Street Fighter X Tekken

Street Fighter X Tekken

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My Chun Li guide
By PPXL
In this guide, I will explain how i play chun li and help people who want to play her learn what she is capable of.
This is my first time making a guide

Some Strengths
-Cr.lk
-good frame traps
-comboable anti air
-good normals
-can get partner in easily

Some Weaknesses
-Bnb only does around 300 damage
-Lack of mix ups
-Bad anti air, especially against certain characters
   
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Notable Normals
Cr.lk
This is your best normal. You can use it to confirm into bnb or boost chain. It has good start up and range, and is a very annoying move. People pressing buttons while you mash cr.lk will get caught.

back mk , mk , down up mk (Kakusenshu, Tenkukyaku, Tenshokyaku)
A command chain that is part of your bnb. If you drop your links and your opponent blocks the 2nd mk, you can going to the third part of this chain. It will catch them if they are too slow on the punish. Watch out for people trying to bait out that third part though.

st.mp
This has good range and will move you foward. You can poke your opponent with this and cancel into a special. If i want to super charge dash cancel, I usually use st.mp to cancel into lightning legs first.

st.hp
Good long range poke. It can anti air at long range. If the opponent presses a button in the air after you use st.hp you will get hit, so watch the timing. This anti air won't work against certain characters with good jump ins.

st.mk
your most reliable anti air, doesn't do much damage.

downfoward lk
a command normal that anti airs. You have to use it early during the opponents jump. You are airborn during this move. This anti air has trouble with certain characters with good jump ins.

cr.hk
Good long range sweep. Good for catching people trying to walk.

downfoward hk
command cross up. This move is very obvious. I use it when im in the corner and the opponent is knocked down, so that i can get out of the corner.

neutral jump hk
best neutral jump button. huge hitbox, hits both sides of you.

j.hk
good jump in attack

j. hk, hk
2 hit jump in attack. Will even catch even good players who arent ready. Its hit box is small though.

j. down mk (Yosokyaku)
Punishable on hit, so only use it during combos.
Specials
-kikoken (fireball)
Hp version is the fastest, lp is the slowest. You can use lp to bait their jumps, or use it as a shield to walk foward. You can also use it as a block string

ex version is 2 hits. You can combo easily off of it, but its a waste of meter imo


-Hazanshu (overhead)
It's an obvious overhead. Lk version is the closest, hk version goes the farthest. I use it as a frame trap. You can combo off of it which is pretty good. If you use it, they happen to be too close and you go over the opponent, they can punish it easily so mind the distance. You are at 0 frame advantage after the opponent blocks

Ex causes the opponent to ground bounce, for a combo.

-Spinning Bird Kick
I never use this move without ex, but you can use this move to end a combo then have your teammate cancel tag in.

Ex version is your only reversal, but people can bait it out. It is punishable on block. A good alternative is alpha counter. You can combo off of ex after cancel tag, even when the opponent isnt in the corner.

-Hyakuretsukyaku (lightning legs)
This is your chargable move. mash kick to extend it. You are at a frame advantage after you extend the move. You can combo off it, but its hard to do so i never bother. You can extend this move to force the opponent to block to cancel tag your other character in.

Ex is a waste of meter

-Super
Never combo into it, its a waste of meter and it will often drop. This move can go through fireball, and is really fast with long range. This super can be considered a waste of meter, use it at your own disgretion.

If you have three super meters, this is something you can do situationally if you opponent has projectiles. Have your other character in. Wait for your opponent to fireball, then activate cross assault, then immediately use chun's super to punish your opponent's fireball.
Combos
= this will be the symbol i use for cancels

Bnb
cr.lk, cr.lp, Kakusenshu, Tenkukyaku=jump, j.hk, st.hk=jump,Yosokyaku, j.hk, lightning legs.

You can cancel tag after lightning legs to have your partner do more damage. To do this, you must charge to delay lightning legs, and wait for the opponent to drop a bit before hitting them. lk version of lightning legs hits 3 times after cancel tag if you time it right. mk and hk versions will always hit twice

Into launcher
Kakusenshu, Tenkukyaku=jump, j.hk, launcher. If you are in the corner, the timing is different so look out for that.

You can use launcher after any combo with Kakusenshu, Tenkukyaku=jump, j.hk

Booster chain
cr.lk, cr.lk, cr.lk, cr.mp, st.hp

After launcher:
Easy combo: Kakusenshu, Tenkukyaku=jump, j.hk, st.hk=lightning legs
Max damage: st.hk= jump, j.hk, st.hk=lightning legs
into launcher: Kakusenshu, Tenkukyaku=jump, j.hk, launcher
cancel tag st.hk= jump, j.hk, st.hk=charge delayed lightning legs (cancel tag lightning legs)

into super art
Kakusenshu, Tenkukyaku=jump, j.hk, super art.
Will work after landing anti air, after being launched in, or just a raw kakusenshu. It the opponent was grounded when you did Kakusenshu, you can do a st.hk before super art.

Off random hits
Ex kikoken you can combo into bnb afterward without lights. If you are too far, you can go for st.mp, st.hp launcher.
downfoward lk (anti-air) Kakusenshu, Tenkukyaku=jump, j.hk, st.hk=lightning legs
Hazanshu link into cr.lk for a booster chain
If you can 1 frame link, cr.lk into Kakusenshu for a full combo.
EX Hazanshu Kakusenshu, Tenkukyaku=jump, j.hk, st.hk=lightning legs
Hyakuretsukyaku (extended) link into cr.lk for booster chain or into Kakusenshu for full combo.
Easier damage would be to just cancel tag your partner in for a combo.
j.hp, hp Kakusenshu, Tenkukyaku=jump, j.hk, st.hk=lightning legs
Other information
-Chun li has a wall jump to get out of corner.
-Cr.lk is a very very good move. Don't spam it too much, or good players will launcher you.
-Since I can combo off of j.(foward)hp as well as Rear Spin Kick, i usually never air grab when jumping foward.
5 Comments
U DON'T NEED TO KNOW MY NAME 27 Dec, 2022 @ 6:41pm 
Chun Li = Sexist Fat futa creep
yong 12 Jun, 2021 @ 12:41pm 
Good guide, will main chun now thanks
Robot 25 Aug, 2014 @ 9:54am 
Thank you.
Nunesca 14 Sep, 2013 @ 10:01pm 
Yep. Cool !
PPXL  [author] 22 Aug, 2013 @ 7:19pm 
Misinformation. You cant do Kakusenshu off air to air j.hp. if you are close, do hk Hazanshu, if you are far use mp Hazanshu