Street Fighter 6/Chun-Li: Difference between revisions

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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.
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.
Commonly used in safejump setups, this gives as much SA meter as a throw (2000).
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Revision as of 13:54, 12 August 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 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 0.037
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
SF6 Chun-Li 5lp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 13f


An extremely good jab with fantastic range and huge advantage on hit. At +5, it combos naturally into 5MP and 5LK, making it extremely powerful in hit confirms. On Counter and Punish Counter, it even manages to combo into 2MK, giving you great confirms from any distance. Lastly, it goes into 4HP off of Drive Rush, which is very useful in setting up stance HK launcher combos and confirming off of normal light hits in general.

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

5MP
Standing Medium Punch
5MP
SF6 Chun-Li 5mp.png
SF6 Chun-Li 5mp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 16f


Short range, plus on block elbow. Naturally frame traps on block into 5LP and can link on hit into 2MP to build charge for a Spinning Bird Kick ender. Light normals tend to be better for tick throws as 5MP's pushback is surprisingly high, but it's great for pressure and sets up a shimmy relatively easily. Has some niche usage against divekicks due to its speed compared to 5MK.

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
SF6 Chun-Li 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 20 SS 800 LH +2 -4
  • Cancel Hitconfirm Window: 19f (Stance)


A very long range committal button, and one of Chun-Li's defining neutral tools. A great whiff punish tool that is also very whiff punishable itself. Stance cancelable, but not special cancelable. It can combo into 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 works on Punish Counter. On block, there is an interruptible gap during stance cancels unless the opponent is in Burnout, but it may still be worth going for if the opponent is respecting your strings.

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
SF6 Chun-Li 5lk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 13f


Like Chun's other lights besides 5LP, her 5LK has unusually short range compared to most other characters. It's still a solid footsies and abare button nonetheless, as Chun can easily make up for lack of range with her incredible walkspeed. Like other characters, she can use it as a simple ender for her light strings, especially good meterless as it's the only light that always combos into MK Legs. It will sacrifice the ability to use Spinning Bird Kick as an ender, though (unless the charge is buffered, making for a very tricky combo).

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

5MK
Standing Medium Kick
5MK
SF6 Chun-Li 5mk.png
SF6 Chun-Li 5mk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 16f


A non-committal anti-air button that has a pretty handy special cancel. Although 5HK or air-to-air are ideal damage reward off of normal anti-air hits, if an opponent is doing something in the air that causes them to receive a Forced Knockdown (any airborne specials like a divekick or Honda's Sumo Smash) OR you use this move out of a Drive Rush, you can get significantly more damage without taking much risk at all. Without Forced Knockdown, you can use the move's special cancel to meaty a LP/MP Kikoken on the opponent's landing if you keep your back charge going, typically giving around a +16 situation. Overall, it's a good button to keep in mind when your opponent is trying to bait your anti-airs, or if they like to neutral jump at midrange a lot.

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
SF6 Chun-Li 5hk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 18f (Stance)


A long and big hitbox that whiffs on crouchers, but has absolutely amazing reward if used as an anti-air or punish. Very difficult to use on some of the more obnoxious jump=ins in the game, but still absolutely worth going for if possible. It is Chun's highest damage normal along with 2HP and has very good range, making it useful as a punish starter for DPs and other highly reactable scenarios—just remember that it may whiff on moves with any crouching recovery frames. It also has good frame advantage on block and stance cancel, but it's not usually a good idea for pressure because, again, it cannot hit crouching opponents.

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
SF6 Chun-Li 2lp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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
SF6 Chun-Li 2mp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 16f


A pretty standard looking 2MP thats useful in combos from 5MP and has good advantage on Counters to go into stance normals. It may seem bad to throw out due to its middling range, but the space it covers can be quite useful as a defensive counterpoke. It's also a solid punish button for when 5MP or 6HP would whiff, being only 1 frame slower and leading into stance MK on Punish Counter.

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
SF6 Chun-Li 2hp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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
SF6 Chun-Li 2lk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 12f


Chun's 2LK has very rare properties, being 4f startup and special cancellable. It has very short range, but also extremely low pushback—this makes it very strong as a strike/throw button off of Drive Rush. For example, Drive Rush 2LK into 5MP is a true frame trap that leaves you +1, whereas going into throw instead of 5MP is a true tick throw.

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

2MK
Crouching Medium Kick
2MK
SF6 Chun-Li 2mk.png
SF6 Chun-Li 2mk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 13f


A great low poke with average range and frame data that is almost identical to the shotos, but is exceptional in the fact that it is slightly disjointed in active frames and evasive in recovery frames. This makes it a bit harder to whiff punish and stuff out than other 2MKs, especially from max range. Its cancel window is also much shorter than 4/6MP's, making it difficult to confirm off of it on its own.

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
SF6 Chun-Li 2hk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 29f (stance)


Chun-Li's sweep is safer and more active than most other sweeps in the game, but has a noticeably low range, barely outranging her 2MK. It is rarely punishable with another sweep, but in turn cannot punish other sweeps as well as others. Another notable aspect of it is that its hitbox hits relatively high up, potentially beating out high profiles. 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
SF6 Chun-Li jlp hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li jmp hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land TC 800(500) H - -


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.

For guaranteed punish situations, it provides easy, consistent frame advantage to consistently use 5HK as a followup, whereas j.HK would require hitting closer to the ground.

j.LK
Jumping Light Kick
j.LK
SF6 Chun-Li jlk.png
SF6 Chun-Li jlk hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li jmk hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li jhk hitbox.png
Hitboxes Off
Hitboxes On

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 the peculiarly small hitbox and her slow jump animation. Hazanshu is better as a substitute for jumping in, and her Neutral Jumping Heavy Kick is far more consistent for stun combos.

8j.HK
Neutral Jumping Heavy Kick
8j.HK
SF6 Chun-Li 8jhk.png
SF6 Chun-Li 8jhk hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li walljump hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li 6mp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 17f


Almost as much range as 2MK with lower recovery, better advantage on block, and a bigger cancel window. An incredible poke and punish tool that can maintains back charge and can be reaction cancelled into specials if done right. The long confirm window and lower recovery frames are great for both hit confirming and reacting to Drive Impact. Its high-reaching hitbox is also quite good at jailing people in corner, with the low recovery allowing you to reliably anti-air if they do manage to jump out. Do keep in mind that, despite its low recovery, this move still leaves a large telegraphed hurtbox for an opponent to whiff punish, unlike 2MK—as such, picking between the two can be very nuanced and matchup dependent.

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
SF6 Chun-Li 4hp hitbox.png
Hitboxes Off
Hitboxes On

4HP
Hakkei
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 14 SS Sp SA 800 LH +5 -1
  • Cancel Hitconfirm 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
SF6 Chun-Li 3hp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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
SF6 Chun-Li 6hk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm Window: 20f stance


6HK is a forward-moving, slow, and unsafe neutral button that can crush lows or punish reversals for absolutely devastating meterless damage on Punish Counter. It's difficult to space it safely since it moves forward and has little pushback, but it's only jab punishable at worst. Good as a read, especially with Drive Rush if the opponent is trying to check it with lows.

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
SF6 Chun-Li 3hk hitbox.png
Hitboxes Off
Hitboxes On

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. It is best used from Drive Rush as a meaty on many of her knockdowns to attempt to catch an opponent back teching and net a pretty difficult to contest side switch.

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
SF6 Chun-Li j2mk hitbox.png
Hitboxes Off
Hitboxes On

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


Chun-Li's iconic and multi-purpose j.2MK "stomp" defines her unusual air game, pressure, and juggle combos. Although its hitbox is right below Chun, its incredible 3 frame startup (technically the fastest move in the game) and 11 active frames makes it actually quite good for air-to-airing. The stomp has a "cancel window", but any air move can be freely used even after the cancel window ends. When it connects, Chun bounces forward in a way that either lets her chain more jumping normals in a juggle or pressure someone's block.

When very close up to the opponent on the ground, Chun can immediately jump forward and do j.2MK to hit their block, then cross up with a falling j.MK. Since the range you can do this at is basically as much as a throw, the setups involved tend to require Drive Rush, okizeme, or simply baiting a throw. Another potent thing about this setup is that it beats most reversals, as the j.2MK will whiff on an OD Shoryuken and Chun will jump past the opponent safely if all is timed correctly. It is also extremely difficult even for an experienced player to anti-air stomp on block, as its angle is extremely shallow and j.MK or j.236LK can stuff out options very easily—at worst, you may get hit by someone mashing 5LP.

  • 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 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. To prevent this, simply delay Lightning Kicks slightly.

Target Combos

j.HP~j.HP
Soaring Eagle Punches
j.HP~j.HP
SF6 Chun-Li jhp jhp.png
SF6 Chun-Li jhp jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP~j.HP
Soaring Eagle Punches
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land - 500 H - -


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.

Commonly used in safejump setups, this gives as much SA meter as a throw (2000).

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

SF6 Chun-Li j2mk j2mk j2mk.png
SF6 Chun-Li j2mk j2mk hitbox.png

SF6 Chun-Li j2mk j2mk j2mk hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li 214p hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li 214p 214p hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li 214p lp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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
SF6 Chun-Li 214p mp hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li 214p hp hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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
SF6 Chun-Li 214p lk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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
SF6 Chun-Li 214p mk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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, doing it off of a Drive Rush normal tends to be required to make decent frame traps or combos with it. If you crouch under a fireball with the stance in neutral, this is a great punish starter—just make sure you wait until the fireball has moved past you, or else you will lose the low profile and get hit.

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
SF6 Chun-Li 214p hk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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
SF6 Chun-Li lplk hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li lplk hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li jlplk hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li hphk hitbox.png
Hitboxes Off
Hitboxes On

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: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Chun-Li 6hphk.png
SF6 Chun-Li 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Hoyoku Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 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
SF6 Chun-Li mpmk hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Chun-Li 66.png
SF6 Chun-Li 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -

See Drive Rush. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 1.044 (min, cancel into immediate Throw)
    • 2.222 (min, earliest blocking/movement frame)
    • 3.163 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes
  • 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
SF6 Chun-Li 46lp hitbox.png

SF6 Chun-Li 46pp hitbox.png
Hitboxes Off
Hitboxes On

[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 Hitconfirm 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 Hitconfirm 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 Hitconfirm 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 Hitconfirm 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
SF6 Chun-Li 236lk hitbox.png
SF6 Chun-Li 236lk hitbox2.png
SF6 Chun-Li 236lk hitbox3.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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 Hitconfirm 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 Hitconfirm 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 Hitconfirm 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. It's generally better to juggle with Lv.1 or Lv.3.

OD Lightning Legs has the best properties of each version: speed, damage, safety on block, a later Super cancel, better range, and high juggle potential. Under normal circumstances, the KK followup is a great way to tack on extra damage and a knockdown to the end of the move, as it costs no additional Drive gauge and is easily confirmed into. Without the followup, however, you can either go into Super or link a normal after a Counter or Punish Counter. Because of its range and speed, OD Legs can actually be used quite well in punishes, with 2MK linking on Punish Counter, the animation also giving you time to charge into MK/OD Spinning Bird Kick. This is useful when Chun's other long range punish tools are too slow to connect, such as when punishing a sweep from max range. It also does more damage than a cancel like 2MK > OD Legs, so it can be worth going for even when in range of other routes.

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
SF6 Chun-Li j236lk hitbox.png
SF6 Chun-Li j236lk hitbox2.png

SF6 Chun-Li j236kk hitbox.png
SF6 Chun-Li j236kk hitbox2.png
Hitboxes Off
Hitboxes On

j.236LK
Aerial Hundred Lightning Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(4)2(4)2 15 land - 300x3 (900) LH -4(+1) -7(-2)
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 land - 250x4 (1000) LH -4(+1) -8(-3)
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 land - 220x5 (1100) LH -5(-2) -9(-6)
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
15 land - 200x5,300 (1300) LH KD +21 (+27~31) -32(-16)
  • 6 hits; during Forward/Neutral jump; Forced Knockdown state until landing; no minimum height requirement


Air Legs are used both as a neutral tool to alter Chun-Li's jump trajectory and to end air juggles without Super meter. The LK version in particular is the most useful in neutral, as using a Tiger Knee (TK) input turns it into a short hop that can approach while hopping over pokes. The forward movement can also cause anti-air DPs to whiff underneath Chun-Li, taking advantage of the fact that DPs are hard-coded not to hit at crossup range.

Though LK Air Legs fairly safe on block, it whiffs on crouchers regardless of height, which necessitates using it more cautiously than a standard divekick. If both hits connect on Punish Counter, it can link into 4-frame lights for a combo. Walking up and doing TK Air Legs is a potent way to bait and punish throw techs. Lastly, if the opponent is throwing lots of fireballs while you're in Burnout and you don't have time to enter your stance, TK Air Legs can help you dodge the fireball and gain some ground, making up for Chun's relatively floaty jump arc.

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 efficient use of Drive.

On all versions, the final 5f of landing recovery leaves 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
SF6 Chun-Li 28lk hitbox.png
SF6 Chun-Li 28lk hitbox2.png
Hitboxes Off
Hitboxes On

[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 not a reversal in this game, but it is a high-damage combo-oriented move with good corner carry and 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 valuable and damaging midscreen launcher on grounded opponents, juggling into HK Tenshokyaku, Super, or some advanced Drive Rush routes. She can also juggle LK Legs before linking Lv.1 or Lv.3 Super to slightly increase her damage output.

Due to LK SBK being only 9 frames and reaching fairly far, it can occasionally be used as a tool to punish moves like sweeps from farther ranges (though throwing it out in neutral is definitely not advised).

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

SF6 Chun-Li 214kk.png
SF6 Chun-Li 214lk hitbox.png
Hitboxes Off
Hitboxes On

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 Hitconfirm 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 Hitconfirm 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 Hitconfirm 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 Hitconfirm Window: 20f (Super); cancel not necessary for juggle to connect


Hazanshu is what Chun typically uses to beat fireballs and approach in neutral, making up for her floaty jump. It is a bit of a mixed bag since it tends be easier to stuff and not to give nearly as much advantage as a jump-in, and in most cases can still only be used on prediction. It hits overhead, but the faster versions are punishable while still being fairly telegraphed, making it mostly 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 Level 3 Super even if absorbed. OD Hazanshu gives a free juggle ground bounce that can combo into just about anything, but is unsafe.

MK and HK Hazanshu are safe if blocked, have decent horizontal range and give good reward on Punish Counter, making them solid neutral tools 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 can make opponents hesitate to throw fireballs, instead focusing on blocking or 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
SF6 Chun-Li 22lk hitbox.png

SF6 Chun-Li 22kk hitbox.png
Hitboxes Off
Hitboxes On

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: 1-10f; 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: 1-10f; 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: 1-10f; 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 is one of Chun-Li's juggle enders and anti-airs. The OD version is her reversal, with low horizontal but high vertical range, beating neutral jumps pretty consistently. While it is still one of Chun's most reliable anti-airs, this move is unusually precise and unforgiving to hit with at times due to the small hitboxes and extremely short active frames.

To make things even more unforgiving, the move being inputted with 22 comes with some major consequences. It may seem like a benefit at first and some players may be more comfortable with it, but it inevitably forces Chun to stand when performing the input, as you actually need something more like "5252" for the input to register. This is unlike the Shoryuken input, which can be done with extremely forgiving shortcuts that keep you crouching (like 323 or 232). Thus, Chun becomes more susceptible to jump-ins since she cannot remain crouching during the entire input. 22 is rather strict in general, as you must input straight down (not 1 or 3) twice, making it harder to blend into your movement while walking or blocking. The main upside to the input is that it is agnostic toward which side you're on, letting you easily deal with cross-ups with proper timing, similar to a Flash Kick. In that context, the LK version's low startup tends to be the most consistent.

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
SF6 Chun-Li 236236p hitbox.png

SF6 Chun-Li j236236p hitbox.png
Hitboxes Off
Hitboxes On

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
  • 30% minimum damage scaling
j.236236P
Aerial Kikosho
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 50 16 land - 300x4,600 (1800) LH KD +14 -20
  • Full Invuln: 1f (until freeze); Armor Break
  • Depletes 1/2 Drive bar from opponent on hit
  • 30% minimum damage scaling


A multi-hit, stationary projectile super. It can be used to tack on extra damage in juggles, punish moves like sweeps from a distance, or as a typical reversal. The air version can be used after j.MP, j.2MK stomps, or Lv.2 Super jump cancel. Its large hitbox and whopping 70 active frames make it good at stuffing opponents that try to punish it too early, and it may catch neutral jumps if the opponent lacks a deep hitting jump-in.

Level 2 Super (236236K)
Hoyoku-sen
Level 2 Super Art
236236K
SF6 Chun-Li 236236k.png
SF6 Chun-Li 236236k hitbox.png
SF6 Chun-Li 236236k hitbox2.png
Hitboxes Off
Hitboxes On

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
  • 40% minimum damage scaling
  • Counts as 3 hits for damage scaling purposes


Chun lunges forward and unleashes multiple series of kicks. 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 only a bit more than a Lv.1, but the followup juggles and reset opportunities make it very worthwhile. The invincibility and forward movement make it a useful anti-projectile tool, but it doesn't have nearly as much range as some other supers with this function.

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

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SF6 Chun-Li 214214k hitbox.png
SF6 Chun-Li 214214k hitbox2.png
Hitboxes Off
Hitboxes On

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
  • 50% minimum damage scaling

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
  • 50% minimum damage scaling; available at 25% HP or below


A series of three hits that leads straight to a cinematic if the first one connects. Can be cancelled into 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!"
SF6 Chun-Li 5pppkkk hitbox.png
"Sorry!"
Hitboxes Off
Hitboxes On

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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