Prima Games eGuides
primagames.com Browse Redeem a code Help
Street Fighter V eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Changelog
    • Updates
  • Primer
    • About This Guide
    • Reading Frame Data
    • Battle Tips for Experienced Fighting Game Players
  • Glossary
    • A-C
    • D-J
    • K-O
    • P-S
    • T-Z
  • Fighters
    • Alex
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Balrog
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Birdie
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Cammy
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Chun-Li
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Renkiko
      • Overview
      • Strategy
      • Combos
    • Dhalsim
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • F.A.N.G.
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Guile
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Ibuki
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Juri
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Karin
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ken
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Laura
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • M. Bison
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Nash
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Necalli
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Moves During Torrent of Power
      • Overview
      • Strategy
      • Combos
    • R. Mika
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Rashid
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ryu
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Denjin Renki
      • Overview
      • Strategy
      • Combos
    • Urien
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Vega
      • Bio
      • Data
      • Claw Standing Punches
      • Hand Standing Punches
      • Standing Kicks
      • Claw Crouching Normals
      • Hand Crouching Normals
      • Crouching Kicks
      • Claw Jumping Normals
      • Hand Jumping Normals
      • Jumping Kicks
      • Claw Unique Attacks
      • Hand Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Zangief
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
  • Matchups and Versus/Online Play
    • Matchups
    • Metagame
    • Classifying Player Types
    • Character Archetypes
    • Versus/Online Tips for Specific Characters
      • vs. Birdie
      • vs. Cammy
      • vs. Chun-Li
      • vs. Dhalsim
      • vs. F.A.N.G.
      • vs. Karin
      • vs. Ken
      • vs. Laura
      • vs. M. Bison
      • vs. Nash
      • vs. Necalli
      • vs. Rashid
      • vs. R. Mika
      • vs. Ryu
      • vs. Vega
      • vs. Zangief

Street Fighter V Guide › Fighters › Chun-Li

Special Moves

LP Kikoken Charge ,
Startup

13

Active

Notes

Recovery

32

Guard Level

HL

On Hit

±0

On Guard

-6

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

60

Stun

100

Meter Gain

10/20/10

Notes

Requires 50 frames of charge; projectile onscreen for 70 frames

MP Kikoken Charge ,
Startup

11

Active

Notes

Recovery

32

Guard Level

HL

On Hit

-1

On Guard

-5

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

60

Stun

100

Meter Gain

10/20/10

Notes

Requires 50 frames of charge; projectile onscreen for 50 frames

HP Kikoken Charge ,
Startup

9

Active

Notes

Recovery

32

Guard Level

HL

On Hit

-2

On Guard

-4

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

60

Stun

100

Meter Gain

10/20/10

Notes

Requires 50 frames of charge; projectile onscreen for 30 frames

EX Kikoken Charge ,
Startup

11

Active

Notes

Recovery

27

Guard Level

HL

On Hit

4

On Guard

1

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

100(40+60)

Stun

100

Meter Gain

-300

Notes

Requires 50 frames of charge; 61 frames of duration on screen

Kikoken: Kikoken is a duration-limited projectile performed with a back charge of at least 50 frames (5/6ths of a second) followed by . Each version differs in its travel speed, distance, and startup time. LP Kikoken is the slowest but remains active on screen for 70 frames before dissipating; HP Kikoken is the fastest but is active for only 30 frames. HP Kikoken releases on Frame 9 compared to LP Kikoken’s release on the 13th frame, a significant difference when it comes to mid-range effectiveness. MP and EX Kikoken start up at 11 frames, with EX Kikoken being a two-hit fireball and traveling the entire screen distance. Additionally, HP Kikoken puts the opponent into extra guardstun compared to LP Kikoken (although they have the same amount of recovery frames). This makes HP Kikoken much safer on block at close distances (-4 compared to -6). Although not totally safe, it’s generally better to use HP Kikoken in blockstrings.

An effective strategy when cornering an opponent is to hammer them with HP Kikoken around mid range. The best way to charge for subsequent Kikokens is to use the following input sequence: charge for 50 frames, , , whiff either crouching or crouching , and repeat. This starts the charge for the next Kikoken before you’ve even thrown the previous one, helping you get out charge specials more rapidly. Once you’ve mastered this technique, you’ll be able to apply potent chip-damage pressure against your opponents.

Hyakuretsukyaku: Chun-Li lunges forward into her iconic “lightning legs” attack. Normal versions differ in damage, startup, recovery, and lunge distance. LK Hyakuretsukyaku starts up at a quick four frames, MK at 10, and HK at 14. None of them is safe on block, leaving you at least -8 disadvantage. However, LK lightning legs on hit is +3, so it’s possible to link into crouching for a combo (see Combo 10 and Combo 15). EX Hyakuretsukyaku is two sets of flurry kicks that knock down on hit and are safe (-2) on block.

Hyakuretsukyaku will be your next-best finisher in many combos (with Spinning Bird Kick being optimal in combos that allow for enough charge time). It’s also useful for simple whiff-punish combos, such as crouching .

Surprisingly, EX Hyakuretsukyaku is an exceptional low-check tool when canceled from a poke, like crouching . Because of how safe it is and the momentum reward of scoring a knockdown if your enemy isn’t crouch-blocking, this sequence into EX Hyakuretsukyaku is spammable as long as you have enough EX Gauge to support it.

After connecting with EX Hyakuretsukyaku, you’re at enough advantage against a quick-rising opponent to forward dash and go for a meaty . If the enemy stays on the floor, you can opt for a “dead body cross-up” using into a light attack hit-check.

LK Hyakuretsukyaku
Startup

5

Active

2xn

Recovery

20

Guard Level

HL

On Hit

3

On Guard

-8

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

80(20x4)

Stun

80(20x4)

Meter Gain

10/40/20

Notes

CA cancelable on 2nd hit

MK Hyakuretsukyaku
Startup

10

Active

2xn

Recovery

20

Guard Level

HL

On Hit

2

On Guard

-9

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

100(20x5)

Stun

100(20x5)

Meter Gain

10/50/25

Notes

CA cancelable on 2nd hit

HK Hyakuretsukyaku
Startup

14

Active

2xn

Recovery

20

Guard Level

HL

On Hit

1

On Guard

-10

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

120(20x6)

Stun

120(20x6)

Meter Gain

10/60/30

Notes

CA cancelable on 2nd hit

EX Hyakuretsukyaku
Startup

5

Active

2xn

Recovery

19

Guard Level

HL

On Hit

D

On Guard

-2

VSX Hit

—

VSX Guard

—

Cancel

—

Damage

140

Stun

150

Meter Gain

-300

Air LK Hyakuretsukyaku while jumping
Startup

7

Active

2xn

Recovery

12 landing

Guard Level

HL

On Hit

3

On Guard

-1

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

80(20x4)

Stun

80(20x4)

Meter Gain

15/40/20

Notes

Advantage can vary.

Air MK Hyakuretsukyaku while jumping
Startup

8

Active

2xn

Recovery

12 landing

Guard Level

HL

On Hit

4

On Guard

1

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

100(20x5)

Stun

100(20x5)

Meter Gain

15/50/25

Notes

Advantage can vary.

Air HK Hyakuretsukyaku while jumping
Startup

7

Active

2xn

Recovery

12 landing

Guard Level

HL

On Hit

-4

On Guard

-7

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

120(20x6)

Stun

120(20x6)

Meter Gain

15/60/30

Notes

Advantage can vary.

Air EX Hyakuretsukyaku while jumping
Startup

6

Active

2xn

Recovery

12 landing

Guard Level

HL

On Hit

-7

On Guard

-10

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

175(25x7)

Stun

210(30x7)

Meter Gain

-300

Notes

Advantage can vary.

Air Hyakuretsukyaku: This air version of Chun-Li’s lightning legs special can be performed from neutral jump and forward jump, with a slight height restriction. Air Hyakuretsukyaku is versatile because you can use it in jumping or juggle combos (see the Combos section for details) and as a pseudo dive kick in the neutral game. Heavier button strengths deal a bit more damage, while LK/MK Air Hyakuretsukyaku provide link opportunities on a successful hit (see Combo 6).

LK Spinning Bird Kick Charge ,
Startup

9

Active

2xn

Recovery

24

Guard Level

HL

On Hit

D

On Guard

-6

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

120

Stun

200

Meter Gain

30/50/25

Notes

Requires 40 frames of charge; airborne on 9th frame; first hit forces standing

MK Spinning Bird Kick Charge ,
Startup

15

Active

2xn

Recovery

24

Guard Level

HL

On Hit

D

On Guard

-8

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

140

Stun

200

Meter Gain

30/80/35

Notes

Requires 40 frames of charge; airborne on 15th frame; first hit forces standing

HK Spinning Bird Kick Charge ,
Startup

22

Active

2xn

Recovery

26

Guard Level

HL

On Hit

D

On Guard

-10

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

160

Stun

200

Meter Gain

30/80/45

Notes

Requires 40 frames of charge; airborne on 22nd frame; first hit forces standing

EX Spinning Bird Kick Charge ,
Startup

5

Active

2xn

Recovery

27

Guard Level

HL

On Hit

D

On Guard

-12

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

170

Stun

200

Meter Gain

-300

Notes

Requires 45 frames of charge; frames 1-8 completely invincible; airborne on 5th frame; rewards counter-hit to opponent if hit during recovery

Spinning Bird Kick: Chun-Li does a handstand followed by an upside-down helicopter kick attack. Spinning Bird Kick is highly unsafe on block and whiff, so you should use it primarily in combos. It’s your optimal combo finisher because of its damage and knockdown effect, leaving you with enough advantage to perform a forward dash against a quick-rising enemy (+17) in order to set up a meaty, a frame trap, or a throw attempt. Otherwise, you can follow up with a meaty Kikoken immediately after connecting with Spinning Bird Kick. Due to various startup times for each version of the move, you’ll need to use a different button strength depending on the attack you’re canceling from in order to maximize your damage output. Use LK Spinning Bird Kick canceled off of crouching , MK off of standing or crouching , and HK off of crouching . See the Combos section for its uses.

The first hit of Spinning Bird Kick has a midsection hitbox and forces standing, ensuring full damage when used as a combo finisher against crouching enemies.

EX Spinning Bird Kick is a stationary and invincible attack used as an anti-air or a wakeup reversal. It starts up in five frames and is invincible for eight, so you’ll beat out almost everything your enemy throws at you (except for other invincible moves). However, if you miss with it, or it’s blocked, any hits you take will count as counter-hits. At -12 on guard, most characters will be able to score a fat Counter Crush combo on you.

Note that normal Spinning Bird Kick only requires 40 frames of charge, while EX Spinning Bird Kick requires 45. This allows you to charge normal versions fast enough for a sequence like standing crouching canceled as late as possible into Spinning Bird Kick.

Keep reading with a free account

The first 3 sections of Street Fighter V are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousNormal Throws NextCritical Art