Street Fighter 3: 3rd Strike/Chun-Li/Combos

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Combos

Target Combos

  • j.HP>HP
Great for air resets at the end of combos to secure scary high/low/throw mixups.

Combo List

Without meter, you'll rarely combo into a ton of damage. Usually you'll either secure a knockdown with raw throw/sweep, or go for damage using 2MK/2HP into SBK. Metered damage is where Chun shines, but in both cases her combos are limited, so don't expect to have many combo movie moments with her. Focus on improving neutral and knowledge before anything else.

Basic Combos
Combo Position Damage Stun Difficulty Notes
4HP > 41236HP Anywhere 24 17 Very Easy Simple 4HP cancel to fireball. Doesn't knock down, but builds a decent amount of space safely and does alright damage.
2MK > [2]8LK Anywhere 28 16 Easy Light SBK combos from shockingly far away with 2MK, making it a useful punish for a bit of extra damage, meter, and stun. Ensure the opponent is standing, as SBK whiffs on crouchers.
j.HK/j.2HP, 2HP > [2]8MK Anywhere 46 31 Easy Jump-in combo that does nice damage without knocking down. Good for if you know the jump normal will connect, like after jumping a fireball. Similar to the above combo, ensure SBK will not whiff them crouching.
EX Combos
Combo Position Damage Stun Difficulty Notes
j.HK/j.2HP, 2HP > [2]8KK Anywhere 52 33 Easy EX SBK does slightly more damage and combos from farther away thanks to being faster. You'll rarely spend EX this way, as saving for SAII is more worthwhile, but if you need to end the round and don't have a super this can help ensure you do enough damage, especially since EX SBK doesn't whiff crouchers like the meterless versions.
SAI Combos
Combo Position Damage Stun Difficulty Notes
4HP > 236236P Anywhere 60 15 Easy Punish combo with SAI. Does decent damage, good after jump-ins or blocking a DP.
cl.HK > sjc.236236P Anywhere 56 15 Intermediate Superjump cancelled SAI after cl.HK. Not quite as useful of a confirm as it is with SAII, but it does come with added safety and time to confirm the hit.
2MK > 236236P Anywhere 57 3 Easy Whiff punish into SAI. Does less and less damage the further out you are, and can even fall out at some very far ranges like catching extended hurtboxes.
SAII Combos
Combo Position Damage Stun Difficulty Notes
236236K > sjc j.2MK, j.HK/j.HP>HP Anywhere 58 26 Intermediate The two main followups after SAII. Stomp into j.HK gives a strong knockdown and corner carry, but requires some unique timing that can be a little character specific. Ending with TC also requires some delays, but is more notable for letting Chun set up a mixup offscreen for the opponent to fall into. You can omit j.2MK in the j.HK ender for a very reliable easy ender at the cost of one damage and stun.
2MK > 236236K > sjc j.2MK, j.HK/j.HP>HP Anywhere 67 27 Easy The most useful combo to learn by far. 2MK has a unique delay cancel window, which allows you to single button confirm this super for massive damage.
4HP > 236236K > sjc j.2MK, j.HK/j.HP>HP Anywhere 68 39 Easy You'll get lots of random hits with 4HP, so converting them into almost 50% damage and a ton of stun makes an already scary button terrifying to challenge.
cl.HK > sjc.236236K > sjc j.2MK, j.HK/j.HP>HP Anywhere 66 39 Intermediate Fast punish normal into SAII. You'll usually use this to punish things close up, or after a meaty cl.HK.
2LP > 236236K > sjc j.2MK, j.HK/j.HP>HP Anywhere 60 27 Intermediate Jab into super. Requires a very fast super buffer to properly combo. Niche uses in punishing slightly negative things into Chun's win condition.
SAIII Combos
Combo Position Damage Stun Difficulty Notes
2MK > 236236K Anywhere 49 19 Easy SAIII is rarely used outside of casual fun, so you won't do this often. Even when you do run SAIII, this must be point blank and not delay cancelled, and will whiff on some crouchers as well.
4HP > 236236K Anywhere 53 31 Easy Just like the above combo, you must be point blank for this or else the first hits whiff, and still whiffs on some crouchers regardless.

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