Tsuitotsuken
or


| Startup |
7 |
|---|---|
| Active |
2 |
| Recovery |
12 |
| Guard Level |
HL |
| On Hit |
3 |
| On Guard |
±0 |
| VTX Hit |
7 |
| VTX Guard |
4 |
| Cancel |
V |
| Damage |
60 |
| Stun |
100 |
| Meter Gain |
30/15 |
Tsuitotsuken: Chun-Li performs a far-reaching three-finger thrust into her opponent’s eyes. Because of its range and smaller hurtbox (her fingers cannot be hit during its active frames), Tsuitotsuken is one of Chun-Li’s better mid-range pokes. You can execute this unique attack with either
or 

, which means you won’t have access to standing
while walking (or charging for Kikoken).
Hakkei 


| Startup |
7 |
|---|---|
| Active |
5 |
| Recovery |
13 |
| Guard Level |
HL |
| On Hit |
3 |
| On Guard |
2 |
| VTX Hit |
11 |
| VTX Guard |
10 |
| Cancel |
SP, V |
| Damage |
90 |
| Stun |
150 |
| Meter Gain |
50/25 |
Hakkei: Arguably Chun-Li’s strongest unique attack, Hakkei (colloquially known as “back fierce”) makes its return. She extends both her palms, creating a large hitbox around her midsection. During its amazing five active frames, her arms are essentially invincible while her lower body is vulnerable. After these active frames, her palms become vulnerable for the remainder of her recovery.
Additionally, Hakkei is special and V-cancelable, allowing for powerful option select and whiff-punish combos. For instance, using a sequence of 





from just outside of range can score you 200 points of damage if your opponent happens to walk or stick an attack into it.
Its versatility doesn’t stop there. As a close-range attack, 

leaves you at an advantage on block (+2) and, on hit, puts your foe in enough hitstun for a crouching
link (see Combo 4a). As an anti-air, it covers horizontal range that 

does not, and its startup is much faster than standing
. When it counter-hits, you’re rewarded with a juggle, seen in Combo 19a.
Senenshu 


| Startup |
26 |
|---|---|
| Active |
2 |
| Recovery |
16 |
| Guard Level |
H |
| On Hit |
±0 |
| On Guard |
-2 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
70 |
| Stun |
100 |
| Meter Gain |
30/15 |
Senenshu: Senenshu is a new overhead attack introduced to Chun-Li’s arsenal in SFV. It slightly resembles her Hazanshu special from SFIV (which she no longer has). Although Chun-Li appears initially airborne during the first few frames of animation, she is actually considered in a standing state throughout. Unlike most overhead attacks, Senenshu is safe on block (at -2).
This attack complements her mid-range pressure extremely well in conjunction with her crouching 




sequence. Furthermore, it travels about 40 percent screen distance—an overhead attack from mid range to long range that’s practically unpunishable.
Kakurakukyaku 


| Startup |
34 |
|---|---|
| Active |
6 |
| Recovery |
4 + 7 landing |
| Guard Level |
H |
| On Hit |
7 |
| On Guard |
3 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
80 |
| Stun |
150 |
| Meter Gain |
50/25 |
Kakurakukyaku: Chun-Li’s 

is a small forward jump into a backswinging heavy kick. Kakurakukyaku is a rather slow move, and there aren’t many knockdown situations that allow you to use this unique jump attack effectively (unless your opponent opts not to quick-recover from your knockdowns). You’ll want to use this as a side-switching technique while Chun-Li’s back is near to or facing a wall. Mixed in with your Wall Jump and other mid-range pokes, you can go for a Kakurakukyaku attempt to escape from the corner while giving yourself significant advantage on hit or block (+7 and +3, respectively).
Tenkukyaku 


| Startup |
8 |
|---|---|
| Active |
5 |
| Recovery |
13 |
| Guard Level |
HL |
| On Hit |
2 |
| On Guard |
±0 |
| VTX Hit |
7 |
| VTX Guard |
3 |
| Cancel |
V |
| Damage |
70 |
| Stun |
150 |
| Meter Gain |
50/25 |
Tenkukyaku: Similar to Chun-Li’s close roundhouse from previous Street Fighter games, Tenkukyaku is a launcher-like vertical heel kick executed with 

as a unique attack. You should use it primarily as an anti-air against opponents jumping in above Chun-Li’s head. It doesn’t have a large vertical hitbox around the midsection, so it will miss against certain crouchers—although -2 on guard, it should strictly be used as an anti-air.
Yokusenkyaku 


| Startup |
18 |
|---|---|
| Active |
5 |
| Recovery |
13 |
| Guard Level |
HL |
| On Hit |
2 |
| On Guard |
-2 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
80 |
| Stun |
150 |
| Meter Gain |
50/25 |
Yokusenkyaku: Yokusenkyaku is an airborne spinning roundhouse kick that technically becomes airborne on the sixth frame, effectively crushing low attacks. It’s primarily used to apply pressure on the opponent while advancing Chun-Li into close range. It stays out for a whopping five active frames, and at -2 on block, it’s safe to use (provided you don’t get interrupted). Hitstun/blockstun advantage varies, and they’re determined by which active frame you connect with. The later the hit during active frames, the greater the advantage, with the maximum hit advantage at +6 and maximum block advantage at +2.
Yokusenkyaku puts Chun-Li above most of the cast in terms of footsies capability. Other characters settle for just having great mid-range attacks, but Chun-Li has an invaluable low-crushing hop kick to complement hers. See Combo 5 for its use as a combo-initiator.
Additionally, Chun-Li’s hop kick has an indirect advantage in that it beats out medium and light hitboxes during “trades.” Opponents will need to interrupt you with their faster attacks (before your active frames) or trade heavy attacks with you in order to stop you.
Since it has a vulnerable lower hurtbox, Yokusenkyaku’s primary weaknesses are fast, mid-hitting attacks like Ryu’s crouching
and Dhalsim’s 

.
Yosokyaku
or

while jumping
| Startup |
5 |
|---|---|
| Active |
4 |
| Recovery |
4 landing |
| Guard Level |
H |
| On Hit |
— |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
SP |
| Damage |
40/50/60 |
| Stun |
60 |
| Meter Gain |
30/15 |
Yosokyaku: Chun-Li’s jumping “head stomp” makes a return, and like SFIV, each connected attack puts Chun-Li into a special jump state that affords extra jumping attacks, including more head stomps. You can perform a maximum of three head stomps. Furthermore, each stomp reduces your jump momentum, causing a shift in Chun-Li’s trajectory. This lets you go for a forward jumping head stomp into a cross-up jumping
. Or, if you use Yosokyaku from a falling V-Skill “small jump,” you can even shift your momentum in reverse. For instance, input 

, then perform your head stomp as low to the ground as possible. Chun-Li’s forward momentum is completely stopped, and she’ll even start to fall a bit backwards with each subsequent head stomp. Essentially, you can trick your enemy into blocking the wrong way after the first head stomp and come down with a frontal attack, such as a jumping
to the face.
Wall Jump
near wall
| Startup |
— |
|---|---|
| Active |
— |
| Recovery |
— |
| Guard Level |
— |
| On Hit |
— |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
— |
| Stun |
— |
| Meter Gain |
— |
Wall Jump: While near the edge of the screen (mid screen or corner), Chun-Li can propel herself off of the wall from a backwards jump, transitioning into a forward jump. Like Kakurakukyaku, it’s best used as an escape tool from the corner. One way to set yourself up for an escape is to use your strong mid-range pokes, like
/

and standing
, to deter an aggressive opponent. Then, go for a Wall Jump and land on the enemy’s head with a head stomp into cross-up
. This sequence will swap sides with the opponent, freeing Chun-Li from being boxed in.