Long Range
You can play Chun-Li with varying styles. At long range, you can opt to aggressively advance into mid and close range, or you can try for a more defense-oriented projectile zoning game with LP Kikoken before mounting an offense.
Although Kikoken dissipates after a certain duration, it’s still an effective asset to Chun-Li’s long-range gameplay, particularly LP Kikoken. With its slow travel speed, you can use LP Kikoken as a tool to pave the way for your aggression. If your opponent is playing passively from full screen, throw out LP Kikoken and trail it with a forward dash, or simply follow it with your fast walk speed. Alternatively, you can turtle up and apply repeated chip damage pressure by alternating between LP and MP Kikoken in order to frustrate your enemy while building precious EX Gauge for EX Hyakuretsukyaku. For tips on optimizing charge timings, see the Kikoken description.
Mix it up with your Kikoken timing. If you want to bait out a forward jump, you can condition your opponent with your Kikoken patterns. Then, after completing your 50 frames of charge requirement, instead of firing off Kikoken, press 

for a fake-out. It will look like you’re charging for Kikoken, and then when you press 

, you only get a standing
, which can signal the enemy to guess-jump at you. Use standing
(or the appropriate anti-air button depending on Chun-Li’s distance from her opponent) to punish the ill-timed jump-in.
You can use your “low jump” V-Skill to engage opponents from long range, as it is usually difficult to anti-air with its low-altitude, triangular trajectory. Use Rankyaku into jumping
for the most frame advantage since it’s a two-hit heavy attack; it has the benefit of hitting the enemy early on (hitting their head or upper body if standing), plus the frame advantage from the second deeper hit. On hit, follow up with Combo 8 or Combo 9.
Against projectiles, you can use crouching
to slide under and avoid them in cases where you don’t have time to charge and execute a Kikoken. The timing can be challenging, though, as you’ll want to wait until the incoming fireball is about to hit Chun-Li before you input crouching
. Slow-moving projectiles such as M. Bison’s EX Psycho Blast and F.A.N.G.’s Nishodoku (V-Skill) are unavoidable in this manner and must be dealt with through conventional means. Additionally, you can use crouching
with a
input, allowing you to charge for Kikoken while advancing forward. If you want to build extra gauge and have charge for Kikoken, use HP Kikoken to trade projectiles since it has the fastest startup of the three normal Kikoken versions.
Mid Range
Mid range is arguably Chun-Li’s strongest range. Most of her far-reaching attacks have relatively dominant hitboxes (reaching past her hurtbox, a rarity in SFV), such as standing
,
OR

, crouching
, standing
, and crouching
.
Use standing
from outside of sweep range for a long-distance body blow, dealing 80 points of damage on hit. This gut punch is an outstanding surprise attack that can catch opponents off guard when they walk into its range. It isn’t special-cancelable, but it can be V-canceled for a potential combo on hit (see Combo 7). Be aware that Chun-Li extends her lower hurtbox significantly during this punch because she lunges forward with her legs, making her more vulnerable to low attacks.
Your next-best poke in terms of range is standing
. Standing
features all of the benefits of standing
while having a less vulnerable lower hurtbox, as Chun-Li lifts her front leg and performs a side heel kick. Like standing
, you can V-Trigger cancel standing
for a potential combo or for extra frame advantage on block. Both standing
and standing
have a slight hitbox extension past her hurtbox.
When Chun-Li is within range, you can start using crouching
to check your opponent’s crouch-guard. The ideal time to use crouching
is when you can bait out a whiffed medium or heavy attack from your opponent while playing footsies, then punish their recovery with a quick crouching 
HK Hyakuretsukyaku (which is then cancelable into your Critical Art if you have meter). Alternatively, you can burn EX Gauge on crouching 




since EX Hyakuretsukyaku is safe on block for a “free” low-hit check.
If you’re up against a more passive player, who’s less willing to engage in footsies, you can start applying HP Kikoken pressure from mid range to long range. HP Kikoken starts up relatively quickly, especially for a projectile, and has a reasonably short recovery period. The downside is that it requires charge to execute. However, by using an optimal charge technique (charge
for 50 frames,
,

), you can drastically cut down on the gap between subsequent Kikokens. Of course, this technique does make you a bit predictable, as your opponent will notice an obvious rhythm. To compensate, be prepared to fake them out and go for one of Chun-Li’s many high-damage anti-air combos when they jump at you (see the anti-air combos in the Combos section of this chapter).
If you’ve been using a lot of crouching
attacks, you might feel like you’ve conditioned your opponent into blocking low more often. You can then start using Senenshu (

) for a long-range overhead, dealing a decent 70 points of damage. Senenshu acts as both a reaction-check and as a safe engagement attack into close range (leaving you -2 on block).
Against better crouching attacks, such as Cammy and Ryu’s crouching
, you can opt to use your hop kick (

) to both crush your opponent’s lows and advance safely. Yokusenkyaku is an extremely effective attack, especially against players who lean toward spamming crouching moves. It has a high rate of counter-hits because of its high amount of active frames and priority. Additionally, it can provide up to six frames of advantage (more on counter-hit), potentially linking into crouching
. If you’re sharp enough, you can throw out 

followed by crouching
and keep an eye out for the “Counter” system message. As soon as you’ve confirmed it, go for Combo 15a or Combo 15b. Abuse this attack as much as possible against crouchers until they realize they can interrupt you with quick standing mid attacks (like a standing
or
).
When you have a fully stocked EX Gauge,
/

(Tsuitotsuken) becomes your best poke at max footsie range. On counter-hit, you can link into your Critical Art for around 40 percent total damage (see Combo 14). Without a full bar, this unique attack is still very effective because of its impressive hitbox, extending far past Chun-Li’s hurtbox.
Chun-Li also has a plethora of exceptional mid-range anti-air attacks, all specialized for certain jump angles. If your opponent goes for a close jumping attack or one with a cross-up arc, you can use 

to cleanly beat them, putting them into a forced air recovery. From a bit farther out, you can start using 

with its remarkable five-frame “invincible” palm hitbox (on counter-hit, you get a Crush Counter; see Combo 19a and Combo 19b). If you don’t think you’ll have time to fully extend your Hakkei, you can opt for a quick standing
anti-air instead. Otherwise, if you’re prepared, you can go for a forward jump air-to-air jumping
juggle combo, using one of Chun-Li’s many anti-air combos.
Close Range
While many of her moves (particularly her medium, heavy, and unique attacks) are catered to fighting at mid range, Chun-Li still maintains an adequate close-range game. Much of it revolves around her forward throw, standing and crouching
, crouching
, standing
, and 

.
If you’re engaging into close range from a jumping attack, such as Rankyaku into jumping
, you can branch to several options depending on your style of play and how you think your foe will react.
One of the safer maneuvers is to go for a low hit-check of walkup crouching
(always keep a
or
charge here)
standing/crouching
(see Combo 1). Note that crouching
has slightly more pushback effect than standing
, so you may want to take that into consideration for your follow-up (e.g., use standing
if you plan on going for a throw follow-up). After your
is blocked, you’re at +2, so you still have slight tempo advantage for another hit-check, such as crouching 



(HP Kikoken).
Guarded crouching 
HP Kikoken at this distance is considerably difficult to punish for most characters from a distance (at only -4), so you can be liberal with this sequence, provided you have the charge for it. On hit and if you have a full EX Gauge, you can cancel HP Kikoken into Hoyokusen (Critical Art). In some rare situations, depending on distance and if your opponent is in a standing state, you can link HP Kikoken into EX Hyakuretsukyaku for an incredible link combo (seen in Combo 20). In most cases, this sequence will shift Chun-Li safely into mid range.
Your other line of play off of a knockdown or off of huge frame advantage from a jumping attack is to go for a forward throw. Chun-Li’s forward throw is exceptional in that its damage clocks in at the higher end (at 130), and it allows for a decent forward dash follow-up against a quick-recovery. The following sequence, for instance, gives you a three-frame jab counter-hit check: throw with 

, buffer 
, then crouching
(proceed into Combo 2a on hit).
When you’ve instilled the threat of throws to your enemy, you can start using standing
as a slightly slower frame-trapping attack within throw range. Standing
is a central part of Chun-Li’s throw/counter-hit game, with impressive frame values on hit and block (+6 and +3, respectively). On a normal hit, you can finish with Combo 2b; on counter-hit, you can go for something beefier like Combo 13.
Alternatively, you can use Hakkei as a frame trap or meaty. For example, after an EX Hyakuretsukyaku knockdown with your opponent quick-rising, you can dash in and then go for 

meaty before the enemy fully recovers. Since Hakkei has five active frames, you can hit with the tail end of its hitbox duration for massive frame advantage. On block, you can reward yourself with up to +6 advantage, allowing for a true blockstring with a follow-up crouching
. Or, you can use this frame advantage to go for a trickier attack, like a step forward standing
frame trap.
But Chun-Li’s close-range mix-ups don’t end there. She also has an instant overhead technique in her arsenal with immediate forward jumping 

. This sequence is virtually unblockable on reaction and can be used in a couple of situations. The best use is as a round ender: if you need that last hit to K.O. the enemy, this is an almost-guaranteed way to deal 40 points of damage. Otherwise, you’re left in a forward jumping state where you can potentially connect with a cross-up jumping
or another 

. However, if your opponent reacts properly, they can punish Chun-Li while she’s still airborne or as she lands by walking underneath her while she’s in the special forward jump state.
Last but not least, Chun-Li now has a legitimate dive kick-like setup with instant air LK/MK Hyakuretsukyaku. This opens up a whole new dimension in her close-range offense, especially in conjunction with standing
and forward throw. Practice using LK/MK Air Hyakuretsukyaku at the lowest possible point, as you’ll want to abuse this technique in your close-range and mid-range offense. For instance, you can go for an up-close crouching
and immediately execute a forward jumping MK Hyakuretsukyaku, crushing any kind of crouching attack or tech-throw attempt and rewarding you with a combo on hit. Otherwise, you’re at +1 frame advantage on block. When Chun-Li is flush with her opponent (within the threat range of throws), use neutral jump instant air LK/MK Hyakuretsukyaku. Many players will have a natural inclination to go for a throw-tech in these situations (depending on your timing), and since Chun-Li is jumping, she’ll avoid it while nailing them with an Air Hyakuretsukyaku combo (see Combo 6).
On defense, Chun-Li can hold her own with her three-frame crouching
, instant air Hyakuretsukyaku, or EX Spinning Bird Kick. Use a crouching jab to poke your foe, if you think they’re going to walk in for a throw attempt after you guard an attack. Alternatively, you can go for a neutral jump instant air Hyakuretsukyaku to avoid throws. This is weak to meaty attacks and quick lows, though, so don’t be too predictable with this defensive technique. On your wakeup, you can use EX Spinning Bird Kick as an invincible reversal to blow through any attacks the enemy wants to hit you with (excluding other invincible specials). Just be aware of the reversal punish counter-hit risk on block/whiff.
With Renkiko Activated
With your V-Trigger activated, your game plan remains roughly the same, but you open up a few options at all ranges (especially mid and close range). At long range, your Kikoken becomes more effective as a zoning tool. All normal versions of the projectile have their on screen duration doubled, essentially traveling twice the distance they normally would.
The improvements to your mid-range and close-range game come from enhanced frame values on the hitstun and damage on most of your moves. From mid range, you can hit your opponent with a combo from an overhead 

attack (see Combo 22). This combo showcases your new link from crouching
to crouching
, as well.
At close range, your low-hitting crouching
becomes an impressive frame trap tool (like standing
, except it must be blocked crouching), allowing for a linked crouching
afterward, as seen in Combo 21.
Although this can be useful depending on the situation, the hitbox of 

(Hakkei) becomes a projectile instead of a normal attack. You can deflect projectiles with a quick 

input instead of using your own Kikoken. Clashing a projectile with Hakkei also makes it special-cancelable. For example, use 

on reaction to Ken’s Hadoken, then immediately cancel it into 


for a clean Critical Art punish.
It’s important to note that although your attacks have additional hitstun advantage, they do not have additional blockstun advantage (see the data in the Modified Attacks During Renkiko section).
In addition to these changes, all of Chun-Li’s medium and heavy attacks connecting on airborne opponents will put them in in a juggle state. For instance, an anti-air standing
during Renkiko rewards you with a juggle combo. For more, see the Combos section.