Chun Li Character Faq
Version 1.01
Updated Feb. 25, 2009
Faq by Robert S. Evans [Surllio (at) hotmail (dot) com]

1:  Intro
	1.1: Terminology and Controls
	1.2: Street Fighter IV Systems
2:  The Basics
	2.1: Basic Moves
	2.2: Unique Moves
	2.3: Special Moves
	2.4: Super and Ultra
3:  Gameplay
	3.1: General Strategies
	3.2: Combos
4:  Match-Ups
	4.1: vs. Abel
	4.2: vs. Akuma
	4.3: vs. Balrog
	4.4: vs. Blanka
	4.5: vs. C. Viper
	4.6: vs. Cammy
	4.7: vs. Chun Li
	4.8: vs. Dan
	4.9: vs. Dhalsim
	4.A: vs. E. Honda
	4.B: vs. El Fuerte
	4.C: vs. Fei Long
	4.D: vs. Gen
	4.E: vs. Gouken
	4.F: vs. Guile
	4.G: vs. Ken
	4.H: vs. M. Bison
	4.I: vs. Rose
	4.J: vs. Rufus
	4.K: vs. Ryu
	4.L: vs. Sagat
	4.M: vs. Sakura
	4.N: vs. Seth
	4.O: vs. Vega
	4.P: vs. Zangief
5:  Frame Data
6:  Credits and Legal

Version History
1.00: Feb. 25 2009 - Faq Posted.

1.01: Feb. 27 2009 - Minor Tweeks and edits.  Fixed some spellings, some
double words, and reworded a few things.  Went a little deeper into the 
strategy and tips section.  Added where it should only be found at the bottom
with legal.
1.  Intro
Welcome to my Character Faq on Chun Li for Street Fighter IV.  This is mostly 
based on the console version.  This is also my first faq, though I've assisted
on several in the past.

Like all faqs, this is a living body of work.  What is posted is not final.
I will be updating it when I can.  If you find a problem with my work, you can
find my e-mail at the top of the faq.

1.1: Terminology and Controls
Fighting games have their own unquie dialog that can be spoken.  There are two
forms of this dialog that is spoken, but they mean roughly the same thing.
This faq uses the # system.

The # system.  The # system (number) is the assigning of numbers to the 
directions of the pad/stick.  If you were to look down at it, the numbers 
would look something like this:

7  8  9

4  5  6

1  2  3

So, if I were to say 236, I'm saying rotate in a quarter circle motion.  This
is assumed that 6 is forward and 4 is backwards.  This is the first player

Some moves require that you charge a direction for a second or two.  This is 
called a charge.  This will be represented by a (C) after the number input.
A charge move will look like this:  4(C)6.  That move is Charge back (4) then
forward after the charge.  A charge is usually about two seconds, though the
time is actually a little over 1 and a half seconds.  When you get the hang of
charge moves, you learn the timing.

Each attack has its own designation as well.

LP = Light Punch (also called Weak Punch)
MP = Medium Punch
HP = Heavy Punch (also called Fierce Punch)
LK = Light Kick (also called Weak Kick)
MK = Medium Kick
HK = Heavy Kick (also called Fierce Kick or Roundhouse)
K = Any Kick
P = Any Punch
AP = All Punches
AK = All Kicks

So, 236+P now reads quarter circle forward and any punch button.  This is also
known as your basic fireball motion.

Some basics to remember are:

66 = Forward Dash
44 = Back Dash
236 = Quarter Circle Forward (Fireball Forward)
214 = Quarter Circle Backward (Fireball Backward)
623 = Forward roll to down forward (Dragon Punch Forward)
421 = Backward roll to down back (Dragon Punch Backward)
41236 = Half Circle Forward
63214 = Half Circle Backward
28 = Down then Up

These are the basics of understanding most fighting games.  There are also
terms that are needed to be known.

Block: This the action of blocking an attack.  Unless a move is unblockable it
can be blocked.  Holding 4 will block mid height and overhead attacks.  This
is referred to as a standing blocking.  Holding 1 will block mid height and
low attacks.  This is a crouching block.  Low attacks will always beat a
a standing block.  Overhead attacks will always beat a crouching block.

Jumping.  Pressing 7, 8, or 9 will cause a character to jump.  7 jumps back.
8 goes straight up.  9 goes forward.  You can attack from a jump, and even 
throw with some characters.  You cannot block while jumping.  Jump moves are
notated with a J. before the move.  Jumping LP will look like J.LP.

Quick Recovery:  This allows you to get up faster from a knockdown.  Input 2
on your pad or stick and any two attack buttons.  This will cause you to get
up much faster.

Frames:  This is the number of frames each move or action takes.  Most games
in a fighting game come down to a battle of frames. The game moves in frames
per second, and each action takes X number of frames to start (known as 
startup frames), X number of frames to execute (known as active frames), and
X number of frames to get the character back to a normal state (known as
recovery frames).  The less frames a move takes in each step, the more likely
the move is to beat out another move.  The more frames it takes, the more
likely it is to be interrupted, or the longer you are vulnerable on miss.

There are suppose to be 60 frames per second.  Online lag and bad signals to
TVs can hinder this.

Wiff:  A wiff is a miss.  If you miss your move, you wiff.  Most moves can be
punished on wiff, though some are safe.  It is important to learn which ones
are which.

Safe:  Some moves are safe.  These are moves that generally can not be as
easily punished on wiff, and are not punishable on block.

Close Range:  Standing next to the opponent, no distance.  Notated by C.
before an attack.  Close LP will look like C.LP.

Crouching:  Holding 2 (down) on a controler will cause a character to crouch.
A character and block and and attack while in crouching state.  While crouched
all attacks are considered low and all blocks are considered low.  Overhead
attacks will break a crouching block.  Crouching moves are notated with a Cr.
before the attack.  Crouching LP will be Cr.LP.

Throws:  Throws are moves that can be done by pressing either 4 or 6 and both
LP and LK.  Throw inputs will look like this:  4 or 6 LP+LK.  Some throws can
be done in air.  Throws are incredibly quick, interrupt most moves, and often
will help create space.  Throws can be escaped by pressing LP and LK at the 
moment grab is being initiated.

Spacing:  Spacing is a fighting game term used to refer to distance.  Each 
character has a distance at which they are most effective, and the goal is to
keep you opponent at your ideal spacing.  Characters that rush want in close, 
while characters who are defensive want to keep their distance.  Fireballs and
throws are good ways to manage spacing.

Super Meter:  The long bar broken into 4 sections at the bottom of the screen.
This fills up with each move you do, the damage delt, and the damage taken.
When a single section is full, you can do an EX move.  When the whole bar is
full, a Super Move can be preformed.

Revenge Meter:  The round bar next to the Super Meter.  This meter only fills
fills when you take damage.  Once it reaches the halfway point, an Ultra Move
can be preformed.  Ultra Moves are like supers, but require all three of the 
attack button to perform.  The meter can fill all the way up, but you only get
one Ultra even if it is full.  The more full the revenge bar, the more damage
the Ultra move deals.

1.2:  Street Figher IV Systems
Street Fighter IV has its own unqiue systems that it brings to the table.

~EX Moves~
Ex Moves are moves that are done by pressing two attack buttons instead of one
to execute the move.  It can be any two attacks, as the EX Move should be the
same reguardless of which buttons are pressed.

EX Moves has special properties over their normal Special Move counter parts.
Often times it is more damage, extra hits, faster starter times, different 
movement properties, or any combination of what is listed.

A good example would be Chun Li's Spinning Bird Kick (2(C)8+K).  Her LK one
has a 13 frame start up and 5 hits, her MK has 14 frame start up and 7 hits, 
and her HK one has 22 Frame start up and 9 hits.  All version of the regular
move forward upon launch.  Her EX Spinning Bird Kick has only a 6 frame start
up.  While it only has 5 hits, the move is stationary, making it great for
corner tactics, and on hit, the last one slings the opponent, creating space.

Each EX move takes 1 EX bar (1/4 of the Super Meter.)

~Focus Attacks~
Focus Attacks are new the the Street Fighter Universe.  These moves create a
whole new level of strategy to the game.  In this FAQ they will be notated by

A Focus Attack can be performed by pressing MP and MK at the same time.  The
longer you hold the attack, the properties of it change.

All Focus Attacks have armor.  What this means is that the first attack made
against you while you are preforming a focus attack will do nothing.  The
second attack will still hit, provided the focus attack doesn't go off first.

There are three levels of Focus Attacks.  The higher the level, the more 
damage the attack deals.

Level 1 is a quick little hit that forces the opponent backwards.
Level 2 takes a little longer, but can be comboed upon hit.
Level 3 takes the longest, is unblockable it not interrupted, and causes
crumple stun.

Level 3 cause crumple stun.  This causes the opponent to fall slowly to
the ground.  While they are following, attacks can still land and the opponent
can do nothing to block or avoid these.  This leads the way to combos and 
setups.  However, you only have the time frame which they are crumpling to hit
them with anything.  Ultra moves will always hit a crumpling opponent.

If a Focus Attack absorbs a hit, there is a little bit of life lost, but you
regain that life back over time, provide you are not hit.

You revenge meter still fills up while doing focus attacks.

~Focus Canceling~
Some special and normal attacks can be "Focus Canceled" by pressing and
holding the MP + MK buttons as a special or normal move connects. This can be 
used to combo a special attack into a Focus Attack with some characters.

However, you can then take this one stage further by dashing forward or 
backward when holding the MP + MK buttons. Doing so costs two sections (50%) of 
your Super meter.

Dash Canceling a Focus Attack has NO cost.
(Focus Canceling was pulled from the Shoryuken Wiki)

2:  The Basics
2.1:  Basic Moves

LP:  A fast little swat of her low hand.  Great on Block or Hit, good for
set up and poking.

C.LP:  Another fast poke but Chun Li needs to be standing really close to
them to preform.  She hits them with a solidly quick elbow.

Cr.LP:  A quick little straight hand given into the opponent.  Pretty safe,
goes into LK.

J.LP:  She jumps up and throws a quick little poke by throwing both hands out
in both directions.  Slow startup.

7 or 9J.LP:  When angling a jump forward or back, she balls up her fist and 
comes down on the opponent.  Faster then her normal jump LP.

LK:  A straight, weak kick to the mid section of the opponent.  Fairly quick, 
generally pretty safe.

C.LK:  Chun Li light taps them with her back leg, crossing it behind her front
for the hit.  Faster than her normal LK.

Cr.LK:  A short, quick little sweep.  Great for combos.  Incredible priority.
Awesome poke.

J.LK:  Throws a leg straight up.  Quick start, long active.  Good for catching
jumpers who like their big moves.

7 or 9J.LK:  A straight out kick while falling from the air.  Fast start up

MP:  She drives a straight right into their gut.  Long start up but short
active time.

C.MP:  A two hit slapping action.  She shows them who is boss.  Faster start
than her normal MP, but not nearly as safe on block.  If the first hits, the
second does as well.

Cr.MP:  She spins around on her knees and comes back with a hard chop to the
knees.  Overall slow move with negative frames on block.  Not very good unless
in a combo.

J.MP:  She brings in an open back hand while jumping straight up.  Overall 
better than her J.LP as it is faster with better damage.

7 or 9J.MP:  Closed fist back hand brought on while moving through the air.
Relatively quick move.

MK:  She spins on her heel and hits them with the front of her boot.  It hits
high, and doesn't always connect against a standing opponent.  Will catch them
in jump though.  Fairly quick, good on hit, not as much on block.

C.MK:  A three hit kick with decent damage and great stun.  If blocked can be 
punished it can be punished from its somewhat lengthy recovery time.

J.MK:  Same a J.LK, but with a different leg.  One frame longer start up, but
one less active frame.  Better damage and stun with good hit stun.

7 or 9J.MK:  A soaring straight kick from her strong leg.  Great damage, still
in the quick range.

HP:  Lunges forward and rams a fist into their midsection.  Slow but powerful.
If blocked dash back to try to get away.

C.HP:  She takes both hands and gives a violent little midsection push.  Quick
move but it doesn't do well if blocked, leaving you open for too long.

Cr.HP:  She takes both hands and delivers two hits to her opponent.  Both hits
are fairly quick, though the start up time is a little slow.  Good for a
follow up hit.  Not to bad on block, but not great.

J.HP:  While in the air she spins with her hands held out chopping at what
gets in her path.  Counts as 2 hits.  Pretty quick, overall a good move.

7 or 9J.HP:  She brings the pain with a hard fisted hit down into her opponent
for good damage.  Decent start up, long active.  Good move if you can find
the chance to jump in.

HK:  A slow, powerful roundhouse.  On block its bad, but its good for catching
an opponent off guard.  Don't use often.

C.HK:  Brings her knee to their chin in a pretty fast move.  Not as fast as
her weaker kicks, but still better than her regular standing HK.  Not too bad 
on block.

Cr.HK:  Lifting herself up with her hands, she rams both of her feet into the
knees and ankles of her opponents.  Causes knock down so good for finishing a
string of moves or getting an opponent off guard.  A little slow but not all 
that bad.  Its range is quite impressive.

J.HK:  Does the splits in the air.  Fairly quick with a long active time.

7 or 9J.HK:  Brings down her heel hard into the opponent.  Good damage and an
overall rather quick move.  Faster than her MK version.  Can lead to good
combos on hit.  Probably one of the best jump in attacks in the game.

6+LP+LK:  Standard forward throw.  Grabs them, trips them, throws them to the

4+LP+LK:  The back throw.  Pops them in the chin, rolls around behind them to
give them a friendly elbow in the back, before bringing her leg up to smack
them hard in the back of the head.  Creates space.

2.2:  Unique Moves
Wall Jump:  When jumping back towards a wall, 9 will cause her to put her foot
on the wall and spring foward.  Great for cross ups, but be careful with it.
Try to catch them doing a move so that you can capitalize.

Air Throw:  Not every character has an Air Throw.  Chun Li does.  In the air,
near the opponent, hit LP+LK to throw them back to the ground.

Yosokyaku:  2+MK in the air.  
Also known as her foot stomp.  Can be performed three times in sequence.  Good
follow up for air hits if you land first to get the second jump off.  Also a 
good overhead for getting crouchers if done properly.

Kakukyakuraku:  3+HK.  
Great crossup move if you're stuck in crouch block.  When an opening comes, 
input the move.  She flips over them and brings a hard straight kick while 
coming down.  You can be hit during this, so be careful.

Rear Spin Kick:  3+LK.  
Cute little move were you can take someone who is in rush mode and back them 
off for a second.  She does a small flip in place, and if they are close 
enough, she connects with a light hit.  Again, good for rush players.

Kakusenshu:  6+MK.  
Does a spinning straight kick.  Long start up but not too horrible on block.  
Decent damage and good stun.

Kintekishu:  4+MK.  
Alright move, but what it leads to is better than it is.  Overall a slow 
starting kick and medium damage.  On block its not safe, but on hit it leads 

Tenkukyaku:  During Kintekishu, MK.  
The follow up to Kintekishu.  Still not a wonderful choice, but its a follow 
up and comes in pretty quick if the firsthits.  But this leads to...

Tenshyokyaku:  During Tenkukyaku, 28+MK.  
If Tenkukyaku hits, then you follow up with this.  Chun Li launches them into 
the air and follows up with four to five spinning kicks that knock the 
opponent away and down.  The full set does great damage, but it is relying on 
hit to be good.

Target Combo:  During an Angled Jump (7 or 9), HP,HP.  
You have to hit these fast, but what you get is a two hit wonder that actually
lets you fall faster if done right.  If you time it right, can be followed by 
three foot stomps (2+MK in air) if you get the second jump off.  Not something
to try if they are standing, but it can pay off.

2.3 Special Moves
A note here.  If the move can be triggered as an EX move, it will have an (EX)
after the input command.  If it has Armor break properties, it will have an 
(AB) after the (EX).  Same for the next section on Supers and Ultras.

Hyakuretsukyaku:  K rapidly.  (EX)
Also known as Lightning Kicks.  Chun Li creates a wall with her feet.  If 
activated on the opponent, it hits multiple times, pushing them back.  If 
activated away, will cause a charging opponent to stop.  You can be fireballed
while you are in this move.  All three versions are generally safe, though the
MK and HK are a few frames slower on start up.  You can generally get 3 to 4 
hits with these before the opponent is pushed out of range.

Kikoken:  4(C)6+P  (EX)
Chun Li's Version of a fireball.  The weaker the version, the farther it goes,
but the stronger the version, the faster it moves and the bigger it is.  The
fact this is a charge move hurts it a bit as you can't get into fireball
battles.  However, its good for provoking an opponent to jump or jump in.
This is mostly a set up or follow up move.

Hazanshu:  63214+K  (EX)
This move is actually really good.  A carry over from 3rd Strike.  She flips, 
closes distance, and hits with an overhead.  The start up for the move is slow
in all versions, but the move itself in incredibly fast with just 2 active 
frames.  Mostly safe on block.  However, each version has a different range, 
so it is good to understand them so you don't use the wrong one.  Overshooting
an opponent is a bad thing.  Great for dealing with crouchers and surprise 

Spinning Bird Kick:  2(C)8+K  (EX)(AB)
A signiture move.  Chun Li uses her incredible leg strength to turn herself
upside down and spin.  All versions move forward execpt the EX ones.  This 
breaks armor as well.  Used alone it is punishable, however, being that its a
charge move, you can bring it out in a combo.  It has a long lead in most of
the time, but offers plenty of hits.  She generally lands a bit away from them
but that doesn't alway mean she is safe.

2.4:  Super and Ultra Moves.
Super Combo:
Senretsukyaku: 4(C)646+K
Jumping in, she does an hard back straight kick, followed by a barrage of
kicks into the opponent, followed by another hard back straight.  Does 8 hits
in total for pretty good damage.  What makes her super good is that fact that
you can charge it.  This means from a combo where you crouch you can unleash
it for even more damage and a great finish.  Like most supers, its got almost
no start up at all, but she does have to lunge into them.

Ultra Combo:
Hosenka:  4(C)646+AK  (AB)
Its a beautiful thing when this baby hits.  Its damage is based entirely on
your Revenge Gauge.  A flurry of kicks, before she knocks them up, then kicks
them one final time before decending downwards with a twirl.  Just like her
Senretsukyaku, its charged so you can use it to finish out combos if you are
charging during moves.  Do not attempt this move without hitting first or 
unless you are certain you will hit, as her jump in has a 6 frame leadin.
Other characters with faster supers or ultras CAN interrupt it.

The Ultra may have a slow start up for an ultra, but the initial rush in can
pass through fireballs.  It can even pass through Ryu's Ultra.  However, it 
cannot pass though Dhalsim's Ultra.  It CAN but it depends on where you are
when you start your ultra.

3.  Gameplay
Chun Li is an interesting character and always has been.  I've been playing
her since the days of Street Fighter II and have yet to master her.

To watch her played well is a thing of beauty.  She has the tools needed to 
deal with most every character, but often times she is lacking something.
This doesn't mean she is a bad character.  Quite the opposite, she is a very 
good character in the hands of a skilled player.

3.1:  General Strategies and Tips
Chun Li is mostly a defensive character.  A character who utilizes timing and
windows of opportunity to bring her opponents down.  She is a fearful fighter
when she is crouching as every one of her moves and most of her combos can be 
started from her cross legged, arms out crouch.

Pokes.  Pokes are great.  MP, Cr.MP, Cr.MK are all great pokes.  MP is the 
most universal of them all, giving good range, decent speed, and wonderful
priority.  Chun Li has the advantage of having a long range and insanely good
poke game.  Her range with them means that she can keep them where she wants
them to be.

Cr.LK -> Cr.LK -> Cr.LK -> EX Hyakuretsukyaku.  This is your staple.  Learn
it above all else.

Cr.HK and C.HK are wonderful, powerful moves to follow up with.  Throwing
them out wildly though will get you punished.

Your special moves are mostly for set up.  LP Kikoken can be used to walk
behind, giving you ample options.  Hazanshu is a great distance closer and
a powerful surprise tactic.  Hyakuretsukyaku (lightning legs) is good for 
pushing and keeping people back.  Spinning Bird Kick is too slow to be used
on its own, but it is great when used in combos.

EX Hyakuretsukyaku (Lightning Legs) are your best friend.

For general play, your best weapons are your MKs.  Most of them are fast and 
safe on block.  Her HKs are good, but it should not be used heavily.  Most of
the time it is too slow to do well against faster characters.

Use her LKs and LPs for set ups.  They may be weak, but focusing on just the 
heavies for damage will get you into more trouble than they are worth most of
the time.

Know your weaknesses and strengths.  Chun Li's Strengths are a deep mix-up 
game and high priority normals.  She has good range with her pokes and a tools
for everything.  Know them and know them well.  Her weaknesses are a severe
lack of an anti-air game, low vitality meaning she loses life quickly, and
she is extremely vulnerable to certain attacks.  Know you counters to these
and try to keep the opponent away from them.

Remember that you must know your zones.  Learn your ranges, learn how far each
move travels in comparision to another.  You cannot do well if you over shoot 
or find yourself outside of you favorable range.

While Chun Li excells in the air, she isn't perfect there.  Her jump is a
a little on the floaty side, making it to where you have to know your jump a
little better than your opponent.  You also have a problem with the fact that
you have very little anti-air yourself.  Don't underestimate your air throw, 
but be careful against characters with one too.  Her Standing HK is good, but
not perfect.  J.HK is beautiful.  3+LK is nice, causing knockdown on counter.

Chun Li can fight up close, but that isn't her best area.  Just at the edge of
her kick range is her optimal range.  From there you can find a way to get in.
If you stick close, most other characters are going to eat you alive.  It is
important to remember you want them to come to you.

Fireballers can be tricky, but the goal is to bait them.  Fireball characters 
like Ken, Ryu, and Sagat want you to jump in.  While you have a lot of great
weapons on jump, it isn't safe.  Especially against them.  The trick is to 
make them think you are jumping in.  Land at you optimal range, then keep with
the straight up jumps or back jumps.  If you jump in when they want you to, 
you will be punished.  Jump the fireball and give them a quick peck with a low
MK.  Try to force them to uppercut early where you can capitalize with your
air manuvers.

Crouching characters are fun to play against as you have plenty of weapons
to deal with them.  Don't get greedy though.  Your Hazanshu (63214+k) is good
for catching a croucher unaware because of its speed.  Also, your wonderful
Kakukyakuraku (3+HK) is good for crossing them up and throwing off their back

The rule of thumb is that if you can, get them in the air.  While some other
characters like Cammy you don't want to do this with, most of the time you are
better than them in the air.

Do not rely on your specials.  Your normals and Uniques are good enough for
just about anything.  Specials and Supers should be used in Combos.  Only if
you are certain of a hit do you use a Super or Ultra.

3.2 Combos
I must give thanks here to the people at Shoryuken.  These combos are provided
by their forums (especially Azrael who posted most of these) and their Wiki.

If I have these incorrect (as I'm having to convert them to the language of
this FAQ) then please let me know.

Combos that need more than one line will be tabed over on the second line.

~Bread And Butter Combos:
Cr.LK -> Cr.LK -> Cr.LK -> EX Hyakuretsukyaku

Cr.LP -> Cr.LP, Cr.LK, Cr.MK, C.MP, LP, HP (only against certain characters), 
	C.HP, C.HK [end]
Cr.LK -> Cr.LP, Cr.LK [end]
Cr.MK -> Cr.LP, Cr.LK [end]
HP Kikouken -> Cr.HK [end]
HK Hasanshu -> Cr.LP, Cr.LK (only on counter), EX Hyakuretsukyaku (only on 
	counter hit)  [end]
LK Hyakuretsukyaku -> Cr.LP, LP (only on standing opponents) [end]
Cr.MK -> Cr.MK, MP, C.HP (only on counter hit), C.HK (only on counter) [end]
HP -> MP, Cr.HK (only on counter)

~Combos Using Links
Cr.LK -> Cr.LP -> Cr.MK -> HP Kikouken
Cr.LK -> Cr.LP -> C.LP -> LP -> HP (only against standing opponents)
C.HK -> LK Hyakuretsukyaku -> LP -> HP (only against standing opponents)
HK Hasanshu -> Cr.LP/Cr.LK -> EX Hyakuretsukyaku (only if hasanshu hits)
FA Crumple Stun -> Forward Dash -> LK Hyakuretsukyaku -> Cr.LP -> Cr.MK -> 
	EX Hyakuretsukyaku

~Combos That Don't Use Meter
J.HP, HP (2 hit, airborne opponent) -> Land -> Head Stomp x 3

~Combos With Super or Ultra
TenshoKyaku Target Combo -> Super or Ultra (usually only done in the corner).
	(Super or ultra should be activated as they about get to her head)
J.HP, HP -> Super or Ultra (works on both grounded or airborne opponents)
EX Hyakuretsukyaku -> Ultra (Charge while in EX Legs animation, as soon as the
	EX Legs finishes, do ultra)
Hasanshu -> Super (no cancel)
Jump-in Attack -> Cr.HP (1st hit only) -> MK Spinning Bird Kick -> Super
Jump-in Attack -> Cr.HP (both hits) -> Super (no cancel)
Jump-in Attack -> Cr.LK -> Cr.LP -> Cr.LP -> Super (no cancel)
Jump-in Attack -> Cr.MK -> Super (no cancel)
Jump-in Attack -> Cr.MK / C.HK -> LK Hyakuretsukyaku -> Super (no cancel)
Jump-in Attack -> Cr.HP (1st hit only) / C.HP / C.HK -> EX Kikouken xx 
	FA(Dash cancel forward)-> 4+MK -> MK -> 28+MK -> Ultra

4.  Matchups
Chun Li has to play each character differently based on that character's given
strengths and weaknesses.  Some of them she will have an easier time with than
others.  What follows is a break down of her match ups via each character.

(Match ups coming soon.)

5.  Frame Data
Posting Frame Data is a lot of writing.  However, I can give you a link to the
place where I gather all of my data on Chun Li's frames.  From what I can tell
there are no errors in the Data.

For all of her frame data, go to

6.  Credits and Legal
Thanks to Everyone at for their forums and Wiki.  Most of the 
information here has been gathered from those sources.  Also for having a
wonderful site.

A special thanks to Azrael of the ShoRyuKen Forums for posting the combo 
listings.  It took some rewriting but I am certain I got them correct for the 
language of the faq.  If the forums weren't acting up I would have asked for 
permission sooner.

Thanks to Capcom for continuing to make wonderful fighting games and for not
abandoning the Street Fighter franchise for VS. games.

Thanks to GameFaqs for having an awesome site.

Thanks to Randy and Regis, my friends who were also my test dummies for 
practice.  Its ok, I'm the same for them.

This may not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

This FAQ should only be found on the following sites:

Copyright 2009 Robert S. Evans