Chun-Li is primarily a mid range character who is best used to poke at anopponent without giving them a chance to attack her. Both her standing HP and HK have long reach and can keep opponents out while dealing significant damage. From full screen, you can limit your opponent’s actions by throwing out Chun-Li’s slow-moving LP Kikoken, which covers the screen and prevents your opponent from attacking from the ground. Analyze your opposition before throwing one out—characters like Kazuya and Hwoarang can cross the screen almost immediately, completely ignoring the projectile. If your opponent tries to jump over your Kikoken, knock them out of the air with standing HK from afar or Rear Spin Kick when they’re closer. Rear Spin Kick floats foes if it hits anti-air, giving you a chance to continue with a combo. When she’s close to an opponent, Chun-Li has a variety of options that can be used to push her back to her optimal range or deal big damage without using any meter. Start by pressuring with crouching LK and LP , then verify into a combo with Kintekishu or perform a mix-up with an instant Yosokyaku, Kakukyakuraku, or simply walk up and throw the foe. Kakukyakuraku jumps over your opponent with a mid-hitting kick and leaves you with enough frame advantage to combo afterwards, but it’s fairly easy for an opponent to read. By performing Yosokyaku immediately after you jump, you can hit most crouching characters with an incredibly quick mid attack.
After Yosokyaku, Chun-Li bounces in the air and can perform another aerial attack. But in this situation, you should generally use jumping LK to cross up your opponent. Cross-up jumping LK occasionally misses in this situation, and it’s nearly impossible to predict. So occasionally this mix-up will fail for reasons out of your control. If you don’t want to risk a mix-up, you can pressure your opponent with standing MP canceled into Hazanshu or Hyakuretsukyaku. Each version of Hazanshu is safe when blocked against most characters, so you can use it liberally.
You need to use the right version of Hazanshu for the right distance—if you miss your opponent by using the MK or HK versions, you can be easily punished after your attack sails over their head! If your opponent sees your Hazanshu coming, they can punish it by vertically jumping over it. Discontinue Hazanshu in the situations you’ve been using it and see if your opponent vertical jumps. If so, knock them out of the air with standing HK. And if they don’t, keep pressuring with standing MP. Hyakuretsukyaku, like Hazanshu, is safe on block and can be verified into a combo using Switch cancel: if Hyakuretsukyaku starts hitting your opponent, Switch cancel and continue a combo on the ground!
If Chun-Li has been knocked down, you can use EX Spinning Bird Kick as a reversal. EX Spinning Bird kick hits in front of and behind Chun-Li, making it effective against cross-ups and ground attacks. If you manage to hit your opponent into the corner, you can even combo afterwards. This attack is unsafe if blocked, so don’t be predictable. If you think your opponent is expecting an attack, wakeup with crouching LK and regain control of the match!
(source: Brady Guide)
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