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Chun Li Walkthrough

by SUPERMAN5

Chun Li Walkthrough




Contents
1:  Intro
	1.0: Terminology and Controls
	1.1: 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
	3.3: More In-Depth
		3.3A: On The Ground
		3.3B: Wake Up Game
		3.3C: Anti-Air Game
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

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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		Up Back    Up       Up Forward

4  5  6    =	Back       Neutral  Forward
 
1  2  3         Down Back  Down     Down Forward

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
perspective.

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.

5 is there to indicate Neutral, or standing.  This is inputing a command while
not pressing a direction.  So, 5+attack is attacking while the controller is
in neutral position.

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 (Forward, forward)
44 = Back Dash  (Back, Back)
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  (Back to forward going down)
63214 = Half Circle Backward  (Forward to back going down)
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 unique 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
FA.

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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Standing Light Punch (5+LP):
A fast little swat of her low hand.  Great on Block or Hit, good for set up 
and poking.

Standing Close Light Punch (5C.+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.

Crouching Light Punch (2+LP):  
A quick little straight hand given into the opponent.  Pretty safe, goes into 
LK.  Can be mixed in with her bread and butter combo.

Jumping Light Punch (8+LP):  
She jumps up and throws a quick little poke by throwing both hands out in both
directions.  Slow startup.

Angled Jumping Light Punch (7 or 9+LP):  
When angling a jump forward or back, she balls up her fist and comes down on 
the opponent.  Faster then her normal 8+LP.

Standing Light Kick (5+LK):  
A straight, weak kick to the mid section of the opponent.  Fairly quick, 
generally pretty safe.

Standing Close Light Kick (5C.+LK):  
Chun Li light taps them with her back leg, crossing it behind her front for 
the hit.  Faster than her normal LK.

Crouching Light Kick (2+LK):  
A short, quick little sweep.  Great for combos.  Incredible priority.  Awesome 
poke.  Get it in when you can.

Jumping Light Kick (8+LK):  
Throws a leg straight up.  Quick start, long active.  Good for catching 
jumpers who like their big moves.

Angled Jumping Light Kick (7 or 9+LK):  
A straight out kick while falling from the air.  Fast start up time.

Standing Medium Punch (5+MP):  She drives a straight right into their gut.  
Long start up but short active time.

Standing Close Medium Punch (5C.+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.

Crouching Medium Punch (2+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.

Jumping Medium Punch (8+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.

Angled Jumping Medium Punch (7 or 9+MP):  
Closed fist back hand brought on while moving through the air. Relatively  a 
quick move.

Standing Medium Kick (5+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.

Standing Close Medium Kick (5C.+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.

Jumping Medium Kick (8+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.

Angled Jumping Medium Kick (7 or 9+MK):  
A soaring straight kick from her strong leg.  Great damage, still in the quick
range.

Standing Heavy Punch (5+HP):  
Lunges forward and rams a fist into their midsection.  Slow but powerful. If 
blocked dash back to try to get away.

Standing Close Heavy Punch (5C.+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.

Crouching Heavy Punch (2+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.

Jumping Heavy Punch (8+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.

Angled Jumping Heavy Punch (7 or 9+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.

Standing Heavy Kick (5+HK):  
A slow, powerful roundhouse.  On block its bad, but its good for catching an 
opponent off guard.  It can also catch someone as they start their jump.

Standing Close Heavy Punch (5C.+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.

Crouching Heavy Kick (2+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.  Great for spacing and space control.

Jumping Heavy Kick (8+HK):  
Does the splits in the air.  Fairly quick with a long active time.  Good Anti
Air if you can anticipate the jump.

Angled Jumping Heavy Kick (7 or 9+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.

Koshuto(6 or 5+LP+LK):  
Standard forward throw.  Grabs them, trips them, throws them to the ground.

Kirinshu (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 
to....

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 
tactics.

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
charge.

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

~Links
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 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.3: More In-Depth
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What follows are some of the things needed for deeper play.  Stuff one needs
to understand and must learn to execute.  These are strategies, things to play
with in match ups.  Stuff to make second nature.  No strategy is sound, as 
winning comes up to your ability to anticipate, react, and execute what you
read and learn.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.3A: On The Ground
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When both you and your opponent are on the ground is where Chun Li excells.
With one of the best poking games, an easy and good Bread and Butter Combo, as
well as her assortment of combos and trick tactics, she is a force to be
feared in the right hands.

Your poke game is your strongest asset.  Never forget that.  Standing MP is 
what is usually her best poke.  It has great range, hits mid, and can be 
canceled into Hazanshu (63214+K) or Kikoken (1(C)6+P).  Standing HK is a good 
one too.  It has phenominal range.  It can keep characters like Zangief and
Abel, who rely on getting close at bay.  It can also pick people out of the
air at the start of their jump if you can predict it.  Her other pokes include
standing HP, and of course, her Cr.HK.  Her sweep covers a great deal of 
area, and while slow, causes knockdown.

However, all of these can be Focus Attacked.  But, if you can deal with them
if you find that your opponent is Focus Attack happy.

Your options include:
-Dashing EX Hyakuretsukyaku.  This comes out and hits fast. It also scores a 
knockdown for you to go into wake up game.
-Standing MP is a great option as it can be canceled as I stated above.  This
means that even if they absorb, you have a follow up on the way.
-Throwing always beats a FA.
-If you are charging with the meter for it, Ultra.
-If you are close enough, you could always Cr.HP.  It has two hits, and on FAs
the second is a counter.

Be wary of Hazanshu to close distance.  As good as it is, it also is bait for
a Focus Attack.

Never forget that your Bread And Butter combo starts off with her Cr.LK.  The
fact that her Cr.LK has a good range and is very fast means you should take 
every single opportunity to utilize it, but remember not to get careless.

FADC is a powerful tool.  Focus Attack Dash Cancel forward closes distance,
will eat a poke, and allows you plenty to follow up with.  FADC backwards if
you need to get away.

A very viable tactic to use against certain characters is whats called a walk
behind Kikoken.  Chun Li's LP Kikoken (1(c)6+LP) is incredibly slow, but has a
long travel distance.  If you throw it, you can walk in right behind it as you
actually move faster than the fireball.  You don't want to over step it though
as being behind it gives you a tactical advantage.

Walking behind the Kikoken forces actions by the opponent.  You are closing 
the gap between the two of you, with an attack already in front of you.  You
are also limiting their options and forcing them to play into you.  This is 
not a wise idea against some characters, but most of them are being forced 
into a situation that you are controlling.  Their reaction is what determines
your response.

If they block normal, go in with Cr.LK to start your combos.  Or any Cr. move
for that matter.

If they block low, Hazanshu should hit provided you haven't stepped too far.

If they jump, you have your odd but useful Anti-Air options.

If they take it, you combo into it.

If they FA it, you have plenty of options as you are close enough to poke them
out of the attack.

If they FADC into you, you still have the poke advantage, but you have to be a
little faster to get it off.

No matter what, it is a generally safe option.  Forcing someone to do what
they weren't anticipating to do is always playing the game into your hands.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.3B: Wake-Up Game
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Of course, what I'm referring to when I say wake up game is what to do when 
you knock an opponent down.  Chun Li has one of the most fun wake up game 
assortments.

Her options include:
-Cr.LK
-Throw
-Hazanshu
-J with 2+MK
-Do Nothing
-Focus Attacks

All these are viable options.  Especially the Do Nothing.  The key to thing
to remember about fighting games in general is it all comes to mind games.
If you can get into the opponent's mind, you can control the match.  Nothing
works better at this than doing a few things on wake up followed by doing
absolutely nothing on the next knock down.

Throwing on wake up is always fun too.  Its quick, generally can beat out 
whatever it is that the opponent is doing.

Cr.LK leads to a lot of combos.  Its fast and has high priority.

Hazanshu is just one of her overall better special moves.  Its use on wake up
is great because its an overhead.  Given that you are at a distance, most of 
the opponents will attempt to either duck block on get up or see what it is
you are doing.  Hazanshu is incredibly fast after it starts, meaning unless 
they predict it, they have little time to actually react to it.

Jumping in with 2+MK for a foot stomp is a wonderful tactic as well.  Its fun
to do and leads to great cross ups.  With certain characters you have to be 
very careful.  Anyone with an uppercut who sees it coming, if fast enough, 
can make you regret the decision.

Never forget the beauty of a well timed Focus Attack on wake up.

The key to a good wake up game is NEVER get predictable.  Chun Li has enough 
of a wake up game that she becomes difficult to predict unless you, the player
makes her predictable.  Mix up what you do, but don't be afraid to do that
same thing twice in a row.  Never be reliant on one over the other.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.3C:  Anti-Air Game
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Anti-Air is what a character can do to defend against those who love to jump 
in and attempt to start combos or big moves.  

The problem is that Chun Li has not dedicated Anti-Air options.  She has moves
that she can use, but they are very situation specific.  This gives her a wide
range of options, all of which are viable only if the situation calls for it.

One of your best options for anti-air is an EX Spinning Bird Kick.  It comes
out faster than its normal SBKs, and has higher priority.  It also does great 
damage and, depending on where you are, can create space if the match up calls
for it.  However, it suffers two major flaws.

The first of which is if the Jump in attack is a deep on, where they are 
actually going to go over you rather than on top of you.  If the opponent is 
going for the cross up, EX SBK will likely be late, or give them time to get
in the block.  A blocked/wiffed EX SBK is dangerous and you will take damage
as a result.

The second is anything that comes down at a sharp angle.  You WILL lose this.
Akuma's dive kick, El Fuerte's Elbow, Vega's Jumping HP, Balrog's Jumping HP, 
and Rufus's Dive kick are good examples of this.  Also, C.Viper's Burning heel
will beat you out more often than not, so include that there too.

You have other options as well.

Her standard J.HK is good for its range.  If you can get off the ground fast
enough, they will eat boot.

Never forget that you do have an air throw.  Like all throws, it has crazy 
priority and is very reliable.  If you know the jump is coming, try to meet
them in the air.

Rear Spin Kick (3+LK) is good if they are coming in right on top of you.

MK from range is nice if they jump in from a distance.  This is more for when
they think they are playing mind games.  Seeing that Chun Li isn't charging is
going to make them get careless.  This is a mistake you can capitalize on with
a basic standing MK.  Will pull them right out of the air.

Standing HP is a beautiful one.  If you get the far one, it will catch them
from afar.  If they are coming down on top of you, the close one is the double
palm that does great.  Against Balrog, these are good tools.

Cr.HP.  Making Chun Li have a smaller hit box is a good tactic, and the fact 
that the first hit of this has an upward angle makes it a very viable option
if the situation calls for it.

The key thing to remember is that all of Chun Li's options are specific to who
you are playing against and what they are doing.  This is why her Anti-Air 
game is a mixed bag.  It has options, but they are far to specific.  Your best
best is to just know your match ups and work from there.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.P:  Vs. Zangief
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The match up against Zangief is not an easy one.  He is a hard player to fight
against because of his abilities, his vitality, and the fact that you can't
stay in close for too long.  Its an uphill battle, and the odds are generally
against you, but you have the tools to win this on.

The key to this match up is distance.  You have to keep him away, keep the 
spacing proper, and utilize it as best as you can.  Standing HK is probably
your strongest tool here.  It forces him back and keeps him well at bay.  It
can also hit him through the final hits of his Lariat.

If he starts to get in close, switch to standing MP, but be very careful.  At
mid range he becomes more of a threat so the idea is to back him up.  If you
are jumping straight up, you can almost always punish him with a HK from the
air.  Especially if he is trying to jump.  This is safer than standing MP
because he can buffer his spinning pile driver through your poke.

Always be watchful of his Brandishing Flat, or the green backfist as it is
known.  On block its punishable, but do not get greedy.  That last thing you
need is to eat a Spinning Pile Driver because you tried to get more than a 
hit or two in.

Hazanshu (63214+k) is good here to get around his low pokes, but spacing is
everything.  Remember, I told you to learn your ranges.  This is where that
pays off.  You want only the edge of the heel to hit.  Zoning is everything,
and overshooting your intended range will get you eaten alive.

If you happen to get in close, throw and get the hell out.  You can throw
through the EX Brandishing Flat, but that is risky.  Its safer to block it.

If Gief is on the ground, then you might beable to throw him for a loop by
dashing in.  Don't try to exploit this, as the player will adapt.  However, 
it is a wonderful mind game to just dash in and throw.  Gief players are far
too use to their opponents running away, and you dashing in might confuse
them for a little bit.  Just keep it in mind.

You will need to be highly defensive in this match up as well.  Gief has you
a little out ranged here, but you have the speed advantage.  If you block him,
you can punish him on most occassions.

If you have revenge meter and her wiffs Lariat, punish him with a ultra.

Keep in mind that his sweeps have a HUGE recovery time.  Use this time to get
in a counter sweep.  This opens up wake up game, but again, do not get too
careless.

If he manages to knock you down and gets in, back dash on wake up.  It is
your only truly safe bet here as he is likely buffering for a Pile Driver.