Street Fighter 6/Chun-Li: Difference between revisions

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* Whiffs on crouching opponents
* Whiffs on crouching opponents
* '''Cancel reaction window:''' 16f
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5MK is ineffective as a grounded poke due to its short horizontal range and the inability to hit crouching opponents. Its primary use is as a consistent but unrewarding anti-air. In general, Tensho Kick is preferable at the range where 5MK is most effective, however.
5MK is ineffective as a grounded poke due to its short horizontal range and the inability to hit crouching opponents. Its primary use is as a non-committal, but unrewarding anti-air. Although Tensho Kicks or an air-to-air is typically ideal damage for Chun off an anti-air, if an opponent is doing something in the air that causes them to receive a Forced Knockdown from this move, you can get a decent combo off of this button.
 
You may want to keep 5MK in mind in case you react too late to do a jump or 22 input. It's also good as a far less commital option for when your opponent is baiting your anti-airs with unique air options, like divekick moves or Dhalsim's float. If you don't commit to your other options, they can't bait your anti-airs nearly as well.
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Revision as of 17:42, 14 June 2023


Introduction

A former high-kicking ICPO agent, Chun-Li looks after Li-Fen, a victim of the Black Moon Incident. With Shadaloo sundered, she now runs Kung Fu classes and has become a well-loved member of the local community.

Chun-Li is a tried and true footsies character, with great emphasis on having many options to control space and punish her opponents in neutral. She has a little bit of everything when it comes to her general tools, but for the most part they're tailored toward whiff punishes and space control.

With the highest backward walk speed in the game and one of the highest forward walks, Chun is at a clear advantage when spacing out of an opponent's range ambiguously. Her poking normals compliment this grounded speed; with 2MK, 4/6MP, and 5HP being some standouts that can easily give a ton of mileage in neutral. To top it all off, she has Kikoken, a highly versatile fireball that can be used as an extended poke, confirm, or approach tool depending on the situation.

But when the opponent is tired of dealing with Chun's grounded footsie game, she is still in luck—as she has some of the most varied and rewarding anti-air tools in the entire game. She can keep it simple by anti-airing with Tensho Kicks, go for a Forced Knockdown or avoid being punished with 5MK, air-to-air with her many tools to convert air hits into combos; or go for 5HK, the slowest and riskiest option that gives absolutely devastating meterless anti-air reward. If you are jumping against Chun, she always has a very strong option to punish you, no matter the situation.

Thanks to her new Serenity Stance and Punish Counters, Chun gets great rewards off of whiff punishes in neutral without any meter required. It also can bolster her oki in the right scenarios, giving her high/low/throw mix that is very hard to see if she can manage to set it up properly. Drive Rush also helps to create stance frame traps that make an opponent unsure of when to press, while you can end in Kikoken to make the string safe. She also has a unique stance launcher that is a valuable combo tool, netting reliable safe jump setups, corner carry, and super confirms.

Perhaps the most glaring flaw with Chun is her offense, as her true mix tends to require an advantageous knockdown to be unmashable (which she can struggle to get resourceless) and she notably lacks the ability to throw loop. This removes a key layer of offense from her gameplan and can urge her to retreat back to mid-range poking once a throw is landed. She has some simple frame traps in the form of 5MP > 5LP, but this is far from her specialty compared to the rest of the cast. Another weak part of her offense is jump-ins: Chun's jump is floatier than other characters, and her air buttons are far more geared towards hitting air-to-air than air-to-ground. She has an anti-air baiting tool in the form of Air Lightning Legs, but this is a gimmicky option that whiffs on crouchers and is usually punishable. She may have to resort to using Hazanshu as a read on fireballs, which simply isn't as advantageous as a jump-in even if it gives good reward on a Punish Counter. If you like to jump in neutral a lot, Chun is probably not the pick.

There are some fairly difficult and unforgiving aspects of playing Chun. LK and MK Lightning Legs are her easiest cancel off of buttons, but they're -8 on block—she has to either have charge for Kikoken or use Drive on EX Legs to cancel into a safe special move. She relies on charge for resourceless knockdowns, as Spinning Bird Kick is her main way to accomplish this. A charge character that is meant to walk a lot can be a steep learning curve to begin with, as it's easy to accidentally input Kikoken or not charge long enough when attempting to move back and forth in neutral. The ranges of her special moves and the fact that each version of Kikoken dissipates after set distances may demand sharp knowledge of spacing. Her anti-airs all have unique ups and downs to them, and her main DP style anti-air being a 22 input can be very unwieldy and precise. Her optimal combos can be quite tricky, requiring situational awareness, stance cancels, and launcher combos with unusual button timings. Dropping some of her harder routes can also leave her in a highly punishable state. Lastly, the sheer amount of options she has in general can make her feel overwhelming and daunting to pick up.

All in all, Chun-Li is a rewarding character to master that can still be accessible simply by how strongly she rewards fundamentals. She doesn't sacrifice versatility for her strengths, and her many options let her both play unpredictably and have answers to any situation. If you want a character that can do a lot in the right hands and thrives on punishing opponents' habits, Chun-Li is a great pick.


Pick if you like: Avoid if you dislike:
  • Having a strong set of neutral tools backed up by the second fastest back walk in the game
  • High reward whiff punishes and anti-airs to make your opponent think twice about playing sloppy
  • Having a wide and varied toolset to deal with any situation
  • Missing a throw loop
  • Weak approaches with floaty jump-ins and a slow Drive Rush
  • Having to open people up with punishes in neutral rather than pressure strings
  • Unforgiving combos and confirms with high execution requirements
  • Valuing reactive play over aggression


Classic & Modern Versions Comparison

List of differences with Modern Chun-Li
Missing Normals
  • Standing Medium Kick (5MK)
  • Standing Heavy Kick (5HK)
  • Jumping Light Kick (j.LK)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Water Lotus Fist (3HP)
  • Falling Crane (3HK)
  • Soaring Eagle Punches (j.HP~j.HP)
  • Serenity Stream (214P) Follow-ups:
    • Orchid Palm (LP)
    • Snake Strike (MP)
    • Lotus Fist (HP)
Shortcut-Only Specials
  • Hazanshu (2S)
    • Medium/OD Only
Miscellaneous Changes
  • N/A


Chun-Li
SF6 Chun-Li Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.050
Backward Walk Speed 0.035
Forward Dash Speed 19
Backward Dash Speed 25
Forward Dash Distance 1.508
Backward Dash Distance 1.211
Drive Rush Min. Distance (Throw) 1.044
Drive Rush Min. Distance (Block) 2.222
Drive Rush Max Distance 3.163
Jumping
Jump Speed 4+42+3
Jump Apex 2.247
Forward Jump Distance 2.10
Backward Jump Distance 1.68
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Chun-Li 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 SS Chn Sp SA 300 LH +5 -3
  • Chains into 5LP/2LP/2LK
  • Cancel reaction window: 13f


At close range, 5LP combos naturally into 5MP, making it powerful in pressure and hitconfirms. It is Chun's fastest chain, making it strong against Drive Impact armor.

Serenity Stream Cancel Information
  • Stance Cancel Adv: -1 / -7

5MP
Standing Medium Punch
5MP
SF6 Chun-Li 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 4 10 SS Sp SA 600 LH +6 +1
  • Cancel reaction window: 16f


5MP has short range, but is plus on block making it useful in pressure. Despite its high pushback on block, it is useful in frame traps and can link into 2MP to build charge for a Spinning Bird Kick combo ender.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +3 / -1
  • Combos into followup LP on CH/PC

5HP
Standing Heavy Punch
5HP
SF6 Chun-Li 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 20 SS 800 LH +2 -3
  • Cancel reaction window: 19f (Stance)


A very long range poke, one of Chun-Li's defining neutral tools. It can combo to Stance LP at close range, but this is fairly impractical since you'll mostly use it from mid range. Stance LK combos on Counterhit, while Stance MK is the most useful followup on Punish Counter. On block, there is an interruptible gap during Stance cancels unless the opponent is in Burnout.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +6(-4) / 0(-10)
  • Worse frame advantage in parentheses if not inputting immediate 214P Followup attack
  • Combos into followup LP at close range; LK/HK on CH; MK on PC
  • 214P has 16f startup when cancelled into

5LK
Standing Light Kick
5LK
SF6 Chun-Li 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 SS Sp SA 300 LH +2 -2
  • Cancel reaction window: 13f


Common ender for chain cancel strings when cancelling into a special move as it has great reach. However, using 5LK often sacrifices the ability to use Spinning Bird Kick as a confirm unless the charge cancel is buffered.

Serenity Stream Cancel Information
  • Stance Cancel Adv: 0 / -3

5MK
Standing Medium Kick
5MK
SF6 Chun-Li 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 16 SS Sp SA 500 LH +4 -2
  • Whiffs on crouching opponents
  • Cancel reaction window: 16f


a 5MK is ineffective as a grounded poke due to its short horizontal range and the inability to hit crouching opponents. Its primary use is as a non-committal, but unrewarding anti-air. Although Tensho Kicks or an air-to-air is typically ideal damage for Chun off an anti-air, if an opponent is doing something in the air that causes them to receive a Forced Knockdown from this move, you can get a decent combo off of this button.

You may want to keep 5MK in mind in case you react too late to do a jump or 22 input. It's also good as a far less commital option for when your opponent is baiting your anti-airs with unique air options, like divekick moves or Dhalsim's float. If you don't commit to your other options, they can't bait your anti-airs nearly as well.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +9 / +4
  • Combos into followup LP/LK/HK; MP/MK on CH

5HK
Standing Heavy Kick
5HK
SF6 Chun-Li 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 18 SS 900 LH +4 0
  • Whiffs on crouching opponents
  • Puts airborne opponents into limited juggle state
  • Cancel reaction window: 18f (Stance)


Has a good long-range anti-air hitbox, but 5HK is a little too slow to use consistently on reaction. When cancelled into Serenity Stream, Chun gets some nice followup combos or block pressure. 5HK is Chun's longest range poke, and has a fast whiff animation for its range, which partially makes up for its inability to connect on crouchers.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +10(-3) / +6(-7)
  • Worse frame advantage in parentheses if not inputting immediate 214P Followup attack
  • Combos into followup LP/LK/MK/HK; MP on CH
  • 214P has 12f startup when cancelled into


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Chun-Li 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 SS Chn Sp SA 300 LH +4 -2
  • Chains into 5LP/2LP/2LK
  • Cancel reaction window: 13f


2LP is a bit stubby, often whiffing in chains if not starting point blank. Its main advantage over 5LP is that it maintains down charge during chains. However, it chains more slowly, making it slightly more susceptible to Drive Impact.

Serenity Stream Cancel Information
  • Stance Cancel Adv: -1 / -6

2MP
Crouching Medium Punch
2MP
SF6 Chun-Li 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 SS Sp SA 600 LH +4 -2
  • Cancel reaction window: 16f


Combos naturally from 5MP, making it very useful in combos; it can also be reasonably hitconfirmed on its own. The range is not great as a poke, but its fast recovery makes it hard to whiff punish on reaction, so it can be used as a preemptive counterpoke.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +6 / +1
  • Combos into followup LK/HK on CH; MK on PC
  • LP can also work point blank vs. crouching (high pushback limits the combo potential)

2HP
Crouching Heavy Punch
2HP
SF6 Chun-Li 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(5)5 18 SS Sp SA (2nd) 450x2 LH +1 -3
  • Forces stand on hit
  • Counterhit/Punish Counter advantage applies to both hits
  • Cancel reaction window: 29f (30f stance)


Chun's 2HP might seem a little slow to use at first; but its two hits, active frames, range, and stance cancel advantage gives it a lot of potential uses in meaties and pressure. Even without any meaty timing, going into stance LP off this move is a gapless blockstring, and stance LK is a solid frame trap.

Only the 2nd hit is special cancellable (on any active frame). Can be used as an anti-air, but the dead zone between the 2 hits can make it hard to time properly. The first hit will juggle into the second hit, so the opponent won't fall out in the middle of the move.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +8(-6) / +4(-10)
  • Worse frame advantage in parentheses if not inputting immediate 214P Followup attack
  • Combos into followup LP/LK/HK; MK on CH; MP on PC
  • 214P has 11f startup when cancelled into

2LK
Crouching Light Kick
2LK
SF6 Chun-Li 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 SS Chn Sp SA 200 L 0 -2
  • Chains into 5LP/2LP/2LK
  • Cancel reaction window: 12f


Chun's 2LK has very rare properties, being 4f startup and special cancellable. This makes it great in pressure, but it will whiff when used as the 3rd hit of a light chain.

Serenity Stream Cancel Information
  • Stance Cancel Adv: -3 / -4

2MK
Crouching Medium Kick
2MK
SF6 Chun-Li 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 19 SS Sp SA 500 L -2 -6
  • Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
  • Cancel reaction window: 13f


Good range for a cancellable low poke, but difficult to hitconfirm on its own. The extended hurtbox lasts quite a long time, allowing it to be whiff punished reliably if poorly spaced.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +5 / +2
  • Combos into followup LP; LK/HK on PC

2HK
Crouching Heavy Kick
2HK
SF6 Chun-Li 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 19 SS 900 L HKD +33 -7
  • Counterhit/Punish Counter: +48 HKD
  • Puts airborne opponents into limited juggle state
  • Cancel reaction window: 29f (stance)


Chun-Li's sweep has more active frames and is safer on block than most other sweeps in the game. It is rarely punishable with another sweep. Chun-Li can harass the opponent using her fast walk speed to set up max range 2HK, forcing opponents to stay crouched more often and opening up other aspects of Chun's offense. If used as an anti-air late in its active frames, Chun-Li can juggle Tenshokyaku afterward.

Serenity Stream Cancel Information
  • Stance Cancel Adv: HKD / -11(-21)
  • Worse frame advantage in parentheses if not inputting immediate SS Followup attack
  • 214P has 23f startup when cancelled into
  • HKD is +29 if Chun remains crouching
  • HKD is +6 if manually exiting 214P afterwards (+11 if cancelling Stance Exit into immediate attack)

Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Chun-Li jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H - -


j.MP
Jumping Medium Punch
j.MP
SF6 Chun-Li jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4(6)5 3 land Sp SA1 300x2 H - -
  • 2 hits; both put airborne opponents into limited juggle state
  • Cancels into Air Lightning Legs or Air Lv.1 Super on either hit


Chun-Li's preferred air-to-air since it knocks down and is cancelable. The two hits have a large gap between them, so when used against a grounded opponent it must be timed very early or very late to ensure it connects.

j.HP
Jumping Heavy Punch
j.HP
SF6 Chun-Li jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land TC 800(500) H - -
  • Puts airborne opponents into limited juggle state


The horizontal hitbox is not particularly useful as a jump-in, but like j.MP it can start a juggle as an air-to-air. Unlike j.MP, it is not special cancellable, but it can combo to another j.HP as a Target Combo.

j.LK
Jumping Light Kick
j.LK
SF6 Chun-Li jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 8 3 land - 300 H - -


The fast startup and upward hitbox makes it useful as a panic air-to-air, though less rewarding than j.MP or j.HP.

j.MK
Jumping Medium Kick
j.MK
SF6 Chun-Li jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 5 3 land - 500 H - -
  • Can hit Crossup


Chun's only crossup; can be used after instant j.2MK stomp as a mixup midscreen.

j.HK
Jumping Heavy Kick
j.HK
SF6 Chun-Li jhk.png

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 800 H - -


Chun-Li's main jump-in attack, though not the most useful due to her slow jump animation.

8j.HK
Neutral Jumping Heavy Kick
8j.HK
SF6 Chun-Li 8jhk.png

8HK
Neutral Jump Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 7 3 land - 800 H - -
  • Can crossup if opponent walks underneath Chun-Li


Chun can hit on both sides with neutral j.HK, making it hard for the opponent to walk or dash underneath despite her slow jump animation. This also gives it some air-to-air utlitity.

Wall Jump
Wall Jump
9 (against wall)
SF6 Chun-Li walljump.png

9 (against wall)
Wall Jump
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
  • Forced Knockdown and Counterhit state for the entire duration
  • Can be done from Back or Neutral Jump if fully against the back wall
  • Can also be done against a cornered opponent after a Forward Jump
    • Chun will face the new direction after bouncing off wall, affecting the direction that air attacks come out

Command Normals

4MP or 6MP
Swift Thrust
4MP or 6MP
SF6 Chun-Li 6mp.png

4/6MP
Swift Thrust
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 15 SS Sp SA 600 LH +2 -3
  • Cancel reaction window: 17f


An incredible poke that can be reaction cancelled into specials while maintaining back charge. Late cancels into Kikoken may fail to combo, especially from farther ranges, but the long confirm window is great for ending in Lightning Legs or a Super Art.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +5 / +1
  • Combos into followup LK/HK on PC
  • LP can also work point blank vs. crouching (high pushback limits the combo potential)

4HP
Hakkei
4HP
SF6 Chun-Li 4hp.png

4HP
Hakkei
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 14 SS Sp SA 800 LH +5 -1
  • Cancel reaction window: 19f (20f stance)


As a cancellable heavy button with many active frames, 4HP is a powerful meaty normal with short range. Very widely applicable in Drive Rush, Drive Impact, or Punish Counter combos. With proper meaty timing, Chun can also get very strong followup links and stance cancel combos off this button.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +9(-5) / +3(-11)
  • Worse frame advantage in parentheses if not inputting immediate 214P Followup attack
  • Combos into followup LK/HK; MP/MK on CH
  • LP can also work point blank vs. crouching (high pushback limits the combo potential)
  • 214P has 11f startup when cancelled into

3HP
Water Lotus Fist
3HP
SF6 Chun-Li 3hp.png

3HP
Water Lotus Fist
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 4 14 SS 800 H +1 -2
  • Crouching State from 1-8f (may whiff under certain high attacks)
  • Cancel reaction window: 18f stance


Chun's overhead is safe on block, but has no useful Serenity Stream combo followups. The slight hit advantage puts Chun in a good position for mixups afterward.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +2(-6) / -1(-9)
  • Worse frame advantage in parentheses if not inputting immediate 214P Followup attack
  • Combos into followup LP on PC only
  • 214P has 16f startup when cancelled into

6HK
Yokusen Kick
6HK
SF6 Chun-Li 6hk.png

6HK
Yokusen Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2 23 SS 800 LH -1 -4
  • Airborne 8-28f; Forced Knockdown state
  • Punish Counter: Crumple (KD +72)
  • Cancel reaction window: 20f stance


6HK is a great neutral button due to its long range and airborne frames. It can hop over many low pokes, often resulting in a Punish Counter crumple. When this happens, the most useful Serenity Stream followups are MK or HK, both of which maintain the juggle state.

Serenity Stream Cancel Information
  • Stance Cancel Adv: +2(-6) / -1(-9)
  • Worse frame advantage in parentheses if not inputting immediate 214P Followup attack
  • On Punish Counter, combos into LP (grounded) or MP/HP/LK/MK/HK (airborne)
  • 214P has 20f startup when cancelled into

3HK
Falling Crane
3HK
SF6 Chun-Li 3hk.png

3HK
Falling Crane
Startup Active Recovery Cancel Damage Guard On Hit On Block
37 2 13 - 800 H +7 +3
  • Airborne 7-39f; Forced Knockdown state


Chun's 3HK hits overhead and switches sides, only landing as a crossup. As a result, it cannot be used in the corner as Chun will whiff harmlessly in front of the opponent. It is fairly slow and reactable, giving the opponent plenty of time to react and attempt a Perfect Parry. When used after Drive Rush from long distance, the forward momentum carries her surprisingly far, making it more likely to take the opponent by surprise. For the same reason, though, Drive Rush~3HK cannot work at all from closer ranges, like when cancelled from a normal.

Because 3HK is not considered a "grounded normal", it is not cancellable into Serenity Stream.

j.2MK
Yoso Kick
j.2MK
SF6 Chun-Li j2mk.png

j.2MK
Yoso Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
3 11 3 land TC Sp SA 300 LH - -
  • Cancellable into itself (up to 3 uses) or any other air move
  • Puts airborne opponents into a limited juggle state
  • Can hit Crossup


The j.2MK "stomp" hits directly below Chun and is primarily used in air juggles. It does not hit overhead, so it doesn't give Chun a powerful high/low mixup, though it can be used to bait a whiffed throw without backdashing. It can also lead to a crossup j.MK midscreen on hit or block. The stomp has a "cancel window", but any air move can be freely used even after the cancel window ends.

If the opponent is fully cornered and j.2MK connects while Chun is touching the wall, she will bounce away. This is generally a bad position for Chun to be in, as it becomes much easier for the opponent to punish with a reversal uppercut and Chun is too far to push her advantage if they block. It is also possible to connect the move so low to the ground that Air Lightning Kicks is actually below its minimum height restriction, causing the cancel to result in a whiffed j.LK. With perfect timing, j.2MK can combo into j.236LK on a standing opponent, but this doesn't lead to anything further.


Target Combos

j.HP~j.HP
Soaring Eagle Punches
j.HP~j.HP
SF6 Chun-Li jhp jhp.png

j.HP~j.HP
Soaring Eagle Punches
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land - 500 H - -
  • Puts airborne opponents into limited juggle state
  • Target Combo can be performed on whiff


This Target Combo allows Chun to get more damage off an air-to-air j.HP, which causes a juggle state. Unlike j.MP it is not cancellable into air specials or supers, and the juggle state is a bit more restrictive.

j.2MK~j.2MK~j.2MK
Yoso Kick Chain
j.2MK~j.2MK~j.2MK
SF6 Chun-Li j2mk.png

j.2MK~j.2MK
Yoso Kick 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 11 3 land TC Sp SA 300 LH - -
  • Cancellable into itself (up to 3 uses) or any other air move
  • Puts airborne opponents into a limited juggle state
  • Can hit Crossup
j.2MK~j.2MK~j.2MK
Yoso Kick 3
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 11 3 land Sp SA 500 LH - -
  • Cancellable into other air moves, but cannot chain into further Yoso Kicks
  • Causes spiked knockdown vs. airborne opponents
  • Can hit Crossup


The followup chains from j.2MK are primarily used in air juggles, like after a jump cancelled Lv.2 Super. They can also be used as a gimmicky mixup tool on a grounded opponent, allowing Chun to continue bouncing on the opponent's head if spaced correctly. If the stomp connects deep on a fully cornered opponent, Chun will bounce away from the wall but will continue to face toward the opponent.

Serenity Stream

Serenity Stream (214P)
Serenity Stream
214P
SF6 Chun-Li 214p.png

214P
Serenity Stream
Startup Active Recovery Cancel Damage Guard On Hit On Block
14(~) [57~] - - - - - -
  • Low Profile and Crouch state from 14f~ (ducks under most projectiles)
    • Can low profile under many Normals and Specials that usually hit crouching opponents
  • Can block from 14f~ (automatically exits stance after blocking)
  • Counterhit state during entire stance animation
  • Followups can be input from 15f~
  • If no followup is input, stays crouched for 57f before entering recovery
    • Holding any crouch direction indefinitely extends the stance
    • Can be cancelled early by inputting 214P again


Cancels into Serenity Stream:

  • All ground normals are cancellable into Serenity Stream
  • Heavy normals cancelled into Serenity Stream:
    • Each normal causes Crouch Stance to have variable startup time (refer to notes on each Heavy normal)
    • Have much worse advantage if not immediately followed by a Stance attack (shown in the Cancel Data of each Heavy normal)


Serenity Stream is a stationary crouching stance with 6 different attack followups. While Chun-Li sacrifices her mobility and makes herself vulnerable during startup/recovery, she gains unique cancels from ground normals and the ability to cancel into Kikoken and Spinning Bird Kick without charge. The exact combo routes are listed under each followup attack, and the cancel frame advantage is listed under each ground normal.

Since the stance initially maintains itself for 57 frames regardless of your direction, it is possible to block high during that window. After that, however, letting go of a crouch direction to attempt a stand block will end the stance and leave you vulnerable, making it impossible to block high attacks.

Serenity Stream Exit (214P~214P)
Serenity Stream Exit
214P~214P
SF6 Chun-Li 214p 214p.png

214P~214P
Serenity Stream Exit
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 23(18) - - - - -
  • Inputting 214P a second time will manually exit Stance early
    • Fastest total Serenity Stream time is 37f
    • Exiting manually has 23f recovery, but can cancel into attacks after 18f
    • 4f crouch + 19(14)f stand
  • Automatically exits Stance after 14+57f when not holding crouch
    • This "automatic exit" is 18f recovery (4f crouch + 14f stand)
  • Cannot block during Stance exit animation
  • Stance Followup attacks have their own separate Stance Exit recovery
    • This will appear in [] brackets under "Recovery"


Manually cancelling the SS early is a good way to keep Chun-Li safe if there is no opening to attack the opponent. For example, Chun can use SS to duck under a long range fireball, then SS Exit to avoid whiffing a followup attack. Chun does not get enough frame advantage to use Normal xx SS~Exit as a pressure tool. Because Chun cannot block during SS recovery, it is impossible to block overheads if she is holding down to extend her stance duration.

Orchid Palm (214P~LP)
Orchid Palm
214P~LP
SF6 Chun-Li 214p lp.png

214P~LP
Orchid Palm
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 5 16[36] Sp SA 500 LH -2(-22) -3(-23)
  • [] refers to 20f extra recovery when exiting stance
    • Hold any crouch direction to remain in the stance
  • Cancel reaction window: 15f
    • No charge required to cancel into Kikoken or Spinning Bird Kick


The LP followup is a relatively fast but extremely short range jab. The main use of this move is for blockstrings and frame traps, as most of the time your hits will push the opponent too far for this to even connect in combos.

Very unsafe if Chun exits the stance afterward, so it is highly recommended to stay crouching or cancel into a special move.

Including SS startup, the fastest possible Orchid Palm is 19f total. In cancels, it combos from 5MK/5HK/2HP/2MK, close range 5HP, point blank 2MP/6MP/4HP vs. crouching, Counterhit 5MP, and Punish Counter 3HP/6HK.

Snake Strike (214P~MP)
Snake Strike
214P~MP
SF6 Chun-Li 214p mp.png

214P~MP
Snake Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 7 19[32] - 750 L KD +38(+44)
[KD +25(+31)]
-10(-4)
[-23(-17)]
  • Low Profile/Upper Body Projectile Invuln: 1-31f (exit stance), 1-36f (remain crouched)
    • Extra-Low Profile 8-20f (can avoid Drive Impact)
  • [] refers to extra recovery and worse block advantage when exiting stance
    • Hold any crouch direction to remain in the stance


Chun's MP followup is a forward-moving slide that is especially strong against fireballs. While in SS, opponents simply cannot zone with traditional projectiles unless they are well over 1/2 screen away. It's quite unsafe on block if not well spaced (and always unsafe if you exit SS), so it shouldn't be used too predictably as an approach tool. At max distance, it can be up to -4 on block with a lot of pushback, but Chun has to remain in SS which is not an ideal situation.

Including SS startup, the fastest possible Snake Strike is 25f total. In cancels, it combos from Counterhit 5MK/5HK/4HP/6HK and Punish Counter 2HP.

Lotus Fist (214P~HP)
Lotus Fist
214P~HP
SF6 Chun-Li 214p hp.png

214P~HP
Lotus Fist
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 2(6)2 19 Sp SA 400,500 H,H +2 -3
  • Exits stance after recovery
  • Cancel reaction window: 27f
    • No charge required to cancel into Kikoken or Spinning Bird Kick


The HP followup is a 2-hit overhead that is safe on block and special cancellable, making it quite strong; however, the startup is a bit telegraphed due to the SS startup animation. Cancelling into this will always leave a large interruptible gap in the blockstring. Still, it's possible to hide the startup by moving in an unpredictable manner beforehand.

Including SS startup, the fastest possible Lotus Fist is 37f total.

Forward Strike (214P~LK)
Forward Strike
214P~LK
SF6 Chun-Li 214p lk.png

214P~LK
Forward Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 13[36] Sp SA 500 L 0(-23) -4(-27)
  • [] refers to extra recovery when exiting stance
    • Hold any crouch direction to remain in the stance
  • Cancel reaction window: 15f
    • No charge required to cancel into Kikoken or Spinning Bird Kick


Chun's LK followup is fairly fast and has a bit of forward movement, giving it more range than it initially appears. The startup is a bit slow for this type of attack and the cancel window is too short for easy hitconfirms, so it's not especially strong in neutral. It is, however, very useful for combos off of 4HP, or off of Punish Counters like 2MK and 4MP. Going into MK Spinning Bird Kick on hit is very good damage and works at any range.

Very unsafe if Chun exits the stance afterward, so it is highly recommended to stay crouching or cancel into a special move.

Including SS startup, the fastest possible Forward Strike is 22f total. In cancels, it combos from 5MK/5HK/2HP/4HP, Counterhit 5HP/2MP, and Punish Counter 2MK/6MP/6HK.

Senpu Kick (214P~MK)
Senpu Kick
214P~MK
SF6 Chun-Li 214p mk.png

214P~MK
Senpu Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 22[46] Sp SA 800 L -5(-29) -9(-33)
  • [] refers to 24f extra recovery when exiting stance
    • Hold any crouch direction to remain in the stance
  • Cancel reaction window: 18f
    • No charge required to cancel into Kikoken or Spinning Bird Kick


MK followup has good range and forward movement, making it one of Chun's most useful stance buttons in neutral. Since it's somewhat slower than the LP and LK followups, however, Drive Rush tends to be required to make decent frame traps or combos with it.

Very unsafe if Chun exits the stance afterward (and fairly unsafe even if she stays crouching), so it is highly recommended to cancel into a safe special move.

Including SS startup, the fastest possible Senpu Kick is 24f total. In cancels, it combos from 5HK, Counterhit 5MK/2HP/4HP, and Punish Counter 5HP/2MP/6HK.

Tenku Kick (214P~HK)
Tenku Kick
214P~HK
SF6 Chun-Li 214p hk.png

214P~HK
Tenku Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 24 Jmp 700 LH KD +41 -9
  • First 6f of startup is in crouching state
  • Jump cancellable on hit only; puts opponent into limited juggle state
    • Cancel reaction window: 30f (Jump)
  • Exits stance after recovery


The HK followup is essential for Chun's damaging "launcher" combos. She can jump cancel the launch and perform various juggle routes involving her j.MP, j.2MK Stomps, Air Lightning Kicks, or Air Lv.1 Super. It can also be used as a decent and rewarding anti-air if Chun is already committed to entering the stance in neutral. A bit like LP (though less severe), its short hitbox makes it inconsistent at range, often requiring Drive Rush for it to connect in combos consistently.

Cannot special cancel, nor cancel prejump frames into a grounded special move.

Including SS startup, the fastest possible Tenku Kick is 22f total. In cancels, it combos from 5MK/5HK/2HP/4HP, Counterhit 5HP/2MP, and Punish Counter 2MK/6MP/6HK.

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Chun-Li lplk.png

LPLK
Koshuto
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +11 -
  • Large pushback after hit prevents walking up for a corner throw loop
    • Perfectly timed Walk + Throw can beat attacks 6f or slower
  • Punish Counter: +8 HKD

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Chun-Li 4lplk.png

4LPLK
Taiji Fan
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +13 -
  • Side switches; can walk for throw/strike oki after back throwing opponent into corner
  • Punish Counter: +13 HKD

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Chun-Li jlplk.png

j.LPLK
Ryuseiraku
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +10 -
  • Opponent is thrown farther away the higher it connects
  • KD Advantage does not change based on throw height
  • Punish Counter: +10 HKD


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Chun-Li hphk.png

HPHK
Hosen Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 2HP: 7[3]
  • 4HP: 8[4]
  • 5MK, Stance HP: 9[5]
  • 2MK: 11[7]
  • 2MP, 6MP/4MP, Stance MK: 12[8]
  • 5MP: 14[10]
  • Note: gaps of 8f or less cannot be escaped by jumping

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Chun-Li 6hphk.png

6HPHK
Hoyoku Kick (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3(10)3 26(33) - 250x2 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break
  • 2 hits; if first hit is Perfect Parried, opponent can interrupt with 11f attack or faster

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Chun-Li mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
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                  No results

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Distance:
    • 111.0 (min, normal cancel)
    • 222.2 (min, block/movement cancel)
    • 317.5 (max, no cancel)
  • Notable Drive Rush cancel combo routes:
    • 2MK~DR: 5MP, 4HP
    • 6MP/4MP~DR: 5MP, 2MP
    • 2LK~DR: none
  • Notable Drive Rush cancel blockstring gaps:
    • 2MK~5MP: 1f
    • 6MP~5LP: 3f
    • 2MK~4HP: 4f (sets up trade combo into 4MP/2MK)
    • 6MP~5MP: 4f (sets up trade combo into 4MP/2MK)
    • Into 3HP Overhead: 2HP (11f), 4HP (12f), 2MK (17f), 6MP (20f)

Special Moves

Kikoken ([4]6P)
Kikoken
[4]6P
SF6 Chun-Li 46lp.png

SF6 Chun-Li 46pp.png

[4]6LP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [90] 32 SA3 600 LH -3 -7
  • 50f charge time; travels ~90% of screen length
  • Cancel reaction window: 4f (Super); timing is very strict
[4]6MP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 [55] 33 SA3 600 LH -3 -7
  • 50f charge time; travels ~80% of screen length
  • Cancel reaction window: 4f (Super); timing is very strict
[4]6HP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [25] 32 SA3 600 LH -2 -6
  • 50f charge time; travels ~60% of screen length
  • Cancel reaction window: 4f (Super); timing is very strict
[4]6PP
Kikoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - 28 SA2 SA3 400x2 LH +5 0
  • 45f charge time; travels fullscreen; 2-hit projectile
  • Cancel reaction window: 11f (Super)
  • Counterhit/Punish Counter Advantage applies to both hits


Kikoken is a charge projectile that complements Chun's long pokes in neutral. Lighter versions have more startup, slower travel speed, and travel a longer distance before dissipating, making them better in neutral. Heavier versions are faster, causing them to work more consistently in combos, but also tend to be more unsafe since they hit earlier in the animation. Buttons like 2MK and 4MP into slow fireballs can great a frame trap with different gaps depending on which strength is used. If the opponent doesn't interrupt it properly, it can potentially lead to counterhit combos.

OD Kikoken has fast startup and travel speed, low recovery, higher projectile priority, and can even link into followups at some specific ranges. The cancel into Lv.2 Super also makes it great in hitconfirms.

Hundred Lightning Kicks (236K)
Hundred Lightning Kicks
Lightning Legs
236K
SF6 Chun-Li 236lk.png

SF6 Chun-Li 236kk kk.png

236LK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(5)2(5)2 20 SA3 (2nd) 250x2,300 (800) LH +3 -8
  • 3 hits; Counterhit/Punish Counter advantage applies to all hits
  • Cancel reaction window: 16f (Super)
236MK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2(4)2(4)2(5)2 22 SA3 (3rd) 225x4 (900) LH +3 -8
  • 4 hits; Counterhit/Punish Counter advantage applies to all hits
  • Cancel reaction window: 15f (Super)
236HK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 2(3)2(2)
2(4)2(6)2
15 SA3 (4th) 200x5 (1000) LH KD +50 -3
  • 5 hits; Counterhit/Punish Counter advantage applies to all hits
  • Cancel reaction window: 14f (Super)
236KK
Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(4)2(4)
2(4)2(4)2
21 SA2 SA3 (5th) 160x5 (800) LH +3 -3
  • 5 hits; Counterhit/Punish Counter advantage applies to all hits
  • Can input KK followup on hit/block for no extra Drive cost
  • Cancel reaction window: 41f (Super), 43f (Followup)
236KK~KK
Lightning Kick Barrage
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2(5)2(4)
2(5)2(13)3
25 - 100x4,300 (700) LH KD +29 -13
  • 10 hits total


Lightning Kicks (or Legs) are a quick multi-hitting attack, primarily used as combo filler when cancelling into a Super Art. The LK and MK versions are unsafe on block and do not knock down, making them generally worse than Spinning Bird Kick as combo enders. HK Legs are safe and knock down, but are too slow to combo from medium normals outside of punish situations. The cancel into Super happens on the 2nd hit for meterless versions, losing much of its damage in the process.

OD Lightning Legs has the best properties of each version: damage, safety on block, a later Super cancel, better range, high juggle potential, and faster startup to combo from any normal. When not cancelling into Super, the KK followup is a great way to tack on extra damage and a knockdown to the end of the move. It costs no additional Drive gauge and is easily confirmed on hit or block. The first part of OD Legs can also be used in whiff punishes, where it can link into 2MK xx MK/OD SBK afterwards. It has less range than its SFV counterpart, but Chun-Li can set up spacing traps after her pokes that will cause most reversal normals to whiff. This makes the raw OD Legs a much stronger option than a cancel like 2MK xx OD Legs.

Air Hundred Lightning Kicks (j.236K)
Aerial Hundred Lightning Kicks
Air Lightning Legs
j.236K
SF6 Chun-Li j236lk.png

SF6 Chun-Li j236kk.png

j.236LK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(4)2(4)2 15(18) land - 300x3 (900) LH -4(+1) -7(-2)
  • 3 hits; Forced Knockdown state
j.236MK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(4)2(4)2(5)2 15(18) land - 250x4 (1000) LH -4(+1) -8(-3)
  • 4 hits; Forced Knockdown state
j.236HK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(4)2(3)
2(4)2(3)2
15(18) land - 220x5 (1100) LH -5(-2) -9(-6)
  • 5 hits; Forced Knockdown state
j.236KK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2(4)2(2)2(3)
2(2)2(3)2
5 land - 250x5,350 (1600) LH KD +38~39 -32(-16)
  • 6 hits; Forced Knockdown state; no minimum height requirement


Air Legs are used to alter Chun-Li's jump trajectory, and to end air juggles without Super meter. It can only be used from forward or neutral jumps. The LK version in particular is the best for pressure and baiting throw techs; if it hits twice as a Punish Counter, it is generally +5 and can link into 5MP. However, all versions whiff on crouchers making it risky to use like a dive kick. LK Air Legs is safest on block when it hits deep, like after instant j.2MK, but can otherwise be slightly unsafe on block. HK Legs is only used as an air combo ender, as it will almost never connect on a grounded opponent. OD Air Legs is likewise a juggle ender, though not a particularly strong use of Drive meter.

The final 5f of landing recovery puts Chun-Li in a crouching state, which can affect punish options.

Spinning Bird Kick ([2]8K)
Spinning Bird Kick
SBK
[2]8K
SF6 Chun-Li 28lk.png

SF6 Chun-Li 28kk.png

[2]8LK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(6)2(6)2 6+24 land - 333x2,334 (1000) LH KD +33 -18
  • 30f charge time; Airborne 8-32f; Forced Knockdown state
[2]8MK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(6)2(6)
2(7)2(4)2
8+21 land - 200x4,400 (1200) LH KD +34 -17
  • 30f charge time; Airborne 15-56f; Forced Knockdown state
[2]8HK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2(4)2(8)2(6)
2(5)2(5)2(3)2
8+22 land - 180x6,320 (1400) LH KD +33 -18
  • 30f charge time; Airborne 19-73f; Forced Knockdown state
[2]8KK
Spinning Bird Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(4)2(4)2(5)
2(4)2(5)2(4)2
8+15 land - 100x6,200 (800) LH KD +55(+41) -12
  • 30f charge time; Airborne 14-63f; Forced Knockdown state
  • Puts grounded opponents into limited juggle state
    • Airborne opponents are not juggled high enough for followups


Spinning Bird Kick (SBK) is a high-damage move with great corner carry and a short charge time. Light normals combo into LK SBK, medium normals combo into MK/OD SBK, and heavy normals (+5MK) combo into HK SBK; Punish Counter normals allow combos into a higher strength version (except from 2LK). Chun's hitconfirms generally give her enough time to naturally build charge, such as 5MP, 2MP or the 2-hit 2HP. OD SBK is a useful midscreen launcher on grounded opponents, juggling into HK Tenshokyaku or any Super. She can also juggle LK Legs, then juggle Lv.3 Super (not cancelled) to slightly increase her damage output.

Hazanshu (214K)
Hazanshu
214K
SF6 Chun-Li 214lk.png

SF6 Chun-Li 214kk.png

214LK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 2 21 SA3 1000 H 0 -9
  • Projectile Invuln: 5-9f; Airborne 5-20f; Forced Knockdown state
  • Cancel reaction window: 16f (Super)
214MK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
27 3 16 SA3 1000 H +2 -3
  • Projectile Invuln: 6-21f; Airborne 6f-24; Forced Knockdown state
  • Cancel reaction window: 17f (Super)
214HK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 3 16(18) SA3 1200 H +6 -1
  • Projectile Invuln: 6-26f; Airborne 6-29f; Forced Knockdown state
  • Cancel reaction window: 17f (Super)
214KK
Hazanshu
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 3 16 SA2 SA3 1200 H KD +52 OTG -5
  • Projectile Invuln: 6-25f; Airborne 6-23f; Forced Knockdown state
  • Bounces for a free juggle state on hit
  • Cancel reaction window: 20f (Super); cancel not necessary for juggle to connect


Hazanshu is a bit of a mixed bag; it counters projectiles, but in most cases can only be used on prediction. It hits overhead, but the faster versions are unsafe making it impractical as a mixup tool. On the plus side, Drive Impact is not a reliable reaction counter unless done very early, and Chun can cancel the hit into Super even if absorbed. OD Hazanshu gives a free juggle ground bounce that can combo into just about anything

MK and HK Hazanshu are safe if blocked and have decent horizontal range, giving them some utility in neutral if not overused. The HK version can consistently link to 2MP on hit, and the MK version can do this on Punish Counter. The threat of this predictive punish can make opponents hesitate to throw fireballs, instead focusing on hitting Hazanshu out of startup; this allows Chun-Li to use her normals and walk speed to control neutral more easily.

Tensho Kicks (22K)
Tensho Kicks
Upkicks
22K
SF6 Chun-Li 22lk.png

SF6 Chun-Li 22kk.png

22LK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2(10)2 27+12 land - 450x2 (900) LH KD +29 -37
  • 2 hits; Anti-Air Invuln: 1-?f; Airborne 8-45f; Forced Knockdown state
22MK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2(10)2 31+12 land - 450,550 (1000) LH KD +25 -41
  • 2 hits; Anti-Air Invuln: 1-?f; Airborne 8-51f; Forced Knockdown state
22HK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(8)2(8)2(11)2 26+12 land - 200x3,600 (1200) LH KD +37 -57
  • 4 hits; Anti-Air Invuln: 1-?f; Airborne 8-69f; Forced Knockdown state
22KK
Tensho Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3(5)3 16+25 land - 180x5,500 (1400) LH KD +30 -40
  • Full Invuln: 1-7f; Airborne 8-32f; Forced Knockdown state


Tensho Kicks are Chun-Li's meterless juggle ender and anti-air, as well as her primary OD reversal. They are very unsafe on block like most "uppercut" type moves. The OD version does 2 hits initially, but on a successful connect, transitions to 4 additional hits.

The simple "22" input may be a benefit to some players and is good at dealing with cross-ups, but comes with the drawback of requiring Chun to briefly stand up when performing it from a neutral position. Compared to a move like Shoryuken, Chun becomes more susceptible to jump-ins since she cannot remain crouching during the entire input. The "22" input is rather strict; you must input straight down, which makes it a little harder to quickly input while walking or blocking. The first down input cannot be held longer than 10 frames, and the maximum gap between down inputs is also 10 frames.

Super Arts

Level 1 Super (236236P)
Kikosho
Level 1 Super Art
236236P (Air OK)
SF6 Chun-Li 236236p.png

SF6 Chun-Li j236236p.png

236236P
Kikosho
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 70 46 - 300x4,500 (1700) LH KD +22 -22
  • Strike/Throw Invuln: 1-7f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit
j.236236P
Aerial Kikosho
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 50 16 land - 300x4,800 (2000) LH KD +14 -20
  • Full Invuln: 1f (until freeze); Armor Break
  • Depletes 1/2 Drive bar from opponent on hit


A multi-hit projectile super with high juggle potential. It can be used to tack on extra damage, chip out a burned out opponent from mid-range, or as a risky reversal. The air version can be used after j.MP, j.2MK stomps, or Lv.2 Super jump cancel, giving Chun above average juggle damage.

Level 2 Super (236236K)
Hoyoku-sen
Level 2 Super Art
236236K
SF6 Chun-Li 236236k.png

236236K
Hoyoku-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [2(1)x3],2(2),
[2(1)x3],2(11),
[2(2)x6],2(23)3
48 Jmp 2000(1000) LH KD +29 -35
  • Full Invuln: 1-10f; Armor Break
  • Depletes 1 Drive bar from opponent on hit
  • Counts as 3 hits for damage scaling purposes


Reminiscent of Chun's SA2 from Third Strike, but nowhere near as fast. The last kick is jump cancellable on hit, launching the opponent into a free juggle state (or a limited juggle state if the Super connects on an airborne opponent). If blocked, there is an 8f gap before the final hit (4f in Burnout), which may become relevant if attempting a chip KO. The damage of this Super is comparable to Lv.1 Super, but the followup juggle opportunities make it worthwhile. Unlike many Lv.2 Supers, the invincibility makes it a useful reversal, and it can be used to go through projectiles (though it can trade if used near its max range, or against very slow fireballs).

Level 3 Super (214214K)
Soten Ranka
Level 3 Super Art
214214K
SF6 Chun-Li 214214k.png

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214214K
Soten Ranka
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(24)1(7)1 40 - 4000 (500x2) LH HKD +6 -24
  • Full Invuln: 1-9f; Armor Break
  • Depletes 1.5 Drive bars from opponent on hit
    • Cinematic time regenerates ~1.8 Drive bars for Chun-Li

No results

  • Full Invuln: 1-9f; Armor Break
  • Depletes 2 Drive bars from opponent on hit
    • Cinematic time regenerates ~2 Drive bars for Chun-Li


A kick that leads straight to a cinematic if the first hit connects. Can be cancelled from the 2nd hit of Lightning Legs (5th hit for OD version) or from Kikoken/Hazanshu. If the first hit whiffs, the next 2 hits only do 500*500 damage, with no difference between Lv.3 and Critical Art. On block, all 3 hits play out for a true blockstring, which can be useful for chipping out a burned out opponent. Can also work as an anti-fireball Super if the first hit connects before the invincibility runs out, but is overall less effective than Lv.2 Super for this purpose.

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Chun-Li 5pppkkk.png
"Sorry!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
35 2 70 - 300 LH -58 -65
  • Taunt has a hitbox that does damage equal to an average light normal
  • Punish Counter: Crumple (KD +35)
    • Recovery animation is far too slow to allow a followup combo from the crumple

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Chun-Li 6pppkkk.png
"Welcome!"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
273 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Chun-Li 4pppkkk.png
"Are you ready yet?"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
401 (total) - - - - - - -



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