SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.
|Want to be an editor? Join the SuperCombo Discord and read #server-and-wiki-info for registration.|
Street Fighter Alpha 2/Chun-Li
Secretly pursuing the movements of Shadowloo, the international smuggling operation, Chun-Li fights bravely, unmindful of personal danger. The memory of her father burns brightly in her life.
Chun-Li has two versions in SFA2, of which the new version is widely regarded as one of the best characters in the game, while the old version seemingly obsolete by comparison. Chun-Li virtually has no bad matchups against the rest of the Alpha 2 cast, having an advantage over the majority of them, or at worst an even match up. Her domination is due to her supreme versatility in any situation. She has outstanding priority on most her normals, extremely fast walking speed, and damaging Custom Combos. As such, Chun-Li can switch between being the rushdown aggressor or the annoying turtle anytime during her matchups. She's not the most difficult Alpha 2 character to pick up and win with, but knowing some basics might help you outplay and out-annoy your opponent.
Players to watch:
Blackjugger, shanebadoo, Veri7as
|Walk Speed Forward:||400|
|Walk Speed Backward:||300|
|Jump Backward:||47f (3+44+0)|
|Neutral Jump:||47f (3+44+0)|
|Jump Forward:||47f (3+44+0)|
|SFA2 Framedata Glossary|
Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.
Units of stun inflicted by the move.
The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).
The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.
The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)
The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)
Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.
All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).
All framedata collected with the game speed set to normal.
All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.
|Credit||Damage, stun, framedata, meter, and updated hitboxes collected by Veri7as, February 2021</td|
- Can rapid fire into itself or chain cancelled into: st., cr. & cr..
Chun Li's standing jab is a very quick swipe of her arm. It allows her to set up many tick-throws on characters that can't duck it, by forcing them to block a standing jab, then going into mix-ups of: walk-up throw, walk-up CC, or making them block another jab.
- Characters that can duck Chun-Li's standing jab - Guy, Charlie-Nash, Rose, Sakura, and Birdie(when done outside of point blank range).
Chun-Li's standing strong looks like her classic close standing fierce in her other Street Fighter incarnations, but now it comes out much faster. Good in priority battles up close. Plus holding or + when you're up close is an option select for throw. If they are in range to be thrown, they will be, if not, the strong comes out to beat your opponent's move and recovers fast enough when whiffed. It's a good meaty when your opponent is waking up and can link into her crouching short if hit meaty enough. Standing strong also works as an unexpectedly good anti-air when your opponent jumps in from far away.
Chun-Li's standing fierce is a reliable anti-air when your opponent jumps at a 45 degree angle or lower. Also a very effective anti-air against attempted cross-ups. Use this as an anti-air for moves that her crouching roundhouse doesn't hit.
Chun-Li's standing short is a long reaching outwards kick. While it doesn't have the range of her crouching forward, it is an important part of her ground game because it can go over certain character's ground moves and still hit them clean. Plus it is cancelable into Kikoken or Axe Kick specials. If you're in range, it's better to st. xx Kikoken than cr. xx Kikoken, since her short comes out faster.
Chun-Li's crouching jab is a bit underrated in terms of her other normals. It may not have the range of her kicks, but it does have good startup speed. Crouching jab is good at stopping tick throws or when a fast move is needed. It can also be use to tick throw when up close.
- Has to be blocked low by Rolento and Sagat.
- Has to be blocked low at "max" range by everyone except Birdie, Rose, and Zangief.
Chun-Li's crouching strong is a high priority poke that can cancel into her specials and kick super. It comes out fast and has enough frame advantage that it can link into itself; cr., cr. xx Kikoken or Axe Kick. It's great as a meaty on your opponent's wakeup, at stopping throw attempts, or as a neutral game poke. One of her best normals all around.
- Has to be blocked low by Rolento and Sagat.
- Has to be blocked low at "max" range by everyone except Birdie, Dictator, Gen, M. Bison (dictator), Rose, and Zangief.
- Has to be blocked low at point blank range by Birdie and Zangief.
Chun-Li's crouching fierce can be used as an anti-air in certain match-ups, but is too slow to be useful in the ground game (she has better options). Best not to use crouching fierce unless your opponent makes a big mistake and you have an opportunity to punish with cr. xx Senretsu (kick super).
- Has to be blocked low by Sagat.
- Has to be blocked low at "max" range by everyone except Birdie, Rose, Zangief.
- Has to be blocked low at point blank range by Birdie
Chun-Li's crouching forward is her best ground poke by far, and one of the best moves in the game. It's incredibly fast, has incredible range, and is cancelable into her specials and supers (notably her Kikoken and Axe Kick). Cr. xx Kikoken is Chun-Li's bread and butter ground poke string. Spam crouching forward while moving in and out of your opponent's normal range to annoy them and force them into the corner. Use it to whiff punish slower normals or specials. Random crouching forwards are good to stuff custom combo activations if you sense them coming.
|13, 10||7, 7||7||4(0)4||-7, -3||2/5/9||,|
- Hits 1 time.
- First hit is a soft knockdown.
- Second hit is a mid.
Chun-Li's sweep is another essential normal in her toolkit. It's an all-purpose anti-air, as it works against almost any jump-in attack. On the ground it has a fast startup, but limited range as only the first hit will knockdown. Crouching roundhouse is also used to begin just about every one of Chun-Li's custom combos.
- Second hit has to be blocked low by Sagat.
- Second hit has to be blocked low at "max" range by everyone except Birdie, Zangief.
- Old Chun-Li can special and super cancel the first hit.
Chun-Li's jumping short is a good air-to-air. It has better priority in front than jumping forward, but worse hurtboxes below her legs. Jumping short has incredibly long active frames that can cover almost her entire jump arch.
Chun-Li's jumping forward is probably her best air-to-air if they are in front of you. It has good priority and will often break your opponent's air throw attempt. Jumping forward can cross-up, although it is difficult. It's also Chun-Li's best jump back move; jump back forward will beat out high jumping Rolentos and Bisons, and will protect you from Scouter Jumping/Headstomping.
|11, 6||3, 3||6||6(8)6||-||2/4+1/6+3||-|
- Hits 2 times.
Chun-Li's jumping roundhouse is a double-hitting air kick. It's a good air-to-air, but not great as a regular jump-in. Jumping roundhouse doesn't knock down so it can be used in CCs against people who like to push buttons or attempt to throw. It may be followed up with new jumps and corner mix-ups, or free fireball pressure depending on where and when you land.
Chun-Li's Head Stomp is a high priority jump in that has the potential for extra juggling hits and knocks the opponent down. Jumping in with her Head Stomp can effectively beat out certain supers that would have anti-aired her if she jumped in with a regular attack, such as Ryu's Hurricane Kick super and Bison's Scissor Kick super. Head Stomp is also a great way to bait out an opponent's AC, as most ACs will whiff.
Flipping Neck Breaker
|7||8||37||15||-2 at worst
+13 at best
Chun-Li's Flipping Neck Breaker is her classic overhead. It can be seen a mile away if you do it randomly up close, but it's good to use for getting past fireballs at far range without having to regular jump over them into a trap. As a plus, it's harder to anti-air than people think. When close to the opponent, but not right next to their face, the Neck Breaker can be used as a surprise move to avoid their ground poke and get your momentum going. Neck Breaker can also cross-up when done at point blank range. In the corner, Neck Breaker can be followed up with a Rising Kick juggle. Because Neck Breaker is at worst -2 on block, you can block and AC a counter attack, throw, CC, or even Rising Kick to keep your opponent guessing after a blocked Neck Breaker.
- Deals 8 damage when opponent tech throws.
- Chun-Li has the 3rd worst throw range in the game (Alpha2ThrowRanges).
(in air) / + /
Punch Alpha Counter
(while in blockstun)+
Chun-Li's Punch Alpha Counter looks like her fireball, except no projectile comes out. This is her alpha counter to use for jump-ins and high-hitting ground moves. Opponents will sometimes be able to block it if you tried to alpha counter a deep jump-in. As an anti-air, Chun-Li has better options than Punch AC, but the Punch AC is still good to use in situations where you know her Kick AC would whiff completely, like vs. Shoto Hurricane Kicks. If you score a Punch AC hit on an airborne opponent, you have a good amount of time to walk forward and start a cr. xx Kikoken pressure string as they're landing.
Kick Alpha Counter
(while in blockstun)+
Chun-Li's Kick Alpha Counter looks like her crouching forward, except it doesn't reach as far and knocks down when it hits. It is best used against ground pokes and projectiles because it has excellent range. If you're trapped in the corner blocking fireballs, or you're suffering from poke strings into throw/specials mix-up, just Kick AC the pokes and get yourself back on the offensive. After they get knocked down from being hit by her Kick AC, start your mix-up game on their wake-up.
|12, 8||8, 8||17||3(0)inf||-6||4/5/7|
|13, 9||10, 10||17||3(0)inf||-7||4/5/7|
|14, 10||12, 12||17||3(0)inf||-8||4/5/7|
Chun-Li's Kikoken is the core of her zoning game while on the ground, and is used to pressure opponents. Due to her recovery and projectile speed, her Kikoken is good in fireball fights, allowing Chun-Li to keep up with every projectile thrower in the game, except Ryu, Ken, and Sagat. It's the special move you are most likely to combo into whether your normal attack was hit or blocked. It's the second part of Chun-Li's bread and butter, cr. xx Kikoken ground game pressure/poke string. As an almost unnecessarily good side benefit, Chun-Li's release of her fireball causes the top of her hurtbox to lean backwards, often getting her out of range from high pokes that would have normally hit. This bonus occurs even if you didn't plan on it happening and acts as a natural AC reversal.
- Punishable on hit.
- A full half-circle isn't required. Required inputs: +
- Picking Old Chun-Li changes the command of her fireball to (charge) +
- Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).
- Speed: 400 pixels per 100 frames (Alpha2Fireballs).
- Speed: 500 pixels per 100 frames; second fastest fireball in the game (Alpha2Fireballs).
Axe Kick, Overhead
Chun-Li's Axe Kick is her main overhead, and arguably one of the best in the game (Alpha2Overheads). It has invincibility frames at the beginning and leaves her safe even if blocked (so you can block and AC whatever they try to throw at you after blocking your Axe Kick). Use it to go through fireballs at close range, as an unorthodox but surprisingly reliable anti-air, and in your poking strings mix-ups. Alternating between st./cr. xx Kikoken/Axe Kick to catch them off guard. Axe Kick can also be used as an AC reversal against some ACs: cr. xx Axe Kick; the crouching forward will be alpha countered only to have the invincibility frames of the Axe Kick beat out your opponent's AC attempt.
- 5 frames of startup invul.; followed by 15 frames of mid/high invul.; followed by 8 frames of low invul.
- 5 frames of startup invul.; followed by 17 frames of mid/high invul.; followed by 9 frames of low invul.
- 4 frames of startup invul.; followed by 17 frames of mid/high invul.; followed by 9 frames of low invul.
Rising Kick, Upkick
Chun-Li's Rising Kick is an anti-air special move and her meterless invincible reversal. It has a window of startup invincibility and should be used as late as possible to hit on the first possible hit. Use it when they jump at you without threat of a jump-in CC if you're charged for the Rising Kick. Also, use it as a wake-up reversal as you would a wake-up Dragon Punch to stop meaty attacks, cross-ups, and their jump-ins while you're getting up. Be aware that the short and forward versions of her Rising Kick are punishable on hit. This is probably her best overall move to custom combo with because it does great damage, and is very easy to do.
- Requires a charge time of 60 frames.
- Unscaled damage in CC.
- 6 frames of startup invul.; 3 of which while active.
- Can't be air-blocked until frame 15.
- Hits 1 time max.
- Punishable on hit.
LK version does the most chip damage.
- 4 frames of startup invul.; 2 of which while active.
- Can't be air-blocked until frame 12.
- Hits 2 times max.
- Punishable on hit.
- 2 frames of startup invul.; 1 of which while active.
- Can't be air-blocked until frame 10.
- Hits 3 times max.
Legs, Lightning Legs, Lightning Kicks
|6xN||1xN||6||[4(4)x3]4||+11||4/4/4+1 per hit|
|6xN||1xN||9||[2(2)x3]2||+7||4/4/4+1 per hit|
|6xN||1xN||12||[1(1)x3]2||+1||4/4/4+1 per hit|
Chun-Li's Lightning Legs is her signature move, done by mashing a single kick button at least 5 times (cannot be piano'd). It has hitboxes at 4 different heights throughout the duration of the move (high->low-mid->high-mid->low, repeated). The best use for this move is in custom combos. It does insane damage in custom combos, but is somewhat harder to pump out and maintain continual custom combo Lightning Legs than it is to just do repeated custom combo Rising Kicks.
- Pushed out of range after 2 hits.
- Pushed out of range after 3 hits.
- Pushed out of range after 4 hits.
Startup Invulnerability Notes:
- At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
Chun-Li's best anti-air. Her Kikosho will beat pretty much every jump-in except a perfectly timed jump-in Custom Combo activation. It's best to use this as late as possible so that she gets the max number of hits or else it'll just juggle for a few hits giving small damage. This is also a good super to wake up with if you're in the corner since it will protect you from their ground meaty or if they jumped in on you while you're getting up. Kikosho is also Chun-Li's best AC reversal. By late canceling cr.mp xx Kikosho up close, you can option select the Kikosho. If your opponent gets hit or blocks, the Kikosho won't come out. If they AC, the Kikosho will AC reversal their AC.
- 6 frames of startup hit invul.; 2 of which while active.
- 16 frames of startup projectile invul.
- Hits 5 times.
- 11 frames of startup hit invul.; 7 of which while active.
- 21 frames of startup projectile invul.
- Hits 7 times.
- 16 frames of startup hit invul.; 12 of which while active.
- 26 frames of startup projectile invul.
- Hits 10 times.
Chun-Li's combo super of choice, and it is mainly used just in guaranteed combos since her meter is better suited for her custom combos. At level 2 and 3, it has enough invincibility to reliably pass through fireballs, so use the Senretsu to pass through predictable block strings that will end with a fireball. It can also be used as a good wake up if they were trying to do a meaty on you as you're getting up. In the corner Chun-Li can follow up Kick Super with either a Rising Kick, Upkick Super, or CC to add on more damage.
- Requires a charge time of 60 frames.
- 4 frames of startup hit invul.; 0 of which while active.
- 12 frames of startup projectile invul.
- Hits 5 times.
- 6 frames of startup hit invul.; 1 of which while active.
- 16 frames of startup projectile invul.
- Hits 6 times.
- 10 frames of startup hit invul.; 3 of which while active.
- 20 frames of startup projectile invul.
- Hits 7 times.
Chun-Li's most damaging super by far. The motion gives a lot of people trouble though. I find the best way to do super Flash Kick type motions is to charge , then do a + . Ideally this should be used as an anti-air when they jump at you and you're charged, however most opponents will know better than to jump on a crouching Chun-Li and her Kikosho is easier to pull off in a pinch. It makes for a good wake up super if they try to meaty you on the ground. Other than that, there really isn't any practical need to use this super ever other than for flashiness, such as in juggle combos.
- The first two hits occur before the super screen freeze ends.
- Requires a charge time of 60 frames.
- The last input can be any up direction (, , or ).
- 5 frames of startup hit invul.; 1 of which while active.
- 10 frames of startup projectile invul.
- Hits 5 times max.
- 5 frames of startup hit invul.; 1 of which while active.
- 10 frames of startup projectile invul.
- Hits 6 times max.
- 5 frames of startup hit invul.; 1 of which while active.
- 11 frames of startup projectile invul.
- Hits 7 times max.
Chun-Li works best when she can intelligently switch between turtling and rushdowing depending on her opponent and their super bar. Obviously when they have little or no meter, it is the opportune time to go on an all out offense, starting her crouching forward xx Kikoken; standing short xx Kikoken; crouching forward xx Axe Kick; etc. ground poke strings to frustrate them and slowly force them into the corner where she can really pressure them. Once they have a dangerous amount of meter, it is then better to hold back and turtle up, waiting for them to come to you and countering their moves appropriately.
Basic Ground Game
Chun-Li's ground game revolves around these important moves:
- crouching forward
- Axe Kick
- crouching strong
- standing short (against most of the cast)
Chun should be constantly jiggling in and out of her opponent's range and attack with lots of crouching forwards canceled into Kikokens or Axe Kicks. Use her crouching forward to hit them when they whiff their own attack and continue the pressure by always cancelling into her Kikoken. Since Chun has the fastest walking speed in the game, she can get away with just walking up and randomly throwing them more often than she should. This is especially good when they're turtling up, but be aware of their meter because getting greedy going for a throw opens you up to your opponent's CC. You can mix up walk up throw and walk up CC in their face to keep them guessing whether to block or not. Standing short xx Kikoken/Axe Kick is also good because it comes out faster and will beat a lot of attacks that could have traded with her crouching forward. Her crouching strong comes out very fast and should be used if both of you and your opponent are in each other's faces. Both her crouching forward and crouching strong are good moves to sick out randomly because they can snuff out incoming custom combos.
Chun-Li's Kikoken in SFA2 is hands down her best projectile in her full history of Street Fighter. It goes full screen, it's incredibly fast, and comes out/recovers quickly, making it one of her most annoying moves. At far range, Chun-Li can keep up with others in projectile fights by matching their fireballs with her own. Throwing Kikokens at long range is her best way to charge her bar up quickly until she gets that all important level 1. She should mix up the speed of her Kikoken, mainly throwing fierce ones, but occasionally tossing in a jab or strong Kikoken to throw off their timing if they tried to jump over them. At mid-range (around the max range of her crouching forward), her Kikoken is a great pressuring tool to control the ground and force opponents to jump into her. Throwing Kikokens canceled from her crouching forward or standing short at mid-range is great so they don't get a chance to jump-in on you. But if your opponent has 2 or 3 meters you need to be smarter with your fireballs as they can CC through them for a huge punish. You can fake throw Kikokens at this range by doing random standing jabs when they think you're throwing a Kikoken. If they jump at you, you can easily anti-air with crouching Roundhouse, standing fierce, standing roundhouse, Kikosho, etc. Don't throw too many Kikokens from any range closer than her crouching forward because if they guess right, they can jump-in on you and do big damage.
Once they get pushed into the corner, keep them there by doing lots of standing shorts xx Kikokens. If they jump to get out, you can nail them back into the corner with her Kikosho or crouching Roundhouse. When they start to turtle up even more, you can walk up throw them or crouching forward xx Axe Kick.
Throwing should be a big part of Chun's game and works extremely well with her fast walking speed. Often, you can quickly walk underneath their jumping attack and turn around and throw them when they land. Because Chun's best ground range is when she's jiggling in and out of her opponent's range, she can just wait to see when they whiff an attack, and then walk up and throw them when they miss. Finally, her throw is really good in tick/throw set ups. In the air, jumping with strong or fierce in air-to-air battles often has the lucky side benefit of air throwing them out of their move, even if you didn't plan on it.
Some general blurbs about Chun
Follow your jab fireballs. Against characters without fireballs, you can jab fireball and follow it for space. Against fireball characters, with the exception of Ryu and Chun, you can play the classic fireball/fireball bait/jump game with fierces. Your opponent will always lose this, since Chun's fireball has fantastic recovery.
A lot of Chun-Li's tools are good. She can zone you with low forward fireball, and anti-air when you jump. But she can also do good damage with corner trapping. Getting in is relatively easy for Chun-Li. After low forward fireballs you can always take a step forward then repeat, eventually you'll notice that you're getting closer and closer. After you move inside your low forward range, you'll move into standing short range, and can apply the same tactics, only closer. What's also really good is training with low forward xx fireball and st.lk xx fireball, then instead of cancelling just walk up and do it again. The thing about cancelling to fireball/overhead is that it pushes you out and leaves you safe. By not cancelling and just taking half steps forward you gain space.
At some point you should be real close to your opponent. Here you have to be careful and watch for Valle CCs, so most of your attacks should be from defensive crouching. A good reaction time is highly beneficial. You can do cr.lp. This move is underrated. It stuffs most other jabs in the game, if you do it just outside of it's range. aka cr.lp will whiff, but if your opponent presses any button, cr.lp stuffs it. From there you can wait and see what your opponent does, or walk in and cr.lp/cr.lk. cr.lk has better range, but cr.lp has more priority. After some cr.lp pressure your opponent is gonna wanna bait and AC. Starting grabbing them. They'll get frustrated. Throw out random short xx overheads from here too, they're invincible on startup and hop over low shorts your opponent might try to interrupt you with. They'll also force your opponent to block high. Diverting their interruption concentration with block concentration, all of which is diverting their throw concentration and alpha counter and CC concentration.
Here's your psychological battle with your opponent. If your opponent develops tunnel vision (concentrating too much on one thing see: http://xenozip.blogspot.com/2007/03/tunnel-vision.html) you can mess with your opponent by not doing what they're looking for. Otherwise, you can depend on your opponent to have a poor enough reaction time to all your mix ups. Mix up your cr.lp, your st.mp, your st.lk, your cr.lk, your cr.mk, your grabs, your overheads, your fireballs, and your jumps and your opponent is just gonna be screwed. Being predictable will get you countered, so keep it dynamic. Cr.lk sets up a throw/cr.lk game, you can safely jump on your opponent afterwards since you're opponent will be looking for either the throw or the short.
Even if cr.lp, st.mp, st.lk, cr.lk and cr.mk can all be blocked low, making custom poke strings with these moves will get your opponent hit. If you always do the same poke string, your opponent will always block. But the more you mix up the strings, the less your opponent will know what's going on, and the easier it will be to bait your opponent into attacking in places they can't.
For instance, cr.lk, cr.lk, cr.mk xx Kikoken is a pretty solid poke string. A common mix-up is just cr.lk, grab. But that's not gonna take you very far. Using cr.lk, cr.lk, cr.mk xx Kikoken is great to start with since it's completely safe. But once your opponent learns that they have to block it, you can start doing riskier poke strings with higher pay off. For instance, once you seen your opponent block the full string you now do cr.lk walk up st.lk xx overhead. your opponent goes wtf and has to look out for two poke strings, they have to tech if you low short grab, he has to low strong if you low short walk up st.lk, they have to block if you low short low short. Or they can try to AC the first low short. Well now you can stand strong, or just grab off the bat. Play around with poke strings, the more you vary it the more effective they'll be.
You should also be careful, if you commit too much to your poke strings you're gonna get uppercutted in the middle of them or CC'd. Mix up your timings, don't walk up low jab. Walk up then take a small step back low jab. Bait an uppercut. The uppercut bait is free. Even between your pokes, don't commit them. Wait a split second, see if they uppercut. If they don't commit to an uppercut, your opponent has committed to blocking, and the few frame delay will only mess with them more.
1. Kikosho (all purpose, but costs meter)
2. crouching roundhouse (all purpose)
3. standing fierce (45 degree jump-ins and cross-up attemps)
4. standing roundhouse (right on top of you jump-ins)
5. standing strong (far jump-ins)
6. Rising Kick/Hazan (when you're charged)
7. jump straight up roundhouse (to keep them away)
Best Ground Pokes
1. crouching forward
2. standing short
3. crouching strong
4. crouching roundhouse
1. jumping forward (crosses up); also best jump back move
2. jumping fierce
3. jumping strong
1. jumping forward
2. jumping short
3. neutral jumping roundhouse
4. jumping fierce
5. Neck Breaker
Valle Custom Combo
The Valle Custom Combo applies to all characters and is something every player should know. Basically, if you're within range and your opponent wasn't crouch blocking before you activate your custom combo, you can go ahead, activate, and start with a low move (usually a sweep), and your opponent will not be able to block it in time. This means if you ever see them standing up and you are within range of your crouching roundhouse with meter, immediately activate and start your custom with Chun's crouching roundhouse into her full custom. Be aware that Chun-Li needs to be much closer to her opponent than the rest of the cast for a Valle CC to connect because her cr. does not knock down on the second hit. Making this strategy much less threatening as Chun-Li. This also means you have to look out for your opponent doing the same thing to you. If your opponent has meter and is in close range, make sure you are ready for the Valle custom combo by always blocking low.
Jump-in Custom through Anti-Airs
Again, this applies to all characters. The idea is that you purposely jump-in on your opponent baiting their anti air. Activate in the air at the last moment and use the activation invincibility to pass through their anti-air attempt and custom them as you land. This works against almost all anti-air attempts except deep DPs, supers and counter CCs. Again, be careful about people doing this to you and be ready to block if someone with meter jumps in at you at a really obvious angle hoping to jump-in custom on you. You can counter this yourself with an AA level 1 Fireball Super or counter CC.
The Kick Alpha Counter
Chun-Li's kick alpha counter is very good on the ground because it is basically her crouching forward with knock down properties. Use it to alpha counter projectiles and knock them down, especially if they predictably end their block strings with a fireball like a lot of shotos do. The best way to use her kick alpha counter offensively is to walk up to them when you think they'll attack with a low poke. In one smooth motion, do , (this is the point you block), then finish with + . If they tried to poke you, you will block at the part of the alpha counter motion, then you'll quickly perform her alpha counter and knock them down. If they didn't stick anything out, her cr. will come out, which is a good poke anyway, and she can cancel into her Kikoken/Axe Kick to add pressure. It's an option select that makes Chun very strong on the ground. Be aware that your opponent can counter AC with an option select if you get too predictable with her ACs.
Also, the kick alpha counter is very good to get them knocked down in the corner. Chun recovers very quickly from her fireball to the point of it being practically safe even if blocked in close range. When they are in the corner, do a cr. xx Kikoken. If it's blocked, anticipate the counter, block, and kick alpha counter to knock them down.
CC through Fireballs
While this is harder to do as Chun-Li because of her limited CC range, it's still something you need to be able to pull out every now and then. Level 2 or 3 CC activation has enough invul frames to get through a fireball for her to punish. If they get predictable with their block strings into fireballs or you can react to a thrown fireball, her CC is a great threat to make them think twice about it.
Senretsu through Fireballs
This is very important vs. people who have good fireball poke strings like shotos and even Chun herself. When they get predictable with their block string attacks, such as when Ryu does his typical cr., cr., cr. xx fireball, keep blocking and charging back throughout the whole string, then bust out her level 2 Senretsu when you see the fireball coming. While you can get through a fierce fireball with a very tightly timed level 1 Senretsu, it's not very practical. You'll want to do a level 2 Senretsu which gives a bigger invul window to get through the fireball.
Kara-Canceling to Build Meter
48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively.
Building meter as Chun-Li:
- Whiffed or : 1 unit
- Whiffed or : 2 units
- Whiffed Kikoken or Lightning Legs: 4 units
- Whiffed Axe Kick: 6 units
- Whiffed cr. kara-cancel Kikoken: 6 units
- Whiffed cr. kara-cancel Axe Kick: 8 units
If you don't need your fireball to come out asap, and you have the space and time to kara-cancel it, you gain 50% more meter.
If you want to whiff something from full-screen to build as much meter as possible in a single move to finish off at least 1 bar, kara-cancel Axe Kick will build the most meter.
It is well worth getting kara-canceling your fireballs into muscle memory to build meter 50% faster.
You can also cr. kara-cancel fireball into Lightning Legs for 10 units for a quick burst of meter. This also has a tendency to anti-air opponents jumping over your fireball, in addition to the added meter.
1. cr., cr. xx Kikoken
Easy 2 hit link combo that cancels into her Kikoken. It works very well as a meaty on their get up. Note: The Kikoken will NOT combo.
2. cr. xx Kikoken
Chun-Li's bread and butter ground poke. Use this to control the ground and zone your opponent. Note: The Kikoken will only combo up close.
3. (jumping attack), cr. xx Kikoken
Her standard jump-in combo of choice.
4. (jumping attack), cr. xx Rising Kick
Her big mistake punisher when she has no meter to custom. Optimal meterless punish.
5. (jumping attack), cr. xx Senretsu
Her big mistake punisher if you wanted to combo into her kick super.
6. (cross-up) dj., st., st., st. xx Senretsu (any level), Rising Kick
Her hit-confirm combo into her kick super.
Custom combos are Chun-Li's most dangerous weapon as they do above average damage even at level 1. Chun-Li with 1 level of meter can do roughly 35-40% damage with just her bread and butter level 1 Rising Kick custom. At higher levels, her Lightning Leg custom absolutely demolishes a large amount of your opponent's life. In any case, it should be your goal in every round to land as many customs as you can. If you're in dire need of a comeback, Chun's custom combos are her best chance to even the odds.
Always punish mistakes with custom combos! If you have the meter and a mistake punishing opportunity presents itself, such as a missed Dragon Punch or super, you should always custom combo for the most damage since they do more damage than her supers and Chun-Li can rebuild her meter back relatively fast.
While Chun-Li's optimal CCs do great damage, her options of landing them are much more limited compared to the rest of the cast. Since her sweep only knocks down on the first hit she has to be very close to her opponent to start her CC. This prevents her from being able to punish unsafe or whiffed moves with CC that the rest of the cast can. It also makes it harder for Chun-Li to CC through fireballs as she needs to do it at a closer range. Lastly this makes the range that she can Valle CC very short (just outside of point blank range), making her CC in neutral much less threatening than the rest of the cast.
Rising Kick Custom (Easy/Unsafe Option) - cr. xx Rising Kick x2
At level 1, it's easier to do repeated Rising Kicks than it is to pump out Lightning Legs because at level 1, you don't have much time to pump out and maintain Lightning Legs. This does great damage for the absolute ease it is to execute. The down side is it isn't safe on block like the Lightning Legs CC.
Lightning Leg Custom (High Damage/Safe Option) - cr. xx Lightning Legs, Rising Kick
This is Chun-Li's best level 1 option because it does more damage and is safer on block. The issue is that it requires a bit of dexterity to do Lightning Legs whereas repeated Rising Kicks are easier. In addition, it can be tricky timing the Rising Kick after Lighting Legs ends and will leave you open to a punish if missed. If you can pump out Lightning Legs consistently and need more damage, do this level 1 CC instead. The down side to this CC is it will give your opponent more meter than the other option.
Rising Kick Custom (Easy/Unsafe Option) - cr. xx Rising Kick x3
Just like the level 1 option, easier to execute at the cost of damage and safety.
Lightning Legs Custom (Easy/Safe Option) - cr. xx Lightning Legs
Lightning Leg custom, does good damage and is very easy to execute with minimal risk. The down side to this CC is it will give your opponent more meter than the other option.
Lightning Legs Custom (High Damage Option) - cr. xx Lightning Legs, Rising Kick x2
Standard Lightning Leg custom, does the most damage of her level 2 CCs and is safer. The issue is that it requires a bit of dexterity to do Lightning Legs whereas repeated Rising Kicks are easier. In addition, it can be tricky timing the Rising Kick after Lightning Legs ends and will leave you open to a punish if missed. If you can pump out Lightning Legs consistently and need more damage, do this level 1 CC instead. The down side to this CC is it will give your opponent more meter than the other option.
Big Boi Damage - cr. xx Lightning Legs, Rising Kick x2
This is her highest damage Lightning Leg custom, somewhere in the realm of 80% life (when round 2 damage buff is active). The issue is that it requires a bit of dexterity to do Lightning Legs and it can be tricky timing the Rising Kick after Lightning Legs ends, and will leave you open to a punish if missed. As the custom combo meter is depleting, around the 1/3 mark should be the point where the Lightning Legs are just about to kick them out of range and drop them. That's when you should do your first Rising Kick.
- You can do all of these as a jump-in by activating CC in the air and starting the CC with on the way down. This will go through all anti-airs with the exception of deep DPs, some supers, and a counter CC. In addition, if you have any amount of meter left after the last Rising Kicks you can tack on a Neck Breaker at the end of all of these CCs for a bit more damage.
Chun-Li's Popular CC Options
- lvl 1 - cr. xx Rising Kick x2
- lvl 1 - cr. xx Lightning Legs, Rising Kick when meter is almost out
- lvl 2 - cr. xx Rising Kick x3
- lvl 2 - cr. xx Lightning Legs
- lvl 2 - cr. xx Lightning Legs, Rising Kick x2
- lvl 3 - cr. xx Rising Kick x2, hold db a split second, Rising Kick
- lvl 3 - cr. xx Lightning Legs, Rising Kick x2
- AA CC - st. xx Rising Kick xN
- lvl 2/3 CC thru Fireball - cr. xx Rising Kick xN
Chun-Li needs to be the aggressor and rush Adon down first. Adon has a lot of gimmicky tricks to use on a turtling Chun-Li, so it's best to go on the offensive. Jaguar Tooth gimmicks can get annoying, but you can stop them with a well timed Rising Kick or jump straight up and come down with fierce. He has good anti-airs vs. your jumps such as his Rising Jaguar, Jaguar Revolver super, and Jutting Kick command normal, so don't get too jump happy in this match. Fight him on the ground. His crouching strong is very annoying as it can beat out your crouching forward. Use your crouching strong to counter his. When you're waking up, be careful of his crouching strong xx super/overhead mix up. If you block his level 1 Jaguar Assault super, either alpha counter before he finishes or keep blocking because he has frame advantage after it's finished. Either wake up with her Rising Kick or super to avoid the scenario altogether. If you block his Jaguar Kick, it's a free crouching strong xx whatever.
Akuma can do big damage, but luckily for Chun he takes damage really badly. Like most shotos, Chun's priority is to get level 1 meter first. Match his fireballs from far range and anti-air him when he jumps over them. Keep him pressured on the ground with crouching forwards xx Kikoken to try to get him cornered. If he tries to air fireball, jump early with forward to hit him or walk under it and throw him.
Veri7as' Notes: 6-4 Chun-Li's favor - This is one of those matches where on paper, Chun-Li should dominate Birdie, but a single mistake on her part equals death. Throw out Neck Breaker once and a while against Bull Head/Bull Horn happy Birdies. If Bull Horn(the red one) is blocked by Chun, and Birdie has meter, he can try to punish Chun's punish attempt with Bull Revenger super. Chun should dominate Birdie in the ground game with her normals, so Birdie is going to take to the skies...a lot. Here, Chun has to mix up her AAs(st.hp, cr.hk, st.hk, cr.hp, & nj.hk) to not get predictable and force Birdie to mix up his jump-ins. Once Birdie has meter, throwing fireballs from a distance is risky because of Bull Revenger. If you can bait out a Bull Revenger, just nj.hp into CC for a huge punish. In addition, trying to AA him now is a massive risk, because if Birdie air CCs and catches Chun-Li, she dies. At level 3, a Birdie jump-in confirmed into CC will touch of death Chun-Li. At this point Chun needs to smartly mix up AAing, ACing, air-to-airing and running from Birdie's jump-ins, trying to bait out a CC. If you do bait out and block a CC, Chun has to AC it or watch out for an overhead during his CC. She can react to his overhead with a CC activation of her own. If Birdie does find his way in, look out for tick throw st.lk into Murderer Chain. If you get a knock down on Birdie remember he has the fastest recovery in the game, twice as fast as the slowest(Sakura), so your meaty timings need to be adjusted for it. Zone him, keep him out of the skies, and pray you don't make a mistake that leads to a TOD. -Veri7as
In this match, Chun wants to stay at far range and exclusively out-turtle Charlie. You don't need to get up close in this fight if you don't have to. In turtling, Chun virtually controls every aspect of the fight since her motion fireball is faster than his charge projectile. From the start, jump back and match his Sonic Booms with your Kikokens. If Charlie matches, he will eventually lose the projectile war and be forced to block or jump-in. If he jumps, crouching roundhouse or Kikosho him to hit him cleanly. If you stay at approximately 3/4 screen, you can easily see Sonic Booms coming and jump-in with forward risk free into crouching forward xx Kikoken. When you have meter, you can attempt to jump-in custom combo him and either CC through his Flash Kick or do the 'Random Jump-in Custom Combo Jumping Roundhouse into Rising Kicks.' Either way, Charlie is screwed. If Charlie does manage to get close to you, push him back with your crouching forward xx Kikoken to a safe distance and continue your turtling.
Dan nuff said, but really just don't get him to jump-in on you with his j.lk shenanigans. -SpryteMix
Guy has some dirty mix-ups, but not a whole lot else, he can flick over your fireballs/pokes into a high priority fierce or grab and he can s.forward poke you.
I'd say this match is free, but a good opponent will work around it. Chun's j.forward beats everything guy does. EVERYTHING. you can effectively abuse this all day against him. If you jump-in deep, he can't even AC it. It destroys all his air to air moves and destroys all his grounded moves. At best he'll get a trade with his low strong. But even then you beat it if spaced properly. If you know he's gonna do it, just activate. Make it whiff. Free CC -> all his life.
Other things to note are that his s.forward will beat your low forward from max range. However, if you space yourself properly, you can actually trade/beat it with your low forward. You just have to be slightly closer for that to work. Alternatively you can s.short it and beat it every time. But the s.short has to hit his extended hit box. If you aim for his standing hitbox, you'll need to walk in too close and get hit before you get the chance to short. Just be careful of whiffing it when you're pressuring.
Other things to keep in mind are that you can duck his flick grab. Also be careful, if your opponent is sharp, he'll punish most fireballs with the flick grab, they're only safe from max max range where his fierce flick will whiff. Another thing, is if he tries to flick for a mix-up up close you're walking speed is so fast that you can just walk under him without being threatened by the flick at all.
There's a few things Guy does about your fireballs. He can try and flick it, he can hurricane kick through them, or he can block (actually he might be able to slide under them, but I've never seen an opponent do it consistently). If he's trying to flick throw fireballs from max range, baiting a whiff flick. Then he lands and you're up close and can start pressuring. If he's hurricane kicking them, you can walk up and try to s.fierce/c.roundhouse them.
Once you're in though, it's important to stay in and don't relent. Repeated s.shorts, c.jabs, c.shorts, throws and overhead kicks will keep your opponent disoriented. Most opponent are gonna want to bait and AC as soon as they realize they can't attack you from point blank. To bypass this just cancel your attacks into overhead kick, or fake/whiff a jab, then grab them.
Veri7as' Notes: 5-5 Even match-up - I try and keep the fight in the middle of the stage as much as possible. In neutral he's going to be annoying you with his st.mk and trying to find an opening to get in on you to push you to the corner. I'm wary of overextending when I have Guy cornered because of how fast he can turn the tables from one of his many corner escapes. Guy is going to corner you, it's his whole goal in the fight. If cornered, look for patterns for which button your opponent likes to cancel into run-stop and interrupt it with crouching jab/CC or use this time to jump out of the corner. Guy's corner pressure will eventually push him out of range, he's going to want to run back in. Look for your time to escape by jumping off the wall or creating space with a cr.mk xx fireball. Worst comes to worst, Kick AC one of his shoulders on reaction and escape the corner. Guy wants you to use your meter on ACs, so use it as last resort in the corner. Guy has the best CC activations, he's a whiff punishing god. Once Guy has any meter, whiffing any heavy attacks is risking a punish by CC. Once Guy has 2 meters (1 meter if your opponent has GDLK reactions) throwing a fireball or canceling cr.mk into fireball is super risky, because of his CC. Counter his Bushin Grab/Flip with crouching roundhouse, it keeps you crouched so you don't get grabbed and will AA when he comes down with his elbow. When Guy doesn't have meter he can't do anything about your jump-in fierce, but when he does have meter you shouldn't be jumping at all because of his great AA CC. Overall, pressure him hard when he doesn't have meter, be cautious with your fireballs and whiffed normals when he does. And for the love of god stay out of the corner! -Veri7as
This match is one where you have to switch between turtling and rushdown depending on the situation. Keep him pressured with lots of crouching forwards xx Kikoken until you have meter. Do the standard crouching roundhouse or standing fierce to anti-air him, if you have the meter, Kikosho his jump-in. If Ken starts with his rolling trap, low forward, Rising Kick, or jump away from it. If you're fighting a kick alpha counter happy Ken, you can actually try to remain charged and counter with your Senretsu kick super after getting hit to nail him in his recovery.
Most Bison players are very jump happy and head stomp happy. You can stop these annoying types with jump back forward, which will stop both Bison's jump-ins and Head Stomp attempts. You can air throw him fairly easily because his jumps are so high, so just always meet him in the air with jumping strong. If you do block a head stomp or see a Devil's reverse, Chun can easily AA with crouch roundhouse. Also, if he gets predictable with his jump-ins, just walk underneath him and throw him when he lands. On the ground, your crouching forward xx Kikoken will dominate him on the ground. When he has meter though, turtle more and ease up on the crouching forward xx Kikoken because he can Scissor Kick super through it to nail you. If you block his ground poke strings, be careful that he doesn't cancel into his Head Stomp at the end to nail you if you were crouch blocking. Either jump back forward or jump towards with fierce to counter.
Rolentos are also jump happy characters that you can also stop cold with jump back forward. In this match, you want to play very aggressively until Rolento has level 3. Constantly attack him with crouching forward xx Kikoken on the ground and meet him in the air with jumping towards or backwards forward. If you start getting pressured by his crouching jab strings, kick alpha counter to knock him down. When you corner Rolento, keep him there with more crouching forward xx Kikoken, and then kick alpha counter him if the tries to counter attack after blocking your Kikoken. Once Rolento gets level 3, don't throw any more Kikokens because Rolento can Level 3 Trip Wire on reaction. Start turtling more and doing more jump back forwards.
This match is an arms race to see who can get meter first. Don't throw Kikokens from far distance because Rose will just absorb them and be ahead in the meter game. Try to stay at your max range of your crouching forward while being out of range of her low strong and poke with max range crouching forward xx Kikoken. Her low strong cleanly stuffs virtually every poke in the game, so ideally you want to be able to punish her whiff strongs with Chun's crouching forward or throw a Kikoken in her face. You cannot jump-in at Rose freely because she can cleanly anti-air you with crouching fierce and her own level 1 Aura Soul Throw. If you do jump, jump at a range where j.mk or j.lk will hit at max range, Rose can't AA them. Rose cannot jump-in on you freely because your crouching roundhouse and Kikosho will cleanly counter her, so make sure you punish any Rose that jumps in at you stupidly with the appropriate anti-air. Once you have meter, you can try jumping in custom through her crouching fierce for big damage. When Rose gets meter, you have to be careful of 4 things:
1. Soul Illusion. Once she starts this, turtle up and run away because it's all over if she hits you while she's Illusioned up. Don't jump at her because jumping into an Illusioned crouching fierce hurts bad. Just run away into the corner, and alpha counter the end of the Soul Spiral if you're forced to block it.
2. Punch Alpha Counter. Rose has possibly the best alpha counter in the game in her punch alpha counter. It cleanly beats every move in the game except projectiles and leads into a 3-hit knockdown combo leaving you in a big disadvantage. If you're fighting an alpha counter happy Rose, then Chun should boldly start empty jumping and then throwing or walk up throwing turtling Roses. Chun can also start jumping-in with Head Stomp to bait her ACs into whiffing.
3. Aura Soul Throw. Mainly, don't jump at Rose when she has meter. Her level 1 Aura Soul Throw does a huge chunk of life for a level 1 super and cleanly beats all Chun's jump-ins.
4. Valle Custom Combo. Rose's sweep is incredibly long ranged, so be especially careful of her getting into range and Valle custom comboing from far range.
This match is also very meter dependent. Match his fireballs at far range and anti-air him if he jumps over them with crouching roundhouse or Kikosho. Once you get meter, start to pressure him on the ground with crouching forward xx Kikoken and standing short xx Kikoken; alternating between doing crouching forward and standing short to make Ryu have to guess how to counter. If he starts turtling, walk up and throw him. If you get caught in Ryu's poke strings and fireball strings up close, try to remain charged and Senretsu through his fireball on reaction. If you get cornered, try to Flipping Neck Breaker over his fireball traps or Axe Kick through them to get out quickly.
Anyone familiar with ST knows how much of a living wall O.Sagat can be with his high and low tiger shots, and good buttons against grounded opponents and jump-ins. The same applies here in A2, however there are some differences, it revolves around spacing. With the fast fireball that Chun has, it makes the MU much more manageable to turn it around. Option 1, you can throw a slow fb, walk a little bit, stop, and try to get the Sagat player to react by jumping in and punish with Kikosho, deep Up-Kicks, or Punch AC. Option 2 is with proper spacing, you can get a jump read on a tiger shot and punish accordingly with Jump MK, Jump LK, Jump HP, Air CC activate, etc. However, it's important to not get too jump crazy especially without any meter as Sagat can bait your jump-in with his anti-air answers, he can AC, or anti-air CC that does great damage. It's also important to not play the zoning game and throw out fireballs all day, because Sagat can simply take over the fireball war with his Tiger Cannon super, or activate CC and become a bullet hell boss with a barrage of tiger shots coming at you at different speeds and heights.
When the match starts, you want to build meter from full screen as Sakura's fireball fades before it hits you (You can even throw out a fireball the moment Sak's fades with perfect timing/spacing). Once you have some meter, you become a deadly machine. Sakura has to get in somehow due to her playstyle, you have your anti-air answers, you have Punch AC, you can play footsies with Cr MK, or option select Cr MK/Kick AC. Once you get closer to Sak, don't throw anymore fireballs as Sak can get over them with her HK Tatsu. It's also important to not get too predictable with the footsies and air-game. This is because Sak has her AC's, and a good activation hitbox with her CC startup. Once Sakura gets the knockdown, it becomes a big problem due to her ambiguous cross-up combo that does nice damage and has the potential to stun if another one is scored.
Possibly the only non-top tier match Chun has to look out for. His max range Scrapes are safe when blocked and can be used to punish any whiffed attacks you miss. Also at his max Scrape range, his normals can counter Chun's crouching forward which is a very bad thing. Chun wants to remain in Sodom's face and keep attacking him with her crouching forward's range, always canceling into Kikoken to keep him blocking. Jump-in at Sodom from afar so that you just manage to hit him with your jumping forward, land then continue your crouching forward xx whatever assault. Sodom does not have any clear anti-airs for this so it is practically a risk free jump-in for Chun.
Veri7as' Notes: 3-7 Sodom's favor - Hot Take Warning! In my current opinion, this is the only losing match up that Chun-Li has. This fight has a similar feeling to the Sakura match up. Once Sodom has meter, this fight gets scary for Chun. AAing is hard for both of them in this match up but Sodom benefits more from it. Sodom wants to be as close as possible to Chun at all times so blocking her jump-ins is no big deal when he can throw her right after or better yet, AC them. Scrape completely shut's down Chun's cr.mk and fireball game while building meter, but a scrape happy Sodom will hate Chun's Neck Breaker. Why is his meter so scary? His ACs. A good Sodom will RTSD and never take their foot off the gas. He has a very similar cross-up mix-up loop as Sakura's, and just like Sakura, his AC and grab sets up this loop. His ACs are also very good against Chun, who doesn't have a reversal AC for them, while covering a large distant. Which means even at long range her fireballs can be AC'd. Sodom's corner pressure is also very good, chipping away with safe scrapes and mixing in his command grab/super. I try to run while building meter and stay in the air as much as possible. Saving my meter for ACs and CCs if he gets in. -Veri7as
Supposedly a lopsided match in Chun's favor, but a smart Zangief can still wreck havoc on you if you let him get close. Keep him at far range by doing lots of max range low forward xx Kikoken to make him jump. If he jumped from far away, your crouching roundhouse should beat everything clean. If he jumped closer, be careful that his jumping fierce can beat your crouching roundhouse at that range. Instead anti-air close jump-ins with standing fierce or Kikosho. Once Zangief has meter, be especially careful of his long range command sweep custom combo and always stay out of range and block low. Also be careful of jump-in customs because that is realistically his only way to get safely jump-in. If Zangief does manage to get in on you, custom combo your way out to avoid any Pile Driver set ups.
When selecting your character, press and hold Start anywhere (you can select a stage), and move the cursor to Chun-Li, wait for five seconds or more, release start, and press and button. She has a charge fireball ((charge) + ) instead of a motion, and because of that she loses much of her pressure potential, as she cannot move forward and cancel a move into a fireball. She cannot air block as well.
- There is no reason to ever pick Old Chun-Li as she is not as good.