Street Fighter V/Chun-Li/Combos

From SuperCombo Wiki
General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
Character legend
Full move name Abbreviated name Input
Spinning Bird Kick sbk [2]8K
Yosokyaku Stomp j.2MK

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK, 2LP xx 236MK

112

229

0

2LP, 5LP, 5LP xx 236LK

125

245

0

3-hit light string

2LP, 2LP xx LK sbk

145

293

0

3f starter

2LP, 5MP, 2MK xx 236HK

197

324

0

2LP, 5MP, 2MK xx MK sbk

217

380

0

Annoyingly difficult to do, late cancel on cr. mk

2LK, 2LP xx 236KK

159

293

1

2LK, 2LP, 2LK xx 236KK

161

329

1

Crouching only

Confirms

Notation Damage Stun Meter Cost Notes

5MP, 2MK xx 236HK

185

286

0

Works at longer ranges than the cr. lp starter does

5MP, 2MK xx MK sbk

210

350

0

2HP xx 236LK, 2LP xx LK sbk

219

370

0

Punish combo

2HP xx VS1 xx j.MP, stomp, stomp xx 236MK

241

353

0

Only two stomps otherwise the air legs do not hit

2HP xx VS1 xx MPMK, j.MK xx j.MK xx 236MK

266

359

0

Corner only

2HP xx 236LK, 2LP xx 236KK

238

368

1

2HP xx VS1 xx j.MP, j.MK xx j.MK xx j.MK xx 236KK

294

417

1

2HP xx VS1 xx MPMK, j.MK xx j.MK xx j.MK xx 236KK

309

409

1

Corner only

Punishes

Notation Damage Stun Meter Cost Notes

2LP xx LK sbk

131

252

0

3f punish

2LP xx 236KK

156

250

1

3f punish

5MP xx VS1 xx j.MP, stomp, stomp xx j.236MK

242

353

0

5f punish, point blank

5MP, 2MK xx 236HK

185

286

0

5f punish

236KK

140

200

1

Reaches super far for a 5f punish

2MK xx 236HK

143

208

0

2HP xx 236LK, 2LP xx LK sbk

219

370

0

2HP xx VS1 xx j.MP, stomp, stomp xx j.236MK

234

343

0

5HK CC, dash, 5MP, 2MK xx MK sbk

271

450

0

5MP CH, 2HP xx VS1, j.MP, stomp, stomp xx j.236MK

279

426

0

nj.HK, 2HP xx HK sbk

285

430

0

Neutral jump punish

nj.HK, 2HP xx 236LK, 2LP xx LK sbk

297

503

0

Neutral jump punish

nj.HK, 2HP xx VS1, j.MP, stomp, stomp xx j.236MK

303

470

0

Neutral jump punish

VT1 Combos

Notation Damage Stun Meter Cost Notes

5MP, 2HP xx VS1, j.MP, stomp, stomp, stomp xx j.236MK

332

420

0

Vt1 active.

6HK, 5LP, 2MK xx 236HK

254

377

0

Vt1 active.

2LP, 5LP, 2MK xx 236HK

204

297

0

Vt1 active.

5LP, 5LP, 2MK xx 236HK

204

297

0

Vt1 active.

VT2 Activation Combo

Notation Damage Stun Meter Cost Notes

5HP xx VT2, 2HK

224

327

0

2LP, 5MP, 2MK xx 236HK xx VT2, 236HK

260

406

0

VT2 Combos

Notation Damage Stun Meter Cost Notes

5HP xx HPHK, 2HK

224

360

0

Note post-activation hp+hk is slower startup and doesn't allow for as many juggles

2LP, 5MP, 2MK xx 236HK xx VT2, 2HK

272

445

0

External Sources

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