Low Hit-Checks
COMBO 1A
Crouching 
standing 
standing 




|
141 damage, 259 stun |
COMBO 1B
While charging
crouching 
crouching 
standing 




|
146 damage, 331 stun |
Both of these combos start with a crouching
to check an opponent’s low block. However, Combo 1b is a bit more difficult to pull off because it requires a charge. (You can gain enough charge by dashing in first and starting your charge immediately during your dash duration.) It also requires a slight partition of charge technique—after crouching
, roll the joystick or gamepad to
and press
to get your standing
, and then finish with
or 

. This may take some practice and getting used to if you aren’t accustomed to performing a standing attack canceled into a “flash kick”-type move.
Grounded Hit-Checks
COMBO 2A
Crouching 
standing
(start charging
)
crouching
, then cancel into:
|
|---|
|
362 damage, 240 stun (requires full EX Gauge) |
|
|---|
|
212 damage, 345 stun (requires one stock of EX Gauge) |
|
|---|
|
198 damage, 324 stun |
![]() ![]() (see note below) |
|---|
|
198 damage, 382 stun |
COMBO 2B
Standing
(immediately start charging
)
crouching
, then cancel into:
|
|---|
|
369 damage, 190 stun (requires full EX Gauge) |
|
|---|
|
217 damage, 310 stun (requires one stock of EX Gauge) |
|
|---|
|
201 damage, 286 stun |
![]() ![]() (see note below) |
|---|
|
201 damage, 350 stun |
Combo 2a can be blocked both standing or crouching, but it leads into more potential damage on hit, as it contains two medium-strength normal attacks. It must also be performed flush against the opponent due to standing strong’s small range. You can also use this after a forward jumping cross-up
attack.
Note that for combos involving standing 
crouching
canceled into LK Spinning Bird Kick, the crouching
needs to be canceled late into its cancelable window, or else you won’t gather enough charge time to perform LK Spinning Bird Kick.
COMBO 3
Crouching 
crouching 




|
118 damage, 213 stun |
This combo isn’t the most impressive in terms of damage, but it’s important in that it starts from a three-frame attack, allowing you to punish a wide range of blocked attacks.
COMBO 4A



crouching
, then finish with either:
|
|---|
|
220 damage, 333 stun (requires one stock of EX Gauge and opponent crouching) |
|
|---|
|
188 damage, 293 stun |
COMBO 4B


, then cancel into:
|
|---|
|
404 damage, 150 stun (requires full EX Gauge) |
|
|---|
|
216 damage, 285 stun (requires one stock of EX Gauge) |
|
|---|
|
198 damage, 258 stun |


is one of your best up-close moves, as it leaves you at +2 on block while giving you enough time to link into crouching
(against crouching opponents only). Combo 4b is a much more difficult combo to master because it requires extremely fast reactions. It is possible, though, since its hitstop duration and cancel window are relatively lengthy. Additionally, if 

scores a counter-hit, all follow-ups will connect for extra damage.
COMBO 5


(start charging
)
crouching
, then cancel into:
|
|---|
|
210 damage, 333 stun (requires one stock of EX Gauge) |
|
|---|
|
194 damage, 373 stun |
|
|---|
|
178 damage, 293 stun |
The link from 

to crouching
only works if Yokusenkyaku hits after its first active frame (or on counter-hit).
COMBO 6
Neutral OR forward jump into immediate air 

OR
(start charging
)
crouching 
standing
, then cancel into:
|
|---|
|
224 damage, 308 stun (requires one stock of EX Gauge) |
|
|---|
|
227 damage, 343 stun |
|
|---|
|
196 damage, 273 stun |
Off of immediate air 

OR
, you can link into crouching
for a combo. This is an absurdly powerful strategy, as it emulates a safe dive kick with potential combo-ability and safety from reprisal.
The MK Spinning Bird Kick ender can be rather difficult to execute, requiring precise timing as you go from crouching
, to a standing
, quickly canceled into 

. Use HK/EX Hyakuretsukyaku if you aren’t comfortable with the standing 
Spinning Bird Kick timing.
Note that damage will vary depending on how many hits of Hyakuretsukyaku connect.
COMBO 7
Standing
OR
(start charging
) 



crouching
, then cancel into:
|
|---|
|
376 damage, 150 stun (requires full V-Gauge and EX Gauge) |
|
|---|
|
236 damage, 370 stun (requires full V-Gauge) |
|
|---|
|
233 damage, 335 stun (requires full V-Gauge and one stock of EX Gauge) |
Off of standing
or standing
and with full V-Gauge, you can link into crouching
from just within max range. Otherwise, use crouching
to ensure a knockdown.
Jump-Ins
COMBO 8A
Forward jump
or 

, crouching 



, 

, jumping 









, then cancel into:
Jumping or , ![]() ![]() ![]() ![]() |
|---|
|
481 damage, 410 stun (requires full V-Gauge and EX Gauge) |
|
|---|
|
327 damage, 428 stun (requires full V-Gauge and one stock of EX Gauge) |
|
|---|
|
307 damage, 401 stun (requires full V-Gauge) |
COMBO 8B
Forward jump
or 

(start charging
), crouching 




|
272 damage, 400 stun |
If you make a good read on your opponent’s projectiles or whiffed heavy attacks, you can go for one of these combos off of a forward jumping
or V-Skill low-jumping
.
COMBO 9
Forward jump
, 

, 















|
330 damage, 426 stun (requires one stock of EX Gauge) |
Like Combo 8, this is a high-damage combo off of a clean jumping
, which affords you a link into Rankyaku, followed by three head stomps.
COMBO 10
Forward jump
, 





(start charging
)
crouching
, then finish with:
|
|---|
|
455 damage, 422 stun (requires full EX Gauge) |
|
|---|
|
333 damage, 488 stun (requires one stock of EX Gauge) |
|
|---|
|
321 damage, 518 stun |
A situational (and stylish) combo that you’ll rarely get to use, showcasing the ability to link from LK Hyakuretsukyaku. It’s worth knowing if you absolutely need to maximize damage output and happen to land a clean jumping
attack on a crouching enemy. The 






crouching 
portion only works against crouchers (and does not work on Chun-Li at all).
Grounded Counter-Hits
COMBO 11
Counter-hit standing
, 
, standing
(start charging
)
crouching
, then cancel into:
|
|---|
|
450 damage, 350 stun (requires full EX Gauge) |
|
|---|
|
286 damage, 492 stun |
|
|---|
|
286 damage, 434 stun |
Primarily used as a reversal punish counter-hit combo because standing
isn’t a practical frame trap tool. After a blocked or whiffed reversal (such as Cammy’s Cannon Spike), you’re rewarded with roughly 300 points of damage.
COMBO 12
Counter-hit 

, juggle with either:
Crouching ![]() |
|---|
|
189 damage, 315 stun |
|
|---|
|
234 damage, 315 stun (requires one stock of EX Gauge) |
Off of counter-hit 

against a grounded enemy, you can juggle with a sweep knockdown or EX Hyakuretsukyaku (HK Hyakuretsukyaku if you don’t have EX Gauge).
COMBO 13
Counter-hit standing
(immediately start charging
)
crouching
, then cancel into:
|
|---|
|
238 damage, 370 stun |
|
|---|
|
238 damage, 330 stun (requires one stock of EX Gauge) |
|
|---|
|
222 damage, 306 stun |
One of the more advanced combos for Chun-Li, this requires planning and sharp reflexes to pull off on reaction. As soon as you input standing
, look for the “Counter” system message, and on confirmation, follow through with crouching
.
COMBO 14
Counter-hit
OR 







|
386 damage, 120 stun (requires full EX Gauge) |
With quick reactions, you can link a counter-hit Tsuitotsuken into your Critical Art for roughly 40 percent damage from past footsie range. The easiest way to practice this link is to set the training mode dummy to “random” guard, with counter-hits also set to “random.” Input
/

while pumping 
—only when you see the “Counter” system message, input any
button.
COMBO 15A
Counter-hit 


standing 




crouching 




|
300 damage, 503 stun |
COMBO 15B
Counter-hit 


crouching 




crouching 




|
264 damage, 476 stun |
This is the optimal combo from connecting with a counter-hit Yokusenkyaku. It’s easily confirmable since you have up until after the first standing
(or crouching
) to check for the “Counter” system message.
Anti-Air Combos
COMBO 16
Anti-air 

, jumping
, land, forward jump 















|
288 damage, 371 stun (requires one stock of EX Gauge) |
A devastating anti-air combo that uses only one bar of EX Gauge as resource. The catch to this sequence is that connecting with a clean Rankyaku on an opponent’s jumping attack is much more difficult than it looks. Be prepared to input 

immediately as you see your adversary jump forward toward Chun-Li, and then follow up with an air jumping
as Chun-Li falls from Rankyaku. Finally, jump forward and hit 

as early as possible.
COMBO 17
Air-to-air forward jumping
, then cancel into either:
|
|---|
|
221 damage, 289 stun (requires one stock of EX Gauge) |
|
|---|
|
150 damage, 190 stun |
If you’re anticipating a jumping attack from your enemy, you can meet them in the air for a couple hundred points of damage with this air-to-air juggle combo.
Anti-Air Counter-Hits
COMBO 18A
Counter-hit anti-air standing
, then juggle with:
|
|---|
|
422 damage, 180 stun (requires full stock of EX Gauge) |
|
|---|
|
234 damage, 315 stun (requires one stock of EX Gauge) |
Standing ![]() |
|---|
|
189 damage, 315 stun |
COMBO 18B
Counter-hit anti-air standing 



, then either:
Juggle with ![]() ![]() , ![]() ![]() ![]() ![]() |
|---|
|
293 damage, 405 stun (requires full V-Gauge and one stock of EX Gauge) |
Juggle with forward jump ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
329 damage, 411 stun (requires full V-Gauge and one stock of EX Gauge) |
Standing
is one of your best ranged anti-air attacks; if you happen to land a counter-hit, you can easily confirm it into more damage with these juggles. The Renkiko follow-up combos listed under Combo 18b may require some distance assessment and adjustments.
COMBO 19A
Counter-hit anti-air 

, then juggle with:
|
|---|
|
216 damage, 288 stun |
Crouching ![]() |
|---|
|
189 damage, 315 stun |
Standing ![]() |
|---|
|
189 damage, 315 stun |
COMBO 19B
Counter-hit anti-air 





, 
, then finish with either:
|
|---|
|
293 damage, 405 stun (requires full V-Gauge and one stock of EX Gauge) |
|
|---|
|
279 damage, 384 stun (requires full V-Gauge) |
![]() ![]() or standing , crouching ![]() |
|---|
|
259 damage, 405 stun (requires full V-Gauge) |
These combos are similar to Combo 18, except you’ll be using 

as anti-air from a different range.
V-Trigger and Situational
COMBO 20
With 50 frames of
charge, crouching 




into either:
|
|---|
|
216 damage, 310 stun (requires one stock of EX Gauge) |
|
|---|
|
368 damage, 190 stun |
This combo linking into EX Hyakuretsukyaku has a distance and standing state requirement. Chun-Li needs to be far enough away for the HP Kikoken to afford you enough advantage to link into EX Hyakuretsukyaku. For the Critical Art ender, you can either simply Critical Art-cancel the Kikoken, or you can link it since you’re at +5 or +6.
COMBO 21
(Renkiko active) (Start charging
) crouching 
crouching 
crouching
, then finish by canceling into either:
|
|---|
|
243 damage, 383 stun |
|
|---|
|
226 damage, 327 stun |
One of a variety of mix-ups that leads into a full combo. Chun-Li must be close to her opponent for the full sequence to connect.
COMBO 22
(Renkiko active) 

(start charging
)
crouching 
crouching
, then cancel into either:
|
|---|
|
263 damage, 383 stun |
|
|---|
|
246 damage, 327 stun |
An overhead combo that works only in Renkiko mode, as you get increased frame advantage on certain attacks.
COMBO 23
(Renkiko active) 

(start charging
)
crouching 
crouching
, then cancel into either:
|
|---|
|
273 damage, 433 stun |
|
|---|
|
256 damage, 377 stun |
When Renkiko is active, 

links into crouching
, making Chun-Li’s best mid-range poke even better.
COMBO 24
(Renkiko active) Anti-air standing
, then:
|
|---|
|
414 damage, 150 stun (requires full EX Gauge) |
|
|---|
|
235 damage, 285 stun (requires one stock of EX Gauge) |
Standing ![]() |
|---|
|
191 damage, 285 stun |
|
|---|
|
190 damage, 240 stun |
With Renkiko active, Chun-Li can juggle foes without the stipulation of a counter-hit on her standing
.
COMBO 25A
(Renkiko active) Meaty 

(start charging
) 



crouching 









|
469 damage, 435 stun (requires full EX Gauge) |
COMBO 25B
(Renkiko active with opponent cornered) Meaty 

(start charging
) 



crouching 









|
361 damage, 525 stun (requires one stock of EX Gauge) |
A mega-stylish (and semi-situational) combo during Renkiko involving a meaty 

attack. This can be set up with an air throw immediately followed by 

, but it also requires the opponent to quick-rise. If your target gets hit (or buffers an input, rewarding you a counter-hit) on their recovery, you’re at least +9, enabling a link into 

.
COMBO 26
Counter-hit anti-air standing 



, 

, falling jumping
, forward jump 









, falling jumping
, 



|
493 damage, 425 stun (requires full V-Gauge and EX Gauge) |
The most damage that Chun-Li can output with the use of all of your resources. It has a strict spacing requirement in order for the V-Skill attack to juggle, along with a steep mechanical skill requirement. Go for this combo if you’re feeling confident.