Koshuto 


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
170 |
| Meter Gain |
80 |
Koshuto: Chun-Li’s forward throw is a quick takedown, leaving her foe a dash’s distance away. As unimpressive as it looks, it’s actually one of the better throws in the game in terms of damage (higher end at 130) and advantage. If your opponent uses quick-recovery upon being thrown and you perform an immediate dash-in, you’re left at ±0 advantage. This may not seem like a big deal, but in the context of Chun-Li’s close-range attacks (like her three-frame crouching
), Koshuto is excellent relative to other characters’ forward throws.
Tenshin Shushu 




| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Tenshin Shushu: Chun-Li grapples her enemy, flips over their shoulders, and transitions into a swift kick to the back of the neck, blasting them to the other side of the screen. Naturally, it’s a defensive throw used to reset the neutral game while creating a large distance between Chun-Li and the enemy. Use Tenshin Shushu when Chun-Li’s back is near a wall in order to switch sides and corner your opponent. You don’t get any kind of offensive follow-up, but you are granted some breathing room for Kikoken zoning.
Ryuseiraku 

in air
| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
6 landing |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
80 |
Ryuseiraku: Ryuseiraku is a jumping air grab where Chun-Li grabs the opponent’s face and then performs a forceful slam into the ground. While air throws are a bit weaker in SFV compared with previous SF games, you can still use them in certain situations as a quick anti-air knockdown. Ryuseiraku leaves the opponent just within mid range and at a significant disadvantage. Against quick-rise, you’re at +21, exactly enough for a super-meaty 

follow-up. Using this sequence, you’re left at +2 on block, giving you ample offensive pressure.