Street Fighter Alpha 2/Chun-Li

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Secretly pursuing the movements of Shadowloo, the international smuggling operation, Chun-Li fights bravely, unmindful of personal danger. The memory of her father burns brightly in her life.

Alpha 2 gold colors:

ChunLi Alpha2 colors.PNG

Chun-Li has two versions in SFA2, and the original version is widely regarded as the best character in the game. She virtually has no bad matchups 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 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 matchups 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. The old Chun is not as good.


  • Great ACs
  • Great, safe supers
  • God-like normals
  • Best jump-in and air-to-air normals
  • Many anti-airs, including upkicks which beats anything
  • One of the best ccs
  • Command overhead which has high/mid invincibility and give frame advantage
  • is ridiculous
  • No bad matches
  • Can do unblockable cc after a blocked air-to-air j.rh
  • Kikoken is incredibly good
  • Can combo after super


  • High floaty jump

How to pick "old Chun"

When selecting your character, press and hold Start anywhere (you can select a stage), and move the cursor to Chun, wait for five seconds or more, release start, and press and button. She has a charge fireball (hold b, f + P) instead of a fireball motion, and because of that she loses much of her pressure potential, as she cannot move forward and cancel a move into a fireball. She cannot air block as well.

Move list

Moves Analysis

Normal Moves


Lp.png- 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.

Chun s.lp.png

Mp.png- 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.


Hp.png- 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.

Chun s.hp.png

Lk.png- 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.


Mk.png- Outwards front kick that can be used as an anti-air, but Chun has better options.

Chun s.forward.png

Hk.png- 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.



cr.Lp.png- 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.

Chun cr.lp.png

cr.Mp.png- 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.


cr.Hp.png- 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.

Chun cr.hp.png

cr.Lk.png- Use it for tick throw cheaps and to stop cheap throws.


cr.Mk.png- 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.

Chun cr.forward.png

cr.Hk.png- 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 Jumping U.png (Neutral jump)

nj.Lp.png- Don't use. Chun has much better options in the air in all the other 5 buttons.

Chun nj.lp.png

nj.Mp.png- Exactly like her nj.Lp.png except it doesn't hit as hard. So it's good to meet opponents in the air with j.MP to have the option to air throw them at will.


nj.Hp.png- Use in air-to-air battles or to start combos for big damage or to get a random air throw.

Chun nj.hp.png

nj.Lk.png- Not much use.


nj.Mk.png- 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.

Chun nj.forward(2).pngChun nj.forward(3).png

nj.Hk.png- 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.


Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png- Don't use. Chun has much better options in the air in all the other 5 buttons.

Chun dj.lp.png

dj.Mp.png- 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.


dj.Hp.png- Use in air-to-air battles or to start combos for big damage or to get a random air throw.

Chun dj.hp.png

dj.Lk.png- Great air-to-air, but since it is exactly like her jumping forward, it's generally better just to do the jumping forward instead.


dj.Mk.png- 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.

Chun dj.forward.png

dj.Hk.png- Double-hitting air kick. Not much use since her other jumping attacks are better for air-to-air and for combo starters.


Command Normals

Flipping Neck Breaker Df.pngHk.png- 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.png + Mk.png 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.

Normal Throws

F.png/B.png+Mp.pngHp.png -

F.png/B.png+Mk.pngHk.png -

Alpha Counters

B.pngDb.pngD.png+P.png- 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.


B.pngDb.pngD.png+K.png- 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.


Special Moves

Kikoken a.k.a. Fireball Hcf.png + P.png
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.

    • Note: picking Chun's classic costume changes the command of her fireballs. For classic chun, kikoken is performed by charging B.png(2 seconds), F.png + P.png

Chun kikouken(1).pngChun kikouken(2).pngChun kikouken(3).png

Axe Kick a.k.a. Circle Kick a.k.a Overhead Hcb.png + K.png
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.

Chun oh(1).pngChun oh(2).pngChun oh(3).pngChun oh(4).pngChun oh(5).png

Rising Kick a.k.a. Up Kicks charge D.png (2 seconds) , U.png+K.png
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.

Chun uk(1).pngChun uk(2).pngChun uk(3).png

Lightning Legs a.k.a. Lightning Kicks press K.png 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.

Chun ll(1).pngChun ll(2).pngChun ll(3).png

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.

Chun kikoshou(1).pngChun kikoshou(2).png

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.

Chun sk(1).pngChun sk(2).png

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 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 bait and AC. 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: you can mess with 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, your fireballs and your jumps and your opponent is just gonna be screwed. 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 mess 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.

Neckbreaker Corner Loop
When your opponent is completely pushed back after a knockdown, walk back about 1-2 pixels before they wake up, do the neckbreaker command normal, and then IMMEDIATELY cancel into light up-kicks once your feet reach the ground. This will cause the opponent to be knock down again. Rinse and repeat. Keep in mind, this will not work if your opponent does crouch block after neckbreaker as they'll be able to block the up-kicks like normal. If you try to do the loop when you're completely up close against your opponent, they will get knockback towards the center of the screen and you will put yourself in the corner after the neckbreaker.

--SpryteMix 17:07, 15 October 2019 (EST)

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.

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. 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.

Chun Li lvl 1- c.rh xx up kick x2

lvl 1- c.rh xx lightning legs, up kicks when meter is almost out

lvl 2- c.rh xx lightning legs longer, up kicks when meter is almost out

lvl 3- c.rh xx up kicks x2, hold db a split second, upkicks

lvl 3- c.rh xx lightning legs, up kicks x2

aa cc- s.lp xx up kicks xN


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: 8-2 Chun-Li
Keep him away with fireballs, and punish with cr. mk or neutral j. hk if he closes in. Watch his meter as he'll try to do his Bull Revenger super to punish you after a fireball.

--SpryteMix 17:13, 15 October 2019 (EST)

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: - 8-2 Chun-Li
Dan nuff said, but really just don't get him to jump in on you with his j. LK shenanigans.

--SpryteMix 17:13, 15 October 2019 (EST)

Vs. Dhalsim:

Vs. Gen:

Vs. Guy:

I'd say this match is 7-3 in Chun's favour. Guy has some dirty mixups, 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 abuse 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 don't relent. Repeated s.shorts, c.jabs, c.shorts, throws and overhead kicks will keep your opponent disoriented. Most opponent are gonna want to bait and AC 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: 6-4
Anyone familiar with ST knows how much of a living wall O.Sagat can be with his high and low tiger shots, and good buttons against grounded opponents and jump ins. The same applies here in A2, however there are some differences, it revolves around spacing. With the fast fireball that Chun has, it makes the MU much more manageable to turn it around. Option 1, you can throw a slow fb, walk alittle bit, stop, and try to get the Sagat player to react by jumping in and punish with Kikosho, deep Up-Kicks, or Punch AC. Option 2 is with proper spacing, you can get a jump read on a tiger shot and punish accordingly with Jump MK, Jump LK, Jump HP, Air CC activate, etc. However, it's important to not get too jump crazy especially without any meter as Sagat can bait your jump in with his anti-air answers, he can AC, or anti-air CC that does great damage. It's also important to not play the zoning game and throw out fireballs all day, because Sagat can simply take over the fireball war with his Tiger Cannon super, or activate CC and become a bullet hell boss with a barrage of tiger shots coming at you at different speeds and heights.

Vs. Sakura: 5.5 - 4.5
When the match starts, you want to build meter from full screen as Sakura's fireball fades before it hits you (You can even throw out a fireball the moment Sak's fades with perfect timing/spacing). Once you have some meter, you become a deadly machine. Sakura has to get in somehow due to her playstyle, you have your anti-air answers, you have Punch AC, you can play footsies with Cr MK, or option select Cr MK/Kick AC. Once you get closer to Sak, don't throw anymore fireballs as Sak can get over them with her HK Tatsu. It's also important to not get too predictable with the footsies and air-game. This is because Sak has her AC's, and a good activation hitbox with her CC startup. Once Sakura gets the knockdown, it becomes a big problem due to her ambigious crossup combo that does nice damage and has the potential to stun if another one is scored.

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.


Taunt- Chun's taunt. Has a hitbox and is possible to kill with.

Chun taunt.png

Street Fighter Alpha 2
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief