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Chun-Li

チュンリー

Chun-Li — 对策

Key Info

  • Sustained overhead with combo follow-up
    • 3HP
  • Throw invincibility (throw whiff escape)
    • 6HK
  • Defense options
    • OD invincible from frame 6: 22KK (OD Tensho Kicks)
    • Anti-air invincible from frame 5: 22LK (Tensho Kicks)
    • SA1 (236236P) startup 8F, no projectile invincibility
    • SA3 (236236K) startup 11F, projectile invincible
    • SA2 (214214K) startup 8F, projectile invincible
  • Projectile-invincible escape
    • 214K (Spinning Bird Kick)
  • Moves that are plus on block
    • MP
    • 3HK
  • Jump is 44F
    • Her jump is 2F slower than most characters — easier to anti-air consistently
    • Her jump attacks are also not particularly strong — always anti-air when she jumps

Neutral Game (Focus Points)

  • Counter [4]6LP (Kikoken)
    • Blocking [4]6LP at long range gives Chun-Li too many advantage frames, strengthening her offense
    • Even if you have to block it, consciously try to block at a closer position
  • Counter mid-attack pressure
    • LP → 4MP and LP → 2MK become combos on counter hit — many Chun-Li players will fish for these by cancelling into them
      • After blocking c.LP, pressing a medium attack with startup 7F or faster is often the key counter
    • Advanced players confirm off blocked c.LP and follow with HP chains
      • If this becomes an issue, one-guard into jump is a valid counter

Lightning Kick Barrage(OD百裂脚后)KK

Lightning Kick Barrage

Chun-Li is +29F after this hits.
Keep in mind that unless she spends Drive Rush, she has no okizeme against a back rise, so turn the wakeup into a read.
For example, if her Drive Gauge is at 2 bars or less, she can meaty you with [4]6LP and slowly regenerate her Drive Gauge.
Here, rising in place and going for a Perfect Parry into a heavy attack, or a projectile-invincible SA, is an excellent option. When going for the SA, input it with the parry button to avoid accidental misfires.

Alternatively, taking the back rise and returning to neutral is also a valid choice.

If her Drive Gauge is at 3 bars or more, she is very likely to run okizeme with Drive Rush, so rise in place to shut down her walk-up shimmy option.

Yoso Kick(1)(跳跃中)↓MK

Yoso Kick(1)

She can stomp up to three times, then add (ジャンプ中に)HK for a total of four air attacks. Since Chun-Li has multiple safe-jump routes after her combos, she will sometimes stomp several times purely to regenerate her Drive Gauge.

There is no single reliable counter — it is a rock-paper-scissors situation — so here is a breakdown of the reads involved.

Stomp into early jump attack

(ジャンプ中に)2MK is a high attack, so it will not hit you while crouching and is also hard for her to confirm, which is why she uses the follow-up jump attack to hit-confirm.

If you read an early jump attack after (ジャンプ中に)2MK, block while crouching, then press a button at the timing where you would be blocking that early jump attack.

Alternatively, after blocking the early jump attack the defender gets to move first,
so make sure you don't get robbed by fake follow-up pressure.

Stomp into delayed jump attack

This is Chun-Li's option when she reads that you are prepared for the early version.
If you are crouching, it will hit you.

If you read this, after blocking (ジャンプ中に)2MK, choose between walking forward to swap positions or going for an air throw.

Recommended counters

Winning the reads above brings a solid reward, but the risk is high as well.

As a recommended option, jump immediately every time you block (ジャンプ中に)2MK and go for an air throw — it is extremely low risk.
Against the early version you simply land into block, and against delayed versions you can score a knockdown.
Mix this in so you can beat both of the options above.

Watch out

Depending on how much Chun-Li delays, there may not even be enough frames for you to jump. In that case there is no reliable counter, so either aim for a Perfect Parry, or — since you can be slightly plus after blocking — press your fastest 4F move immediately to take your turn back.

This move works as Chun-Li's counter-option when she reads a throw.
It is extremely strong, since a Punish Counter leads to 2000 damage plus okizeme.

If you cannot put risk on this counter-option, the match becomes massively unfavorable for you in the mind games, so countering this move is mandatory.

Recommended counters

First of all, it does not hit crouching opponents. If you shimmy while standing, you will also lose to her 2MK counter-option, so build the habit of always shimmying while crouched.

Also, it is not guaranteed against a 5F throw, so when you go for throws, aim to make them 5F throws.
When doing so, input neutral → throw → back-block as shown in the video.

For whatever reason, you cannot block afterward if you input the throw with 3 (down-forward).

A simpler counter

Trying to react to all of the following at once:

  • Whiffed throws
  • Forward jumps
  • (垂直 or 前ジャンプ中に)236K

will lead to a lot of mistakes.
A very easy recommendation is to hold onto a delayed button that is strong against the air, or a delayed move you can perform while staying crouched.

Normal version

  • 214LK (Light Hazanshu)
    • Chun-Li is -5 on block
  • 214MK (Medium Hazanshu)
    • Chun-Li is -3 on block
  • 214HK (Heavy Hazanshu)
    • Chun-Li is -1 on block

OD version

  • 214KK (OD Hazanshu)
    • Chun-Li is -5 on block

Recommended counters

All versions leave Chun-Li at a disadvantage on block, but Heavy at -1F is nearly neutral so a true punish is difficult.

  • Light / OD (-5F): disadvantaged — mix up throws and strikes after blocking
  • Medium (-3F): only 3F moves punish
  • Heavy (-1F): effectively neutral — read the following mixup

Since Hazanshu leaps forward before landing, anti-air moves can intercept the approach before it connects.

It's not realistic to memorize all the frame data for every cancel origin. Focus on one punish option and master it.

  • Fuzzy option after 214P→HP is possible
  • Press a small normal when guarding 214P→LK timing

Normal versions

  • 22LK
    • Startup: 5F / Chun-Li is -37F on block
  • 22MK
    • Startup: 7F / Chun-Li is -41F on block
  • 22HK
    • Startup: 9F / Chun-Li is -57F on block

OD version

  • 22KK
    • Startup: 6F / Chun-Li is -40F on block

Recommended counters

It has a very hard time anti-airing cross-ups.
So as the first layer of the mind game, cross-up attacks are recommended.

Once you have shown cross-up attacks, Chun-Li gains the option of walking forward to slip underneath, so in situations where getting walked under is acceptable, feel free to actively go for empty forward jumps into a position swap.

If she starts aiming for air throws against this, rotate in early jump attacks to keep the read cycle going.

  • After 22KK hits
    • Chun-Li is +30F on hit
    • Even if you take the back rise, she continues her offense with [4]6LP anyway, so rising in place and looking for a counter-option is recommended

Rising in place also lets you shut down her walk-up shimmy when she uses Drive Rush.

You can also look for a projectile-invincible SA.

Normal version

  • 236LK (Light Hyakuretsukyaku)
    • Chun-Li is -8 on block
  • 236MK (Medium Hyakuretsukyaku)
    • Chun-Li is -8 on block
  • 236HK (Heavy Hyakuretsukyaku)
    • Chun-Li is -3 on block

OD version

  • 236KK (OD Hyakuretsukyaku)
    • Chun-Li is -3 on block

Recommended counters

Light and Medium versions leave Chun-Li at -8 on block — punishable with most 5–6F moves.

Heavy and OD versions leave Chun-Li at -3 on block — not directly punishable unless you have a 3F move.

  • After blocking 236LK or 236MK, go for a punish — any 5–6F move will connect reliably

  • After blocking 236HK or 236KK, Chun-Li is -3 so hold your block and prepare for the next exchange

Chun-Li's cross-up command normal. Used at close range to punish whiffed throws and catch inexperienced opponents.

Recommended Counter

It only has a cross-up hitbox, so walk forward to avoid it and get a guaranteed punish. As you can see in the video, the landing recovery is also very large. There is a 13F landing recovery, so go for a Punish Counter combo after avoiding it.

The key to countering 3HK is to always walk forward. If you hold back-guard it will hit you, so especially for beginners it's important to resist the urge to back-guard and instead commit to walking forward.

For characters who walk slowly or have a tall hurtbox, walking forward may not be fast enough to avoid it. In that case, try placing a standing LP — it will anti-air it even if your reaction is a bit late.

Chun-Li's overhead normal. Be aware it can catch opponents who are crouching and blocking low.

Recommended Counter

It is mainly used during Drive Rush wake-up pressure, but there is also a set-play where it becomes a meaty on certain combo enders — be aware of this.

Chun-Li is at +13 after this throw. The post-throw situation is not overwhelmingly strong.

  • On in-place tech: a meaty strike lands after a small walk
    • Throw does not land as a meaty
    • If you confirm Drive Rush, OD invincible move is guaranteed
    • After blocking [4]6LP: 0F
  • On back-roll: Chun-Li can continue pressure with [4]6LP into Drive Rush
    • Can be made into a meaty block string

Recommended Counter

  • In-place tech → Perfect Parry [4]6LP → 2HK (after Perfect Parry you have +15F, any move will connect)
  • In-place tech → Drive Impact on [4]6LP
    • [4]6PP and [4]6HP will be reversed back
  • In-place tech → confirm Drive Rush → OD invincible move

Because it has throw-invulnerable attribute it is mainly used in offensive situations.

Recommended Counter

On block this move leaves Chun-Li at -4F, so punish with a 4-frame move after blocking it. When used after Drive Rush, the follow-up 214P→LP is a reversal-attempt-crush, so try to Perfect Parry the LP portion. Chun-Li will use 214P→LP as fast as possible to crush reversal attempts, making the timing predictable.

Chun-Li is at +11 after this throw. The post-throw situation is not overwhelmingly strong.

  • On in-place tech: a meaty strike lands after a small walk
    • Throw does not land as a meaty
    • If you confirm Drive Rush, OD invincible move is guaranteed
    • After blocking [4]6LP: 0F
  • On back-roll: Chun-Li can continue pressure with [4]6LP into Drive Rush
    • Can be made into a meaty block string

Recommended Counter

Midscreen

  • In-place tech → Perfect Parry [4]6LP → 2HK (after Perfect Parry you have +17F, any move will connect)
  • In-place tech → Drive Impact on [4]6LP
    • [4]6PP and [4]6HP will be reversed back
  • In-place tech → confirm Drive Rush → OD invincible move

Corner

  • Fuzzy jump
    • Chun-Li has no corner oki judo
    • Jump at the timing you would block 2HP
      • Avoid pre-inputting a jump attack or you will be Punish Countered on landing if Chun-Li walked and threw instead — watch the opponent carefully
      • The video below shows both walk throw and 2HP inputs

A normal move that gives Chun-Li +1 on block. Be aware of the following follow-ups after blocking it.

This sequence technically requires LP counter-hit confirm, which is very difficult to execute, so many Chun-Li players simply mash MP→LP→2MK regardless.

The gap between LP and 2MK is up to 10 frames, so look to take return damage with a move that starts up in 10 frames or fewer.

Recommended Counter

After blocking LP, look for an interrupt with a move that starts in 8 frames or fewer.

Used as Chun-Li's combo ender.
If it hits you, she gets okizeme where a forward dash into a slight walk lets her shimmy.

Recommended counters

The recommendation is to properly mix up rising in place and back rises.
This makes Chun-Li's meaty and shimmy options harder to run, which is why it is recommended.
Also, since she has to show her walk in order to shimmy, staying crouched to cover against your 2MK becomes slightly harder for her.
Try adding rise → 2MK to your options as a counter-option.

Counter-strategy for Kikoken — punish frames, blocking direction, yomi paths — to be added.