Chun Li's gameplan is about ground poking and air pressure. She doesn't have any knockdown combo nor high damage moves so the best strategy for her is picking away the enemy lifebar bit by bit and wait for the opponent's whiffs. To make things worse, Chun Li's design has some critical flaws like the lack of efficient anti-air normal moves or specials (to the point of her standing close MK missing a critical hitbox) and most of her moves have ridiculous randomic damage. Example: the crouching HK sweep can inflict "normal" roundhouse damage or can barely scrap the opponent's lifebar. Finally, Chun Li doesn't have a zoning tool like a fireball or even long range attacks, and must rely only on her speed in order to get closer to the adversaries.
Her throw is relatively good and has average to long reach. And like Guile and Vega, she has an aerial version of the move, that can be used to surprise airborne enemies. Chun Li has one of the higher jumps in the game and this gives her an edge in air battles, not to mention she can bounce on the screen corner, a move that, if used wisely, can free her from corner traps. On the ground, her best bet is using medium attacks, specially cr.MK as a rudimentary zoning tool. This works against some foes, specially fireballers, because when timed right, the sweep can interrupt the fireball move. Same for cr.HK, altough it exposes her to trades or counter attacks since it's a slow move and have a huge hurtbox. Both moves allows "buffering" the Lightning Kicks and it's a good option select case. Her jumps are also a good way to surprise fireball chars because Chun Li can be really fast in her hops and may easily fall behind enemies which prompts a free throw most of times. And speaking about this: whiffs must absolutely be punished with throws. Trust Chun Li's speed and there you go. And since you're feeling confident, why not just walk up and throw your opponent point blank? (but don't abuse it!)
The Lightning Kicks can be used to disuade body attacks like Honda's Sumo Torpedo and Blanka's Rolling Ball Attack. Strangely, it can't reliably counter M.Bison's Psycho Crusher and trading hits are not rare. Also, the move can be used to inflict chip damage to the opponents, specially when they're low on energy, and even as a kind of reversal to avoid tick throws, altough this would be a lucky case most of times.
Chun Li's air arsenal is something to remark. Her j.LK and j.MK have very good priority and can be used for feints, combos, crossups and throw loops. Same for the j.HP which has a great hitbox and is excellent as a combo starter. Her Head Stomp is efficient as a poke move but also as anti-body attacks (when timed right) and even as an overhead attack (not officialy present in Street Fighter games until Super Street Fighter 2 Turbo), altough it's somewhat tricky to use the move as it. And since Chun Li is able to high jumps and crossups, don't be ashamed to abuse the corner bugs for an easy free dizzy. As always, avoid repetitive patterns and trick your opponent about your sequences.
Close combat is the most effective (unique?) strategy for Chun Li simply because she doesn't have any means to get closer to an opponent. Her only option is just walk up and try to reduce the opponent's playfield, poking with s.MP or cr.MK and sometimes suprising the adversary with a crossup jump. This can be very difficult, according the opponent and specially according the life lead. Once you knockdown your foe, a good trick is to get closer and apply a sucession of Flipping Neck Breakers. If timed right, it becomes a crossup attack and can fool most enemies into guessing which direction to block. And when blocked, you have an array of options like throwing, poking cr.MK+throwing, st.LP+throwing, etc. It's cheap but, again, there aren't many choices.
Finally, the Spinning Bird Kick is a powerful move but must be used very carefully, since it's easy to counter and leaves Chun Li wide open (literally :P ) to punishment. The move is invincible (and harmless) on the first frames and it may be good for evading corner traps, airborne enemies and pass through fireballs, being the LK variant the most recommended. If two hits connect, a dizzy is almost guarantee. Timing is the key word here.
Chun Li's match-ups according the "official" SF2CE Tier List:
- against Ryu: 3
- against Ken: 3
- against Chun Li: 5
- against E. Honda: 4
- against Zangief: 4
- against Blanka: 3
- against Dhalsim: 6
- against Guile: 2
- against Balrog: 6
- against Vega: 5
- against Sagat: 6
- against M. Bison: 4
The best way to fight this opponent is a very consistent ground game. Use
lots of ducking forward sweeps for they are very fast and hard to react to, not
to mention they will knock Ryu out of a spiritball if it hasn't yet left his
hands. Another good technique is to jump over his spiritball and combo him, but
beware due to how high Chun jumps she is easy to uppercut if she jumps to late
so time your jump just as Ryu starts to make the spiritball motion not after
the projectile is visible or you'll be the one getting hit. Another good
attack is to jump in and jab kick then start the lighting kick. This will take
off some energy even if blocked. Another good way to counter his spiritballs
is the roundhouse sweep. Time your attack just as he starts the motion. You will
both get hit but he will be knocked down and probably lose more. Finally if you
jump in just as Ryu starts to stand up you can knock him out of his dragonpunch.
Use a Fierce Punch and time your jump so your fist hits his head just as
he starts to stand, then finish combo #1 leaving out the Jumping Fierce for it
was just used. (If your opponent is going for an uppercut you'll hit him).
Air Slam can be used in two very effective ways.
1- When your opponent jumps in from a distance wait for them to start to decline then jump toward them and use the strong button right
after you have left the ground.
2- If your opponent jumps over you at close range wait until they are right above you the jump straight up and come right
up into them, use the strong button for an easy air slam. (to get the timing for these techniques takes some time but is well worth it.
Fighting him is similar to Ryu,his main differences is that his Hadoken is worst along his Shoryuken that is more dangerous than Ryu's one.
Try to poke him with crouching Foward and Roundhouse and beign more careful about jumping and stomping,Air Throw can punish him strong after you crouch an evaded Shoryuken at recovery
Your forward foot sweep is your main poke against Honda.
Being an air attacking character Honda's invincible headbutt can create
problems. There is however a simple way around it. Jump in so that you fall
through the back of him. As you fall through execute your jumping combo, this will knock
him out of his super air defense for you are attacking from behind. Also any
time he uses a fierce flying headbutt simply jump straight up and then throw
Vs. Chun Li
The key to fighting Chun is to neutralize your opponents ability to
throw. This can be done by walking under them when they jump over you and
simple hit the fierce button, the computer will turn you around automatically.
Another good way to out throw her is to walk under and throw in the same
direction you are already walking in, this saves you the time of trying to
switch directions and throw. Finally if your opponent uses a lot of Chun's new
neck kick, wait until she starts to flip over you then jump straight up and air
slam her. (vega can also do this)
Use lots of jab punches to keep his ball at bay. When attacking time
your jumps so your foot (jab is best) barely hits him or he will fierce punch
you out of the air. After your jab kick hits (even if he blocks) use the
lighting kick to take off some energy. Your head stomp attack is best against
Blanka for it will hit him out of anything. When you plan on using this move
don't do it to soon our he can jump up and strike you. Finally when you use
lots of head stomps your opponent may start blocking them. Don't worry you can
still head stomp them out of a block. What you do is jump in and wait, you
will start to fall through them, then right before you hit the ground head
stomp, then hit the button again, and again. if you time it right you will
staircase up your opponents body hitting them three or four times. A good way
counter his jump attacks and get an almost guaranteed throw is to walk under
him and as he goes over but before the computer turns you around use the flip
kick (forward kick button), this will flip you backwards and land you right
behind Blanka, then simply throw. Most players will be surprised by this to
say the least. This can also be done to other characters but it works best on
Try to stay as ground based as possible when fighting Zan. Your forward
and roundhouse sweeps are you best attacks. When jumping in try to hit him in
the middle top of his head otherwise he may airplane punch you out of whatever
you use. A good attack to use is jump in roundhouse him in the head, whether he
blocks or not keep hitting the roundhouse button until the lightning feet
appear, these will take off a good amount of damage. When going for this move Ôof your foot, if you get closer or hit above the belt he will most likely 360
Just like Ryu use lots of forward sweeps to keep him on his toes. One
is when you see a sonic boom start to form roundhouse sweep him,
he will get knocked down while you receive nothing. You can knock him out of his
axe-kick following the same guidelines as knocking Ryu out of his dragonpunch. Or
if you don't have the time you can jump in and if your above him can head stomp
him out of the axe (good in corners). If he uses lots of forward sweeps and axes
you when you jump try going for head stomps. The key to headstomping him out of
the axe is to get within his forward sweep range before jumping. This will get
you above his head and allow you to counter his move. If for some reason his
misses and goes behind you just run in and throw him. Finally a good way to get
out of his sonic boom run in behind it sweep, sweep pattern(or run in throw if
your playing cheepers) is to roundhouse him when he gets in range. You'll both
get hit but he will lose both more damage and his pattern.
Constant non stop attack is best against this yoga master. Your jump
in jab kick is one of your best attacks especially when followed by the
lighting kick. Beware if you use it to much he may start sliding on you and
tripping you as you hit the ground. To get out of this you can either wait
until your very close to the ground before you strike or more reliably head
stomp. Also if you are to close for him to have time to throw a fireball
execute a helicopter kick, he will have no choice but to duck.(if you use
short ones you can lightning kick him after you land)
Your roundhouse footsweep will knock him out of almost everything.
Be careful of jumping in to much against a defensive Balrog because he can charging uppercut you almost all the time.
All in all play him as you would Zangief. Also your neck kick is very hard for him to get out of.
Fight him much as you would another Chun. Watch out for his fake range
and when you jump in try to land on his forward shoulder(anything further and
you'll be stabbed, anything closer an he may walk under and throw you.) Pay
close attention when he starts a wall attack if he tries to go off the wall
behind you jump up and intercept him with an airslam. Don't use the neck kick
to often for he can air throw you out of it.
Throws- the key to executing Chun's unrivaled ability to throw is timing the
button. Wait until you are just about to land then hit the button and
push the joystick back towards your opponent at the same time, time
your button just as the joystick makes contact with the side of the
joystick hole rarely will you lose.
Like Dhalsim a constant attack is best against Sagat.
Your head stomp will knock him out of anything as will most of you other attacks if you time
them right. An experienced and aggressive Chun Li shouldn't have much trouble with Sagat.
Your crouch Forward and Roundhouse are nice punishers against High shots, and the stomp for the Low ones,jump in attack only when you are in a medium distance and he shots you,Tiger Uppercut is the main risk if not.
If you want to avenge your father,start the round with a jumping attack or throw him if the uses the Stomp and then play defensive against him, if you can for his air attacks almost always overpower yours. Chun Li only can be defeated easily with a Psycho Crusher wis spam.(She can S.B. Kick him through a fast on but this doesn't always work). Use lighting kicks after you attack to take as much extra damage as possible. And if he Psycho Crush you into a corner and jumps to avoid being thrown.
Scicross Kicks must be block and then punished with fast standing jab or strong,Air throw is useful against his Stomp,if you jumps try to attack with Roundhouse or Forward and if it blocked do a crouching Roundhouse to keep distance of him,and then block any of his special.
You can only do this if you jump in just as they start to stand up from being knocked down. You must time your jump so that as you come down your attack (a fierce punch) strikes them in the top of the head just as soon as he is graphically half way up. In other words you hit him in the top of the head just as he starts to STAND back up (make sure you wait for him to start to stand or your attack may go throw him and he will throw you). Use the standing fierce punch to knock him out of the DP and then follow it with a ducking strong punch, and a ducking forward sweep.
YES this will knock him out of a DP if you get the timing right and he is going for one..........!