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Chun Li Strategy Guide and Moves: Super Street Fighter 2 Turbo HD Remix

Guide last updated on
July 13, 2009 at 11:01 p.m. PDT


Chun Li Character Guide: Super Street Fighter 2 Turbo HD Remix


Character Overview

In Super Turbo, Chun Li was generally regarded as one of the better characters. She doesn't have many bad matches and she's pretty good against most of the competition.

She's got a ton of viable poke attacks and her speed and the power of some of her moves can make her quite formidable.

Arguably her biggest strength is being able to set up her damaging throw in a variety of ways. Using repeated Standing Medium Punches and Crouching Medium Kick you can keep your opponent on the defensive, and when you feel you have them committed to blocking, throw 'em.

While Chun Li has lost a small amount of damage on her Super and Lightning Legs, the things she's gained has more than made up for it.

Strengths
+ Very fast foot and move speed.
+ Her throw takes off quite a bit of power.
+ Tons of great poke attacks.
+ She has some of the best normal moves in the game.
+ New Spinning Bird Kick is an alright fireball counter.
+ Well balanced character, doesn't have very many bad match ups.
+ Super move can be 'Stored' which gives her some nice offensive options when her meter is full.

Weaknesses
- Characters with highly damaging uppercuts can give her problems.
- Some of her moves don't take off a lot of power when they hit.
- Doesn't have a lot of viable combos.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Joystick Joystick Joystick (Press Kick Button Rapidly)
Lightning Leg Kicks (Hyakuretsu Kyaku)
Chun Li's Lightning Legs are now much easier to execute, especially the Hard Kick version. Although the priority and damage for this attack has been reduced a bit, it shouldn't affect your use of it too much.

This move still works well for chip (block) damage and for countering walk up throw attempts. Typically if the other fighter walks up and tries to throw you and you get this move out there, you'll hit them at least once plus take off some damage for them blocking the resulting kicks. Nasty.

Joystick Joystick Joystick Joystick
Fireball (Kikouken)
This projectile is best used as a controlling move to keep your opponent in the positions you want them to be in. Also the Hard Punch version is actually a decent poke, because it comes out very quickly and does alright damage.

You'll want to avoid getting into projectile spamming matches with other fighters though because you'll lose out in these situations, but this is a good tool to negate fireballs without having to worry about jumping or blocking them.

You'll want to almost always have this move charged up, because you can hit missed attacks from your opponent with the Hard Punch version and nail them with it when they attempt to jump in from too far away.

Also you'll be throwing out Light Punch Fireballs and following these up with a jump in attack or running right behind it to apply offensive pressure to your opponent. In these situations you may be looking for a simple ground combo or trying to set up Chun's powerful throw.

The Light Punch Fireball travels slowest, but it goes almost the full-screen's distance when thrown.

Hard Punch version travels very quickly, but disappears after its flown about 3/4th's of the screen's distance. Medium Punch is a mix of the two.

Joystick Joystick Joystick Joystick
Up Kicks (Tornado Kick)
A pretty good anti air tool. When you want to reverse an attack or counter a jump in as you're standing, you're going to be using the Light Kick version of this move most often. This is because it has the most frames of invincibility, but it also does the least damage.

You need to time this attack so that you execute it right before or as your opponent is about to hit you. Because of the trajectory and timing, if you execute this too early you're going to miss and leave yourself open to be hit out of the air.

Also you can still juggle with this move after you land a Super, but you'll only get out 1 hit, and sometimes not even that depending on the character you're fighting.

Joystick Joystick Joystick Joystick      or       Joystick Joystick Joystick Joystick (while in the air)
Spinning Bird Kick (Flip Upside Down Kicks)
This attack is MUCH more useful now. It flies up then down, somewhat like Sakura's Hurricane Kick in Street Fighter Alpha 2/3.

Chun Li is very vulnerable in her head and body area when you do this attack, but her legs stick out far making it difficult to counter as long as you do it from the right range.

Your main use for this move now for hopping over projectiles and hitting your opponent in the process, but again practice your range.

You can do the normal motion for this move while airborne, but also you can charge down for two seconds and press up and kick to pull it off as well, which lets you do this attack after a Head Stomp.

Also can be done at the lost moment when an opponent is attempting to cross you up to avoid the attack. Timing is difficult though.

Super Move

Joystick Joystick Joystick Joystick Joystick Joystick
Super Lightning Leg Kicks (Senretsu Kyaku)
You can 'Store' Chun Li's Super move. This means that you do the entire motion, but do not press Kick. Continue to hold forward and press Kick at any time to unleash her Super. As long as you're holding forward when you press Kick and correctly did the motion — it will come out.

You can also go to a jumping or crouching forward position after "Storing" her Super and as long as you're pressing directly forward when you press Kick, your Super will still come out.

This gives you a big element of surprise and it's a great counter to many moves. As soon as you see the other player come out with almost any attack you can blow through it with your Super and take off quite a bit of damage.

A good player who has filled up Chun Li's Super meter is always deadly when moving forward because they can come out with her Super extremely quickly.

Also after landing Chun's Super you can juggle your opponent with her Up Kicks.

Combos

Jumping Hard Kick, Crouching Medium Kick, Cancel into Hard Punch Fireball
You need to start charging for Chun Li's Fireball the moment you jump to execute it. Also you can substitute any of Chun's jumping normal moves instead of the Hard Kick to start this combo.

Cross up with Jumping Medium Kick, Crouching Medium Punch, Cancel into Hard Kick Torando Kicks
5 hit combo, does pretty nice damage. Learning to cross with Chun Li is a bit different than the other characters because her jump is so long, but once you learn how it's a great weapon to add to your arsenal.

Crouching Medium Kick, Link into Crouching Medium Kick, Cancel into Hard Punch Fireball
This combo works best as your opponent is getting up off the ground. The Fireball will only combo in this move if your opponent is in the corner though, and you need to be standing right next to them. Even if the Fireball doesn't combo, the two Crouching Medium Kicks plus block damage for the projectile are nice.

Crouching Medium Kick, Link into Crouching Hard Kick
This combo knocks down, so if you're looking to get your opponent on their back this is a good way to do so. Also you can add in a jump in attack at the start of this combo and you can swap the Crouching Hard Kick for a Crouching Hard Punch, which is more likely to dizzy.

Super Move, Cancel into Hard Kick Up Kicks
To land this combo, you need to Cancel out of your Super Move after it hits for the last time. Chun Li will stop her Super animation and immediately go into her Up Kicks, usually scoring you an extra hit.

Jumping Hard Kick, Standing Hard Punch, Cancel into Super, juggle with Hard Kick Up Kicks
Pretty difficult combo to land unless your opponent is dizzy, but this should finish them off in most situations.

Standing Light Punch 2x, Link into Crouching Light Punch, Cancel into Hard Kick Lightning Legs
Combo takes off about 40% damage — this is a nasty one and really hard to go unless you have good finger quickness.

Standing Hard Punch, Cancel into Hard Kick Lightning Legs
Another hard to do combo. Need very quick fingers for this one and good timing.

Normal Moves

This is not a complete list of Chun Li's normal moves, just the ones we think are noteworthy.

Joystick Joystick Joystick
Neckbreaker (Flip)
This move is still pretty handy. You can use it to harass a standing opponent and follow up with a throw or combo if blocked. It apparently cannot be used to cross up the other fighter or hit them low anymore though.

If timed correctly you can use this to flip over fireballs too.

Joystick
Medium Punch Poke
Very quick, and can be repeated to keep your opponent blocking several times in a row as long as you keep moving forward. Usually they'll try to counter this with a Dragon Punch or similar type of move. If you anticipate, either counter with a throw or her Standing Hard Punch into Lightning Leg Kick.

Also this is a great way to set up Chun's tick throws. It's so fast you'll usually be close enough to toss your opponent even if they block a couple, and if you hit it's damaging enough where they'll want to start blocking eventually.

Joystick Joystick Joystick
Low Medium Kick
Another great poke. While it's not as fast as Standing Medium Punch, it's still quick and it hits low plus you can Cancel into your Lightning Legs from it to combo or score some chip (block) damage.

This will be one of the main normal moves you constantly throw out there.

Joystick (In the air)
Jumping Light Kick of Doom
At first you may not think to use this move because of the low damage, until you find out that it has insane priority and stays out almost the entire time you're jumping.

This is a great controlling attack because if you meet your opponent in the air with it, it's going to beat out almost every move in the game. Also if you purposely miss a "cross up" with it, the recovery time is so short you can sometimes throw your opponent before they can throw you.

The main thing you have to be wary of though is hitting too high with this move, especially against tall characters like Sagat. You'll take off a small amount of their power, but you'll be in the perfect position for them to punish.

But if you play against people who like to jump a lot — Jumping Light Kick will help keep them grounded.

Joystick Joystick Joystick (In the air)
Headstomp (Pogo Stick)

Changes from Super Street Fighter 2 Turbo

* Removed down-forward + Medium Kick move (Kick Backflip).

* Down-forward + Hard Kick (the "Neckbreaker") no longer crosses up, removing the loop of repeated knockdowns.

* Lighting Legs easier to execute (mash kicks).

* Lighting Legs do less damage and have a little worse priority in Chun Li's stomach area.

* Aerial Spinning Bird Kick can be done with charge down, up + Kick, so that you can do it after a headstomp.

* Aerial Spinning Bird Kick travels more straight now, then falls in an arc at the end.

* Ground Spinning Bird Kick has a new parabolic arc. It can also air-juggle and deals a fair amount of dizzy.

* Super move does slightly less damage.

Contributions to this guide by ElPresidente and RagingStormX.


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