so i’ve been thinking about making this for awhile. this is a list of chuns TOOLS… mostly Bnb’s but also matchup specific stuff. this will ONLY list bnb’s/tricks/strategies that i feel are useful to chun in advanced play.
NOTE: this is sort of a “journal” so to speak so there will be theoretical aspects of things which i have not yet tried out… these things will get edited out or kept in depending on validity, also i will be adding annotations to every combo talking about setups ranging etc. also will be adding frame data
and cherry picking various posts/vids with relevant info for matchups… CREDIT WILL ALWAYS BE GIVEN TO THE ORIGINAL POSTER… however some things will be taken from memory and i wont remember who posted up the info… just let me know and i will correct any mistakes asap.
bnb’s (Non-Character specific)
heres a visual guide of all the bnb’s listed, all combos performed and video shot by SnakeAes:
- cr.lk x2 xx ex legs.
(her basic bread and butter combo… this combo is used primarily when on offense as a mixup between throw and low … after having dashed in or against a waking opponent. another notable setup is after walking/ dashing under an opponent who is jumping in at her.) also this will not work versus blanka if he’s crouching.*
- cr.lp x3 > far st. fierce > super
(this bnb is mostly used without the super attached and is good for when you need solid damage without meter, should probably substitute cr.lk to break standing block then continue with jabs >fierce)
- cr.lp > cl. st. hk xx ex legs
(powerful combo thats starts with a 3 frame jab… but is range intensive versus certain characters)
- cl. st. hk xx ex legs
(chuns most basic punish combo, also good after crumple if you have no charge. land 2 of these in one round and your probably going to win.)
- cl. st. hk xx lk legs > ex legs
*(EXTREMELY powerful combo that lets you hit confirm to conserve meter and does even more than combo #4.)
note: does not work versus guile and is execution intensive because of the lk legs mash:
HK(MK,LK,LK,LK) moves in parenthesis do not come out and serve as a buffer for lk legs
st.hk ex legs is not safe versus crouching ryu as last hit wiffs over his head… sigh.
perhaps useable when he doesnt have 2 stocks… decent risk reward there… this note is for combos 4 and 5*
credit twilightfox for finding the punish
- lk or hk Hasan shu > cr.lk xx ex legs
(hit confirmable and very powerful… this combo is a big deterrent to fireballs once chun has meter.)
- lk or hk Hasan shu > super
(EXTREMELY strong deterrent to fireballs once chun has super… no charge needed, once people start hitting this combo regularly, throwing chun is going to become VERY scary)
- j.fpx2 \ / cr.hp xx mk sbk > super
(usually done without the super tacked on this is used for dizzy combos and hit confirmed jumpins via sailing over anticipated fireballs)
- (air to air) j.fpx2 \ / / \ D+mk x3.
(strong answer for obvious jump ins and requires no meter… gets bonus points for flash)
- lvl 1 FA crumple backdash > super or ultra
(HARD to get this to crumple but deserves a spot because its hit confirmable, safe, requires no pre-charge,does good damage, and is another NEEDED way to land her ultra in hard to land matchups)
- B+MK,MK target combo >ex legs > ultra
good combo cause it works damn near anywhere (except absolute middle of screen) so that means increased range on her ultra juggle.only good as a punisher.
plinking (p-linking) can used to make some of these combos much easier, read about it here:
character specific bnb’s
cr.lk,cr.lp,cr.mk xx ex legs hits crouching blanka, unlike cr.lk x n > ex legs which will wiff
cl.hk xx ex legs is also very good versus blanka as it stands him up making him take full damage from ex legs… this combo actually does 300 damage to blanka, making it even better versus him.
chuns overall strategy
chun has 3 basic strategies:
turtle,rushdown, a combination of the first 2.
this is done through making good use of chun-li’s kikoken, her fantastic backdash and walking backwards speeds. the goal is trying to get your opponent to overextend himself and try something harsh to get in, which you punish thus doing damage.
here is a vid of a GREAT sagat using tigershot pressure (THIS APPLIES TO CHUN WHEN SHE"S UP AGAINST CHARACTERS THAT HAVE NO FIREBALLS) against people who are most definitely good, but not at the sagat players level, i really like sagats use of jab fakes here(wiffed crouching jabs done at near fullscreen) he uses these jab fakes because he knows that his opponent will jump forward and try to combo at the first golden opportunity… so the sagat player fakes lots of tiger shots to throw off his opponents ability to reactively guess on the incoming tiger shot… this is more advanced than it seems, throwing fireballs well is one of the hardest things to do in streetfighter because they are one of the easiest moves to directly counter… in this vid, RF shows that you have to slow down your opponents reactions by faking alot before you spam the fireballs… another very instructional thing about this vid that directly applies to chuns game is to notice how the sagat player knocks down honda in the corner, does some good damage, THEN BACKS OFF! if you want to play chun well at high level your going to have to make these same kinds of decisions, it isnt wise to continuously pressure your opponent on wakeup in this game. heres the vid:
another part of the vid against the honda that i feel needs to be understood is the sequence that happens between 1:35-1:40: sagat had just thrown 3 fireballs with the aforementioned fakes and whatnot, but the honda could have jumped over any of them and comboed sagat… since the sagat player had already done a ton of fakes he was thinking that if there was anytime that the honda would be jumping to land the combo it would be then… why was this??? the reason sagat knew why he was in danger is because he had just repeated a sequence that was pretty easy to read, he knew that honda would be shaking in his boots to try and ultra through a tigershot or jump over one… so he made sure that this time he added alot more jab fakes and (going from standing to crouching fakes the motion for tiger shots in this case) also going from crouching to standing can actually fake jumps (this would be much more applicable if the sagat were on offense, however, i mention this because sometimes chun will want to get in via the air)
chun excels at rushdown, but only for brief periods of time. her rushdown game is a combination of offensive pressure AND mixups, mixups are her easiest offense and the hardest part of her offensive game to deal with, but just pressuring your opponent by crowding there space is a good idea also. when playing the pressure game it’s imperative that you know when to give it up and go back to turtling, not having a good feel for this leads to uppercut fadc combos… those things hurt.
chuns mixup game… knockdown or dash in then:
1.BLOCK (then punish their reversal attempt)
3.cr.lk x2 ex legs (use the shorts to hit confirm into ex legs) if they block you can still go for the throw, backup or walkin and cr.lk x2 again or simply string the first set of blocked lk’s into a cr.lp then your choice of cr.hk or st.mp or nothing.
4. hasan shu (this will hit them if they thought you were going to block so they would try to throw you or low poke you when they wakeup.
5. D/F+ HK ( this has the ability to stuff reversal ultras and dp’s plus it crosses up… be careful when using it though, cause you can be punished hard for getting predictable with this move.
6. stomp mixups
credit goes to azrael for posting chuns mixup game in the chun-li thread, and myself for the stomp mixups.
find further info on chun-lis stomp here:
this section will be devoted to chuns normals that i find important to her game as well as a break down of how those normals should be used.
most of chuns normals fall under the category of “pokes” a poke is a move that is safe on block or hit. even better pokes are ones that are safe on block, hit, AND wiff. unfortunately chun only has a few pokes that are both good and relatively safe on wiff: cr.lp,cr.lk,cr.mk,st.mp. those are all moves that chun can throw out damn near all day long with little thought to them without having to worry much… st.mp is the only suspect move, because it is possible to realistically time it so badly that your opponent can jump over it and combo you, but this is VERY rare.
note: ill be using a number from 1-10 to denote a pokes range, the basis of this is off of chuns far standing roundhouse which is her furthest ranged normal poke, so it will be given a range value of 10, with all other moves compared to it on a percentage based range ie cr.mk would get a 3 as it has about one third the range of her st.hk.
far standing roundhouse:11 frames. range = 10
this is an uber poke versus standing opponents. it has the most range out of all of chuns normals and does 100 damage. it has 2 primary functions: to hit an opponent from further away than they would expect your normals to go, and to hit an opponent out of the air on the way up. the taller the opponents character the further this move hits them from.
however, beyond that, this move also has some not so obvious uses like getting your opponent to engage in wiffed crouching moves from a distance (which you can roundhouse hasan shu on anticipation) and it can also get your opponent to crouch in order to make it wiff (hasan shu works here in order to take advantage also) if your opponent starts to crouch in anticipation of this move, chun can use that in many ways to her benefit: they can no longer move, but she can, so she now has mobility on her side for things like walk up throw or dash up cr.lk x2. hasan shu becomes better here as well, but remember that its harder to jump from a crouching position and that they arent in effect moving which gives chun the oppertunity to walk backwards and charge for a kikoken without having the opponent walk towards her. MANY options.
remember however that an opponent that is sitting there in crouch block is NOT the person to be trying to jump at. also remember that this move loses to pretty much all crouching moves. even though it seems that her low hit box gets smaller it doesnt, it actually gets BIGGER.
far standing fierce: 6 frames. range = 7
this is chuns second best poke after st.mp, however this poke is in MANY ways better than st.mp: its quicker to come out so it has more priority versus standing attacks, does more damage, and is harder to jump over. as far as a ground poke this move is slept on, HARD.
generally speaking the opponent is going to try to make chun wiff this move in one of 2 ways: crouch under it, or outdistance it.
if they try to outdistance it, this is when far HK should come out. if they try to duck it this is when chun should start using far MP.
if they jump it from a range that it wouldnt have hit at anyways, you ranged it wrong and should have used roundhouse instead.
far standing strong: 7 frames. range = 7
chuns best overall poke, it beats her fierce in economy because it isnt duckable, is cancelable and actually puts her at plus frames on hit AND block. while aslo being safer on wiff.
i wont write much more on this move as much has already been written in other places… suffice it to say that this move is as close to godlike as chun has. watch for jumps when spamming this though… being forced to block a jumpin when timed wrong is this moves biggest weakness. its also safe to most characters fa’s.
crouching roundhouse: 7 frames. range = 7
being that this is a sweep, this is one of chuns most used if not her MOST USED, poke.
the reasons are obvious. not only does this move have good priority because of its low hitbox, speed and range, it also sets up chuns wakeup games perfectly, which chun can do some really crazy damage from very quickly if she guesses right 2-3 times in a row.
that having been said this move should not be spammed at high level cause its easy as hell to focus attack and its also very easy to jump and combo her from… its a medium risk low reward move, and more thought should be used when it is applied unlike st.mp. ok as an anti-air as well.
crouching medium kick: 5 frames. range = 4
if one compares this move to st.fp, it doesnt really equate… it loses ALOT of range for only a 2 frame speed increase plus the ability to hit low and cancel…
this move has esoteric uses though such as making certain crossups and jumpins wiff. it also has a good “surprise” effect when used in “pokestrings”.
and interesting note on how bad this moves range is, is that it has almost the EXACT same range as chuns cr.lk… imagine if ryus cr.mk was as short ranged as his weak kick…
however this move is quite safe on wiff… but that doesnt mean much when its range is as bad as it is.
crouching medium punch: 10 frames. range of 5-6
besides its stellar AA uses this move remains an enigma to me when on the ground… chuns second slowest poke… this move has surprising priority versus “some” moves because of its low to the ground hit box.
(note) im using a 1-10 scale to rate chuns AA’s for ease of use purposes… this cannot be perfect because any rating system is subjective and as such is based on my own personal preferences. 1 denotes a move which will probably NEVER work as an AA and 10 would be something along the lines of rogs cr.HP or ryus FP srk (both have there strengths and weaknesses versus each other but get the same rating because both are likely to RARELY be beat in the right situations)
EX SBK (8) her best overall anti-air would get a 9 were it not for her needing charge and meter
EX KIKOKEN (4)
FP KIKOKEN (4)
MP (4) can duck many jumpins, character specific, (works very well versus sagat… i have yet to use it but this move may deserve a 7 because of that matchup) credit azrael???
MK (4) can duck many crossup attempts credit ???
FP (8) matchup specific, works VERY well against shotos and guile.
HK (5) decent when used from a distance versus jumpins that have little angle on the attack.
FP (5) decent versus rog though randomly gets beat (thats why it only gets a 5)
MK (5) this one may go up, DESTROYS close range jumpins and crossups.
HK (3) situation specific may deserve a 4 or 5
MP (3) ok in certain situations (tk teleport)
FP (6) decent when used versus far jumping in opponents
MK (6.5) chuns best overall AA
HK (8) with bad timing> (3) this may just be chuns best normal AA, problem is that it requires INSANE reactions or anticipatory timing to be used.
jump straight up
HK (9) my favorite AA, easiest to use when spamming neutral jumps, rarely gets beaten by anything in the air.
FP (4) short range but knocks down, the rating is total theoryfighter.
LK (8) good option select if you take to the air but dont know what button to press
FP x2 (8) best offensive jumpin, has a built in mixup, can setup a juggle from anywhere on screen with stomps or ex sbk
MK (5) good horizontal range
HK (5) deceptive priority versus air when used from jumping backwards.
heres a link to ShiningSouls frame data thread for chun-li, thx once again SS! you the man:
matchup strategies (arcade)
abels frame data:
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. -credit Azrael
abel has an infinite loop versus chun in the corner:
akumas frame data:
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. -credit Azrael
*- Anti air Akuma before he lands if within range when coming down from an air fireball with cr.hk, always go for the trade
You can always dash ultra him too, that air fireball recovery is pretty horrendous.*
balrogs frame data:
very good textbook match versus rog as far as how to play against one with chun… adjustments need to be made as to how rog uses his ex meter though. match is the last one on the vid:
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. -credit Azrael
blankas frame data:
how to punish blankas ultra with chuns:
for anti-blanka strats go here:
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. -credit Azrael*
vipers frame data:
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. -credit Azrael
sims frame data:
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. -credit Azrael
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. -credit Azrael
hondas frame data:
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. -credit Azrael
guiles frame data:
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. -credit Azrael
Kens frame data:
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). -credit Azrael