Chun-Li (SFA2)
Contents
[hide]Introduction
Chun-Li in SFA2 is widely regarded as the best character in the game. She virtually has no bad match ups with all other characters, having a clear advantage over the majority of the cast or at worst an even match up. Her domination is due to her supreme versatility in any situation. She has outstanding priority on all her normals, safe and abuseable special moves, extremely fast walking speed, and overly damaging Custom Combos. As such, Chun-Li can switch between being the rushdown aggressor or the annoying turtle anytime during her match ups and still force her opponent to have to out-guess her. She is not that difficult to pick up and win with, but knowing some basics might help you outplay and out-annoy your enemy.
Moves List
Normal Moves
Jab
Standing
A very quick swipe of her arm. The best thing about this move is that,
unlike in future games, no one can duck Chun's standing jab; they will
be forced into blocking it. This allows Chun to set up many throw
cheaps 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.
Crouching
A bit underrated in terms of Chun's other normals. Chun's cr.LP may not
have the range of her kicks, but it does have speed coming out, and it's
good for stopping tick throws and in priority ambiguous situations when
a faster move will win out. Use in tick throw cheaps and to tick throw
yourself when you're really upclose.
Jumping
Don't use. Chun has much better options in the air in all the other 5 buttons.
Strong
Standing
This looks like her classic close standing fierce in all her other
Street Fighter incarnations, but as a strong in this game, it comes out
much faster. Good in priority battles up close. Plus holding towards
or back + strong when you're upclose is option selecting. If they are
in range to be thrown, they will be, if not, the strong comes out to
beat your enemy's move and recovers fast enough when whiffed. It a good
meaty when your opponent is getting up and can link into her cr.LK if
it hits. Finally, her standing strong works as an unexpectedly good
anti-air when they're jumping in from far away.
Crouching
High priority poke that can cancel easily into her specials and super.
Crouching strongs come out so fast that they can easily link into each
other and then cancel into her Kikoken or Axe Kick overhead. Great for
being used as a meaty when they are getting up, stop throw attempts, and
win out on ground poking games.
Jumping
Exactly like her jumping fierce except it doesn't hit as hard. It seems
as though during air-to-air battles, attacking with jumping strong
rather than jumping fierce causes her to air throw or break the
opponent's air throw a lot easier. So it's good to meet opponents in
the air with j.MP to have the option to air throw them at will.
Fierce
Standing
Reliable anti-air when they are jumping at 45 degree angle or lower when
her cr.HK anti-air doesn't cut it. Use this as an anti-air for moves
that her crouching roundhouse doesn't hit.
Crouching
Super cancelable into her Senretsu (kick super). Too slow to use in
most ground priority games because she has better ground options, so
it's best not to use the cr.HP unless a big mistake by your opponent
opens up that gives you time to cancel into her kick super.
Jumping
Use in air-to-air battles or to start combos for big damage or to get a random air throw.
Short
Standing
Long reaching outwards kick. While it doesn't have the range of her
crouching forward, Chun's standing short is an important part of her
ground game because it can go over certain character's ground move and
still hit them clean. Plus it is cancelable into Kikoken or Axe Kick
overhead special. If you're in range, it's better to standing LK xx
fireball than cr.MK xx fireball since her short comes out faster.
Crouching
Use it for tick throw cheaps and to stop cheap throws.
Jumping
Great air-to-air, but since it is exactly like her jumping forward, it's
generally better just to do the jumping forward instead.
Jumping Straight Up
Not much use.
Forward
Standing
Outwards front kick that can be used as an anti-air, but Chun has better options.
Crouching
Chun-Li's best ground poke by far and one of the most dominating moves
in the game. It is incredibly fast, it has incredibly long range, and
it is cancelable into specials and supers, notably her Kikoken.
Crouching forward xx Kikoken is Chun-Li's bread and butter ground poke
string. Spam on her crouching forward while jiggling back and forth in
and out of your opponent's range to annoy them and force them into the
corner. Use her crouching foward as a whiff punisher too when you see
them miss a normal or special. Finally, random crouching forwards are
good to stuff random custom combo activations if you sense them coming.
Jumping
Probably Chun-Li's best air-to-air. It has incredible priority and will
often break your opponent's air throw attempt if they tried to, even if
you didn't plan on it. It crosses up as well, but it's noticeably
harder to time her crossup in SFA2 than it is in subsequent future
games. Also, this is Chun-Li's best "jump back" move. Jump back
forward will beat out high jumping Rolentos and Bisons who are jump
happy and will protect you from their Scouter Jumping/Headstomping.
Jumping Straight Up
Like her jumping straight up short. Not much use other than possible
anti-airing when they are jumping right over you, possibly while you're
in the corner.
Roundhouse
Standing
Vertical kick upwards that can anti-air opponents who are right above
you. OG Chun can super cancel it into her kick super, but that's just
random trivia.
Crouching
Chun-Li's sweep and another essential normal in her gameplay. This is
Chun-Li's all-purpose anti-air as it work most of the time for almost
any jumping attack in the game. On the ground, it is a good poke as it
can go over certain low pokes and still nail your enemy. Be careful
that her sweep doesn't always knock down when used as a ground poke.
Jumping
Double-hitting air kick. Not much use since her other jumping attacks are better for air-to-air and for combo starters.
Jumping Straight Up
Great to stop incoming enemy jump attacks as this will keep them at bay.
It's a good move to start rounds with as it will prevent
round-starting enemy jump ins or fireballs.
Special Moves
Punch Alpha Counter while blocking, B,DB, D + Punch
This looks like her fireball, except no projectile comes out. This is
the alpha counter to use for jump ins and high-hitting ground moves. It
comes out a tad bit slow, so opponents will sometimes be able to block
it if you tried to alpha counter a deep jump in. As an anti-air, Chun
has better options than to 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 Kick CCs). If you score a Punch AC hit, you
have a good amount of time to walk forward and start a cr.MK xx Kikoken
pressure string as they're getting up.
Kick Alpha Counter while blocking, B,DB, D + Kick
This looks like her crouching forward except it knocks down when it
hits. It is best used against ground pokes and projectiles because it
comes out so fast and has excellent range. If you're trapped in the
corner with fireballs, or you're suffering from a poke string into throw
or special move mixup, just Kick AC the pokes and get yourself back on
the offensive. After they get knocked down from being hit by her Kick
Alpha Counter, start your mix up game on their get up.
Flipping Neck Breaker DF + Roundhouse
Her classic overhead. It can be seen a mile away if you do it randomly
up close, but Chun's Flipping Neck Breaker is good to use for getting
past fireballs at far range without having to regular jump over them
into a trap plus it's harder to anti-air than people think. When close
to the opponent, but not right next to their face, the Flipping Neck
Breaker can be used a surprise move to avoid their ground poke and get
your momentum going.
Head Stomp in air D + Forward
A high priority jump in that has the potential for extra juggling hits.
Jumping in with her headstomp 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.
Kikoken a.k.a. Fireball HCF + Punch
Chun-Li's fireball. As fireballs go, Chun-Li was blessed with a very
good one in this game. While not quite as godly as Ryu's fireball,
Chun's Kikoken still comes out very fast, travels very fast, and
recovers very fast compared to the rest of the casts' projectiles. Her
Kikoken is the core of her zoning games while on the ground and is used
to pressure opponents into making mistakes. Due to its speed and quick
recovery, Chun's Kikoken is very good in fireball fights, allowing
Chun-Li to keep up with every projectile thrower in the game except Ryu.
It is 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 crouching forward xx Kikoken ground game pressure/poke
string. And finally, as an almost unnecessarily good side benefit,
Chun's release of her fireball causes her to lean backwards, often
getting her out of range from pokes that would have normally hit her.
This bonus occurs even if you didn't plan on it happening and acts as a
natural AC (Alpha Counter) reversal.
Axe Kick a.k.a. Circle Kick a.k.a Overhead HCB + Kick
Chun-Li's main overhead, and arguably the best overhead in the game. It
comes out incredibly fast for an overhead, has invincibility frames at
the beginning, and leaves her safe even if blocked as it leaves both
players at a neutral frame advantage (so you can block and AC whatever
they try to throw at you after blocking your Axe Kick). Use this to go
through fireballs at close range to pass through the projectile and nail
them. Use it as an unorthodox but surprisingly reliable anti-air. Use
this in your poking strings mix ups, alternating between standing short
xx Kikoken/Axe Kick or crouching forward xx Kikoken/Axe Kick to keep
them off guard and catch them if they were turtling too much. And
finally, this is Chun's best AC reversal: crouching forward 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 Alpha
Counter attempt.
Rising Kick a.k.a. Up Kicks charge D (2 seconds) + Kick
Chun's special move anti-air. It has good invincibility and should be
used as late as possible so that all hits connect for the most damage.
Use it when they stupidly jump at you without threat of a jump in CC and
you're charged for the Rising Kick. Also, use it as a wake up as you
would a wake up Dragon Punch to stop meaty attacks, crossups, and their
jump ins while you're getting up. Finally, this is probably her overall
best move to custom combo with because it does obscene damage and is
retardedly easy to do.
Lightning Legs a.k.a. Lightning Kicks press K rapidly
Chun-Li's signature move. The best use for this move is in Level 2+
custom combos. It does insane damage in custom combos, but it is
somewhat harder to pump out and maintain continual custom combo
Lightning Legs than it is to just do repeated custom combo Rising Kicks.
This is also a good chipper when your opponent is down to their last
pixels of life: (jumping MK,) crouching LK xx Lighting Legs is great for
finishing off that last pixel of their energy.
Super Moves
Kikosho a.k.a. Puffball Super QCF, QCF + Punch
Chun-Li's best anti-air. Her Kikosho will beat pretty much every jump
in except jump in Custom Combos. 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.
Senretsu Kyaku a.k.a. Kick Super charge B (2 seconds), F, B, F + Kick
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 pass through
fireballs, so use the Senretsu to pass through predictable block strings
that will end with a fireball. Finally, it can be used as a good wake
up if they were trying to do a meaty on you as you're getting up.
Hazan Tensho Kyaku a.k.a. Upkicks Super charge DB (2 seconds), DF, DB, UF + Kick
Chun-Li's most damaging super by far. The motion gives people a lot of
people trouble though. I find the best way to do super Flash Kick type
motions is to charge DB, then do a 270 sweep from F going to UB + Kick.
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 Basics
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
- standing short
- Kikoken
- Axe Kick
- her throw
- crouching strong
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. 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.
Fireball Game
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. Always throw Kikokens canceled from her
crouching forward or standing short at mid-range so that they don't get a
chance to jump in on you. 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.
Corner Pressure
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
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 is just too good. She can zone you with low forward fireball, and just anti air you everytime you jump. But she can also do ridiculous damage with corner trapping. Getting in is really 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 s.short 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 even. 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 c.jab. This move is underrated. It stuffs most other jabs in the game, if you do it just outside of it's range. aka c.jab will whiff, but if your opponent presses any button, c.jab stuffs it. From there you can wait and see what your opponent does, or walk in and c.jab/c.short. c.short has better range, but c.jab has more priority. After some c.jab pressure your opponent is gonna wanna AC shit. Starting grabbing him. He'll get frustrated. Throw out random short 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 his interrution concentration with block concentration, all of which is diverting his 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 fuck up your opponent by not doing what he's looking for. Otherwise, you can depend on your opponent to have a poor enough reaction time to all your mix ups. Mix up your c.jabs, your s.strongs your s.shorts, your low shorts, your low forwards, your grabs, your overheads, you're fireballs and your jumps and your opponent is just gonna be fucked. Being predictable will get you countered, so keep it dynamic. c.jab sets up a throw/c.short 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 c.jab, s.strong, s.short, c.short and c.forward 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 move 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 he can't.
For instance, c.short, c.short c.forward xx kikoken is a pretty solid poke string. And a common mixup is just c.short grab. But that's not gonna take you very far. using c.short c.short c.forward xx kikoken is great to start with since it's completely safe. But once your opponent learns that he has 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 c.short walk up s.short xx overhead. your opponent goes wtf and has to look out for two poke strings, he has to tech if you low short grab, he has to low strong if you low short walk up s.short, he has to block if you low short low short. Or he 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. 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 he uppercuts. If he doesn't commit to an uppercut, your opponent has committed to blocking, and the few frame delay will only fuck with him more.
Best Anti-Airs
1. Kikosho (all purpose)
2. crouching roundhouse (all purpose)
3. standing fierce (45 degree jump ins)
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
Best Jump ins
1. jumping forward (crosses up); also best jump back move
2. jumping fierce
3. jumping strong
Advanced Strategy
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. This also means you
have to look out for your enemy doing the same thing to you. If your
enemy 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 enemy 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. 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.
The Kick Alpha Counter
Chun'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 B, DB (this is the point you block), then finish with D +
forward. If they tried to poke you, you will block at the DB 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 low forward
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.
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 crouching forward xx Kikoken. If it's blocked,
anticipate the counter, block, and kick alpha counter to knock them
down.
Jump in Custom Randomness
This gets people more than it should. Jump in at them and activate her
custom in the air. Do a jumping roundhouse while activated, and when
you land immediately go into her roundhouse Rising Kicks. For some
reason, a lot of times they will still get hit even if they blocked.
Some people have said it seems like an unblockable, but it's probably
not. Whatever it is, it works a lot, so use 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 crouching jab,
crouching short, crouching strong xx fireball, keep blocking and
charging back throughout the whole string, then bust out her Senretsu
when you see the fireball coming.
Custom Combos
Custom combos are probably Chun-Li's most dangerous weapon since she has
arguably the best custom combos in the game. They are just
ridiculously easy to do (no timing involved whatsoever), they do more
than above average damage even at level 1, and she can land them very
easily. 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 disgustingly
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.
Level 1 Up Kicks Custom
crouching roundhouse, roundhouse Rising Kick x 2
This should be Chun-Li's bread and butter level 1 custom. At level 1,
it's easier to do repeated Rising Kicks than it is to pump out
roundhouse Lightning Legs because at level 1, you don't have much time
to pump out and maintain roundhouse Lightning Legs. This does
ridiculous damage for the absolute ease it is to execute.
Level 1 Lightning Leg Custom
crouching HK, HK Lightning Leg until bar is 1/3 finished, Rising Kick
This is actually better than the Up Kicks CC because it does more
damage. The only problem is that it is sometimes difficult to do
Lightning Legs whereas repeated Rising Kicks are more consistent. If
you can pump out Lightning Legs consistently, always do this CC instead.
Level 2 Custom
crouching roundhouse, roundhouse Rising Kick x3
While at level 2, a lot of people tend to like to go straight into her
Lightning Legs custom, I think it's a lot easier to still stick with her
Rising Kicks overall. The damage is comparable, but there is less
likely chance of messing up.
Level 2 Custom
crouching roundhouse, roundhouse Lightning Kick until done
Standard Lightning Leg custom, does retardedly high damage.
Level 3 Custom
crouching roundhouse, roundhouse Lightning Legs until bar reaches 1/3 left, roundhouse Rising Kick
This is her infamous high damage Lightning Leg custom that does
somewhere in the realm of 80% life. I personally think that this is the
only time you should go into her Lightning Legs custom because at level
3, you have plenty of time to get her Lightning Legs out and keep them
going. The somewhat tricky part is timing the last Rising Kick. 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 final roundhouse Rising
Kick to squeeze out the max damage possible.
- note* if you can do roundhouse lightning kicks..then do level 1 CC. low rounhouse xx roundhouse lightning kick pause...then roundhouse rising kicks. This does about 40-45 % damage if your execution is good...and if they block you won't be stuck up in the air.
also....you can do this as a jump in CC....CC roundhouse, low roundhouse xx lightning kick. pause... roundhouse rising kicks. this beats shoryukens, flash kicks...just about anything that isn't a super and all at level 1.
Standard Combos
1. crouching strong, crouching strong xx Kikoken
Easy 2 hit link combo that cancels into her Kikoken. It works very well as a meaty on their get up.
2. crouching forward xx Kikoken
Chun-Li's bread and butter ground poke. Use this to control the ground and zone your enemy.
3. (jumping attack), crouching strong xx Kikoken
Her standard jump in combo of choice.
4. (jumping attack), crouching strong xx roundhouse Rising Kick
Her big mistake punisher when she has no meter to custom.
5. (jumping attack), crouching fierce xx Senretsu
Her big mistake punisher if you wanted to combo into her kick super.
6. (cross up) jumping forward, standing jab, standing jab, standing short xx Senretsu (any level), HK Rising Kick
Her hit-confirm combo into her kick super.
Match-ups
Vs. Adon: 6-4 Chun-Li's favor
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.
Vs. Akuma: 6-4 Chun-Li's favor
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.
Vs. Birdie:
Vs. Charlie: 7-3 Chun-Li's favor
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.
Vs. Chun-Li (self):
Vs. Dan:
Vs. Dhalsim:
Vs. Gen:
Vs. Guy:
I'd say this match is 7-3 in Chun's favour. Guy has some dirty mixup shit, 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 whore 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 mixup 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 click. 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.rounhouse them.
Once you're in though, it's important to stay in and just fuck him up. repeated s.shorts, c.jabs, c.shorts, throws and overhead kicks will keep him fucked up. Most opponent are gonna want to AC shit 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.
Vs. Ken: 5-5 Even match up
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.
Vs. M. Bison (dictator): 6-4 Chun-Li's favor
Most Bisons 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. 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.
Vs. Rolento: 6-4 Chun-Li's favor
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.
Vs. Rose: 5-5 Even match up
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. 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.
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.
Vs. Ryu: 5-5 Even match up
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.
Vs. Sagat:
Vs. Sakura:
Vs. Sodom: 5-5 Even match up
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.
Vs. Zangief: 7-3 Chun-Li's favor
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.
| Characters |
|---|
| Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief |