Here's the thread for discussing Chun-Li's strategy and matchups. This post will be updated with new information as it is found.
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While she has many/most of the moves she had in Street Fighter III: Third Strike, she doesn't quite play the same. Many of her key normals are different, and the biggest change is that she's back to being a charge character. Those of you who used her extensively in 3S will have a few things to get used to. I feel that this version of Chun plays closest to her CvS incarnations. She is a solid character in this game - she neither dominates nor is dominated. Winning will depend on your skills.
She has options for almost every situation, and the key to winning will be knowing when to use which option. Although she can be played aggressively, this is very risky - a good offense coupled with knowing when to back off will make for a strong Chun.
Strengths
+ Good mix-up game
+ Normals have good priority
+ Great ranged pokes
+ Tools for just about any situation
Weaknesses
- No dedicated anti-air
- Low vitality
- Extremely vulnerable
Strategy
On the Ground
Chun's best pokes are, in no particular order, S.MP, C.MP, C.RH (sweep), S.RH, S.FP. S.MP is probably the most universal...it hits mid and has good range. It can also be cancelled into Hasan Shu or Kikouken. S.RH has great range, and works as an "air sniper" - if you think your opponent will jump, throw out S.RH and they will jump into Chun's boot. Its also particularly good at keeping Zangief at bay. S.FP is similar to S.RH, but with less reach and slightly lower. It works very well against Balrog and his footsie/jump in game. Chun's sweep is as it has been in many other games - a bit slow on recovery, but very strong during its hit frames.
The big problem with Chun's pokes though is that they are all Focus Attack bait. Especially her sweep. Eating a FA crumple stun combo is never a good idea, but more so with Chun's poor vitality. Many players will integrate FA stances into their footies, in the hopes of catching you throwing out a nice big move. To get past a FA-happy opponent, Chun has the following options:
-- Dash EX Legs. Comes out fast, breaks the FA armor, does good damage and scores a knockdown.
-- S.MP is somewhat safer than FP/RH. You can also link into Kikouken or Hasan Shu, so even if the first hit gets absorbed you have a second hit coming out.
-- If you are close enough, throw.
-- If you are sitting on charge, ultra.
-- If you are close enough, C.FP. It hits twice, and the second hit will get counter hit status, giving Chun frame advantage.
In short, you will want to be very careful about how you throw out sweeps and heavy pokes, especially against FA-savvy opponents.
Speaking of FA, many new Chun players like to try and close distance with Hasan Shu. Its fast, counts as an overhead, and is safe on block. However, HS is really bad FA bait. Try to avoid using HS in this way, or you will end up eating a lot of high-damage FA crumple stun combos.
Chun's B&B connects very easily off C.LK, so you should be looking for opportunities to land a crouching short. She has great range on her shorts as well, which helps increase her offensive zone. Chun also has a great dash, so you should use this together with FA stances to help control space on the ground. FADC forwards lets Chun absorb pokes and get in on opponents, while FADC backwards lets Chun run away to regroup.
After a knockdown, Chun has a few really good mixup options.
1. C.LK
2. Throw
3. Hasan Shu
4. Do nothing
Of course, you can tick throw by doing C.LK into throw, or C.LK x 2 into throw. This setup works fairly well because if the opponent tries to anticipate and tech a throw attempt, both C.LK and HS will beat this out. If the opponent does nothing, throw wins. This is just the basic pattern, you can modify it to your own playstyle.
You have to include the "do nothing" option, because everything else Chun does there is extremely vulnerable to wakeup attacks. The opponent doesn't even have to know what you are going to attack with, all he needs to know is that you are attacking, and he can hit you with a wakeup. By doing nothing, you give him the opportunity to whiff the wakeup - if this happens, you may get a nice clean shot at good punishment damage. You also need to show that you aren't going to be attacking every single time, to make him wonder whether he should throw the wakeup or not.
You can include other options as well, such as jumping crossup, Kaiten Kouhou (DF+FK) crossup, Head Stomp crossup (JF, D+MK), JS.FP, and even integrate FA's into your pressure strings. Whatever you do though, avoid being predictable, as this leads to Chun losing big chunks of life.
Chun's anti-air options are...bizarre. She has options, but certain moves work better than others in certain situations. These situations will vary by character, by attack, and even by distance/timing. Its nothing I could hope to try and explain here, so all I can do is say to get a feel for what works and what doesn't through your own play. I can try to give some general advice/tips though.
EX SBK is probably her most stable/reliable AA option. It comes out quickly, has good priority, and does decent damage. EX SBK however is far from perfect - it suffers from two major flaws...
1. If the jump-in attack is very deep, there's a good chance that EX SBK will not come out in time, giving the opponent a chance to block. Chun is very vulnerable after a blocked/whiffed EX SBK, so you will be losing some life here if the EX SBK doesn't connect. This happens sometimes against very deep shoto jump-ins/cross-ups, and also Zangief deep jump-ins.
2. If the jump-in attack comes in at a steep downward angle, EX SBK will flat-out LOSE. Some jump-ins that beat EX SBK include but are not limited to; Akuma dive kick, Rufus dive kick, Vega J.FP, Balrog J.FP, El Fuerte elbow, etc. It also loses to some cross-up attemps, particularly M.Bison.
So there will be situations where you are better off doing something else, or blocking, rather than EX SBK. The more you play with Chun, the better of a feel you will get for EX SBK usage.
Some of Chun's other AA options...
- JS.RH - The horizontal range on this is very good, so if you can anticipate the jump-in and get off the ground fast enough, you can have your opponent running into Chun's boot before they are able to attack.
- Air throw - Don't sleep on the air throw. Air throws have great priority in SFIV. Similar to JS.RH, it takes some anticipation of the jump, but can be used very effectively. Good for players who like to do multiple cross-up attemps in-close (Blanka comes to mind).
- DF+LK - Not a bad AA for when the opponent is jumping right on top of you. Don't get much damage from it, but it will give you a knockdown on counter hit.
- S.MK - best for when opponents jump in at Chun from a distance. Why would they do that? If you are walking around and they know you're not sitting on charge for EX SBK, they might. S.MK will take them out of the sky for that mistake.
- S.FP - The far version is good for opponents who are coming in on Chun from far, while the close version (double palm) is great for opponents coming in on top of her. Both far and close FP work really well against Balrog.
- C.FP - The first hit of C.FP hits at an upward angle, plus Chun's position sitting on the ground make this a surpringly good AA in certain situations. If its a jump in from mid-range, and you don't have time for S.MK or JS.RH, C.FP often works. It will lose to anything deep and many downward angled jump-ins, but it does beat out quite a few other ones.
- C.MP - Although not technically an AA, it does lower Chun's hitbox down pretty close to the ground, which can make some jump-ins whiff.
- C.RH - Her sweep as AA worked well in some games, but in SFIV it loses far more than it wins. If you've gotten used to sweep as AA, this is a habit you'll need to break in a hurry. It does have some uses, especially against incoming aerial attacks that hit horizontally, but it has a hard time against anything with a downward angle. It either trades or loses against shoto J.FK, and it flat-out loses against Blanka's J.RH.
Again, Chun's best option will vary greatly between character, attack used, and distance/angle of the attack. The more you play with Chun, the better of a feel you'll have for which AA option works best. And sometimes, Chun's best option is to just block - don't forget that.
EX SBK is also good for getting an opponent off you if Chun is getting pressured badly. As always though, if the opponent blocks or it whiffs, Chun will probably pay for it with a nice chunk of life, so use it wisely.
In The Air
Chun does not have nearly the air superiority she used to have in other games. Her jump in SFIV is kind of floaty, which makes it easy for her to get AA'ed out of the sky. You'll need to pick and choose your jump-ins wisely - this is true for any character, but especially so for Chun.
J.FP is one of her best aerial moves. Being an optional two-hit jump-in, it makes her safe against AA FA attempts, and leads to a great mix-up game. If you can jump in on your opponent, jump in with J.FP and randomly alternate between doing the second hit and not doing it. From there, you can further confuse them by going into Chun's in-close mix-up options - c.shorts, throw, c.short into throw, Hasan Shu, etc. If it connects on an airborne opponent, it knocks them down and sets up a juggle state - you can juggle with Head Stomp x 3, EX SBK, or ultra if the corner is close enough. J.RH is actually stronger than J.FP, but it suffers from being FA bait.
J.LK serves as her crossup. Its a decent crossup - neither great nor awful. With her floaty jump arc though, she can make life difficult for characters whose anti-crossup moves are charge/forward motion based. Specifically, E.Honda, Blanka, Guile, Balrog, Vega, M.Bison. For example, if you jump in normally at a Blanka, he will use Vertical Ball and knock you out of the sky. With Chun's cross-up though, unless the player gets the timing/input absolutely perfect, the Vertical Ball will miss completely. Its sort of similar to CvS1 Nakoruru's cross-up, but not nearly as good. Please note that although you can bully these character with crossup J.LK, they can still beat you with their AA's if done properly. And anyone with a good shoryuken (Ryu, Ken, Akuma, Sagat...) can still make you pay for even leaving the ground.
J.MK actually has really, really good horizontal range. It will surprise a lot of players who don't think she is in range to hit them on the ground. Its also good for hitting opponents as you jump away, and can help control space if you are jumping forward and you're relatively sure your opponent is going up there as well.
Air throws are very good in SFIV, and Chun is fortunate to have one. If an opponent is jumping in on you in close range, you can meet them up in the air and throw them back down.
Though Chun can wall jump in this game, as with any other game she's been in, with her floaty jump its not too useful in SFIV.
Focus Attack: MP+MK
For her FA, Chun will do a slightly-extended version of her close FP palm attack. As far as FA's go, its average - neither particulary good or bad.
The nice thing though is that Chun is a frame advantage after dash-cancelling the hit. If your FA is blocked, this lets you dash in and continue to apply pressure, or go into Chun's in-close mix-up game. Using this, you can set up block strings such as -
C.LK -> C.LK -> FA -> Forward Dash -> C.LK -> C.LK -> FA -> Forward Dash -> Hasan Shu
or...
C.LK -> C.LK -> FA - > Forward Dash -> Throw
...etc.
Much like everything else, please remember that FA - both the actual hit and the stance itself, are vulnerable. In close quarters, anyone can simply just throw you out of the FA stance before the attack hits. Anyone with a good armor-breaking move, such as Guile's Flash Kick, can use that to break your attack string. Or worse, you could get tagged by a super or ultra.
FA stance can also be useful for Chun's AA. If the opponent is jumping in on you, and you can't use any of her other AA options, you can FA-absorb the jump-in and dash backwards away from a throw attempt/block string. Actually using the FA strike as AA will depend on the character and the jump-in. Many characters will be able to at least land and throw you out of it. Shotos can usually land and DP. If your shoto opponent does this, you can dash backwards - their DP will whiff, giving you an opportunity to punish.
EX Focus Attack (Focus Attack Cancels)
As you know, certain normal or special moves can be cancelled into a FA at the cost of 2 bars of super meter. For certain characters such a Ryu, this is very useful - Shoryuken, Focus Attack Dash Cancel (FADC), Ultra is a powerful tool that helps him to win matches. Unfortunately, Chun doesn't get such great usage out of her FA cancels. Perhaps this is for the best, as Chun is already a character who uses a lot of meter.
That having been said, she does have some FA cancel options.
Special Cancels
Hasan Shu - The recovery frames of Hasan Shu can be cancelled into FA. Normally, this is not particularly useful. If the HS actually makes contact with the opponent, blocked or not Chun will be safe. However, if you miss a HS, doing a FA cancel may be useful in helping to escape getting punished for it. Some players will also use Hasan Shu FADC to surprise the opponent and get in on them easier.
Kikouken - The recovery frames of Kikouken can be cancelled into FA. This has some uses in combos - if you FADC forward, you can continue the combo. Her best option for continuning the combo will be the Tensho Kyaku target combo. You can also do an EX Legs combo, but take note that doing this will require 3 bars of meter, and is generally considered to be not worth it.
Normal Move Cancels
Chun can cancel many of her normal moves into FA. There just isn't much of a reason to. Maybe if you mistakenly throw out something big, and have the quick reflexes/timing to FA cancel it you can get out of a hairy situation, but aside from that its not too useful.
Many people ask if the launcher of the Tensho Kyaku target combo series can be FA canceled. Yes, it can. But again, there isn't much reason why you'd want to. There isn't a whole lot she'd be able to do, as you lose your charge after the dash. It'd just be a waste of meter.
Character Specific Matchups
Regarding numbers in ( ) - This is the matchup ranking that the Japanese Wiki for SFIV gives. The numbers represent the number of matches one side would win in a 10-game bout with two players of equal skill. Chun-Li's number of wins will be given first. For example, if the entry said "Vs. Ryu (4-6)", it would mean that in 10 matches, Chun would win 4 numbers while Ryu would win 6)
Vs Ryu (5-5)
Both characters have ways of dealing with each other - Chun can Hasan Shu or ultra through Ryu fireballs, but SA takes care of Hasan Shu and many of Chun's pokes, giving Ryu good damage opportunities. You'll need to avoid throwing out any big moves in close, especially sweep and HS. Stick with her faster pokes, and look for places to land c.short into EX Legs. You'll also need to be careful with your mix-up and rushdown game, as a random shoryuken can foil your plans, and a SRK FADC Ultra can really take off a huge chunk of your life. For the most part, you'll want to stay grounded. Also, avoid using Kikouken too much, as Ryu's fireball is much better and he has many ways to hurt you if he correctly anticipates your Kikouken. In a close match, be very cautious of SRK FADC attempts. When in doubt, its better to eat a throw rather than get hit with the SRK FADC into ultra.
Vs Ken (5-5)
Similar to Ryu, except you have less to worry about if you run into a SRK FADC. Ken's F+MK can be stopped by Hasan Shu, or if you block the F+MK you can Hasan Shu over the following C.MK if the Ken player does it (most of them do).
Vs E.Honda (6-4)
This is a good match-up for Chun. Her J.LK crossup can really give Honda problems. And if Chun has revenge meter, you can counter a blocked Headbutt with ultra. You can zone Honda well with Kikouken - his JS.FP loses to Chun's sweep, so you can bait it out with Kikouken, follow it in, and punish. Her floaty jump throws off the timing for Honda's AA against the crossup, so you can abuse him with this somewhat.
Vs. Blanka (5-5)
With EX Ball and slide, Kikouken is risky against Blanka. Similar to Honda, her jump messes up the timing of Vertical Ball as crossup AA - the Blanka player will whiff the Vertical Ball. If you dash across the screen, you can catch up in enough time to throw him as punishment. Be warned though that Blanka electricity will beat your cross-up attempt. If Blanka likes to jump in close, try to anticipate and beat him with air throw. If Blanka is jumping in with J.RH, you are better off with EX SBK or just blocking - that attack stuffs many of her other AA options, and will lead to damage against her. Up close, you'll need to be very, very careful about Blanka's ultra.
Vs. Zangief (5-5)
Your gameplan in this matchup should be to keep Gief as far away from you as possible. S.RH works well at a distance, and S.MP/S.FP are nice when he starts gaining ground. J.FP beats *non-startup frames* of Lariat, but everything she does loses if Gief does a deep crouch Lariat. You can zone with Kikouken, but be careful about EX Backfist retaliation at mid-range. If you can bait out and block an EX Backfist though, you get to punish him however you like.
Vs. Guile (6-4)
Despite both being charge characters, Sonic Boom is far better than Kikouken, so don't get into fireball fights with Guile. Your main problem against Guile will be just trying to get to him. You can FADC through Sonic Booms, or use a well-timed Hasan Shu. Chun's in-close game is much better than Guile's, so once she gets in she can bully him. Guile also can't deal with J.LK crossup attemps very well, so this is another way to take the fight to him. Be sure to curb your offensiveness enough to make the Guile player whiff Flash Kick attempts, or at least be hesistant in throwing them out.
Vs. Dhalsim (6-4)
Chun can get to Dhalsim by FADC'ing through a poke, Hasan Shu over any low attack, or by throwing a Kikouken and following behind it. Sim has some good tricks inside but Chun's in-close game is much tighter. You can punish teleport cross-up attempts with EX SBK, or S.MP.
Vs. Balrog (5-5)
Balrog can actually out-jab Chun, and his jabs lead to some painful combos, especially anything with Headbutt + Ultra tacked on. Chun can do a pretty good job keeping him out of her life though, with S.FP and C.MP. Both the far and close versions of S.FP do a good job of beating out Rog's jump-ins. Which is good, because EX SBK tends to lose. You can also zone him with Kikouken, but be careful of EX dash punches. Try to bait out headbutts when in close. You can not punish Rog on a blocked dash punch, but if you see it coming you can ultra him out of it.
Vs. Vega (6-4)
Vega doesn't have any good tools for keeping people away, so you can really bully him once you get in close. With no good AA options you can also utilize the J.FP mixup game, as well as cross-ups. EX SBK is a nice way to get out of throw setups from Vega's DF+RH. With dash ultra, Chun can punish wall dive fakes. Vega's wall dives can give you problems, but you can beat them by jumping backwards with J.MK, or jumping up with JS.RH, or just air throw. This may force the Vega player to start throwing out the attack early, which would then let you stay grounded and take care of him from there.
Vs. Sagat (4-6)
This is a hard match for Chun...but Sagat has advantages over most of the cast. You'll need to play your attack very carefully, as one small mistake can lead to huge chunks of life lost. While you can Hasan Shu through Tiger Shots, good Sagat players will be very careful about TS usage. Sagat can power through many of Chun's pokes and her ground game as well, so being careful here is the key. See if you can force the Sagat player into whiffing Tiger Uppercuts to punish. If Sagat has at least 2 bars of meter and Revenge Meter, you can expect a Tiger Uppercut x FADC attempt sometime soon.
Vs. M.Bison (5-5)
M.Bison out-pressures Chun on the ground. He's got very good block strings. Additionally, his J.LK cross-up is sort of immune to EX SBK. But Chun has tools too - she can sweep him out of the opening frames of Scissors Kick. She can also punish whiffed Devil Reverse with dash ultra, same as against Vega. Bison's AA options aren't that great, so you can jump against him sometimes - J.FP on wakeup is a good thing to go for. Avoid throwing out large pokes (sweep, S.RH) as Bison has several ways to deal with them.
Vs. C.Viper (4-6)
Chun is at a disadvantage here because many of Viper's moves go over/through Chun's counter-attack attempts, and Viper deals more damage. You will need to be very careful about how you attack her. When Viper jumps, if you try to EX SBK and she does Flame Kick, you will end up losing. Sometimes its better to just block and see what happens next. The invincibility on Viper's EX Seismo also takes away much of Chun's in-close and poking game. One day to deal with EX Seismo is with Hasan Shu - timed properly, Hasan Shu will still be in the air during EX Seismo's invincibility, and will come down and hit her as she becomes vulnerable. Viper's Thunder Knuckle AA is deceptively good, so don't try to abuse jumping against her.
Vs. Rufus (4-6)
The primary things that make this match hard are that Dive Kick beats EX SBK cleanly, and EX Messiah Kick destroys Chun's in-close game. If you are getting Dive Kick spammed, you can try to jab Rufus out of it, anticipate the jump and beat him in the air, or FA absorb it and back-dash away. As for EX Messiah Kick, same as against the shotos, you'll need to be very careful about your wakeup game. If you can bait out the Kick and jump straight up over it, you can punish Rufus afterwards. If you end up blocking it, you end up in a position where Rufus can still potentially hurt you. The best Rufus strategy is part keeping him away, part attacking him carefully. Also, be wary of the skies - he has a number of ways to beat you up there which lead to great damage for him.
Vs. El Fuerte (6-4)
ELF can be tricky, but nothing Chun can't handle. Blocked Frog Splashes will leave him very vulnerable. The run throw will be his best way of hurting you, but you can beat that with EX SBK. Be careful though, as many of Fuerte's air attack do defeat EX SBK. Many Fuerte players like to use FA tricks, but if you sit on ultra you can make them pay for only going into FA stance.
Vs. Abel (6-4)
You can also bully Abel fairly well, but you'll need to be wary of his command throws in close. Also, be careful with the mid-range poking game, as Abel's EX Rekka string can blow right through your pokes. Kikouken actually becomes quite risky against Abel, so don't rely on fireball, at all. J.FP as well as cross-up games work fairly well against him.
Vs. Akuma (5-5)
Akuma can be a problematic match-up. Although you don't have to worry about SRK FADC as much as you do against Ryu and Sagat, it still gives him a safe way to get you off him. Also, his demon flip options give Chun problems - Dive Kick beats EX SBK cleanly. Dive Kick is FA bait, but his other two options (fist strike, throw) completely beat FA. If you want to be safe, perhaps try to backdash away from demon flips, or try to jump and beat the Akuma player in the air. Do NOT try to jump over air fireballs to get to Akuma, you WILL pay for it either by getting uppercutted, or getting ultra'd.
Vs. Sakura
Vs. Cammy
Vs. Fei Long
Vs. Rose
Vs. Gen
Vs. Dan
Vs. Gouken
Vs. Seth




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), so the advantage goes to him. Chun can beat him but she's got to be a bit more careful about her options.

