Street Fighter 3: 3rd Strike/Chun-Li

From SuperCombo Wiki

Introduction

Chun-Li returns to the third World Warrior tournament, albeit a little different stylistically, both in her appearance and her fighting style. She's still just as quick and agile, but her actions are more fluid. No longer fighting for the sake of revenge, but for the protection of others, she seems more confident in her fighting ability as well.

In her most notorious incarnation, Chun-Li is a defensive beast. She's known for her overwhelming neutral presence, sporting absurdly strong buttons for controlling space in a myriad of ways. Long reaching lows like 2MK, far ranged heavy buttons like 5HP, and absurdly high priority buttons like 4HP let Chun keep the pace regardless of the gamestate. Her jabs are absurdly fast as well, namely her 2 frame 2LP, giving her a fast defensive option to rely on. On offense, she's known for her amazing strike/throw, complimented by pressure resets like 6MK and her amazing 5MK kara throw, which adds an incredible amount of range to her already strong throw.

Likely Chun-Li's most powerful tool is her SAII, Houyoku-Sen. It's a blindingly fast rush super that hits 17 times total for massive damage, combos from all of her pokes at all ranges, and can be superjump cancelled for followup juggles that lead to shockingly strong mixups. It has some invulnerability, allowing it to beat fireballs and pokes with low active frames, and comes with a healthy amount of chip damage for sealing out rounds with a difficult parry. Notably, it stocks 2 bars, letting Chun use her EX moves more. The most notable fact about stocking 2 bars is the fear that one stock puts into the opponent usually lets you more safely build the second bar, and most characters will die after two SAII uses.

Chun-Li is a solidly top 1 character, with no losing matchups and few real weaknesses. You will have to learn to properly play neutral, as her low health and lack of strong anti-airs means a few bad decisions ends the round, but realistically she's quite simple, fun, and incredibly rewarding to play.

Super Arts


SAI (Kikou-Shou)

Kikou-Shou is a relatively high-damage super and comes with a rather short bar, which means you can have this super stocked more often than the Houyoku-Sen. It does more chip damage and is more difficult to parry than the Houyoku-Sen, but the primary drawbacks are the fact that it only comes with one stock, and that its range is fairly limited; you cannot cancel a max-ranged 2MK into a Kikou-Shou and expect it to hit. For this reason, and its singular bar, SA2 is considered a much more powerful super. However, the SA1 does have its merits as an anti-air or chipout tool.

SAII: (Houyoku-Sen)

Chun-Li's most powerful Super Art is Houyoku-Sen. It's a reversal and anti-projectile tool, has a healthy stock of two supers, is very damaging, is almost a guaranteed free ride for your opponent into the corner, and can be super-cancelled or linked into using many of her attacks, most notably off of 2MK. The Houyoku-Sen's final kick can be super-jump cancelled, and the opponent may be juggled following the Houyoku-Sen, or reset into a mixup. SA2 is also a 17-hit Super Art, making it a notorious ender of rounds via chip damage. You may also cancel a Kikouken or EX Kikouken into the Houyoku-Sen for the purpose of disrupting the timing for the opponent should they decide to try and parry it. Its two stocks also consitute to an incredibly oppressive gameplan once Chun has a super stocked, where she's allowed to poke and kara throw her way to towards another bar against a now defensive opponent, while confirming SA2 off of any opening she is given. Even once a super is used, there's a good chance she'll have another one very soon.

SAIII: (Tensei-Ranka)

Tensei-Ranka comes with much more meter than Chun's other options at 3 bars, but it's much more difficult to use successfully. Unless the opponent is very tall or standing, you will not be able to hit them on the way up using the super, which turns the Tensei-Ranka most of the time into an extremely delayed, reactable overhead. It is best used as an anti-air or confirmable damage off of an anti-air, however its short range and poor invulnerability can still lose to jumping opponents. Worst of all, it loses Chun-Li's infamous 2MK confirm, which leaves this super with the large amount of bar it stores as its only read advantage, and not one Chun cares too much for.


Strengths Weaknesses
  • One of the scariest super arts in the game with SAII. High damage and stun, a lot of corner carry, mixup options, crazy range and quick startup.
  • The best pokes in the game - very hard to punish, while having a lot of range, damage, or followup options on block or hit.
  • The best kara throw in the game, allowing her to punish effectively with throws and annoy with throw loops from ranges where it may seem easy to walk/mash out.
  • An unusually low crouch that ducks under a ton of things.
  • Great mobility, with a solid walk and dash alongside a solid jump and a unique walljump.
  • A suite of anti-airs that all come with noticeable drawbacks, forcing her to constantly consider how she chooses to anti-air.
  • Limited combo options without a full bar of meter, making her reward off of punishes limited.
Chun-Li
#3S_CH
3S Chun Li Art.png
Vitals
Life Points 1120
Stun Points 64
Super Art Stock/Size
SA1 1/88
SA2 2/104
SA3 3/72
Ground Movement
Forward Dash duration/distance 16 (106px)
Back Dash duration/distance 25 (124px)
Jumping
Back Jump duration 43(4+36+3)
Neutral Jump duration 43(4+36+3)
Forward Jump duration 43(4+36+3)
Back Super Jump duration 51(5+43+3)
Neutral Super Jump duration 47(5+39+3)
Forward Super Jump duration 49(5+41+3)
Wake up
Wake up duration 88
Quick rise duration 61
3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
(chunlicloselp).gif
Chun clLP hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
2 2 6 +2 +2
Damage Stun Guard Parry Block
5 3 - A +2
  • Cancel options: sp su

A fast elbow. Tied for Chun's fastest normal, active on frame 3, but can be crouched by a majority of the cast. You generally only see this button if you're trying to anti-air with far LP and you get this close version instead.

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5LP (far)
Far LP
Lp.png (far)
(chunlilp).gif
Chun f5L hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
3 5 4 +2 +2
Damage Stun Guard Parry Block
3 3 - A +2
  • Cancel options: ch sp su

A very fast jab with a surprising amount of active frames. Can be chained into itself and into 2LP. Often used as a layered anti-air due to the self-cancel/chain properties, and sometimes used as a niche hitconfirm for this reason as well. If this button is parried, it can be canceled into 2LP which will beat any 7F or slower normal pressed after the parry.

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5MP
Stand MP
Mp.png
(chunlimp).gif
Chun 5MP hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
5 8 9 -1 0
Damage Stun Guard Parry Block
17 11 - H -2
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A very powerful button with tons of active frames, extremely quick startup and recovery, and a slight disjoint. Excellent for counterpoking in neutral and pre-emptively stopping dashes. Situationally used as an anti-air. Can be hitconfirmed, but the window is very tight at 14F.

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5HP
Stand HP
Hp.png
(chunlihp).gif
Chun 5HP 9f hb.PNG
frame 9 - 10
Chun 5HP 11f hb.PNG
frame 11 onward
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
8 6 17 0 +2
Damage Stun Guard Parry Block
19 11 - H -2
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

One of Chun's longest reaching normals. Its far reach and active frames make it powerful as a poke, and to control her threat zone. However, it has tons of recovery, and moves her lower hurtbox forward making it vulnerable to being counterhit by lows on startup. Given that it is one of her only moves that reaches this far, it's common for people to buffer parries at the spacing it would hit, so be smart with how you use it.

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5LK
Stand LK
Lk.png
(chunlilk).gif
Chun 5LK hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
3 5 9 +1 +1
Damage Stun Guard Parry Block
7 3 - A +1

This is one of her least used moves. While not a bad move and having deceptively far reach, it does not serve much purpose that other moves don't already serve better.

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5MK (cl)
Close MK
Mk.png (cl)
(chunliclosemk).gif
Chun clMK 7f hb.PNG
frame 7
Chun clMK 8f hb.PNG
frame 8
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
6 2 15 0 0
Damage Stun Guard Parry Block
14 5 - H -2
  • 2 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A high upward kick that can be held to transition into a followup axe kick. You will only see this move used on accident when messing up her far MK kara throw in proximity range. While it may seem like it could be an anti-air, it is outclassed tremendously by her close HK.

An interesting quirk is that when held, the full move causes restand and back turn, but does not have much use.

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5MK (far)
Far MK
Mk.png (far)
(chunlimk).gif
Chun fMK 8f hb.PNG
frame 8 - 9
Chun fMK 10f hb.PNG
frame 10 - 11
Chun fMK 12f hb.PNG
frame 12 onwards
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
7 6 19 -3 -1
Damage Stun Guard Parry Block
16 11 - H -5
  • 32 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

One of her two primary kara cancel buttons. Inputting throw after the first frame of startup allows you to kara throw, granting enormous range on her throw. Just be mindful of your spacing; if you are within proximity normal range, you will get close MK instead.

This move is very rarely used on its own, and when you do see it used, it's almost always a misinput on her kara throw. Do not be tempted to try to use this as an anti-air, as you have far better choices.

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5HK (cl)
Close HK
Hk.png (cl)
(chunliclosehk).gif
Chun clHK 5f hb.PNG
frame 5 - 6
Chun clHK 7f hb.PNG
frame 7 onwards
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
4 9 12 -1 +1
Damage Stun Guard Parry Block
21 15 - H -3
  • Cancel options: sj
  • 16 kara range
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Her second kara cancel normal, however it has many other uses besides its usefulness as a kara. A fast knee with tons of active frames, as well has an extremely generous vertically disjointed hitbox that shifts her upper hurtbox down during the move, making it an extremely potent anti-air choice. Its proximity range is bigger than most proximity normals in the game.

The move itself does not have special or super cancel frames, but it can be canceled into superjump during hitstop. To do this, input the super as a normal cancel during cl.HK, but end the input with a 9 (2362369). Done properly, you can press any kick button and cl.HK will "cancel" to super. The move is extremely generously hitconfirmable, up to 20F. Short tutorial from Snooze

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5HK (far)
Far HK
Hk.png (far)
(chunlihk).gif
Chun fHK 13f hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
12 1 15 +2 +4
Damage Stun Guard Parry Block
21 13 - H 0
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Airborne from frames 3-19

A leaping kick normal. Contrary to popular belief, this move is not actually airborne on frame 1, but only throw invulnerable on frame 1. Great for avoiding throws and hopping over lows. The move can also be performed by inputting 6HK, allowing you to do it in ranges that you normally would get close HK.

On crouching hit, it is a frame 1 link into SA2. However, it also whiffs on many of the smaller characters' crouches. Its single active frame and long startup/recovery means you must be precise with landing it. Easily whiff punishable.

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Command Normals

4MP
Sourenshou
Backhand Slaps
B.png+Mp.png
(chunlibmp).gif
Chun 4MP 6f7f hb.PNG
frame 6 - 7
Chun 4MP 16f hb.PNG
frame 16
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
5/15 3/1 18 - -
Damage Stun Guard Parry Block
17 15 - H -2
  • Cancel options: sp su
  • 2 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

An odd move that sees most of its use in niche punish situations. It is comprised of two hits, both of which are special and super cancellable. The first hit does not scale out her super particularly bad, and the first hit is her only ground normal that can combo into H Spinning Bird Kick. Both hits connecting can give more time to charge her Spinning Bird Kick in punish situations, and even opens up the possibility to some basic charge partition punishes post-parry. Whiffs on a lot of crouches.

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4HP
Hakkei
Double Palm Strike
B.png+Hp.png
(chunlibhp).gif
Chun 4HP 8f hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
7 9 10 +1 +3
Damage Stun Guard Parry Block
23 15 - H -1
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Likely Chun's most infamous button. One of the highest priority normals in the game coupled with a disjoint and tons of active frames while being hitconfirmable (15F) makes this move an extremely strong button for counterhitting and stopping approaches. A good anti-air button for jump arcs that land in front of her, or moves with bad hurtbox extensions before their active frames. Be careful with abusing it, as it is quite whiff punishable and moves her hurtbox forward during the animation.

It is common to cancel this move into her HP Kikoken in order to grant her a much longer and easier hitconfirm window before cancelling into super, at the risk of being unsafe on block to parry. It is a consistent and easy red parry on the fireball, and at farther spacings the fireball can become a blue parry.

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6MK
Senjoushuu
Stepping Kick
F.png+Mk.png
(chunlifmk).gif
Chun 6MK hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
11 7 11 +1 +2
Damage Stun Guard Parry Block
14 5 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

An advancing button that leaves Chun 0 on block. Another one of her unusual and niche normals that doesn't see much use. It has decent frame data on block and hit, and reaches deceptively far, but is very slow to startup. However, it leaves her at a range (nearly point blank) that is often unfavorable to her gameplan.

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5MK (hold)
Kakushuu Rakukyaku
Stand MK (Hold)
Mk.png (hold)
(chunlimkmk).gif
Startup Active Recovery Hit Cr. Hit
5 6*1*1 15 +3 +3
Damage Stun Guard Parry Block
- - - H*H*H -1
  • 1st hit forces standing

An odd multihit drop kick. Whiffs on crouchers, making it niche in any pressure scenario despite having fairly nice frame data on hit and block.

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6HK
Yokusenkyaku
Forward Heavy Kick
F.png+Hk.png
(chunlifhk).gif
Chun fHK 13f hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
12 1 15 +2 +4
Damage Stun Guard Parry Block
21 13 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Airborne from frames 3-19

Like far HK but it moves slightly forward, and can be used in proximity range that would normally give close HK. Shares identical frame data to far HK, making it generally a better version thanks to the forward movement. You can use it around kara throw range to beat people trying to tech throws, and hop over longer range lows.

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3HK
Tenshin Shuukyaku
Sideswitch Leap Kick
Df.png+Hk.png
(chunlidfhk).gif
Chun 3HK hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
37 5 2 +11 +15
Damage Stun Guard Parry Block
19 13 - H +9
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Airborne on frame 1

Another move that is most often seen used on accident. She slowly hops over and side switches with a kick that is very plus on hit and block. This move is actually airborne on frame 1, which may give favorable air resets such as in unblockables. Generally only used in a punish situation to sideswitch and gain corner while linking to super, such as after parrying the last hit of another Chun's SA2 or a Makoto SA2.

If you are Player 1 (not just player 1 side, but actually Player 1), this move will sideswitch against most characters in the corner.

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Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(chunliclp).gif
Chun 2LP hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
2 4 5 +3 +3
Damage Stun Guard Parry Block
3 3 - A +3
  • Cancel options: ch sp su

A terrifyingly good jab. Starts up in 2 frames, making it one of the fastest normals in the game, and is plus on block for amazing frametrap/throw pressure that can repeat into itself. Be careful with abusing it on defense, as it is high+low parryable, and predictable mashing of this button will get you smoked.

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2MP
Crouch MP
D.png+Mp.png
(chunlicmp).gif
remarkably good low profile, even occasionally ducking under fireballs
Chun 2MP hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
8 2 18 -3 -2
Damage Stun Guard Parry Block
16 3 - L -4
  • 4 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A niche button that mostly gets used as a way to snipe with an extremely long low. You would generally prefer 2MK over this for a variety of reasons, but this extends farther, which is notable to push people even farther back when they try and space around 2MK.

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2HP
Crouch HP
D.png+Hp.png
(chunlichp).gif
Chun 2HP hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
8 2 22 +1 +3
Damage Stun Guard Parry Block
19 5 - A -1
  • Cancel options: sp su
  • 2 kara range
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

A heavy smack mostly used in combos to secure Medium or EX Spinning Bird Kick for damage. As a standalone move it isn't used very often, as it lacks much utility that other Chun buttons don't do better.

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2LK
Crouch LK
D.png+Lk.png
(chunliclk).gif
Chun 2LK hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
4 2 6 +3 +3
Damage Stun Guard Parry Block
3 3 - L +3
  • Cancel options: ch

An excellent light button, and a lot of her okizeme can be structured around starting with this move. Reaches very far for a crouching LK, and is plus on block. Can be spaced such that many characters will have trouble getting meaningful punishes on parry, and is your go-to for setting up a meaty tick MK kara throw, especially since it is low parry only. Can be good for pre-emptively catching dashes despite its lack of active frames.

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2MK
Crouch MK
D.png+Mk.png
(chunlicmk).gif
Chun 2MK hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
6 2 14 -1 -
Damage Stun Guard Parry Block
16 3 - L -2
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Hitconfirm window: 18F

Another infamously strong button. You should be pressing this button in neutral more than any other move. A super fast, long reaching low poke that harasses people and can shut some characters in neutral entirely. Starts up quite fast, is very safe, cancels to specials and to supers. Against a lot of characters you can structure your gameplan solely around this move and still find success. It is your safest whiff meter gain.

A notable feature of 2MK is the late cancel window. The move is unique in that it has two separate cancel windows: one immediately after hit, and then a small 2 frame window after its active frames end, with a gap of non-cancellable frames in between both. This late cancel window makes the move functionally similar to a link (without the risk of being late on the link and leaking super) and generously hitconfirmable at 17-18F. You are only hitconfirming the move during the late cancel window, as the early cancel window occurs too soon to allow you to react to if it is hit or blocked. You cannot play Chun Li if you do not master this hitconfirm in particular.

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2HK
Crouch HK
D.png+Hk.png
(chunlichk).gif
Chun 2HK 8f hb.PNG
frame 8
Chun 2HK 9f hb.PNG
frame 9 onwards
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
7 3 21 D D
Damage Stun Guard Parry Block
19 5 - A -7
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Her "sweep," that can be blocked standing or crouching. Also her most minus on block normal, making it quite punishable.

This move is her jack-of-all-trades anti-air, as it has an enormous hitbox with a good vertical disjoint while also shifting her upper hitbox down low. It covers many jump angles at many spacings, and scores you a knockdown. However, due to its massive recovery, it is extremely punishable if parried on a jump-in, so be intelligent with your use.

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Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
(chunlinjlp).gif
Chun njLP hb.PNG
Show Hitboxes
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Startup Active Recovery Hit Cr. Hit
4 - - - -
Damage Stun Guard Parry Block
7 7 - H -

A fast punch meant to be used for air-to-air. Not used often.

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9LP
Jump LP
Uf.png+Lp.png
(chunlijlp).gif
Chun jLP hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
2 - - - -
Damage Stun Guard Parry Block
7 7 - H -

Her quickest approaching jump normal, and is used most often as an air-to-air, or in some niche resets in SA2 juggles.

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8MP
Jump MP (Neutral)
U.png+Mp.png
(chunlinjmp).gif
Chun njMP hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard Parry Block
14 11 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Like nj.LP, but heavier and slower. Similar to nj.LP, you rarely use this in real matches, though it is technically the better option for air-to-air.

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9MP
Jump MP
Uf.png+Mp.png
(chunlijmp).gif
Chun jMP hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
4 - - - -
Damage Stun Guard Parry Block
10 9 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Like j.LP, but again, heavier and slower. You can use it for the same purposes as j.LP, as the two are fairly interchangeable without much difference besides the frame data.

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8HP
Jump HP (Neutral)
U.png+Hp.png
(chunlinjhp).gif
Chun njHP hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
10 3 - - -
Damage Stun Guard Parry Block
23 15 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

A punch straight down. Plummets the opponent to the floor on hit, making it a rewarding air-to-air. Its command normal variant performed with 2HP in the air is used more commonly, as it can be done during forward jumps.

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9HP
Jump HP
Uf.png+Hp.png
(chunlijhp).gif
Chun jHP hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
9 6 - - -
Damage Stun Guard Parry Block
14 9 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Her most commonly seen jump attack, and the start of her jump HP target combo. High priority and great range. Can be used as a defensive jump back normal which can link into super when hit low enough, and sometimes as an air-to-air.

Do not be tempted to jump-in with this button, or at all. You are Chun Li, you should rarely be jumping-in at people.

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j.HP-HP
Jump HP > HP (TC)
Hp.png > Hp.png (air)
(chunlijhphp).gif
Startup Active Recovery Hit Cr. Hit
2 6 - - -
Damage Stun Guard Parry Block
? 5 - H*H -

A second punch after j.HP, that pops them up higher for a more advantageous air reset. If you score a hit with jHP, there is no reason not to go into the target combo. Often seen at the end of combos involving SAII to get a standing mixup on the opponent, where Chun is offscreen and can set up a high/low with universal overhead vs 2MK or go for safe chip with Lightning Legs.

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8LK
Jump LK (Neutral)
U.png+Lk.png
(chunlinjlk).gif
Chun njLK 6f hb.PNG
frame 6
Chun njLK 7f hb.PNG
frame 7 onwards
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
5 22 - - -
Damage Stun Guard Parry Block
7 7 - H -

An odd upwards kick. Can be used to intercept opponents very high above Chun, but this rarely happens.

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j.LK
Jump LK
Uf.png+Lk.png
(chunlijlk).gif
Chun jLK hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
5 - - - -
Damage Stun Guard Parry Block
8 5 - H -

A quick and long ranged way to air-to-air, and a good for jumping back. Most often used for midscreen left/right mixups as an SA2 air reset.

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8MK
Jump MK (Neutral)
U.png+Mk.png
(chunlinjmk).gif
Chun njMK 7f hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
6 2 - - -
Damage Stun Guard Parry Block
14 9 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A heavier and slower nj.LK. Still useful in the rare situation an opponent is too high above Chun for any other options to work.

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j.MK
Jump MK
Uf.png+Mk.png
(chunlijmk).gif
Chun jMK hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
6 13 - - -
Damage Stun Guard Parry Block
16 9 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Nearly identical to forward/back jLK, but 1 frame slower and with a better hitbox/priority. This is an extremely underrated defensive jump back button.

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8HK
Jump HK (Neutral)
U.png+Hk.png
(chunlinjhk).gif
Chun njHK hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
8 5 - - -
Damage Stun Guard Parry Block
23 13 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Old guys love to call this the Spread Eagle. An excellent defensive air-to-air, and space control tool. One of her many great options for stopping people trying to escape the corner.

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j.HK
Jump HK
Uf.png+Hk.png
(chunlijhk).gif
Chun jHK hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
10 3 - - -
Damage Stun Guard Parry Block
19 13 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Great hitbox for air-to-ground and air-to-air with shockingly long range, a huge disjointed hitbox, and knocks down vs airborne opponents to set up some okizeme. Like many Chun buttons, it has abnormally high priority, allowing you to stuff tons of things for great reward.

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2HP (air)
Suitotsuda
Air Smash Punch
D.png+Hp.png (air)
(chunlijdhp).gif
Chun njHP hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
10 3 - - -
Damage Stun Guard Parry Block
- 15 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

Identical to nj.HP, but can be done from a forward jump. Can't be done when jumping backwards. It shares much of the same use as nj.HP, being a strong way to knock down airborne opponents, but usually it gets outshined by j.HK for that purpose.

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2MK (air)
Yousoukyaku
Air Stomp
D.png+Mk.png (air)
(chunlijdmk).gif
Chun j2MK hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
9 - - - -
Damage Stun Guard Parry Block
8 5 - H -

Chun-Li's stomp. An extremely interesting move with unique properties that many characters struggle against. Her momentum after the stomp can vary a lot depending on where she is in her jump arc, and is technically "safe," on parry, as she can immediately cancel into any other jump normal including itself after hitstop. If you insist on jumping at people, this is the button you should be jumping at people with. A common tactic is to jump at people in the corner to catch a jump out, and then walljump back if the move whiffs.

On air hit, this move juggles creating for a variety of powerful and cool resets situations that are extremely favorable for her. Used for corner carry after SA2.

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Throws

LPLK
Koshuutou
Throw
B.png/F.png+Lp.png+Lk.png
(chunlitr).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 - -
Damage Stun Guard Parry Block
21 8 - - -
  • 26 throw range

The core of Chun's mixups. Fairly decent range for a throw, but this is further offset by her amazing kara throw, making it a much scarier option as you can throw from farther than opponents normally expect. Without meter, this is generally your only punish option for a knockdown as well.

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LPLK (air)
Ryuuseiraku
Air Throw
Lp.png+Lk.png (air)
(chunliatr).gif
Startup Active Recovery Hit Cr. Hit
5 1 - - -
Damage Stun Guard Parry Block
14 8 - - -
  • 25 throw range

A unique and fairly useful air throw. Good for calling out repeated air parries and catching people trying to jump away from normal throw in the corner.

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Walljump

9 (wall)
Triangle Jump
Wall Jump
Uf.png/Ub.png (towards wall)
Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard Parry Block
- - - - -

Chun's unique movement option. Useful for escaping the corner, as Chun flies away quite fast and intercepting her can be hard without a read. It can also be useful to leap away to safety after a stomp in the corner if you don't want to commit to falling on their head. If Chun is at the edge of the screen (i.e. the camera won't zoom out any more) she can use this without needing the corner, which allows her to quickly jump forward when the opponent may not expect it.

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Universal Overheads

MPMK
Kakushiken
Universal Overhead
MPMK
(chunlioh).gif
Chun UOH hb.PNG
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
16 10 5 0 ~+8 +1~+9
Damage Stun Guard Parry Block
7 3 - H -5~7

Chun's go-to option for an overhead mixup. Generally unsafe on block if not done meaty, but you can set it up to be meaty on most knockdowns or after SAII > TC in the corner. Done meaty enough, it can link into SAII, leading into her offense or looping it to seal rounds quickly.

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Taunts

HPHK
Yawn
Hp.png+Hk.png
(chunlit1).gif
Taunt (Yawn-Shoulder Pat)
(chunlit2).gif
Taunt (Yawn-Neck Crack)
(chunlit3).gif
Taunt (Yawn-Back Crack)
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
  • Multiple versions of taunt exist and occur at random
  • Yawn (happens 100% of the time) - Increases stun recovery rate by 10% for the first yawn and an additional 21% for the second yawn. Lasts the whole round. Maximum 2 yawns, 33% bonus.
  • Shoulder tap (happens 21% of the time) - Increases defense by 18.8%. Lasts for the whole round. Maximum one shoulder tap.
  • Neck stretch (happens 38% of the time) - Increases damage for the next hit/combo by 31.3%. Maximum one neck stretch.
  • Back stretch (happens 15% of the time) - Increases defense by 31.3% (more than the shoulder tap) for the whole round. Also increases damage for the next hit/combo by 31.3%. Maximum one back stretch.

A very odd taunt with RNG on what you get. Yawn is the guaranteed taunt, though stun recovery isn't usually worth the incredibly long recovery animations of the other three outcomes. Back stretch is the ideal one to get, as the defense boost is very notable, though it is the rarest to get.

The only situation where you can get a "safe" taunt is off of a stun situation. A common example is getting a stun during SA2, doing an air reset button (which now juggles because of the stun) like jLP, and then ending the juggle after landing with 4HP canceled into taunt. However, depending on which taunt you get and how fast they mash out of stun, you can still get punished for this.

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Special Moves

41236P
Kikkoken
Fireball
Hcf.png+P.png
(chunlikikoken).gif
Lp.png/Mp.png/Hp.png
(chunlikikokenex).gif
Ex.png
Chun 236PP hb.PNG
Show Hitboxes
Hide Hitboxes
LP Startup Active Recovery Hit Cr. Hit
14 36 45 - -
Damage Stun Guard Parry Block
8 3 - H -17
  • Cancel options: su
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MP Startup Active Recovery Hit Cr. Hit
13 17 38 - -
Damage Stun Guard Parry Block
8 3 - H -10
  • Cancel options: su
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HP Startup Active Recovery Hit Cr. Hit
11 7 32 - -
Damage Stun Guard Parry Block
8 3 - H -4
  • Cancel options: su
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EX Startup Active Recovery Hit Cr. Hit
15 - 41 - -
Damage Stun Guard Parry Block
14 3 - H -7
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

Chun's fireball series. Like most fireballs, it won't see much use outside of pressure and confirms into supers, especially considering they're very slow and only a single parry. Higher strengths travel less and less distance.

EX Kikoken is an incredibly slow fireball that travels fullscreen. This would be a great move in any game without parry, but the slow movement and being a single parry nullifies much of the use it has, making it Chun's best way to waste meter.

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LK, LK, LK
Hyakuretsukyaku
Legs
K.png, K.png, K.png
(chunlihkk).gif
Hk.png
(chunlihkk).gif
Ex.png
Chun LL 1 hb.PNG
Chun LL 2 hb.PNG
Chun LL 3 hb.PNG
Chun LL 4 hb.PNG
1, 2, 3, 4, repeat!
Show Hitboxes
Hide Hitboxes
LK Startup Active Recovery Hit Cr. Hit
6 7 - - -
Damage Stun Guard Parry Block
17 11 - H -
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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MK Startup Active Recovery Hit Cr. Hit
6 4 - - -
Damage Stun Guard Parry Block
18 11 - H -
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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HK Startup Active Recovery Hit Cr. Hit
5 4 - - -
Damage Stun Guard Parry Block
21 11 - H -
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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EX Startup Active Recovery Hit Cr. Hit
3 4 - - -
Damage Stun Guard Parry Block
28 11 - H -
  • This move has varying minus frames based on who blocked it and whether they were crouching or standing

RY: -2 cr, -3 st

KE: -6 cr, -6 st[shippu punish from crouch block, too far on stand block]

GO: -4 cr, -3 st

SE: -6 cr, -6 st

YU: -6 cr, -3 st[sourai rengeki punish from crouch block, too far on stand block]

YA: -6 cr, -6 st

CH: -2 cr, -4 st

MA: -6 cr, -3 st

DU: -3 cr, -3 st[rolling thunder punish from crouch or stand block]

RE: -3 cr, -3 st

OR: -3 cr, -3 st

UR: -3 cr, -2 st

Q: -1 cr, -2 st

NE: -6 cr, -7 st[electric snake punish from stand block, too far on crouch block]

IB: -3 cr, -3 st

EL: -5 cr, -4 st

HU: -3 cr, -3 st

AL: -3 cr, -7 st

TW: -6 cr, -3 st

  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

Chun's Lightning Legs. Useful specials for trapping people in the corner, and are notably incredibly difficult to properly parry since Chun can stop them at any time. The frame data varies a lot (see chart above) but is generally safe on block due to pushback.

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28K
Spinning Bird Kick
hold D.png,U.png+K.png
(chunlisbk).gif
Lk.png/Mk.png/Hk.png
(chunlisbkex).gif
Ex.png
Chun SBK 1 hb.PNG
Chun SBK 2 hb.PNG
cycles between 1 and 2. ex version shown, normal versions are slightly different
Show Hitboxes
Hide Hitboxes
LK Startup Active Recovery Hit Cr. Hit
12 4 - - -
Damage Stun Guard Parry Block
21 15 - H -
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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MK Startup Active Recovery Hit Cr. Hit
14 6 - - -
Damage Stun Guard Parry Block
27 17 - H -
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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HK Startup Active Recovery Hit Cr. Hit
17 8 - - -
Damage Stun Guard Parry Block
32 17 - H -
  • Self meter gain: Whiff: 3, Hit: 26, Block: 20.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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EX Startup Active Recovery Hit Cr. Hit
12 10 - - -
Damage Stun Guard Parry Block
35 19 - H -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Invincibility frames on 0~8

An odd special that can be occassionally used to end combos, though they don't knock down and are usually unsafe due to whiffing crouchers. If you need max damage and don't have SAII, a 2HP > Spinning Bird Kick may be enough to kill.

EX Spinning Bird Kick is likely Chun's most notable EX move, as it is a reversal. It isn't invincible to the first active frame, and it's quite slow making it easy to safejump/safejab, but it's good to remind your opponent that Chun does have a reversal when on defense.

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63214K
Hazan Shu
Flip Kick
Hcb.png+K.png
(chunlihzs).gif
Lk.png/Mk.png/Hk.png
(chunlihzsex).gif
Ex.png
Chun 624K hb.PNG
Show Hitboxes
Hide Hitboxes
LK Startup Active Recovery Hit Cr. Hit
22 3 18 - -
Damage Stun Guard Parry Block
17 11 - H -2
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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MK Startup Active Recovery Hit Cr. Hit
24 3 18 - -
Damage Stun Guard Parry Block
19 13 - H -2
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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HK Startup Active Recovery Hit Cr. Hit
29 3 17 - -
Damage Stun Guard Parry Block
21 15 - H -1
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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EX Startup Active Recovery Hit Cr. Hit
31 1 18 - -
Damage Stun Guard Parry Block
28 17 - H -2
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

Slow but safe overheads. Can be used occassionaly as a cancel to keep the opponent on their toes, but they're reactable with parry, making it a very high risk for very low reward.

EX Hazanshu is incredibly slow and flashes yellow, making it good for giving your opponent a free parry punish if you feel very generous.

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Super Arts

236236P (SA1)
Kikoshou
SA1
Qcf.pngQcf.png+P.png (SA1)
(chunlisa1).gif
Chun SA1 hb.gif
played at 20fps
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
1 20 48 - -
Damage Stun Guard Parry Block
57 - - A -39

Chun blasts a huge Kikoken from her hands. Hits a ton of times, and does great damage, making it a decent super in it's own right. However, it isn't as useful as SAII due to only stocking 1 bar and lacking much damage from ranged 2MK hitconfirms. It does outshine SAII as an anti-air and as a reversal however, giving it some unique merit and use in specific matchups.

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236236K (SA2)
Houyoku Sen
SA2
Qcf.pngQcf.png+K.png (SA2)
(chunlisa2).gif
Chun SA2 hb.gif
played at 20fps
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
3 19 35 - -
Damage Stun Guard Parry Block
67 24 - H -23
  • 2f window to parry after the super freeze

Chun's main super, and one of the scariest supers in the game. Incredibly fast, hits a ton of times, does great damage, and the last hit can be cancelled into superjump for a followup juggle, usually into her air TC or a j.HK. This makes any poke or punish from Chun lead into massive damage and corner carry, especially her 2MK which can be delay cancelled into it for one button hitconfirms. It doubles as a punish tool thanks to the fast startup, and pulls triple duty as a great chip kill tool thanks to hitting 17 times total. Generally it's hard to punish on block due to massive pushback, but the final hit makes for an easy parry that puts you in perfect range for a damaging combo, so don't expect to go unpunished vs decent players.

Do, however, expect to get Daigo-parried by showoffs every once in a while.

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236236K (SA3)
Tensei Ranka
SA3
Qcf.pngQcf.png+K.png (SA3)
(chunlisa3).gif
Chun SA3 hb.gif
played at 20fps
Show Hitboxes
Hide Hitboxes
Startup Active Recovery Hit Cr. Hit
3 16 46 - -
Damage Stun Guard Parry Block
49 19 - A -30

Chun's least useful super. The biggest upside is that it has 3 stocks, letting you get much more liberal with EX moves, though Chun doesn't have many EX moves worth spamming. The super itself tends to whiff a lot, especially vs crouchers and at range, and only really hits tall characters well up close. This makes punishes from midrange essentially nonexistent, and Chun lives by midrange punishes. The final hit is an overhead, but it gives your opponent tons of time to react and is incredibly unsafe while also being fairly lenient to parry. Its best usage might be as an anti-air, where it can still be beaten out by many attacks, but it could theoretically see usage in air resets or guaranteed, close-range AA parry punishes.

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3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill