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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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.