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Street Fighter V eGuide
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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

V-System

V-Skill
Rankyaku
Startup

11

Active

4

Recovery

38 + 6 landing

Guard Level

HL

On Hit

D

On Guard

-24

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

40

Stun

50

Meter Gain

V: 100/50

Notes

Frames 11-52 airborne

Rankyaku: Chun-Li’s V-Skill is a versatile one. This angled jumping swipe attack transitions into a jump state, allowing for a follow-up jumping attack during Chun-Li’s descent. The initial arm swipe is rather lackluster due to having a tiny hitbox inside a much larger hurtbox. Its use as an anti-air is limited because it can easily trade with or be interrupted by enemy jump-in attacks. However, if you can manage to time it correctly and hit your opponent out of the air with it, you can deal substantial damage with Chun-Li’s follow-up juggle combos (see Combo 16).

Alternatively, you can use Rankyaku as a sort of “small jump” that allows you to engage the enemy from the air without committing to using a full-height forward jump. It also has a unique momentum shift during the tail end of the jump, affecting the special jump state angles of head stomp (see the Yosokyaku description for details).

Although its jump height is lower than a normal jump, its speed is roughly the same. For instance, you still must make a good anticipatory guess to jump a projectile for a punish as you would using a normal forward jump.

V-Reversal
Sohakkei
Startup

10

Active

2

Recovery

20

Guard Level

HL

On Hit

1

On Guard

±0

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

40

Stun

—

Meter Gain

V: -300

Notes

Frames 1-15 strike and projectile invincible; recovers 200 of own stun

Sohakkei: Sohakkei is a lackluster V-Reversal in that it doesn’t knock down on hit and doesn’t have special travel properties like Cammy’s. Chun-Li performs a palm strike that’s ±0 on block and +1 on hit. Generally, your V-Gauge is best saved for your potent V-Trigger mode (unless you use it before capping out your V-Gauge, saving enough stamina to gain enough for a potential V-Trigger).

V-Trigger
Renkiko
Startup

1

Active

0

Recovery

4

Guard Level

—

On Hit

—

On Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

—

Notes

Changes properties of almost all moves for 1000 frames

Renkiko: Chun-Li’s two-bar V-Trigger, Renkiko, is similar to Yang’s Seiei Enbu from SFIV. For a duration of 1000 frames (about 16 seconds), it changes several properties on most of Chun-Li’s moves (see the frame data under the Modified Attacks During Renkiko heading). Most notably, it adds extra hits to her medium-strength and heavy-strength attacks, including all unique attacks. Additionally, it increases hitstun on many of her moves, adding new combo opportunities and links. For example, Chun-Li can link from crouching (+6) to crouching and into crouching . See the Combos section for sample Renkiko combos.

It also enhances many of her special and unique move properties, such as the on screen duration of Kikoken and the damage of her kick specials. On top of that, Hakkei () transforms from a regular attack hitbox into a projectile hitbox, allowing you to deflect fireballs without having to charge for Kikoken.

Renkiko is an incredibly powerful V-Trigger. As a two-bar V-Trigger, you’re almost always guaranteed an activation once per round, and it essentially increases your damage output from combos across the board. The biggest difference is the combo-ability from her overhead attack (potential 250 points of damage, without meter).

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