}}
|recovery = {{tooltip|text=31*|hovertext=25 if counting the 1x1 hitbox.}}
|total = 114
|frameAdv = Dependent
|actrange = N/A
|meter = 8
|description= *Invincible from frames 1-17, 22-23, and 89-108.
 
 
Chun-Li flips onto her hands, pushes back up into the air, and spins forward.
*The spins where Chun-Li faces backwards do more damage than the ones where she faces forwards.
*For some reason there's a 1x1 hitbox inside of Chun-Li's pushbox during the frames between the bigger, actually useful hitboxes (with the exception of some of the animation frames of the Forward version.) See the detailed hitbox information for more detail.
*This could be used as an anti-tick throw special since most of the startup is invulnerable, but you're likely better off using Tenshokyaku or Super due to this move's unpredictable nature.
 
}}
}}
 
<span class="mw-customtoggle-sbk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-sbk">
 
'''Startup:'''


*<b>Spinning Bird Kick:</b> (Charge ←, → K)
<b>Detailed Input:</b> (Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 8}} |{{STDiagramImageCell| 2 | ChunLi_sbk1.png}} |{{STDiagramImageCell| 2 | ChunLi_sbk2.png}} |{{STDiagramImageCell| 2 | ChunLi_sbk3.png}} |{{STDiagramImageCell| 2 | ChunLi_sbk4.png}} |{{STDiagramImageCell| 2 | ChunLi_sbk5&8.png}} |{{STDiagramImageCell| 2 | ChunLi_sbk6.png}} |{{STDiagramImageCell| 2 | ChunLi_sbk7.png}} |{{STDiagramImageCell| 2 | ChunLi_sbk5&8.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk1.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk2.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk3.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk4.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk5&8.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk6.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk7.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk5&8.png}}
|-
|-
{{STDiagramCellColSpan| 2 | <br><br><br><br><br>}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 23}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 8 | 23}}
|}
|}
*<b>Active:</b>
 
*<b>Short Version:</b>
 
 
'''Active/Recovery:'''
 
 
 
*'''Short Version'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[1] / 12[1]}} |{{STDiagramImageCell| 4 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 8 | 15}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 15}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
Line 1,035: Line 2,059:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 20}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 20}}
|}
|}
*<b>Forward Version:</b>
 
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 16[1] / 14[1]}} |{{STDiagramImageCell| 4 | ChunLi_sbk9&17&25&33frwrd.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk26shrt.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 21}}
|-
|}
{{STDiagramCellColSpan| 2 | <br>}}
 
 
 
*'''Forward Version'''
 
 
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17&25&33frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
 
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 7 | 16}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 7 | 16}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17&25&33frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17&25&33frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
Line 1,056: Line 2,092:
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 7}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17&25&33frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17&25&33frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
Line 1,068: Line 2,106:
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}}
|}
|}
*<b>Roundhouse Version:</b>
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1] / 16[1]}} |{{STDiagramImageCell| 4 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 4 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk35frwrd_48rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 21}}
|}
 
 
 
*'''Roundhouse Version'''
 
 
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
{{STDiagramCell| 2 | Simplified}} |{{STDiagramCellColSpan| 8 | 25}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 8 | 25}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
Line 1,089: Line 2,137:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 8}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 8}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
Line 1,096: Line 2,146:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 8}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 8}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}}
Line 1,103: Line 2,155:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 9}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 9}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}}
Line 1,110: Line 2,164:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 16}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 16}}
|}
|}
<b>NOTE:</b> This move has some oddities... First of all: in the active part, you see that little red dot near the center of the pushbox? At fist i thought it was just an imperfection in the sprites but that is actually a 1x1 sized active hitbox. So, in that cyclic(Active) part, the move is active all the time. The only exception is the Forward version, which has some gaps, all in the same animation frame(first one in the tables), so in that case i separated the cells in the Simplified Frame count. There is some oddities as well in the recovery part, like for the Short version it has a different pushbox in the second animation frame, and the Rh version having an extra animation frame before the landing frame. My guess is that this move was probably implemented in the game by a capcom Trainee or the programmer was lazy that day, lol. This move can be used as an anti-tick throw special since most of the startup is invulnerable. You're probably better off using upkicks or super instead due to this move's unpredictable nature.
 
*<b>Recovery:</b>
 
*<b>Short Version:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk26shrt.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 21}}
|}
*<b>Forward Version:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk35frwrd_48rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 21}}
|}
*<b>Roundhouse Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk35frwrd_48rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk53rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk35frwrd_48rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk53rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}}
Line 1,136: Line 2,173:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 25}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 25}}
|}
|}
The damage is different depending on which way Chun Li is facing. The higher damage values are related to the attack boxes when she is facing backwards during the spinning part.
</div>
 
=== <span class="invisible-header">Aerial Spinning Bird Kick</span> ===
{{MoveData
| name    = Aerial Spinning Bird Kick
| input    = {{Tooltip| text= Air [4]6K<br>Air {{cb}}{{f}} + {{k}} | hovertext= Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button}}
| subtitle =
| image    = ChunLi_asbk9.png
| imageSize = 146x97px
| caption  =
| image2    = ChunLi_asbk13.png
| imageSize2 = 146x97px
| caption2  = There's an additional 1x1 hitbox near Chun's thighs in between these frames.
| data  =
{{AttackData-SSF2T
|version = {{lk}}
|damage = 12[1]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = High
|startup = {{tooltip|text=24*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 18 frames.}}
|active = {{tooltip|text=3(9)2*|hovertext=A 1x1 hitbox is active during inbetween frames, so this number is technically 20.}}
|recovery = ∞
|total = 38+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 8
|description= <br>
}}
{{AttackData-SSF2T
|version = {{mk}}
|damage = 12[1]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = High
|startup = {{tooltip|text=24*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 18 frames.}}
|active = {{tooltip|text=3(9)2*|hovertext=A 1x1 hitbox is active during most in-between frames, so this number is more accurately 20.}}
|recovery = ∞
|total = 38+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 8
|description= <br>
}}
{{AttackData-SSF2T
|version = {{hk}}
|damage = 12[1]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = High
|startup = {{tooltip|text=21*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 17 frames.}}
|active = {{tooltip|text=2(6)2*|hovertext=A 1x1 hitbox is active during most in-between frames, so this number is more accurately 14.}}
|recovery = ∞
|total = 31+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 8
|description= The Spinning Bird Kick but in the air.
*Landing before this move finishes its last active frame will stick you in a 25 frame long landing animation. If the animation completes, it's only 10 frames long.
*Cannot be used after a head stomp like in SF2 Hyper Fighting.
*This move has the 1x1 hitbox during most of its inbetween frames like the grounded version.
*Due to the long charge time required, this move is near impossible to perform during a neutral or forward jump. As a result this move is mostly used for meter building or avoiding specific attacks.
*You can use this move during or just after a wall jump however. Using it before the walljump animation ends will retain your original jump arc, while doing it just after you walljump will have you use the walljump's trajectory.
 
}}
}}
 
<span class="mw-customtoggle-asbk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-asbk">
 
'''Startup:'''


*<b>Aerial Spinning Bird Kick:</b> (Charge ←, →, K in air)
<b>Detailed Input:</b> (Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 8}} |{{STDiagramImageCell| 2 | ChunLi_asbk1.png}} |{{STDiagramImageCell| 2 | ChunLi_asbk2.png}} |{{STDiagramImageCell| 2 | ChunLi_asbk3.png}} |{{STDiagramImageCell| 2 | ChunLi_asbk4.png}} |{{STDiagramImageCell| 2 | ChunLi_asbk5&14.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_asbk1.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk2.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk3.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk4.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk5&14.png}}
|-
{{STDiagramCellColSpan| 2 | <br><br><br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 15}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 15}}
|}
|}
'''Active/Recovery:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[1]}} |{{STDiagramImageCell| 4 | ChunLi_asbk6.png}} |{{STDiagramImageCell| 4 | ChunLi_asbk7.png}} |{{STDiagramImageCell| 4 | ChunLi_asbk8.png}} |{{STDiagramImageCell| 4 | ChunLi_asbk9.png}} |{{STDiagramImageCell| 4 | ChunLi_asbk10.png}} |{{STDiagramImageCell| 4 | ChunLi_asbk11.png}} |{{STDiagramImageCell| 4 | ChunLi_asbk12.png}} |{{STDiagramImageCell| 4 | ChunLi_asbk13.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_asbk6.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk7.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk8.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk9.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk10.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk11.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk12.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk13.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 7 | 20}}
|-
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}}
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 7 | 20}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 7 | 20}}
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count (Forward)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}}
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 7 | 14}}
|-
{{STDiagramCellColSpan| 2 | Simplified (Forward)}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 7 | 20}}
|-
{{STDiagramCellColSpan| 2 | Frame Count (Rh)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
{{STDiagramCellColSpan| 2 | Simplified (Rh)}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 7 | 14}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_asbk5&14.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk15.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk16.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk17.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk18.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_asbk5&14.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk15.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk16.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk17.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk18.png}}
Line 1,177: Line 2,286:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}}
|}
|}
<b>NOTE:</b> Just like the ground version of the move, it has some active frames with a 1x1 sized hitbox.
 
 
 
*<b>Landing, partial:</b> (When Chun lands before the last hitting frame)
*<b>Landing, partial:</b> (When Chun lands before the last hitting frame)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_asbkl1&3.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl2.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl1&3.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl4.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl5.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl6.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl7.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl8.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_asbkl1&3.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl2.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl1&3.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl4.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl5.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl6.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl7.png}} |{{STDiagramImageCell| 1 | ChunLi_asbkl8.png}}
Line 1,186: Line 2,300:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 25}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 25}}
|}
|}
*<b>Landing, complete:</b> (When Chun lands after the last hitting frame)
*<b>Landing, complete:</b> (When Chun lands after the last hitting frame)
{{STDiagramHeader}}
{{STDiagramHeader}}
Line 1,194: Line 2,311:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 10}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 10}}
|}
|}
Pretty much only used for building meter, or to avoid specific attacks. Unlike in hyper fighting/turbo, you can't do this after a headstomp.
</div>
==Super Combo==
 
{{MoveData
| name    = Senretsukyaku
| input    = {{Tooltip | text=[4]646P<br>{{cb}}{{f}}{{b}}{{f}} + {{p}} | hovertext = Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] →/↘/↗ [7~14f] ←/↙/↖ [7~14f] →/↘/↗ [Unlimited frames] P)}}
| subtitle =
| image  = ChunLi_super6.png
| imageSize = 125x97px
| caption  =
| image2  = ChunLi_super12.png
| imageSize2 = 140x97px
| caption2  =
| image3  = ChunLi_super15.png
| imageSize3 = 122x101px
| caption3  =
| image4  = ChunLi_super17.png
| imageSize4 = 132x98px
| caption4  =
| image5  = ChunLi_super19.png
| imageSize5 = 141x98px
| caption5  =
| image6  = ChunLi_super21.png
| imageSize6 = 131x98px
| caption6  =
| data  =
{{AttackData-SSF2T
|damage = 16[0] x 6
|dizzy= 0~4 x 6
|dizzytime= 20 x 6
|cancel = None
|guard = Mid
|startup = {{Tooltip | text=10 | hovertext = Plus 18 frames of Super flash.}}
|active = 4(9)6(6)1(1)1(1)1(1)1
|recovery = 15
|total = 57
|frameAdv = +9/Hard Down
|actrange = N/A
|description= Chun-Li goes full power with a non-stop barrage of kicks. Often considered one of if not the best Super Combo in the game.
*Affected by the Input Storing glitch. The second towards can be held as long as you need before performing the move. You can also stop holding towards for up to 12 frames and still keep the Super stored.
**'''NOTE:''' The Input Storing Glitch was fixed in Hyper Street Fighter 2. An alternate version of Chun-Li with the glitch restored can be selected by holding Start on Version Select, selecting the Super Turbo/Super X version, and then picking Chun-Li.
*Invincible on frames 1-14.
*Since this move starts a juggle state, you can use a Tenshokyaku afterwards to get an additional 2 hits in. This is useful if you can't hit every hit of the super (due to an early anti-air, for example).
 
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<span class="mw-customtoggle-senretsukyaku" style="color: cyan">Click to toggle detailed hitbox data.</span>
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===Super Move===
*<b>Senretsu Kyaku:</b> (Charge ←, → ← → K)
<b>Detailed Input:</b> (Charge ←/↙/↖ for at least 61f, [7~14f] →/↘/↗ [7~14f] ←/↙/↖ [7~14f] →/↘/↗ [11f] K)<br>
<b>NOTE:</b> That above is the fixed motion from HSF2. In ST, there is a bug in the input of this move which allows you to keep it stored as much as you want if you keep holding ↗, → or ↘. You have a window of 12 frames to go to any other direction and then go back to ↗, → or ↘ and still keep it stored. In HSF2 this was fixed, but it has a "hidden" version of Chun-Li which still has this bug. To select it, hold start while choosing the character version, if done right you'll hear a different sound.
*<b>Invincible part:</b>
*<b>Invincible part:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 16[0] * 6}} |{{STDiagramImageCell| 5 | ChunLi_super1.png}} |{{STDiagramImageCell| 5 | ChunLi_super2.png}} |{{STDiagramImageCell| 5 | ChunLi_super3.png}} |{{STDiagramImageCell| 5 | ChunLi_super4.png}} |{{STDiagramImageCell| 5 | ChunLi_super5.png}} |{{STDiagramImageCell| 5 | ChunLi_super6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super1.png}} |{{STDiagramImageCell| 1 | ChunLi_super2.png}} |{{STDiagramImageCell| 1 | ChunLi_super3.png}} |{{STDiagramImageCell| 1 | ChunLi_super4.png}} |{{STDiagramImageCell| 1 | ChunLi_super5.png}} |{{STDiagramImageCell| 1 | ChunLi_super6.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| 0~4 * 6}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + [18] + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 20 * 6}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 10}} |{{STDiagramCell| 4}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +9}}
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{{STDiagramCellColSpan| 2 | <br>}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1 + [18] + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 10}} |{{STDiagramCell| 4}}
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*<b>Non-invincible part:</b>
*<b>Non-invincible part:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super7.png}} |{{STDiagramImageCell| 1 | ChunLi_super8.png}} |{{STDiagramImageCell| 1 | ChunLi_super9.png}} |{{STDiagramImageCell| 1 | ChunLi_super10.png}} |{{STDiagramImageCell| 1 | ChunLi_super11&13.png}} |{{STDiagramImageCell| 1 | ChunLi_super12.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super7.png}} |{{STDiagramImageCell| 1 | ChunLi_super8.png}} |{{STDiagramImageCell| 1 | ChunLi_super9.png}} |{{STDiagramImageCell| 1 | ChunLi_super10.png}} |{{STDiagramImageCell| 1 | ChunLi_super11&13.png}} |{{STDiagramImageCell| 1 | ChunLi_super12.png}}
Line 1,224: Line 2,383:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 9}} |{{STDiagramCell| 6}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 9}} |{{STDiagramCell| 6}}
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{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super11&13.png}} |{{STDiagramImageCell| 1 | ChunLi_super14.png}} |{{STDiagramImageCell| 1 | ChunLi_super15.png}} |{{STDiagramImageCell| 1 | ChunLi_super16.png}} |{{STDiagramImageCell| 1 | ChunLi_super17.png}} |{{STDiagramImageCell| 1 | ChunLi_super18&22.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super11&13.png}} |{{STDiagramImageCell| 1 | ChunLi_super14.png}} |{{STDiagramImageCell| 1 | ChunLi_super15.png}} |{{STDiagramImageCell| 1 | ChunLi_super16.png}} |{{STDiagramImageCell| 1 | ChunLi_super17.png}} |{{STDiagramImageCell| 1 | ChunLi_super18&22.png}}
Line 1,231: Line 2,392:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
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{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super19.png}} |{{STDiagramImageCell| 1 | ChunLi_super20.png}} |{{STDiagramImageCell| 1 | ChunLi_super21.png}} |{{STDiagramImageCell| 1 | ChunLi_super18&22.png}} |{{STDiagramImageCell| 1 | ChunLi_super23.png}} |{{STDiagramImageCell| 1 | ChunLi_super24.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super19.png}} |{{STDiagramImageCell| 1 | ChunLi_super20.png}} |{{STDiagramImageCell| 1 | ChunLi_super21.png}} |{{STDiagramImageCell| 1 | ChunLi_super18&22.png}} |{{STDiagramImageCell| 1 | ChunLi_super23.png}} |{{STDiagramImageCell| 1 | ChunLi_super24.png}}
Line 1,238: Line 2,401:
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 3 | 14}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 3 | 14}}
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Considered one of the best, if not the best supers in the game due to a bug that gives the ability to "store" it and the damage that it deals. In most cases, upkicks following a landed super will yield an additional two hits. If you only get a few hits of the super (due to an early anti-air for example) near the corner, you can still attempt upkicks for one or two tacked on hits.


===Misc Animations===
 
</div>
 
==Misc Animations==
====Jump Animations====
====Jump Animations====
*<b>Neutral Jump:</b>
*<b>Neutral Jump:</b>
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{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 9 | 44+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
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Chun has a considerably fast prejump. In contrast to it, she has a huge arc on her jump which does make her a little easier to react. This is specially true against characters with DP moves: Ryu for instance can punish her with his DP most of the time.<br>
Chun has a considerably fast prejump. In contrast, she has a huge jump arc that's easy to react to. This is especially true against characters with DP moves; Ryu for instance can punish her with his DP most of the time.<br>
Chun, just like Claw, has the abillity to do wall jumps. Thats why the Forward Jump has a '+' on the final frame of the aerial jumping part: that animation will have longer duration in case it's a wall jump.<br>
Chun-Li, just like Claw, has the ability to do wall jumps. That's why the Forward Jump has a '+' on the final frame of the aerial jumping part: that animation will have longer duration in case it's a wall jump.<br>


{{STSharedJumpDescription}}
{{STSharedJumpDescription}}


*<b>Wall Jump:</b> (In air near corner/wall, any direction away from the corner/wall)
{{Navbox-ST}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_wj.png}}
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 6}}
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It should be noted, that like Claw, Chun has a command wall jump, you can actually do this during an air normals startup, active, or recovery frames. And you can do another normal after jumping off the wall. Likewise, you can air throw, then jump off the wall, and attack or air throw again. If you're quick enough, the wall jump itself can actually be cancelled into an air sbk, it retains the directional momentum of your original jump arc, say you jump backwards, and cancel the walljump to air sbk, you will still travel backwards.
 
This is useful for getting out of the corner, or to avoid attacks from the opponent. You can bounce off someone with a headstomp, and then jump off the wall if you're able to reach it.
 
==The Basics==
 
===Anti-air===
Chun does not have any one move (like a Shoryuken) that can be used as a general anti-air. She must use specific moves depending on what the opponent uses. Her useful anti-air moves are:<br>
-jump straight up Short<br>
-jump straight up Fierce<br>
-jump straight up RH<br>
-far or close st.Forward<br>
-far st.Fierce<br>
-far st.RH<br>
-cr.Forward (make the opponent land on it)<br>
<br>
Her absolute best anti-air is her super, which can be done so that the opponent is grounded and takes all 6 hits, followed by upkicks for massive damage. The timing differs depending on the speed of the opponent's jump. It is very difficult to do against Blanka and Claw, but it is easier on everyone else, especially against Ryu and Ken if they do air hurricane kick (because air hurricane kick has a lot of landing recovery).
<br><br>
For anti-air against a specific move or character, see the character breakdowns below.
 
--[[User:NKI|NKI]] 20:04, 8 May 2006 (CDT)
 
====Matchup specific anti-airs====
 
=====Vs Ryu=====
Ryu's most annoying aerial attack is his Diagonal Jumping Rh, because it has both good horizontal and vertical priority on top of a very good range.
 
*Close Standing Forward:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_Ryu_JHK_vs_closeMK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_Ryu_JHP_vs_closeMK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_Ryu_JLK_vs_closeMK.png]]}}
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Her Close Standing Forward beat his Diagonal Jumping Rh clean, however there is two caveat to this. First one is obvious, you have to be close enough to get this version of Forward kick, sometime easier said than done. Second is, if Ryu jumped from close, [https://youtu.be/QAfe6A6BEyw?t=116 instead of Rh he can do an air tatsu a little after his apex], not only evading your attack completely but hitting you in the back and knocking you down. For this move to be safe you have to use it only when Ryu is barely close enough to trigger your Close Standing Forward, any closer and I suggest to use another move instead: Close Standing Rh.
*Close Standing Rh:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_Ryu_JHK_vs_closeHKstartup.png]] → [[image:Zagi_Ryu_JHK_vs_closeHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_Ryu_JLK_vs_closeHKstartup.png]] → [[image:Zagi_Ryu_JLK_vs_closeHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_Ryu_airtatsu_vs_closeHK.png]]}}
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A very useful move, it will annihilate any air tatsu that come close enough above you. It also trade with all his aerial attacks if timed right. Be careful of his Diagonal Jumping Short, its priority is surprinsgly good, you have to do it late enough so it don't beat your move clean.
 
*Crouching Forward:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_Ryu_JHK_vs_crMK.png]] → [[image:Zagi_Ryu_JHK_vs_crMKlanding.png]]}}
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If Ryu jump far enough to not reach your crouched stance with his longest range attack, your Crouching Forward will hit him on his landing frame. This move may have less range than Guile's, but yours come out faster, combined with your superior walk speed you can sometime walk forward a bit just to get in range while Ryu is still in the air.
 
*Far Standing Forward:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_Ryu_JHK_vs_farMKstartup.png]] → [[image:Zagi_Ryu_JHK_vs_farMK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_Ryu_jHP_vs_farMKstartup.png]] → [[image:Zagi_Ryu_jHP_vs_farMK.png]]}}
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This is a trade anti air, use it only when Ryu jump from too far to reach your standing stance. Be sure to do it late enough so it don't get stuffed by his aerial attack.
<!--This is a trade anti air, be careful to do it late enough so it don't get stuffed by his aerial attack. Note that in the example pictured above Ryu is so far that your move would get stuffed clean by Ryu's Diagonal Jumping Ferce, but if you let him get closer before you activate it can cover both his Fierce and Rh options.-->
 
*Far Standing Rh:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_Ryu_JHK_Startup_vs_farHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_Ryu_JHK_vs_farHKstartup.png]] → [[image:Zagi_Ryu_JHK_vs_farHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_Ryu_JHP_vs_farHK.png]]}}
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This move has to be used when Ryu jump from too close for both of your Crouching Forward and Far Standing Forward to have a chance to trade, but not close enough for your Close Stading Forward to activate. Ryu's butt is very exposed during his startup so chances are you going to hit that, if not it will hit as a trade if not done too early.
 
*Far Stading Jab:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_Ryu_JHK_vs_farLP.png]]}}
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For when Ryu jump from far but too close to use Crouching Forward, your Far Stading Jab has a better horizontal priority than his Diagonal Jumping Rh so it will beat that clean. Useful in situations you really want a clean anti air, and not a trade. However if he jump with say Ferce instead, you are both going to whiff each other and he will land safely very close to you. So only use it when you are 100% sure he is going to jump with Rh.
 
*Cross down Close Standing Jab:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_Ryu_JHK_vs_crossdownLP.png]]}}
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If Ryu jump from close enough to cross you up you can walk under him to evade his attack completely, then your Close Standing Jab hit him clean in the back on his way down. Note that this move do insane damage for such a fast attack.
 
*Note about Tenshou Kyaku:
This is chun's dedicated anti air so you may be tempted to use it, especially if you mastered the kara tensho technique. However Ryu can easily evade it if he go for an air tatsu instead of a regular attack, and do a nasty punish on you (3 hits of jump mp + 2 hits of Shinkuu if he got meter). It is a lot harder for him to avoid your tensho that way when you are cornered, making it more viable in this scenario.<br>
There is a second way to use the tensho, the haya oki tensho (early rising tensho). It involve the use of her Rh tensho in Ryu's very early state of his jump, so the second active part meet him in the air before he do any attack. I'm not familiar enough with this to comment it any further, but I know top Japanese Chuns are.
 
*Note about Super:
It can be done so, if timed right, Ryu take all 6 hits grounded. Great! In theory... because it has to be done so early, Ryu can still evade the super if he went for a late air tatsu instead of a regular jump attack. And making you waste that super is every Ryu's wet dream.
 
=====Vs O.Ryu=====
Old Ryu is infamous for his Diagonal Jumping Rh, its horizontal priority is virtually infinite. It is an issue for a lot of characters, but not for Chun. This is because its vertical priority is actually abysmal, unlike Ryu his butt stay exposed the whole duration of the move. A weakness Chun can fully exploit from the ground. However because of this move he will dominate any aerial encounter with great ease.
 
*Far Standing Rh:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_oRyu_JHK_vs_farHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_oRyu_JHP_vs_farHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_oRyu_njHK_vs_farHK.png]]}}
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This move dominate all his aerial options, period. Be sure to be close enough to reach his butt. If he is too far you can use Far Standing Fierce or Crouching Rh instead for better reach.
 
*Far Standing Fierce:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_oRyu_JHK_vs_farHP.png]]}} |{{STDiagramCellBottom| [[image:Zagi_oRyu_JHP_vs_farHP.png]]}} |{{STDiagramCellBottom| [[image:Zagi_oRyu_njHK_vs_farHP.png]]}}
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It is useful for its additional reach over Far Standing Rh. It also comes out faster for situations where Far Standing Rh would be too slow. O.Ryu can evade this move with a late air tatsu, he will land behind you and throw you for free. Not exactly a big deal as long as the throw don't kill you. It will often trade with his Diagonal Jumping Fierce and his Neutral Jumping Rh.
 
*Crouching Rh:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_oRyu_JHK_vs_crHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_oRyu_JHP_vs_crHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_oRyu_njHK_vs_crHK.png]]}}
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Grants you an even greater range over Far Standing Fierce. O.Ryu can evade this with a late air tatsu as well. It will often trade with his Diagonal Jumping Fierce and his Neutral Jumping Rh.
 
*Close Standing Forward:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_oRyu_JHK_vs_closeMK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_oRyu_JHP_vs_closeMK.png]]}}
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Her Close Standing Forward beat all his jump attacks clean, however there is two caveat to this. First one is obvious, you have to be close enough to get this version of Forward kick, sometime easier said than done. Second is, if Ryu jumped from close, [https://youtu.be/QAfe6A6BEyw?t=116 instead of a normal attack he can do an air tatsu a little after his apex], not only evading your attack completely but hitting you in the back and knocking you down. For this move to be safe you have to use it only when Ryu is barely close enough to trigger your Close Standing Forward, any closer and i suggest to use another move instead: Close Standing Rh.
 
*Close Standing Rh:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_oRyu_JHK_vs_closeHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_oRyu_JHP_vs_closeHKstartup.png]] → [[image:Zagi_oRyu_JHP_vs_closeHK.png]]}} |{{STDiagramCellBottom| [[image:Zagi_oRyu_airtatsu_vs_closeHK.png]]}}
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Unlike N.Ryu it can stuff his Diagonal Jump Rh clean, but I suggest to aim for a trade regardless, in case a Diagonal Jumping Fierce comes out instead.
 
*Far Standing Forward:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_oRyu_jHK_vs_farMKstartup.png]] → [[image:Zagi_oRyu_jHK_vs_farMK.png]]}}
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Despite O.Ryu Diagonal Jumping Rh gigantic horizontal priority, you can still exploit the transition of your Far Standing Forward from startup to active part to trade with his attack. Use it only when Ryu jump from too far to reach your standing stance. Be sure to do it late enough so it don't get stuffed by his aerial attack.
 
*Crouching Forward:
{{STDiagramHeader}}
{{STDiagramCellBottom| [[image:Zagi_oRyu_jHK_vs_crMK.png]] → [[image:Zagi_oRyu_JHK_vs_crMKlanding.png]]}}
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You have so many options against O.Ryu it is easy to forget about this one, but it is a great anti air as long as Ryu jump from too far to reach your crouched stance. This move may have less range than Guile's, but yours come out faster, combined with your superior walk speed you can sometime walk forward a bit just to get in range while Ryu is still in the air.
 
*Note about Tenshou Kyaku:
This is chun's dedicated anti air so you may be tempted to use it, especially if you mastered the kara tensho technique. However Ryu can easily evade it if he go for an air tatsu instead of a regular attack. It is a lot harder for him to avoid your tensho that way when you are cornered, making it more viable in this scenario.<br>
There is a second way to use the tensho, the haya oki tensho (early rising tensho.) It involve the use of her Rh tensho in Ryu's very early state of his jump, so the second active part meet him in the air before he do any attack. I'm not familiar enough with this to comment it any further, but I know top Japanese Chuns are.
 
*Note about Super:
It can be done so, if timed right, Ryu take all 6 hits grounded. Great! In theory... because it has to be done so early, Ryu can still evade the super if he went for a late air tatsu instead of a regular jump attack. And making you waste that super is every Ryu's wet dream.
 
--[[User:Zagi|Zagi]]
 
===Ground Pokes/Footsies===
====Pokes====
Chun's best poke is st.Strong. It can lock down characters with no good reversal, it has excellent range, and it beats a lot of moves cleanly. Very effective to rush down with st.Strongs mixed with throws.
 
st.Forward is also very effective to use against Shotos, done such that you are just outside of their cr.RH range. If they try to fireball, they will get hit cleanly.
 
====Footsies====
Her cr.Forward has good priority, and it's so fast it's practically unpunishable. She can also use her cr.RH to get the knock down, but cr.RH has a considerable amount of lag and should be used with caution.
 
--[[User:NKI|NKI]] 11:29, 9 May 2006 (CDT)
 
===Super Move Usage===
 
====Stored Super====
Chun is one of only two characters who can store her super. That is, you can input the [charge back, towards, back, towards] part of the command, then hold towards. The command will remain stored until you hit kick, at which point the super will come out. This is a technique that must be mastered to use Chun effectively.
 
 
Notes:
 
*It is still possible to keep your charge, even if you switch sides. You just need to switch which direction you're holding at the exact right time. This works whether you are the one doing the cross-up or you are the one being crossed-up.
 
*You can store the super motion even without meter. You can input b, f, b, f (hold), fill the remaining meter (with a fireball, lightning kicks, pokes, etc.) and then press a kick button to do the super.
 
*If you throw the opponent or get thrown (even if you stay on the same side), you will lose your charge. It is possible to keep your charge while throwing the opponent, but it is tricky. While holding towards with the super charged, hit Strong or Fierce to throw the opponent. Then you must quickly tap back, then return to towards and you will still have the super stored. If you simply held towards the whole time, you would lose your charge.
 
====Using the Super Against Fireballs====
Going through fireballs with Chun's super is entirely possible, but it is much harder than going through fireballs with Boxer's super, or Dic's super. The reason is because she has a very short window of invincibility, and after her invincibility her entire hit-box (where she is vulnerable) is behind her. That means that you have to activate the super JUST before the fireball hits you. Any earlier and you will not make it cleanly through.
 
Against fireball characters, if you have meter, whenever you do a fireball you should always double motion the super on top of it. In other words, you should do her fireball as [charge back, towards+punch, back, hold towards]. If the opponent jumps over your fireball, you can super them for free. If the opponent also threw a fireball to cancel out yours, you can super them for free. Else, walk up until you are just out of range of their longest normal and hold down towards. If they try any moves or try to jump, super. If they try to get fresh and walk towards you, st.Strong (while still holding towards and maintaining your charge).
 
--[[User:NKI|NKI]] 12:04, 9 May 2006 (CDT)
 
==Advanced Strategy==
===Reversals===
''Upkicks'' - All three versions have invincibility at the beginning, but Short has the most. However, the Roundhouse version has the least start-up, just two frames. Use it if you want to prevent safe jumps that land right on top of you.
 
''Spinning Bird Kick'' - Has more invincibility than upkicks, but it takes a long time to hit, so it's really more useful as a way to avoid the opponent's move, rather than to counter it.
 
''Super'' - The only thing to watch out for is the opponent baiting your reversal super and jumping over it.
 
===Avoiding Fireballs===
Because she has to charge for her fireball, Chun has a problem against non-charge fireball characters. If you don't have time to charge, you have several options to try to avoid the fireballs:
 
''Jump straight up head stomp'' - When Chun is doing her headstomp, her hitbox becomes thinner, so it's easier for her to jump over slow fireballs. The only downside to this is that you lose valuable charge time, because you need to do the headstomp on your way down, and the joystick needs to be straight down (down/back won't work).
 
''D/F+RH'' - If you want to get over a fireball and gain a little bit of ground, you can use D/F+RH, but don't use it when you are too close, because it is easily punishable. Be sure to immediately start charge back after you hit RH so that you will have your charge when you land.
 
''Spinning Bird Kick'' - Because it is invincible in the beginning, you can use SBK to go through fireballs, but it is very punishable and not recommended unless you are about to die from block damage.
 
''Jump back air spinning bird kick'' - This should only be done in the corner, when your opponent is far enough away that they can not punish. (Air SBK has a lot of recovery when she lands.)
 
''Jump straight up air spinning bird kick'' - This will give you slightly more meter than doing a fireball, but it is considerably harder, so it is not generally recommended.
 
===Overhead Stomp===
To do Chun's instant head stomp, jump at the opponent and immediately hit down+Forward kick. Because it's a jumping attack, it must be blocked high. It's too fast to see the stomp and react to it, so the opponent must guess. You are vulnerable as you're bouncing away, but keep in mind that you can do a move (say, j.Forward) on your way down. The overhead is especially good to use against people who like to reversal Dragon Punch, because her headstomp will beat DP clean.
 
===Corner Awareness===
Unfortunately for Chun, if she throws the opponent from point blank range into the corner and the opponent techs, the opponent recovers and lands so fast that Chun gets thrown for free. This is especially bad against Gief and Hawk, because they also get a free super on her.
 
Unless it will kill (or your opponent is O.Sagat), be sure to throw the opponent OUT of the corner. Also be aware that if you are in the corner charging back, then you go for a throw, you will end up getting a fireball, which might cost you. So be very careful when you're in the corner.
 
===D/F+Roundhouse Shenanigans===
Chun's D/F+RH is one of the craziest normals in the game. When done meaty enough, it will hit as a low move (must be duck-blocked), and it can be done as a completely safe meaty against several characters. If the opponent doesn't try to reverse, they will be forced to block it, but if they do reverse properly, they will still lose:
 
-Guile's Flash Kick will completely whiff (backwards)<br>
-Ryu's DP will be blocked (backwards)<br>
-Zangief's lariat will lose cleanly<br>
-Deejay's upkicks will completely whiff (backwards)
 
As the opponent is getting up, she can whiff D/F+RH to get to the opposite side of any character, but if she immediately follows it up with a normal, it will be backwards (and will whiff), so it's not very useful.
 
The move will hit as a cross-up if done as a meaty from point blank range against certain characters. (Keep in mind that if done meaty enough, it is a low hit as well, so the opponent must block with down/towards.)
 
Which characters can Chun cross up?
 
Ryu: yes<br>
Ken: yes<br>
Honda: no<br>
Chun: no<br>
Blanka: no<br>
Zangief: no<br>
Guile: yes (see note)<br>
Sim: no<br>
Hawk: yes<br>
Cammy: yes<br>
Fei: yes<br>
DeeJay: yes<br>
Boxer: yes<br>
Claw: no<br>
Sagat: no<br>
Dictator: no<br>
 
Note: Chun can only cross-up Guile with her D/F+RH in very specific situations where Guile does not have a significant amount of pushback. She can not cross him up after an anti-air jump straight up+RH because Guile is falling away too fast, but she can do it after an air throw, or if a D/F+RH hits and pushes Guile towards Chun, etc.
 
--[[User:NKI|NKI]] 15:39, 20 June 2006 (CDT)
 
Also, for ALL opponents, immediately after a knockdown, the opponent flies away from you. You are able to jump over them and use a meaty d/f+rh and because of the direction they are travelling, you gain the extra few pixels needed to cross someone up if you jump over them and meaty in the direction they are travelling (if they are a character that normally cannot be crossed up).
[[User:Kenny Ng|Unessential]] 14:34, 2 November 2013 (UTC)
 
==Combos==
 
===Basic Combos===
crouch Forward xx Kikoken<br>
low start 2-in-1 poking combo
 
Jumping Forward, Forward Lightning Kicks<br>
Basic one button spamming jumping combo ideal for comboing Lightning Kicks
 
===Intermediate Combos===
jumping Fierce , crouch Short xx Roundhouse Tenshou Kyaku<br>
best jumping combo
 
====Dizzy Combo====
j.RH, st.Strong, st.Fierce<br>
BnB for Stanting opponents
 
j.RH, st.Fierce xx Kikoken<br>
Kikoken combo that will also frequently dizzy. If you have the opportunity to do a meaty, go for cr.Forward, cr.Fierce. That also will dizzy the majority of the time.
 
 
===Advanced Combos===
Jump Fierce, close Fierce XX Forward Lightning Kick <br>
Most damaging BnB combo with Lightning Kicks
 
Jump fierce, close jab x1-2, standing short XX Thousand Burst Kick SC, Roundhouse Tenshokyaku<br>
Most powerful combo after charge Super Bar
 
===Standard Combos===
I feel that if you don't have meter, the best combo to do is j.RH, st.Strong, cr.RH. The reason I like that combo the best is because it knocks down, you are charged, you can throw a meaty fireball, and you retain control of the round. If you do something else, like [j.RH, st.Fierce xx Fireball], you are left in an awkward position where both you and your opponent are at
 
If you have a full meter (or nearly a full meter) and you are charged, go for j.RH, st.Fierce xx super. With the super stored, it's really not all that hard to pull off: charge back, towards, back, towards, then jump towards, hit RH as late as possible, then st.Fierce~any kick button.
 
--[[User:NKI|NKI]] 15:39, 20 June 2006 (CDT)
 
==Match-ups==
Matchups classified with this [http://curryallergy.blogspot.com/2008/11/super-turbo-new-arcadia-diagram.html diagram] in mind. For the old characters I guessed the positions.
 
--[[User:Born2SPD|Born2SPD]]
 
===Serious Advantage Match-ups===
====Vs. Blanka:====
*7 - 3
 
'''Advantage/Disadvantage'''
<br>
Chun wins this match approximately 6/4. Her strength is in her turtling ability, but Blanka's jump is so quick and his normals are so good, it's pretty hard to keep him out the entire round.
 
'''Blanka's Game Plan'''
<br>
Blanka wants to get in and bite you, and he also doesn't mind trading with you on his way in, because he does more damage in general. Once he gets in, he can start some shenanigans with j.Short, and because Chun has to charge for her upkicks, it's hard for her to get out.
 
Chun has no way to get out of his ticks if they start with a cross-up j.Short, because her only reversals are charge moves: she's lost her horizontal charge because Blanka crossed her up, and she's lost her vertical charge because she had to stand up to block the j.Short.
 
If Chun duck-blocks a Blanka Ball (or if she gets hit by it while ducking), the only thing she can punish with is the super. However, if she is standing when she gets hit or blocks, she can retaliate with a walk-up st.Strong. (The Blanka Ball is usually not used much though, because Chun will be throwing a lot of fireballs.)
 
'''Chun's Game Plan'''
<br>
Chun wants to keep Blanka out with well-placed fireballs and cr.Forwards. You can't be sloppy or over-anxious with the fireballs, because Blanka can easily jump over your fireballs on reaction. With his quick jump and high-priority jumping attacks, you can only do a fireball when you are sure he will not jump (for example, when you know he will do a normal move). He will try to slide at you because it has good range and moves him forward. This is a good time to do a fireball, but make sure it's done early enough to hit him cleanly out of the slide.
 
While Chun has good normals, Blanka also has good normals, and better throw range. Chun can essentially create a wall with fireballs and jump straight up Short, and it can be hard for Blanka to get in. However, unlike most of her other matches, being in the corner actually helps Chun against Blanka, because then he can't cross her up there.
 
If you knock down Blanka, you should never go for a meaty (other than meaty fireball). Blanka's balls (both horizontal and vertical) hit on the first frame, so you can not do safe meaties against him. For the same reason, you also can not do safe jumps against him. If you try that, at best you will trade, meaning you will get knocked down, but Blanka won't be knocked down, and that puts you in a very bad position. Just do a meaty fireball when he's down. He has no choice but to block it.
 
Lightning legs will beat all of Blanka's ground attacks cleanly, but you must be very careful using it because Blanka's jump is so quick. Make sure you always charge D/B while doing lightning legs so that you can anti-air him if he jumps too late.
 
'''Anti-Air'''
<br>
If you're charged, you can use Short upkicks, but without a charge, Chun has a hard time against Blanka's jumping attacks. I would not recommend trying any of her standing normals, because at the very best they will trade, but he won't be knocked down. Jump straight up Short is quite good, and jump straight up RH is also good, but because his jump is so fast, you need to have equally fast reactions.
 
I prefer to simply make Blanka land on a fireball. You may trade with him, but at least you completely kill any momentum he may have been building. You can then follow up with a meaty fireball, followed by another fireball, and he really can't do anything about it. In this match, it's worth it to sacrifice damage for position advantage.
 
Of course the super is always the best option, but because Blanka's jump is so fast, it can be difficult to time. You must do the super VERY early--do it just past the peek of his jump, when he is starting to come down.
 
----
Added: [[User:Kenny Ng|Unessential]] 14:34, 2 November 2013 (UTC)
There is one more option you can walk forward into blanka's jump. and sweep him as he lands. this has to be done almost directly below a blanka.  I have read the information above, but what improved my matchup against Blanka drastically was discovering this anti air.  I may trade, but it is a good alternative if you are not at the right angle for the other antiairs, and you don't have a charge. (ie, you've already blocked a jumping attack in the corner, and you don't have a charge.
 
'''Anti-Ball'''
<br>
Typically Blanka doesn't use the ball all that often in this match, but just in case it comes up...
 
A well-timed st.Strong will beat his horizontal ball, but it is better to do a fireball if you are charged. Getting the knock down is important, because you want to control the round.
 
If you are charged, you get a free super on Blanka whether you block or get hit by the ball. You won't get all 6 hits of the super, but it's still free damage.
 
'''Misc. Notes'''
<br>
-You always want to be charged so that you can anti-air him with something that knocks down.
<br>
-If you block Blanka's super, you get a free super on him (or a cr.RH, if you don't have meter).
<br>
-If he tries to hop at you, do [cr.Forward, cr.RH] for a two hit combo, then follow up with a meaty fireball, walk back a few steps, then throw another.
 
--[[User:NKI|NKI]] 11:31, 18 May 2006 (CDT)
 
====Vs. E. Honda:====
*7.5 - 2.5
 
'''Advantage/Disadvantage'''
 
'''Honda's Game Plan'''
Get in. do stuff. win.
 
'''Chun's Game Plan'''
Keep honda out by throwing lots of fireballs.  Watch out for when honda gets into buttslam range though. Once you see that happens simply jump back. If you're in the corner, push him forward and inch forward. or walljump. Heck, you can even stay in the corner and still fight this pretty damn well.
 
The start of this match just outside honda's buttslam range. Many new players don't realize this and will try an opening buttslam. That's why often neutral jump at the beginning. I can usually time it to beat an opening headbutt (unless the honda has the timing down) and I can throw the buttslam.
 
If you get your Lightning legs out first, they will beat out honda's HHS. If you do get into bad luck with honda getting in on you, it's just a guessing game to get out.  If you're in the corner, hope he doesn't start an ochio loop. It's a guessing game between poking and footsies, and if honda's going to jump at you.
 
Keep in mind, if you predict a buttslam, you can neutral jump throw, just like at the beginning of the match.
 
There is much honda can do once he gets in, and everything needs a different answer. The goal is to keep him out, just like any other grappler.  You can randomly jumpforward fierce at honda and it will beat mostly everything he has. But make sure you always blockstring to a safe distance.  If you get a knockdown, same thing. or just keep your distance with a meaty fireball.
 
[[User:Kenny Ng|Unessential]]
 
'''Anti-Air'''
 
'''Misc. Notes'''
 
====Vs. M. Bison (dictator):====
*7 - 3
 
'''Advantage/Disadvantage'''
 
This matchup is chun advantage. However you're going to need knowledge about spacing and timing which you really only get with practice.
 
Once either character gains frame advantage, they are going to try their damndest to keep it and win the match.  Dictator can go for a TOD combo while chun does not have one.  The reason why this is chun's advantage though is because chun has many more options to get dictator to make that first block and keep frame advantage.
 
Watch out for dictator's throw, after you reversal, a good dictator can time a meaty SWEEP and CROSS UNDER. this is dictator's version of chun li's df/RH bullshit. Except he can't repeat it.
 
[[User:Kenny Ng|Unessential]] 14:34, 2 November 2013 (UTC)
 
'''Anti-Air'''
st rh, st short, jumping neutral short, jumping neutral strong.
 
come to think of it almost jumping neutral anything.
 
[[User:Kenny Ng|Unessential]] 14:34, 2 November 2013 (UTC)
 
'''Misc. Notes'''
 
====Vs. Zangief:====
*7.5 - 2.5
 
'''Advantage/Disadvantage'''
<br>
Chun wins this fight approximately 7/3. She can effectively keep Zangief out the entire round with fireballs. If Gief manages to get in once, Chun usually takes at least one SPD, but it is very difficult for Gief to close the gap in the first place.
<br><br>
'''Zangief's Game Plan'''
<br>
Gief has one objective in this match: to get in. If he can close the gap and start tick throwing, it's pretty hard for Chun to get him off her. Unfortunately for Gief, he doesn't really have an effective way to get in. He has to use really unreliable tactics like predicting a fireball and jumping over it, or psychic Green Hand to nullify a fireball. Of course he can try to lariat through fireballs, but that doesn't really get him anywhere. Unless the Chun player screws up somewhere, it's very difficult for Gief to do anything effective.
<br><br>
'''Chun's Game Plan'''
<br>
Chun's only objective is to keep Gief out. He is spending the whole round trying to get in for those grabs, so you don't want to do his job for him by closing the gap. It's extremely hard for him to get around Chun's fireballs and normals, so just stick to those. You should never jump at Gief. If you knock him down, do not go for the cross-up. Just do a meaty fireball. Worst case scenario is that he reversal lariats through it, but at least you still maintain the position advantage.
<br><br>
It's not exciting, but the way to win this match is to hold down/back and do cr.Forward a lot. When he's safely out of range, throwcenter a Jab fireball, and when he jumps, anti-air him. Make him block a fireball as he gets up, and repeat.
<br><br>
After knocking him down, you have the option of doing meaty D/F+RH, cr.Forward xx lightning legs. The advantage to this is that the D/F+RH is safe (even if he does reversal lariat, it will lose cleanly) and lightning legs do more block damage than a single fireball. The disadvantage is that if you mess up, you have lost your position advantage, and he is now right next to you. It's your choice if you want to go for it or not. It is safe if done correctly, but I tend to just do a meaty fireball instead.
<br><br>
Once you get meter, you can two-in-one motion the super over your fireball, walk up behind your fireball with the super stored, and wait to see what Gief does. If he tries to lariat through it or jump over it, super him. If he blocks it, walk back and repeat.
<br><br>
If you mess up somewhere along the line and he manages to get in on you, it can be hard to get him off you. Really your only option for reversing his ticks is upkicks, but you must be VERY careful with this move. If Gief knows it's coming and lets you whiff it, he can do the stomach crunch (jump straight up up+Fierce) for the instant dizzy (Japanese version only).
<br><br>
Also don't forget that if he is too close to you on a tick attempt (if he's within your throw range), you can reversal throw him for free. But make sure not to throw him into the corner though, because if he techs it he gets a free 360 (or even worse, 720)
<br><br>
'''Anti-Air'''
<br>
Her best anti-air is making him land on a fireball. If he's closer than 1/2 screen, you will most likely trade hits and you may even lose the damage trade by a little bit, but you get the extreme position advantage. He is knocked down, so you can take a step back to regain your distance, then throw a meaty Jab fireball for him to block as he gets up.
<br><br>
If you're really good at using the upkicks, you can use those as well, but when I play this match, I find it difficult to consistently use the upkicks as anti-air, and all Gief needs is for you to screw up once. I prefer to use fireballs because they are much more fail-safe.
<br><br>
If you don't have a charge, you can also use jump straight up RH or jump straight up Short.
<br><br>
'''Misc. Notes'''
<br>
-It is not safe to do a super against Gief. On reaction to your super, he can do kick lariat to beat it cleanly.
<br>
-If you're going to throw Gief, do not throw him into the corner. Always throw him away from the corner, because if he techs into the corner, you get thrown for free.
 
--[[User:NKI|NKI]] 13:13, 12 May 2006 (CDT)
 
- You CAN however react to a punch lariat with super. This is especially effective as a pocket tool against a gief After a fireball, you can bait a kick lariat and sweep, or if you notice the gief doesn't know to use a kick lariat to go through a fireball when you have super, you can wait till the fireball Overlaps gief, and start your super, your super will knock gief out of the lariat, the fireball will then hit gief (since he's no longer invincible) and then you can still combo upkicks after.  This is not an instant kill, but by the time you have a super you most likely have gotten a few pokes on zangief, so you can think of it as one.
--[[User:Kenny Ng|Unessential]]
 
===Advantage Match-ups===
====Vs. Cammy:====
*6 - 4  (6.5-3.5 According to recent almagamation)[[User:Kenny Ng|Unessential]] 14:34, 2 November 2013 (UTC)
 
'''Advantage/Disadvantage'''
Definitely chun li advantage here
 
'''Cammy's Game Plan'''
Hope and pray that chun li doesn't know the matchup, and jump in over a fireball. Maybe a lightning legs if the chun is being predictable. If the chun isn't throwing Lightning legs, (but also not throwing fireballs) Cammy can get in with safe cannon drills too. but LL and good poking will stop that.
 
'''Chun's Game Plan'''
Lightning Legs and jumping neutral short beats out pretty much anything cammy has. If not, try other jumping neutral normals. Cammy's hooligan should NEVER be landed on you if you watch out for it.  If you're feeling confident you can use her regular pokes too and you'll out poke her without needing her to make the first move.
 
If you choose the lightning legs route (which I do since I tend to get lazy) always do lightning legs in short bursts. and don't get into a rhythm. Cammy can J. strong and get in. but honestly, jump a couple of times, (out of her cannon spike range) LL jump once, LL walk back Jump a random more amound of times LL. and you'll be ok.
 
If you ever do a LL for too long, cammy WILL be able to jump in, the same way she can jump over a fireball.
 
 
NEVER throw a fireball against cammy. That's the ONLY way Cammy can get in. I play both cammy and chun. and when I get cammy vs chun. Almost every chun I play I see them throw a fireball. Honestly, that's the only way cammy can get in. I tell people, or i swap places, and then they finally get the point. Don't throw a fireball, just keep cammy out, and play it lame. This match is free. (I personally disagree with 6-4, I think the advantage is closer to 7-3 but I'm not going to replace top player opinions on the top of this section with my own.).
 
What I am doing though is supplement the 6-4 with more recent information which is 6.5-3.5
 
 
[[User:Kenny Ng|Unessential]] 14:34, 2 November 2013 (UTC)
 
'''Anti-Air'''
 
'''Misc. Notes'''
 
====Vs. Dee Jay:====
*6.5 - 3.5
 
'''Overview'''
 
'''Anti-Air'''
 
'''Misc. Notes'''
 
== Vs. Dee Jay ==
'''Advantage/Disadvantage'''<br>
This is a fairly even match where neither character has a clear advantage over the other. Chun has good rush down and a superior super, but DeeJay has superior turtling due to his excellent normals, and his fireball goes full screen.
 
'''DeeJay's Game Plan'''<br>
DeeJay wants to turtle heavily in this match, using his excellent normals to nullify Chun's rush down attempts. cr.Forward is very good because it knocks down and recovers so quickly that it's hard for Chun to punish on reaction. It's not like a Shoto cr.RH which can easily be punished with walk-up throw. He can also continue to use fireballs relatively safely even when Chun is up close.
 
'''Chun's Game Plan'''<br>
Chun can't really beat DeeJay in a fireball war because her fireball won't reach DeeJay from full screen, so she wants to rush him down. However, it is a good idea to throw fireballs with DeeJay until you have meter, then start your rush down. Chun's super is a lot better than DeeJays, and if you have your super stored, you can even counter his super on reaction.
 
After you get that meter, your next step is to close the gap. This usually is not a problem for Chun. You can do a j.Forward or j.Short from full screen over one of his fireballs, and there's not much he can do about it. At best he can trade, but then you've still closed the gap. Just make sure that you jump on reaction to one of his fireballs; otherwise, you'll eat upkicks.
 
When rushing down DeeJay, you'll want to use st.Strong a lot. If you get too predictable with the st.Strongs, he can use upkicks, so don't get sloppy. His upkicks will not hit your cr.Forward however, so you can do that safely. His ground normals (cr.Strong, cr.Forward, cr.Fierce) are all very good and will usually at least trade with yours, so you want to let him whiff and punish, either with st.Strong or walk-up throw. cr.RH is also good to use if you think he will fireball. Even if you trade, it's a good trade for you, because you get the knock down.
 
'''Anti-Air'''<br>
Short Upkicks if you are charged, jump straight up RH if you're not charged, or super (if you have meter). You can also make him land on a Jab fireball, then follow up with meaty D/F+RH.
 
'''Misc. Notes'''<br>
DeeJay has nothing to beat Chun's headstomp. Because of this, you can pull some shenanigans from about half screen (or a little bit closer). You can just blatantly jump at DeeJay, and when he tries to do upkicks, do the headstomp to beat it clean. After that happens, the opponent will most likely not do upkicks again, allowing you to do [whiff headstomp, throw]. The throw is free for Chun she whiffs the headstomp.
 
However, it should be stressed that this is nothing but shenanigans. It's good to use once in a while, but should not be relied on heavily.
 
D/F+RH can be used as a safe meaty against DeeJay. If he successfully reverses with upkicks, he will whiff backwards, and you can throw him as he lands.
 
I would almost never do Lightning Legs against DeeJay because his RH upkicks will beat it clean.
 
If he crosses you up with j.Forward, it is not blocked as a cross-up. You need to block it as if it weren't a cross-up. Your other option is to just Spinning Bird Kick out of there. If you mess up your Spinning Bird Kick, a good DeeJay will follow up the blocked cross-up with a cr.Jab, then either throw or do cr.Short xx Machine Gun Upper. ALWAYS just plan on teching the throw. If you stand up early to try to reversal throw, you could get hit by cr.Short xx Machine Gun Upper, that very well might dizzy you, and you could be done for the round. Teching the throw is the much better, safer option.
 
--[[User:NKI|NKI]] 10:53, 21 June 2006 (CDT)
 
====Vs. Guile:====
*6 - 4
 
'''Advantage/Disadvantage'''<br>
Chun has a slight advantage in this match because she can hang with Guile's turtling, but if she gets in, she can also harrass him badly with st.Strongs and cr.Forwards. Pretty much his only reliable option at that point is a very risky psychic Flash Kick. However, Guile can also rush down Chun. It is very hard for her to deal with his hop kick (towards or back + medium kick) mixed with cr.Jabs and Sonic Booms. (Yes, Guile can rush down with Sonic Booms, too.)
 
'''Guile's Game Plan'''<br>
Guile really has two options. In my experience against Muteki, he usually plays turtle style, hoping to wear you down little by little until eventually you get frustrated and try to rush him down. At this point, Chun will generally do something silly, like jumping in anticipation of a Sonic Boom, but guessing incorrectly and eating a Flash Kick. Guile then goes for the ambiguous cross-up, and it all goes downhill from there.
 
Other Guile players like Nakano Guile will tend to rush down Chun. He will play a "fake turtle" game where you think he's going to just keep throwing Sonic Booms, but after a while he'll predict one of your fireballs, hit you with a high j.Forward, then begin rushing down with hop kicks, cr.Jabs, throws, and Sonic Booms. This is surprisingly hard for Chun to stop, because most of her usual options (lightning legs, st.Strong, cr.Forward) will get stuffed before the hitting frames.
 
'''Chun's Game Plan'''<br>
Even though Chun can hang with Guile's turtling, she is more effective if she tries to rush him down with st.Strongs mixed with throws. Guile really has no good answer for this, as long as you don't get reckless (because he can Flash Kick you, of course, but that's risky for him to try).
 
Another reason why turtling isn't that effective against Guile is because the super is not very useful against him, so building meter isn't that important. Except from very close range, Guile can throw Sonic Booms fairly safely against Chun, even when she has meter.
 
So basically you want to close the gap, but you have to be patient in doing this. You can't just blatantly jump at him, however, from the right distance, you can jump at him pretty safely after he throws a Sonic Boom. If you're at the max range for her j.Forward, you can jump at Guile and he won't really be able to answer with anything, so he'll be forced to block. After he blocks the j.Forward, you want to walk in and make him guess between a throw or a low move (preferably cr.Forward). Whether he blocks your low move or techs your throw, continue to rush him down with st.Strongs. If he doesn't tech, go for meaty [cr.Forward, cr.Fierce].
 
Throughout the match, you should always be on the look-out for Guile's cr.Forward. This is the move Guile players like to poke with the most, but it has a good amount of lag afterwards. If you hang just outside of his cr.Forward range, you can punish Guile's whiffed cr.Forwards with a st.Strong or walk-up throw.
 
'''Anti-Air'''<br>
From close: upkicks, close st.Forward, close st.Strong
From medium distance: upkicks, jump straight up Short or RH, far st.Forward
From far: far st.Forward, jump straight up Short RH, make him land on a cr.Forward
 
'''Misc. Notes'''<br>
Definitely go for meaty D/F+RH if you get a clean knockdown. This is a very bad position for Guile to be in, especially if he's not familiar with Chun's D/F+RH shenanigans. For one thing, she can do a meaty D/F+RH safely such that even if Guile reverses with a Flash Kick or super, Chun will be able to block in time, but if Guile doesn't reverse, he'll be forced to block Chun's D/F+RH, and then she gets a guessing game. Also, Chun can do the D/F+RH has a cross-up against Guile, so he also has to know which way to block, which can be pretty hard. (If you do the D/F+RH from point-blank range, it will cross-up. Otherwise, it's not a cross-up.)
 
Also, you never want to jump at Guile unless you see the Sonic Boom. Even if you do correctly predict a Sonic Boom, you don't get anything for free because Chun's jump arc is too big, so don't take the risk of eating a Flash Kick. Only jump if you see the Sonic Boom.
 
--[[User:NKI|NKI]] 20:59, 18 June 2007 (UTC)
 
====Vs. Ken:====
*6.5 - 3.5
 
'''Advantage/Disadvantage'''
 
'''Ken's Game Plan'''
 
'''Chun's Game Plan'''
 
'''Anti-Air'''


'''Misc. Notes'''
[[Category: Chun-Li]]
 
[[Category: Super Street Fighter 2 Turbo]]
====Vs. Sagat:====
[[Category: Hyper Street Fighter 2]]
*6.5 - 3.5
 
===Fair Match-ups===
====Vs. Balrog (boxer):====
*5.5 - 4.5
 
'''Advantage/Disadvantage'''
<br>
This is a pretty even match that I feel is about 5/5 or possibly 5.5/4.5 in favor of Chun. For the most part Chun controls the match until Boxer gets meter, at which point Boxer then controls the match. After he uses the super, Chun once again controls the match. Chun has good tools to stop Boxer's rush down, but if she gets trapped in the corner, it can get ugly for her. No really dominating advantage for either character.
<br><br>
'''Boxer's Game Plan'''
<br>
Boxer wants to rush her down as he does to pretty much everyone except Gief. His problem is that Chun can stop his rush down pretty well. For that reason, a huge part of the winning strategy for Boxer is to trade. There are virtually no bad trades for Boxer in this match, as he just does more damage in general. His most useful trade is when she does a fireball; he can st.Fierce or high rush and do nearly double the damage she does.
<br><br>
Boxer's super also helps him a lot in this match, so many Boxer players will let Chun throw fireballs, doing either Short rushes or Jab shoulder charges between fireballs to build meter.
<br><br>
'''Chun's Game Plan'''
<br>
For the most part, Chun wants to turtle it up, because that's the best way to stop Boxer's rush down. She can use fireballs and cr.Forwards to keep him out. Lightning legs will beat practically everything he has, but watch out for the shoulder charge. If he does a jumping attack to hit you out of lightning legs, he's going to have to do it so high that you get a free throw on him when he lands.
<br><br>
The only time Chun wants to go on the offensive is when Boxer is knocked down. She gets a free safe jump on him, and it is quite easy to time because even his fastest shoulder charge (the Jab version) has a whopping 11 frames of start-up before it can hit. His super has 6 frames of non-hitting start-up, so you can still safe jump even when he has meter. Getting him to throw away his super on a safe jump is huge, because that super is what's stopping you from throwing fireballs, and fireballs are a big part of Chun's strategy in this match.
<br><br>
After doing a safe jump (I use j.Forward), you need to hold down/back for just a split second in case he did get the reversal, then go for the throw or [cr.Forward, cr.RH].
<br><br>
If Boxer gets meter, it's time to chill. You need to go into super turtle mode: stop throwing fireballs, stop whiffing cr.Forwards...just chill. You should only react to what he does. Most Boxer players are expecting you to chill, so it's at this time that you can sometimes surprise them with a blatant walk up throw, especially if one of you/both of you are low on life, but don't depend on this as a stable strategy. (Another good thing about walk up throw is that he can not catch you with the super while you are walking up--you can react and block in time.)
<br><br>
If Boxer throws you and goes for a meaty cr.Forward as you land, just throw him. (It doesn't matter if he crossed you up or not, you still get a free throw if he's within your throw range.) Upkicks are too risky if he blocks it, so be safe and go with the throw.
<br><br>
'''Anti-Air'''
<br>
''From far:''<br>
-far st.Forward<br>
-far st.RH<br>
-make him land on a fireball (will probably trade with his jumping attack)
<br><br>
Personally I feel that making him land on a fireball is the best option. Even though you lose the damage trade, you are in an excellent position. He has been knocked down, and you can do a risk-free meaty D/F+RH, followed by guessing game: throw, or [cr.Forward, throw], or [cr.Forward, cr.RH].
<br><br>
''From close:''<br>
-jump straight up Short<br>
-jump straight up RH<br>
-upkicks<br>
-close st.Forward
<br><br>
Probably upkicks are the best bet, but if your reactions are quick enough, jump straight up RH is just as good. Jump straight up Short and close st.Forward will work decently, but you really want to get that knock down so that you can safe jump at him.
<br><br>
'''Anti-Shoulder-Charge'''
<br>
Because it's invincible, there's really nothing you can do about the shoulder charge as it's coming out. However, if he whiffs it from up close, you can do:
<br><br>
cr.Forward xx RH upkicks (good damage, knocks down)
<br>
if you're not charged: cr.Forward, cr.Fierce (high dizzy potential)
<br>
if you are charged: meaty cr.Forward as he lands, close st.Fierce xx Fierce fireball (almost certainly will dizzy)
<br><br>
If he whiffs from far away, you can do:
<br><br>
far st.Fierce, meaty fireball as he lands (decent damage)
<br>
jump straight up RH (knocks down)
<br>
walk up cr.RH (knocks down)
<br><br>
Of course if you have meter, just do the super so that he's grounded for all 6 hits.
<br><br>
'''Anti-Rush'''
<br>
Chun's cr.Forward and fireballs are her best weapons against his rushes. Her cr.Forward will also beat his st.Fierce in case he tries to trade with your fireballs. Every time you see him do a rush, do an option-selected cr.Forward. Time is such that if he did a low rush, you will block, but if he did a high rush (for the throw attempt), you will hit him. If it does hit, follow up with cr.RH for the two hit combo.
<br><br>
Lightning legs will also beat his low rush clean, but it will sometimes trade with his straight rush, so be careful.
<br><br>
'''Misc. Notes'''
<br>
-It is not safe to do the super to Boxer while he is just ducking. On reaction, Boxer can do shoulder charge to beat your super clean.
<br>
-Don't bother with cross-ups - they're not needed when you have the safe jump.
<br>
-You want to avoid trading with Boxer at all costs, unless you can knock him down. He just does too much damage.
 
--[[User:NKI|NKI]] 16:02, 15 May 2006 (CDT)
 
When in the corner and boxer has super, Try to tick him 2/3 times with cr forward to get him to about 3/4 screen. If you do this, He can't really use his super, because the 3rd hit will glitch and you get a free throw.  I used to think this matchup was purely 5-5, but I think because I can negate his super 5.5 -4.5 is about right, maybe still closer to even.
 
 
[[User:Kenny Ng|Unessential]] 14:34, 2 November 2013 (UTC)
====Vs. Chun-Li (self):====
 
====Vs. Dhalsim:====
*5 - 5
 
'''Advantage/Disadvantage'''
 
'''Honda's Game Plan'''
 
'''Chun's Game Plan'''
 
'''Anti-Air'''
 
'''Misc. Notes'''
 
====Vs. O. Ken:====
 
O.Ken compared to N.Ken its a slightly fair matchup, the lack of Special Kicks its a better close option for Chun Li, but his invincible Shoryuken its a riskful air to air plan.
 
Chun Li still have a better ground gameplan because Hadoken spam can  be ruined with a Triangle Jump ,also keep him away with Lightning Kicks its a good corner trap along with crouching Roundhouse
 
====Vs. T. Hawk:====
*5.5 - 4.5
 
'''Advantage/Disadvantage'''
 
'''Hawk's Game Plan'''
 
'''Chun's Game Plan'''
 
'''Anti-Air'''
 
'''Misc. Notes'''
 
===Disadvantage Match-ups===
====Vs. Fei Long:====
*4 - 6
 
'''Advantage/Disadvantage'''
 
'''Fei's Game Plan'''
 
'''Chun's Game Plan'''
 
'''Anti-Air'''
 
'''Misc. Notes'''
 
Although it looks infinite, Fei can only do guaranteed [st.Fierce xx Chicken Wing] three times. Because he's slowly getting pushed back a tiny bit each rotation. After the third Chicken Wing, if he tries to go for another st.Fierce, you can actually throw him. After the third Chicken Wing, it's a guessing game between Flame Kick (if he thinks you'll try to throw), or take a step forward, then start the [st.Fierce xx Chicken Wing] for another three reps. (Each rep is doing good block damage, mind you.)
 
I said that there are a few things Chun can do once she's stuck in that trap. Her options are:
 
*'''Upkicks:''' There is a crazy property of the Chicken Wing where you can actually stand block while holding D/B. You have to stand block the first hit of the Chicken Wing, then immediately hold D/B. Even though you're holding D/B, Chun will stand block the next hit of the Chicken Wing (which is necessary, because it's an overhead and can't be duck blocked). This allows you enough time to charge upkicks by the time the next Chicken Wing comes around. The problem with this is that even though the upkicks will beat Chicken Wing cleanly, sometimes it just goes straight through Fei, he lands, then you fall helplessly into [st.Fierce xx Rekka Ken x3].
 
*'''Jump straight up RH:''' This will usually just trade (at least it gets him off you), but it is extremely hard to time, and if you time it wrong, you get juggled by 3 hits of Chicken Wing, then he gets to start the trap on you again as you get up.
 
*'''Far st.RH:''' This will actually beat Chicken Wing cleanly. The problem is that it is quite hard to do (seemingly random), and if you mess up, you eat [3 hits of Chicken Wing, st.Fierce xx Rekka Ken x3], which is about 50%-60% damage and probably dizzy and probably peace out...HELLA not worth the risk.
 
*'''Walk forward to go under him:''' This only works if he is doing the RH version of Chicken Wing. A good Fei Will do the Forward (medium) version so that you can't walk under it. This is why (as Tama said) he can only do it three times. You can do the RH version infinitely, but she can walk under at any time. Again, if you try to walk under him and he does the Forward (medium) version, you'll eat the above combo, probably be dizzied, and probably lose the round.
 
*'''Spinning Bird Kick:''' Because it's invincible, you can use SBK to make his Chicken Wing whiff. The problem is that because he recovers instantly from the Chicken Wing, he can simply cr.Jab you out of the SBK, then start the trap again.
 
I usually just try to reverse throw. A lot of times the Fei player won't get the timing perfect on the st.Fierce, so you can throw him. This is not guaranteed (Fei can do the st.Fierce for free if he times it right), but it works a lot of times. It's actually not all bad if you get hit by a Flame Kick while trying to reverse throw, because then the Fei player gets the idea "Oh, he tries to reverse throw...I can catch him with Flame Kick", and he'll try to do that every once in a while, which creates an opening for Chun if you block it.
 
--[[User:NKI|NKI]]
 
====Vs. Ryu:====
*4 - 6
 
'''Advantage/Disadvantage'''
<br>
Ryu wins this fight approximately 6/4. Chun can effectively lock him down if she is controlling the match, but if she gets stuck in a fireball trap, it can be very difficult to get out.
<br><br>
'''Ryu's Game Plan'''
<br>
Ryu's fireball is much better than Chun's (he doesn't have to charge for it, and it will go full screen), so he basically just wants to fireball her to death. If he can zone her with fireballs and push her back into the corner, his most effective range is a little bit more than half screen away with Chun in the corner. At that distance, she can't react to a fireball by jumping over it because that's easily countered with a DP, and she can't keep up with his fireballs because she has no time to charge. Because she's in the corner, jumping straight up over a fireball (especially a Fierce fireball) doesn't really give her a whole lot of advantage. Her best option is just to jump back over a fireball (so that she's charged), then either do air Spinning Bird Kick as she lands or throw a fireball to build meter. Her super is the only really effective way to get out of that situation.
<br><br>
If Ryu can keep her zoned with fireballs at that range, it is a fairly easy match for him.
<br><br>
While his super is very good, Ryu getting meter is not a huge turning point in the match like it is for some of his other matches (Sim, O.Sagat, etc), especially if Chun has meter. If Chun has meter, Ryu should be very weary about using his super.
<br><br>
'''Chun's Game Plan'''
<br>
Chun's ideal range in this match is just outside of Ryu's cr.RH range. She has two big advantages from that range.
<br><br>
The first advantage is when you have meter, because her super nullifies pretty much everything Ryu has. Even if he has meter, you can react to his super and counter with yours (assuming you have it stored already). So once you have meter, store the super and stay just barely out of range of his cr.RH. Hold down/towards, and react to whatever he does. From that range, a lot of people will try to either do a regular fireball, the super, or air hurricane kick back (or towards). All of those are punishable by super. If he does an air hurricane kick over your head, make sure you switch your charge direction, walk towards just a bit, then catch him when he lands.
<br><br>
Even if you don't have meter, from that range she can completely zone Ryu using st.Forward and st.Strong. You can safely whiff st.Forwards because you are outside of his footsies range, but if he tries a fireball or a hurricane kick, he gets beat cleanly. His only options are to psychic DP (which is very risky), or to try to fireball in-between your cr.Forwards (very difficult).
<br><br>
If he whiffs a cr.Forward or cr.RH, walk up and throw.
<br><br>
After you're in his face and you've stuffed several fireball attempts, and all of his normals are whiffing and getting punished by throws, he will start to hesitate, and that's when you just go in for the blatant throw out of nowhere. If he start wising up to the walk-up throw, and he tries to stop you with a normal, use your st.Strong to beat his normal.
<br><br>
If you're not inside the ideal range and you're getting bombarded with fireballs, Chun can punish his fireballs from full screen using a j.Forward. A lot of Ryu players try to reversal with a DP or another fireball, both of which will lose cleanly to lightning legs. The only thing Ryu can do to stop you from jumping in from that range is if he does a rush punch (towards+Fierce) to get closer, then he can DP you.
<br><br>
'''Anti-Air'''
<br>
Against Ryu, her best anti-air (aside from the super) is jump straight up RH. Upkicks are pretty much worthless because Ryu can just do an air hurricane kick to beat upkicks clean. In the worst case scenario (he trades an air hurricane kick with your jump straight up RH), you both get knocked down, so he can't continue the pressure.
<br><br>
After you hit him with out of the air with jump straight up RH, you should follow it up with something: [meaty cr.Forward, cr.Fierce] or max range lightning legs (100% safe unless he has meter).
<br><br>
If you have meter, always do the super as anti-air. It is not too hard to time it such that Ryu is grounded for all 6 hits. If he does an air hurricane kick, it is extremely easy to time.
<br><br>
'''Anti-Fireball'''
<br>
Far st.Forward and far st.Strong are both good at stuffing fireballs. Far st.Fierce can also be used from much further away, but it has considerable lag, so use it only if you are certain he will do a fireball. And of course you can super through the fireball if you have meter.
<br><br>
If you are stuck in the corner, you can do jump back Spinning Bird Kick over fireballs to build meter. Be careful though, because if he see's this coming, he can deley his fireball and make you land on it.
<br><br>
'''Anti-Hurricane-Kick'''
<br>
If the hurricane kick is just starting up, far st.Forward is her best counter. If he's already spinning and coming towards you, st.Short will beat it cleanly. If he's already passed over your head and he's spinning away from you, you can catch him with a far st.Fierce, far st.Strong, or super (just one hit). Lightning legs will usually beat hurricane kick cleanly.
<br><br>
After he has passed over you and is spinning away from you, be careful when using normals to counter his hurricane kicks. If his spinning leg is facing you, you will trade or lose cleanly. If his spinning leg is facing away from you, you will beat him cleanly. If you're low enough on life where a hurricane kick will kill you, it might not be a good idea to try to hit him.
<br><br>
'''Misc. Notes'''
<br>
-If you have the super stored, don't be afraid of Ryu's super. On reaction, you can super through his super.
<br>
-Meaty instant head stomp for the kill is good against Ryu because all of his DPs lose cleanly to head stomp.
<br>
 
--[[User:NKI|NKI]] 16:22, 10 May 2006 (CDT)
 
====Vs. O. Sagat:====
 
'''Advantage/Disadvantage'''
 
'''O.Sagat's Game Plan'''
 
'''Chun's Game Plan'''
 
'''Anti-Air'''
 
'''Misc. Notes'''
 
====Vs. O. T. Hawk:====
 
Old T.Hawk have better normals than New one and also better Typhoon Traps , Kikoken isn't useful due to Condor Dive, try to have an air to air battle to see if he is a Rising Hawk or Condor Dive spammer, Tensho Kyaku its a great anti air or punish the Condor Dive with crouch Roundhouse, keep him away its the key to win.
 
====Vs. Vega (claw):====
*4 - 6
 
'''Advantage/Disadvantage'''
 
'''Claw's Game Plan'''
 
'''Chun's Game Plan'''
 
Turtle it up. Chun controls that match on the ground because lightning legs beat all of Claw's normals, and upkicks beat his jump-ins. He has to take it to the air, so it becomes a guessing game between wall dive, punch wall dive, and wall dive fake-out. Chun has an answer for all three, but you have to guess right. If he does real wall dive, just do jump back medium kick. (Or if he tries to do real wall dive off of your wall, just air throw him before he gets to the wall.) If he does punch wall dive or wall dive fake-out, just fireball him.
 
'''Anti-Air'''
 
'''Misc. Notes'''
 
--[[User:NKI|NKI]]
 
===Serious Disadvantage Match-ups===
None!
 
{{Navbox-ST}}
[[Category:Chun-Li]]
[[Category:Super Street Fighter 2 Turbo]]
[[Category:Hyper Street Fighter 2]]

Revision as of 20:21, 30 March 2023


Story

Date of Birth: 3/1/1968
Height: 5'8"
Weight: Secret!
Measurements: B34", W 22", H 35"
Blood Type: A
Likes: Crepes, fruits, candy
Dislikes: Crime, shady people, indecisiveness.

At the age of 5, Chun-Li saw her first Beijing opera, planting images of actors moving elegantly across the stage in her mind. Upon witnessing her father one day practicing his martial arts, those very same images came back to her, and she begged her father to teach her. Chun-Li's father would teach her a variety of Chinese martial arts, teaching her a style revolving around kicks with his renowned legs. These teachings would go on until his sudden disappearance.

Chun-Li would become a narcotics investigator at the age of 18 to both find her father and follow his footsteps. Despite hopes of reuniting with him, Chun-Li would learn of the worst possible outcome: Her father was dead, and the leader of the crime ring Shadaloo was responsible. After more investigation on her part, she would ultimately receive a direct invitation to the World Warrior tournament, hosted by Shadaloo, the ones responsible for her father's demise. Seeking revenge, Chun-Li gets ready to fight her way through the tournament...


Overview

Chun is ranked high tier. There are certain characters that she beats, certain characters she has even matches with, and certain characters who beat her. Some of her "even" matches are not even in the traditional sense. For example, against Fei she does really well as long as she's not in the corner. However, if Chun gets put in the corner and Fei starts doing st.Fierce xx Chicken Wing (his 3-hit spin kick), it is a nightmare for Chun, and she has no easy way out.

The same is true against Claw. Chun does well if she can keep the game on the ground, but if Claw can get his wall dive shenanigans going, Chun has no escape, and she must guess correctly which way to block, and that can be very difficult.

--NKI



Strengths Weaknesses
  • Great Normals: st.Strong is an amazing poke, cr.Forward is a multipurpose beast, and j.Forward is an amazing jumping move. She also has a few moves that cause Hard Knockdowns.
  • Storable Super: The Input Storing Glitch turns Chun-Li's Super from OK to absolutely oppressive.
  • Legs: Lightning Legs has amazing priority and will cleanly beat nearly every grounded move in the game.
  • Throws Aplenty: Chun-Li's throws have good range and deal incredible damage.
  • Dizzying: Chun-Li has a wide assortment of Dizzy combos.
  • Super Speedy: Chun-Li's fast walking speed combined with her wall jumps and headstomps give her many movement options.
  • Rush and Turtle: Chun-Li's kit allows her to switch between rushing her opponent down and turtling on the fly.
  • Air Vulnerable: Most of Chun-Li's anti-airs either require charge or are situational. In Tenshokyaku's case, it can whiff completely from point blank range.
  • Unable to Reverse: Chun-Li doesn't have a solid reversal to contest with attacks like Claw's walldive or Fei's Chicken Wing trap.
  • Fireball Trapped: Fireball Traps work especially well on Chun-Li.


New & Old Versions Comparison

To select O.Chun Li, choose Chun Li and then press ↓ ↓ ↓ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • System Changes: O.Chun Li cannot tech throws, or use a Super Combo;
  • Old Chun does not have access to Tenshokyaku;
  • O.Chun Li has some differences in some of her normals:
    • Close Standing Jab has a 1 frame slower startup;
    • Crouching Jab has a 1 frame slower startup;
    • Far Standing Strong hits high and so whiffs on crouching characters;
    • Far Standing Fierce has special cancel properties;
    • Close Standing Short has a 3 frames slower startup and can't be special canceled;
    • Far Standing Short hits high and so whiffs on crouching characters;
    • Crouching Short has a 2 frame slower startup and can't be special canceled;
    • Close Standing Forward has a 3 frame slower startup and can't be special canceled;
    • Far Standing Forward have better priority;
    • Diagonal Jumping Fierce has a much fatter hitbox, though the priority doesn't change much;
    • Diagonal Jumping Short has much better priority but do a little less damage;
    • Neutral Jumping Forward has much better priority plus 6 more active frames;
    • Diagonal Jumping Forward has much better priority but cannot be used as a cross up attack;
    • Neutral Jumping Roundhouse has much better priority;
    • Diagonal Jumping Roundhouse hits lower;
  • O.Chun Li's Head Stomp can be performed with any downward direction;
  • O.Chun Li's flip kick and neck breaker command normals have proximity requirements;
  • O.Chun Li's neckbreaker and flip kick are performed with forward/back/any upwards direction instead of df;
  • O.Chun Li's flip kick combo for two hits, the start-up is faster by 2 frames and can be special cancelled;
  • O.Chun Li can kara-cancel Kikoukens from Roundhouse easily (for the shorter recovery), where N.Chun Li has trouble with this due to the different command for the Spinning Bird Kick;
  • O.Chun's Spinning Bird Kick becomes active and knocks down before the spinning part during her handspring, and demands a "down" charge instead of a "back/away" one.

Basically, O.Chun Li has better aerial tools but worse ground ones, mainly for her standing strong whiffing on crouched characters and the lack of Super. Choose whichever version you think it's best suited for your style.


Color Options

Jab Strong Fierce Start Old
Chunli-lp.gif Chunli-mp.gif Chunli-hp.gif Chunli-start.gif Chunli-old1.gif
Chunli-lk.gif Chunli-mk.gif Chunli-hk.gif Chunli-hold.gif Chunli-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Video Overview

Chun-Li
Chun-Li's portrait in Super Turbo.
Character Data
Forward Walk Speed 64
Backwards Walk Speed 48
Pre-Jump Frames 3
Forwards Jump Duration 44+
Backwards Jump Duration 46
Landing Frames 7*
Jump Height Apex 114
Forwards Jump Distance 166
Backwards Jump Distance 177
Soft Knockdown Recovery 35
Hard Knockdown Recovery 69



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Standing Normals

cl.lp
Close Jab
Close Light Punch
5LP / cl.Lp.png
ChunLi stcljab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] 0~5 40 Chain, Special, Super Mid 0-21
Startup Active Recovery Total Frame Adv. Meter
4 4 4 12 +5 2/1

A quick rapid-fire jab.

  • Mainly usede for combos and as a tick for characters who can't duck it.
  • This does massive damage for a jab.
  • Sometimes this can trade as an anti-air in Chun's favor.

Click to toggle detailed hitbox data.

ChunLi stcljab1&5.png ChunLi stcljab2&4.png ChunLi stcljab3.png ChunLi stcljab2&4.png ChunLi stcljab1&5.png
Frame Count 1 + 2 1 4 3 1
Simplified 4 4 4

frlp

Far Jab
Far Light Punch
5LP / cl.Lp.png
ChunLi stfarjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Mid 22+
Startup Active Recovery Total Frame Adv. Meter
3 2 8 13 +3 2/1

A rapid-fire slap.

  • Good priority lets you mash to deal with moves like Blanka ball and Honda's Headbutt.
  • Can work as a far away anti-air in some situations.

Click to toggle detailed hitbox data.

ChunLi stfarjab1&5.png ChunLi stfarjab2.png ChunLi stfarjab3.png ChunLi stfarjab4.png ChunLi stfarjab1&5.png
Frame Count 1 + 2 2 4 3 1
Simplified 3 2 8


cl.mp

Close Strong
Close Medium Punch
5MP / cl.Mp.png
ChunLi stclstrng3.png
It is now your turn, forever.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 60 Special, Super Mid 0-36
Startup Active Recovery Total Frame Adv. Meter
5 4 4 13 +10 4/3

A punch with huge frame advantage.

  • The huge frame advantage coupled with Chun's walking speed allows you to apply some nasty pressure. Mix them up with a throw or a low. You can also link into just about anything for combos.
  • Also OK as a trade anti-air.
  • Only Cammy and Blanka can crouch under this.

Click to toggle detailed hitbox data.

ChunLi stclstrng1&5.png ChunLi stclstrng2&4.png ChunLi stclstrng3.png ChunLi stclstrng2&4.png ChunLi stclstrng1&5.png
Frame Count 2 2 4 3 1
Simplified 5 4 4

frmp

Far Strong
Far Medium Punch
5MP / fr.Mp.png
ChunLi stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 37+
Startup Active Recovery Total Frame Adv. Meter
5 4 4 13 +10 4/3

A poke with the same excellent frame advantage as the close version.

  • Hits the entire cast whether they crouch or stand.
  • Essentially an option select into Chun's damaging MP throw.

Click to toggle detailed hitbox data.

ChunLi stfarstrng1&5.png ChunLi stfarstrng2&4.png ChunLi stfarstrng3.png ChunLi stfarstrng2&4.png ChunLi stfarstrng1&5.png
Frame Count 1 + 2 2 4 3 1 |
Simplified 5 4 4


clhp

Close Fierce
Close Heavy Punch
5HP / cl.Hp.png
ChunLi stclfrc2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 10~16 80 Special, Super Mid 0-41
Startup Active Recovery Total Frame Adv. Meter
4 20 11 35 -9 5/4

A double open palmed strike.

  • Can cancel into fireball or Super in combos.
  • You can also use this as a meaty for massive frame advantage, or for setting up frame traps. Otherwise, this move is pretty unsafe.
  • This can usually work as a ground crossup if you're behind your opponent, but it's not very useful in that aspect.

Click to toggle detailed hitbox data.


ChunLi stclfrc1&3.png ChunLi stclfrc2.png ChunLi stclfrc1&3.png
Frame Count 1 + 3 20 11
Simplified 4 20 11

frhp

Far Fierce
Far Heavy Punch
5HP / fr.Hp.png
ChunLi stfarfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 10~16 80 Super Mid 42+
Startup Active Recovery Total Frame Adv. Meter
6 6 18 30 -2 5/4

A powered-up high punch.

  • Deceptively fast startup, decent for punishment, and a surprisingly good anti air.

Click to toggle detailed hitbox data.

ChunLi stfarfrc1.png ChunLi stfarfrc2&4.png ChunLi stfarfrc3.png ChunLi stfarfrc2&4.png ChunLi stfarfrc5.png ChunLi stfarfrc6.png
Frame Count 1 + 2 3 6 10 7 1
Simplified 6 6 18


cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
ChunLi stclshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 0~5 40 Special, Super Mid 0-36
Startup Active Recovery Total Frame Adv. Meter
4 5 5 14 +3 2/1

A knee strike.

  • Ok for ticks into throw, but Chun usually has better options for this.
  • Does unusually high damage for a light attack.

Click to toggle detailed hitbox data.

ChunLi stclshrt1&5 stclfrwrd1&7.png ChunLi stclshrt2&4.png ChunLi stclshrt3.png ChunLi stclshrt2&4.png ChunLi stclshrt1&5 stclfrwrd1&7.png
Frame Count 1 + 2 1 5 4 1
Simplified 4 5 5

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
ChunLi stfarshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 0~5 40 None Mid 37+
Startup Active Recovery Total Frame Adv. Meter
7 5 5 17 +3 2/1

A straightforward kick.

  • Has decent priority, and hits at a nice angle.
  • Useful for setting up frame traps.
  • Does unusually high damage for a light attack.

Click to toggle detailed hitbox data.

ChunLi stfarshrt1&5 stfarfrwrd1&5.png ChunLi stfarshrt2&4.png ChunLi stfarshrt3.png ChunLi stfarshrt2&4.png ChunLi stfarshrt1&5 stfarfrwrd1&5.png
Frame Count 1 + 3 3 5 4 1
Simplified 7 3 7


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
ChunLi stclfrwrd3.png
First hitbox
ChunLi stclfrwrd4.png
Second hitbox
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 60 Only the first hitbox can be canceled. Mid 0-41
Startup Active Recovery Total Frame Adv. Meter
4 9 (3 / 6) 8 21 +1 / +4 4/3

A full split kick.

  • Good anti air if you are at the right range to use it, beating moves like New Ryu's jumping HK.
  • The first part can be cancelled, and is very easy to combo into legs, since you can just mash kick.

Click to toggle detailed hitbox data.

ChunLi stclshrt1&5 stclfrwrd1&7.png ChunLi stclfrwrd2&6.png ChunLi stclfrwrd3.png ChunLi stclfrwrd4.png ChunLi stclfrwrd5.png ChunLi stclfrwrd2&6.png ChunLi stclshrt1&5 stclfrwrd1&7.png
Frame Count 1 + 2 1 3 6 3 4 1
Simplified 4 9 8

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
ChunLi stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 5~11 60 None Mid 42+
Startup Active Recovery Total Frame Adv. Meter
7 5 8 20 +5 4/3

A kick straight to the face.

  • A mediocre anti-air, ok to counter some jumping attacks.
  • Deceptively good range, making it useful to stuff fireball startups.

Click to toggle detailed hitbox data.

ChunLi stfarshrt1&5 stfarfrwrd1&5.png ChunLi stfarfrwrd2&4.png ChunLi stfarfrwrd3.png ChunLi stfarfrwrd2&4.png ChunLi stfarshrt1&5 stfarfrwrd1&5.png
Frame Count 1 + 3 3 5 4 4
Simplified 7 5 8


clhk

Close Roundhouse
Close Standing Heavy Kick
5HK / Hk.png
ChunLi stclrh5.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 10~16 80 None Mid 0-56
Startup Active Recovery Total Frame Adv. Meter
10 6 21 37 -5 5/4

Chun's panty-slippin high sidekick.

  • A trade anti-air (no pre projected hurtboxes before becoming active but poor priority with big hit/hurtboxes afterwards) so if you want to beat a move cleanly you have to use Close Forward instead, which has good priority up close. Against some high priority air normals however, your only option may be a trade so this move is useful, and it can be used that way against most air normals as long as you time it correctly, minus against some very high priority normals like Cammy's Aerial Strong or against characters with very low jumps, like Boxer. Another difference to keep in mind is that the hitbox of this move is more centered than Close Forward, this is important against ambiguous crossup moves like a crossing up air tatsu for example. This also allows Chun to actually beat/trade with FeiLong's Chicken Wing corner trap, but it's difficult to use because the timing is very strict: you have a 1 frame window (with "reversal timing") for it to beat it cleanly and another 1 frame window to get a trade, anything slower than that and the move will come out too late and Chun will eat the Chicken Wing and probably a combo as well. And since you'll most likely be playing on a frame-skipping turbo speed, the timing becomes even more strict, leaving Chun with only one usable counter to the Chicken Wing corner trap: kara-cancelled low normal into Tenshokyaku.

Click to toggle detailed hitbox data.

ChunLi stclrh1.png ChunLi stclrh2.png ChunLi stclrh3.png ChunLi stclrh4.png ChunLi stclrh5.png ChunLi stclrh6.png ChunLi stclrh7.png ChunLi stclrh8.png ChunLi stclrh9.png
Frame Count 1 + 1 1 6 1 6 4 6 4 7
Simplified 10 6 21

frhk

Far Roundhouse
Far Standing Heavy Kick
5HK / Hk.png
ChunLi stfarrh4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[0] 10~16 80 None Mid 57+
Startup Active Recovery Total Frame Adv. Meter
11 8 14 33 0 5/4

A heavy kick to the face.

  • Good anti air, but takes a while to come out.

Click to toggle detailed hitbox data.


ChunLi stfarrh1.png ChunLi stfarrh2.png ChunLi stfarrh3.png ChunLi stfarrh4.png ChunLi stfarrh5.png ChunLi stfarrh6.png
Frame Count 1 + 3 3 4 8 7 7
Simplified 11 8 14

Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
ChunLi crjab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[1] 0~5 40 Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 4 5 13 +4 2/1

A short punch.

  • Good priority, but not mashable like other jabs.
  • As a tick, it's outclassed by moves like cr.MK and close/far MP.
  • One nice trick is to kara cancel this into anti air Tenshokyaku to remove her standing frame.

Click to toggle detailed hitbox data.

ChunLi crjab1&5.png ChunLi crjab2&4.png ChunLi crjab3.png ChunLi crjab2&4.png ChunLi crjab1&5.png
Frame Count 1 + 2 1 4 4 1
Simplified 4 4 5

crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
ChunLi crstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 5~11 60 Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 4 5 14 +9 4/3

Far Standing Strong but crouching.

  • Good range and frame advantage, not much reason to use this over standing versions of mp though
  • The priority is also much worse than cr lp.

Click to toggle detailed hitbox data.

ChunLi crstrng1&5 crfrc1&5.png ChunLi crstrng2&4.png ChunLi crstrng2&4.png ChunLi crstrng3.png ChunLi crstrng1&5 crfrc1&5.png
Frame Count 1 + 2 2 4 4 1
Simplified 5 4 5


crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
ChunLi crfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 6 19 32 -3 5/4

Crouching MP but bigger.

  • Good range with decent priority, but very sluggish, punishable if whiffed. Probably best to use safer attacks.

Click to toggle detailed hitbox data.</span>

ChunLi crstrng1&5 crfrc1&5.png ChunLi crfrc2&4.png ChunLi crfrc3.png ChunLi crfrc2&4.png ChunLi crstrng1&5 crfrc1&5.png
Frame Count 1 + 3 3 6 8 11
Simplified 7 6 19


crlk
Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
ChunLi crshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
5 4 5 14 +4 2/1

A low split kick.

  • Good priority, and ok reach for a crouch lk, but pretty slow.
  • Works ok as an occasional tick. Does above average damage for a light attack.

Click to toggle detailed hitbox data.

ChunLi crshrt1&5.png ChunLi crshrt2&4.png ChunLi crshrt3.png ChunLi crshrt2&4.png ChunLi crshrt1&5.png
Frame Count 1 + 3 1 4 4 1
Simplified 5 4 5


frmk
Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
ChunLi crfrwrd2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 5~11 60 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
5 5 4 14 +9 4/3

Easily one of the best pokes in the game.

  • Spammable AND special/super cancelable. One of the main reasons it's very annoying playing against a competent Chun.

Click to toggle detailed hitbox data.

ChunLi crfrwrd1.png ChunLi crfrwrd2.png ChunLi crfrwrd3.png
Frame Count 1 + 4 5 4
Simplified 5 5 4


crhk
Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
ChunLi crrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 130 None Low N/A
Startup Active Recovery Total Frame Adv. Meter
7 6 19 32 -3/Down 5/4

Chun's sweep.

  • Good range, useful for beating/trading with fireballs, and a good punish in general. Just try not to whiff it, as it leaves Chun quite open.
  • It also sets up a built-in safe jump against Sagat, and it will randomly also be a safe jump against Claw (sometimes Chun will land without hitting him).

Click to toggle detailed hitbox data.

ChunLi crrh1&5.png ChunLi crrh2&4.png ChunLi crrh3.png ChunLi crrh2&4.png ChunLi crrh1&5.png
Frame Count 1 + 3 3 6 8 11
Simplified 7 19

Jumping Normals

njlp
Neutral Jumping Jab
Neutral Jumping Light Punch
8LP / U.png+Lp.png
ChunLi njjab4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[2] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
8 N/A 8+∞ Dependent 2/1

A jumping chop.

  • Stays active the whole jump, ok to shield yourself from lower priority attacks.

Click to toggle detailed hitbox data.

ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njjab4.png
Frame Count 2 3 2
Simplified 8
djlp
Diagonal Jumping Jab
Diagonal Jumping Light Punch
7 or 9 LP
Ub.png or Uf.png+Lp.png
ChunLi djjab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[2] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 N/A 6+∞ Dependent 2/1

Like the neutral jump version except it's a punch with worse priority.

  • Safejumps aside, this isn't much use, outclassed by j mp.

Click to toggle detailed hitbox data.

ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djjab3.png
Frame Count 3 3
Simplified 6


njmp
Neutral Jumping Strong
Neutral Jumping Medium Punch
8MP / U.png+Mp.png
ChunLi njstrng4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
8 16 24+∞ Dependent 4/3

Another chop.

  • Good priority, but aside from having double the active frames, neutral jump HP outclasses this.

Click to toggle detailed hitbox data.

  • Startup/Active:
ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njstrng4.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Frame Count 3 3 2 16 2 3 4
Simplified 8 16
djmp
Diagonal Jumping Strong
Diagonal Jumping Medium Punch
7 or 9 MP
Ub.png or Uf.png+Mp.png
ChunLi djstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[2] 5~11 50(+10) None High -
Startup Active Recovery Total Frame Adv. Meter
6 8 14+∞ Dependent 4/3

Another punch.

  • Good air to air, and good jump in from the right range. Can usually beat some normals that anti air your jumping MK.

Click to toggle detailed hitbox data.

ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djstrng3.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Frame Count 3 3 8 3 4
Simplified 6 8


njhp
Neutral Jumping Fierce
Neutral Jumping Heavy Punch
8HP / U.png+Hp.png
ChunLi njfrc4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
8 8 16+∞ Dependent 5/4

Yet another chop.

  • Great horizontal priority and reach, fantastic air to air, and works as an anti air in some situations if you react in time.

Click to toggle detailed hitbox data.

ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njfrc4.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Frame Count 3 3 2 8 2 3 4
Simplified 8 8
djhp
Diagonal Jumping Fierce
Diagonal Jumping Heavy Punch
7 or 9 HP
Ub.png or Uf.png+Hp.png
ChunLi djfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[2] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 8 14+∞ Dependent 5/4

Yet another punch.

  • Like diagonal jumping MP but with a different hitbox. In some situations, it may be better to use this instead.

Click to toggle detailed hitbox data.

ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djfrc3.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Frame Count 3 3 8 3 4
Simplified 6 8



njlk
Neutral Jumping Short
Neutral Jumping Light Kick
8LK / U.png+Lk.png
ChunLi njshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[2] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 N/A 6+∞ Dependent 2/1

A jumping split kick. Don't think too hard about how the hitbox works.

  • Good priority, beats a handful of moves, and is a great defensive tool.

Click to toggle detailed hitbox data.

ChunLi njshrt1 njfrwrd1&5 djrh1.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi njshrt3.png
Frame Count 3 3
Simplified 6
djlk
Diagonal Jumping Short
Diagonal Jumping Light Kick
7 or 9 LK
Ub.png or Uf.png+Lk.png
ChunLi djshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[2] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 N/A 6+∞ Dependent 2/1

A confident jumping kick.

  • Aside from safejumps, this isn't too special. It gives Dictator trouble, but otherwise favor j.MK.

Click to toggle detailed hitbox data.

ChunLi djshrt1 djfrwrd1&5.png ChunLi djshrt2 djfrwrd2&4.png ChunLi djshrt3.png
Frame Count 3 3
Simplified 6


njmk
Neutral Jumping Forward
Neutral Jumping Medium Kick
8MK
U.png+Mk.png
ChunLi njfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 10 16+∞ Dependent 4/3

Another split kick. Don't think too hard about how the hurtbox works.

  • Ok range, but unlike Old Chun's version of this move the lowest hurtbox got stretched horizontaly so the overall priority is bad. Favor Neutral Jumping Short.
  • That hurtbox was also reduced downwards though, allowing this move to beat Honda's Headbutts, something none of her other neutral jump normals can (with the exception of Head Stomp, but that forces a bounce which can be very bad on a neutral jump). This requires Chun to land right top of him, because the horizontal priority is not enough to beat Headbutts from the front.

Click to toggle detailed hitbox data.

ChunLi njshrt1 njfrwrd1&5 djrh1.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi njfrwrd3.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi njshrt1 njfrwrd1&5 djrh1.png
Frame Count 3 3 10 3
Simplified 6 10
djmk
Diagonal Jumping Forward
Diagonal Jumping Medium Kick
7 or 9MK / Ub.png or Uf.png+Mk.png
ChunLi djfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[2] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 16 22+∞ Dependent 4/3

A stronger version of diagonal LK.

  • Chun's crossup, and also her best jump in for the most part.

Click to toggle detailed hitbox data.

ChunLi djshrt1 djfrwrd1&5.png ChunLi djshrt2 djfrwrd2&4.png ChunLi djfrwrd3.png ChunLi djshrt2 djfrwrd2&4.png ChunLi djshrt1 djfrwrd1&5.png
Frame Count 3 3 16 3
Simplified 6 16




njhk
Neutral Jumping Roundhouse
Neutral Jumping Heavy Kick
8HK / U.png+Hk.png
ChunLi njrh3.png
ChunLi njrh4.png
ChunLi njrh5.png
This move breaks all the rules.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 10~16 80 Special Mid N/A
Startup Active Recovery Total Frame Adv. Meter
3 13 (5/4/4) 16+∞ Dependent
Hard Down
5/4

Essentially a jumping version of Chun's 3MK command normal.

  • This has a good horizontal range, and trades with most attacks if you time it right. It can also be used against grounded opponents on the way up.
  • This is a rare case of normal moves that cause a full knockdown.
  • This also doesn't require the opponent to be standing to be blocked, which is also unique (and bad for Chun).
  • It can be special canceled as well, but the only special move Chun can use in the air requires back charge, and you don't have enough airtime to get a charge before you land.

Click to toggle detailed hitbox data.

ChunLi njrh1.png ChunLi njrh2.png ChunLi njrh3.png ChunLi njrh4.png ChunLi njrh5.png ChunLi njrh6.png ChunLi njrh7.png ChunLi njrh8.png
Frame Count 1 2 5 4 4 4 6
Simplified 3 13


djhk
Diagonal Jumping Roundhouse
Diagonal Jumping Heavy Kick
7 or 9 HK
Ub.png or Uf.png+Hk.png
ChunLi djrh3.png
ChunLi djrh4.png
There's a REALLY small hitbox here, right around her waist.
ChunLi djrh5.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[2] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 16 22+∞ Dependent 5/4

Chun does 2 split kicks in a row. They don't combo.

  • Can be a decent air to air in some situations, just be careful as it leaves you quite vulnerable to air to airs, and anti airs.
  • Strangely enough, the frame in between kicks can hit too: if you look closely, you'll noticed a red dot around her waist, thats a 1x1 px hitbox!

Click to toggle detailed hitbox data.

ChunLi njshrt1 njfrwrd1&5 djrh1.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi djrh3.png ChunLi djrh4.png ChunLi djrh5.png ChunLi djrh6.png ChunLi djrh7.png
Frame Count 3 3 6 4 6 6
Simplified 6 16


Command Normals

Sankaku Tobi (Wall Jump)
Sankaku Tobi
Wall Jump
Air 6 near a wall
Air F.png near a wall
ChunLi wj.png
Chun-Li's wall jump.
  • The jumping animation is 6 frames long.
  • Useful for getting out of the corner or avoiding attacks.
  • The jump can be performed during an air normal. You can also do an air attack after wall jumping. You can bounce off someone with her air 2MK normal, then walljump afterwards. You can even air throw, walljump, then attack or air throw again.
  • If you're quick enough, you can cancel the jump itself into a Spinning Bird Kick, retaining the directional momentum of your original jump arc.

Click to toggle detailed hitbox data.

ChunLi wj.png
Frame Count 6
Rear Spin Kick
Rear Spin Kick
Flip Kick
3MK / Df.png+Mk.png
ChunLi fk3.png
ChunLi fk4.png
Fun fact: This move is so bad it was completely removed in HD Remix.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 0~5 40 None Mid 0-11
Startup Active Recovery Total Frame Adv. Meter
7 9 (5/4) 43 59 -39
Down (Second Hitbox)
2/1

Chun-Li does a jump off the opponent (or thin air) into a flip.

  • Heavily nerfed from her Old version, being unable to combo.
  • The second hitbox knocks down, but it's very difficult to hit with it.
  • Gives the same meter on block/hit as a Short/Jab even though this move is performed with a Forward.
  • Avoid this move.

Click to toggle detailed hitbox data.

ChunLi fk1.png ChunLi fk2.png ChunLi fk3.png ChunLi fk4.png ChunLi fk5.png ChunLi fk6.png ChunLi fk7.png ChunLi fk8.png
Frame Count 1 + 3 3 5 4 4 4 6 29
Simplified 7 9 43
Kyakukyakuraku
Kyakukyakuraku
Neck Breaker
3HK / Df.png+Hk.png
ChunLi nb8.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 10~16 80 None Mid/Low N/A
Startup Active Recovery Total Frame Adv. Meter
37 14 0 51 - 5/4

Chun-Li flips over her opponent and lands on top with a knee strike.

  • This move is good for shenanigans or to simply force the opponent to block on wake-up, since it can avoid a lot of reversal attacks.
  • It has high stun, but the timer bonus is very short, so odds are it will either dizzy or the enemy will recover from all dizzy damage by the time they get back up.
  • Despite Chun being airborne during the move, it hits Mid, and will hit Low if Chun hits deep enough.
  • Since Chun is airborne from frame 1, this move can be used to avoid tick throws.

Click to toggle detailed hitbox data.

ChunLi nb1.png ChunLi nb2.png ChunLi nb3.png ChunLi nb4.png ChunLi nb5.png ChunLi nb6.png ChunLi nb7.png ChunLi nb8.png
Frame Count 1 + 4 4 5 6 7 8 2 14
Simplified 37 14



Yosokyakus
Yosokyaku
Head Stomp
2MK midair
D.png+Mk.png midair
ChunLi hs3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 2~8 60 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
3 16 19+∞ Dependent 4/3

Chun-Li stomps on her opponent midair.

  • This move can be used up to 3 times before landing.
  • It is possible to use this move as an instant overhead. Simply jump and immediately do a head stomp, and the enemy will have to block high to avoid getting hit.
  • This move has "trip guard", meaning if you use it and someonetries to sweep or Low Tiger Shot you, you'll either beat it or land in a blocking position.

Click to toggle detailed hitbox data.

ChunLi hs1&4.png ChunLi hs2&5.png ChunLi hs3.png ChunLi hs1&4.png ChunLi hs2&5.png ChunLi hs6.png ChunLi hs7.png
Frame Count 1 2 16 8 4 5
Simplified 3 16


Throws

Chun-Li can throw with Mp.png and Hp.png. She also has an air throw, performed with the same buttons.

Koshuto
cl. 4 or 6MP/HP
cl. B.png or F.png+Mp.png/Hp.png
Ssf2t chunli pthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
38 (MP)
32 (HP)
7~13 100 None Grab 48 (from axis)
23 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Chun-Li's throw.

  • The direction held when throwing determines the direction you'll throw at.
  • The Strong version does more damage than the Fierce version for some reason, so prefer the Strong version when you're not trying to throw tech.
  • Be careful when throwing cornered opponents towards the corner, since most characters can actually punish Chun-Li's recovery if they tech.


Ryuseiraku
Any direction but 8 midair + MP/HP
Any direction but U.png midair + Mp.png/Hp.png
Ssf2t chunli pthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
34 7~13 100 None Grab 58 (from axis) 33 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Same sprite and basic function as Chun's grounded throw.

  • Very good range for an air throw.


Click to toggle throwbox data.

Grounded Throw

ChunLi throwb.png ChunLi throw.png ChunLi throwf.png

Air Throw

ChunLi airthrow.png

--Raisin (March 12, 2007), some info courtesy T.Akiba

Special Moves

Kikoken

Kikoken
Fireball
[4]]6P / Cb.pngF.png+P.png
ChunLi fb11jab.png
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
17[1] 5~11 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 75 42* 47 Dependent 5


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 45 40* 45 Dependent 5


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 31 38* 43 Dependent 5

Chun-Li puts her back into a fireball.

  • Damage and speed increases with strength.
  • The fireball will travel a set distance, which decreases with strength (along with Chun's recovery frames).
  • Due to a glitch, it's possible to change the recovery of any Kikoken to that of a Fierce by either whiffing or kara-canceling a Fierce or Roundhouse normal. You can read more about it here.
  • This move has the best startup for a fireball in the game by far, which helps tremendously stopping advancing moves like Honda's Headbutt.
  • This move works very well as an anti-air tool. Even if it trades, you score a full knockdown, which you can use to apply your strong wake-up game.

Click to toggle detailed hitbox data.

  • Startup:
ChunLi fb1.png ChunLi fb2.png ChunLi fb3.png ChunLi fb4.png ChunLi fb5.png
Frame Count 1 1 1 1 1
Simplified 5
  • Active
  • Jab Version:
ChunLi fb6.png ChunLi fb7jab.png ChunLi fb8jab.png ChunLi fb9jab.png ChunLi fb10jab.png ChunLi fb11jab.png
Frame Count 1 1 1 1 1 1...
Simplified 42
  • Strong Version:
ChunLi fb6.png ChunLi fb7strng.png ChunLi fb8strng.png ChunLi fb9strng.png ChunLi fb10strng.png ChunLi fb11strng.png
Frame Count 1 1 1 1 1 1...
Simplified 40
  • Fierce Version:
ChunLi fb6.png ChunLi fb7frc.png ChunLi fb8frc.png ChunLi fb9frc.png ChunLi fb10frc.png ChunLi fb11frc.png
Frame Count 1 1 1 1 1 1...
Simplified 38


  • Total Distance Traveled:
Jab: 222 pixels after 75 frames Strong: 176 pixels after 45 frames Fierce: 150 pixels after 31 frames
ChunLi fbjab.png ChunLi fbstrng.png ChunLi fbfrc.png

Hyakuretsukyaku

Hyakuretsukyaku
Lightning Legs
Press K.png Repeatedly
ChunLi ll3.png
ChunLi ll5.png
ChunLi ll7.png
ChunLi ll9.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 ( 4(4)x5 )+3 minimum
4(4)x4 every cycle
4 51 minimum Dependent 4


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 ( 2(2)x7 )+1 minimum
2(2)x4 every cycle
8 44 minimum Dependent 4


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
10 1(1)x11 minimum
1(1)x4 every cycle
13 44 minimum Dependent 4

Chun-Li unleashes a flurry of kicks at lightning speed.

  • Continuing to mash the button after the move comes out will keep the move going indefinitely.
  • Will never combo into itself. Once this attack hits, subsequent hitboxes will whiff until your opponent can block.
  • Chun's legs are fully invulnerable, giving the move excellent priority.

General Strategies

  • Since your legs are invunlerable and your hurtboxes are moved backwards, this move will beat most other attacks in melee range. An important strategy is to use Lightning Legs to whiff punish attacks from afar, when your opponent is worried about throws, Strong punches, and Forward kicks.
  • This move also works great as an okizeme option, provided you space your move properly to avoid a reversal.

Click to toggle detailed hitbox data.

  • Startup:
ChunLi ll1&12.png ChunLi ll2&11.png
Frame Count (Short) 1 3
Simplified (Short) 4
Frame Count (Forward) 3 4
Simplified (Forward) 7
Frame Count (Rh) 4 6
Simplified (Rh) 10
  • Active:
ChunLi ll3.png ChunLi ll4.png ChunLi ll5.png ChunLi ll6&10.png
Frame Count (Short) 4 4 4 4
Frame Count (Forward) 2 2 2 2
Frame Count (Rh) 1 1 1 1


ChunLi ll7.png ChunLi ll8.png ChunLi ll9.png ChunLi ll6&10.png
Frame Count (Short) 4 4 4 4
Frame Count (Forward) 2 2 2 2
Frame Count (Rh) 1 1 1 1

NOTE: The diagram shown refers to one complete cycle of the Lightning Legs animation. The minimal durations for each are as follows:

  • The LK version will make a full cycle once, then will stop at frame 3 of the third cell. (35 frames in total)
  • The MK version will make a full cycle once, then will stop at frame 1 of the 7th cell. (29 frames in total)
  • The HK version will make 2 full cycles, then stop at the 6th cell. (22 frames in total)
  • Recovery:
ChunLi ll2&11.png ChunLi ll1&12.png
Frame Count (Short) 2 2
Simplified (Short) 4
Frame Count (Forward) 4 4
Simplified (Forward) 8
Frame Count (Rh) 6 6
Simplified (Rh) 12

Tenshokyaku

Tenshokyaku
Upkicks
[2]8K / Cd.pngU.png+K.png
ChunLi upk2.png
ChunLi upk6shrt 6frwrd 5&15rh.png
ChunLi upk11shrt 11frwrd 10&20rh.png
They go up, and they kick. That's why everyone calls 'em Upkicks.
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] x 3 0~4 x 3 20 x 3 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
6 4(4)4(8)4 37 67 -39/Hard Down 8
  • Invincible on frames 1-10.
Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] x 3 0~4 x 3 20 x 3 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 4(4)4(8)4(8)4 34 74 -48/Hard Down 8
  • Invincible on frames 1-8.
Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] x 3 0~4 x 3 20 x 3 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
2 2(4)4(8)4(8)4(8)4 23 71 -42/Hard Down 8
  • Invincible on frames 1-4


Chun-Li rises into the air, unleashing a torrent of tornado kicks.

  • Chun is considered airborne for the entire move.
  • This move causes a 3 hit juggle state. Despite Forward and Roundhouse having more than 3 hitboxes, it can still only juggle 3 times in the air.
  • This move does not have any grounded recovery frames, allowing for blocking and counter throws as soon as you land.


General Strategies

  • The Roundhouse version is your go-to reversal outside of Super. It can't be safe jumped due to the 2 frame startup and can also thwart meaty crossups.

Click to toggle detailed hitbox data.

  • Short Version:
ChunLi upk1.png ChunLi upk2.png ChunLi upk3shrt 3frwrd.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Frame Count 6 4 1 1 2 4 2 2 2 2
Simplified 6 4 4 4 8
ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Frame Count 4 3 3 3 24 4
Simplified 4 37


  • Forward Version


ChunLi upk1.png ChunLi upk2.png ChunLi upk3shrt 3frwrd.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Frame Count 4 4 1 1 2 4 2 2 2 2
Simplified 4 4 4 4 8
ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png ChunLi upk16frwrd.png
Frame Count 4 2 2 2 2 4
Simplified 4 8 4
ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Frame Count 2 2 3 21 6
Simplified 34


  • Roundhouse Version:


ChunLi upk1.png ChunLi upk2.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png ChunLi upk11shrt 11frwrd 10&20rh.png
Frame Count 4 2 2 2 2 4 2 2 2 2 4
Simplified 2 2 4 4 8 4
ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Frame Count 2 2 2 2 4 2 2 2 2
Simplified 8 4 8
ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Frame Count 4 3 3 3 7 7
Simplified 4 23

Spinning Bird Kick

Spinning Bird Kick
[4]6K
Cb.pngF.png + K.png
ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png
ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
There's an additional 1x1 hitbox near Chun's thighs in between these frames.
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[1] / 12[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
32* 2(3)1(5)2(11)2* 21 79 Dependent 8
  • Invincible from frames 1-17, 22-23, and 59-73.
Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] / 14[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
34* 3(5)1(3)1(3)1(4)2(8)4* 23 92 Dependent 8
  • Invincible from frames 1-17, 22-23, and 71-86.
Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] / 16[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
36* 3(7)2(3)1(3)1(3)1(3)1(3)1(4)1(7)3* 31* 114 Dependent 8
  • Invincible from frames 1-17, 22-23, and 89-108.


Chun-Li flips onto her hands, pushes back up into the air, and spins forward.

  • The spins where Chun-Li faces backwards do more damage than the ones where she faces forwards.
  • For some reason there's a 1x1 hitbox inside of Chun-Li's pushbox during the frames between the bigger, actually useful hitboxes (with the exception of some of the animation frames of the Forward version.) See the detailed hitbox information for more detail.
  • This could be used as an anti-tick throw special since most of the startup is invulnerable, but you're likely better off using Tenshokyaku or Super due to this move's unpredictable nature.

Click to toggle detailed hitbox data.

Startup:

ChunLi sbk1.png ChunLi sbk2.png ChunLi sbk3.png ChunLi sbk4.png ChunLi sbk5&8.png ChunLi sbk6.png ChunLi sbk7.png ChunLi sbk5&8.png
Frame Count 1 4 3 2 3 4 4 2
Simplified 23


Active/Recovery:


  • Short Version
ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 4 3 2 2 1 1 1 1
Simplified 15


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 2 1 2 2 3 4 4 2
Simplified 20


ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk26shrt.png ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk28shrt 36frwrd 50rh.png ChunLi sbk29shrt 37frwrd 51rh.png ChunLi sbk30shrt 38frwrd 52rh.png ChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 6
Simplified 21


  • Forward Version


ChunLi sbk9&17&25&33frwrd.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 4 4 3 3 2 2 1 1
Simplified 4 16


ChunLi sbk9&17&25&33frwrd.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 1 1 1
Simplified 1 7


ChunLi sbk9&17&25&33frwrd.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 2 1 1 2 2 3 3 4
Simplified 2 16
ChunLi sbk9&17&25&33frwrd.png
Frame Count 2
ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk35frwrd 48rh.png ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk28shrt 36frwrd 50rh.png ChunLi sbk29shrt 37frwrd 51rh.png ChunLi sbk30shrt 38frwrd 52rh.png ChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 6
Simplified 21


  • Roundhouse Version


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 5 4 4 3 3 2 2 2
2 25


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 1 1 1
Simplified 8


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 1 1 1
Simplified 8


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png ChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png ChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 2 1 1
Simplified 9


ChunLi sbk9&17shrt 9&17&25&33&41rh.png ChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png ChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png ChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png ChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png ChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png
Frame Count 2 2 3 3 3 3
Simplified 16


ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk35frwrd 48rh.png ChunLi sbk25&27shrt 34&36frwrd 47&49rh.png ChunLi sbk28shrt 36frwrd 50rh.png ChunLi sbk29shrt 37frwrd 51rh.png ChunLi sbk30shrt 38frwrd 52rh.png ChunLi sbk53rh.png ChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 4 6
Simplified 25

Aerial Spinning Bird Kick

Aerial Spinning Bird Kick
Air [4]6K
Air Cb.pngF.png + K.png
ChunLi asbk9.png
ChunLi asbk13.png
There's an additional 1x1 hitbox near Chun's thighs in between these frames.
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[1] 7~13 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
24* 3(9)2* 38+∞ Dependent 8


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[1] 7~13 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
24* 3(9)2* 38+∞ Dependent 8


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[1] 7~13 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
21* 2(6)2* 31+∞ Dependent 8

The Spinning Bird Kick but in the air.

  • Landing before this move finishes its last active frame will stick you in a 25 frame long landing animation. If the animation completes, it's only 10 frames long.
  • Cannot be used after a head stomp like in SF2 Hyper Fighting.
  • This move has the 1x1 hitbox during most of its inbetween frames like the grounded version.
  • Due to the long charge time required, this move is near impossible to perform during a neutral or forward jump. As a result this move is mostly used for meter building or avoiding specific attacks.
  • You can use this move during or just after a wall jump however. Using it before the walljump animation ends will retain your original jump arc, while doing it just after you walljump will have you use the walljump's trajectory.

Click to toggle detailed hitbox data.

Startup:

ChunLi asbk1.png ChunLi asbk2.png ChunLi asbk3.png ChunLi asbk4.png ChunLi asbk5&14.png
Frame Count 2 4 3 2 4
Simplified 15


Active/Recovery:


ChunLi asbk6.png ChunLi asbk7.png ChunLi asbk8.png ChunLi asbk9.png ChunLi asbk10.png ChunLi asbk11.png ChunLi asbk12.png ChunLi asbk13.png
Frame Count (Short) 3 3 3 3 3 3 3 2
Simplified (Short) 3 20
Frame Count (Forward) 3 3 3 3 3 3 3 2
Simplified (Forward) 3 20
Frame Count (Rh) 2 2 2 2 2 2 2 2
Simplified (Rh) 2 14


ChunLi asbk5&14.png ChunLi asbk15.png ChunLi asbk16.png ChunLi asbk17.png ChunLi asbk18.png
Frame Count 3 2 3 3
Simplified


  • Landing, partial: (When Chun lands before the last hitting frame)


ChunLi asbkl1&3.png ChunLi asbkl2.png ChunLi asbkl1&3.png ChunLi asbkl4.png ChunLi asbkl5.png ChunLi asbkl6.png ChunLi asbkl7.png ChunLi asbkl8.png
Frame Count 3 3 2 2 3 3 4 5
Simplified 25


  • Landing, complete: (When Chun lands after the last hitting frame)
ChunLi asbkcl1&3.png ChunLi asbkcl2.png ChunLi asbkcl1&3.png
Frame Count 2 5 3
Simplified 10

Super Combo

Senretsukyaku
[4]646P
Cb.pngF.pngB.pngF.png + P.png
ChunLi super6.png
ChunLi super12.png
ChunLi super15.png
ChunLi super17.png
ChunLi super19.png
ChunLi super21.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[0] x 6 0~4 x 6 20 x 6 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
10 4(9)6(6)1(1)1(1)1(1)1 15 57 +9/Hard Down -

Chun-Li goes full power with a non-stop barrage of kicks. Often considered one of if not the best Super Combo in the game.

  • Affected by the Input Storing glitch. The second towards can be held as long as you need before performing the move. You can also stop holding towards for up to 12 frames and still keep the Super stored.
    • NOTE: The Input Storing Glitch was fixed in Hyper Street Fighter 2. An alternate version of Chun-Li with the glitch restored can be selected by holding Start on Version Select, selecting the Super Turbo/Super X version, and then picking Chun-Li.
  • Invincible on frames 1-14.
  • Since this move starts a juggle state, you can use a Tenshokyaku afterwards to get an additional 2 hits in. This is useful if you can't hit every hit of the super (due to an early anti-air, for example).

Click to toggle detailed hitbox data.

  • Invincible part:
ChunLi super1.png ChunLi super2.png ChunLi super3.png ChunLi super4.png ChunLi super5.png ChunLi super6.png
Frame Count 1 + [18] + 1 2 2 2 2 4
Simplified 10 4


  • Non-invincible part:


ChunLi super7.png ChunLi super8.png ChunLi super9.png ChunLi super10.png ChunLi super11&13.png ChunLi super12.png
Frame Count 1 2 2 2 2 6
Simplified 9 6


ChunLi super11&13.png ChunLi super14.png ChunLi super15.png ChunLi super16.png ChunLi super17.png ChunLi super18&22.png
Frame Count 3 3 1 1 1 1
Simplified 6 1 1 1 1


ChunLi super19.png ChunLi super20.png ChunLi super21.png ChunLi super18&22.png ChunLi super23.png ChunLi super24.png
Frame Count 1 1 1 1 6 7
Simplified 1 1 1 14


Misc Animations

Jump Animations

  • Neutral Jump:
ChunLi bj1&13 nj1&11 fj1&13.png ChunLi bj2 nj2 fj2.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi nj4&8.png ChunLi nj5&7.png ChunLi nj6.png ChunLi nj5&7.png ChunLi nj4&8.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj12 nj10 fj12.png ChunLi bj1&13 nj1&11 fj1&13.png
Frame Count 2 1 12 5 4 8 4 5 7 1 7*
Simplified 2 1 45 1 7*
  • Back Jump:
ChunLi bj1&13 nj1&11 fj1&13.png ChunLi bj2 nj2 fj2.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj4 fj10.png ChunLi bj5 fj9.png ChunLi bj6 fj8.png ChunLi bj7 fj7.png ChunLi bj8 fj6.png ChunLi bj9 fj5.png ChunLi bj10 fj4.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj12 nj10 fj12.png ChunLi bj1&13 nj1&11 fj1&13.png
Frame Count 2 1 10 6 5 4 3 4 5 6 3 1 7*
Simplified 2 1 46 1 7*
  • Forward Jump:
ChunLi bj1&13 nj1&11 fj1&13.png ChunLi bj2 nj2 fj2.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj10 fj4.png ChunLi bj9 fj5.png ChunLi bj8 fj6.png ChunLi bj7 fj7.png ChunLi bj6 fj8.png ChunLi bj5 fj9.png ChunLi bj4 fj10.png ChunLi bj3&11 nj3&9 fj3&11.png ChunLi bj12 nj10 fj12.png ChunLi bj1&13 nj1&11 fj1&13.png
Frame Count 2 1 10 6 5 4 3 4 5 6 1+ 1 7*
Simplified 2 1 44+ 1 7*

Chun has a considerably fast prejump. In contrast, she has a huge jump arc that's easy to react to. This is especially true against characters with DP moves; Ryu for instance can punish her with his DP most of the time.
Chun-Li, just like Claw, has the ability to do wall jumps. That's why the Forward Jump has a '+' on the final frame of the aerial jumping part: that animation will have longer duration in case it's a wall jump.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

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