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| ~ Chun-Li |
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Chun-Li (春麗 or チュンリー Shunrei or Chunrī?, Simplified Chinese: 春丽) is the main female protagonist of the Street Fighter series, originally debuting in Street Fighter II. The first female fighter in the series, she is an expert martial artist and Interpol officer who relentlessly seeks revenge for the death of her father at the hands of M. Bison.
| This dropdown contains the synopsis of Chun-Li's story. Read at your own risk as you may be spoiled otherwise! |
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Pre Street Fighter At eighteen, Chun-Li became a detective to search for her missing father. She later joined Interpol as a narcotics investigator, focusing on anti-Shadaloo operations. She earned a reputation as the "black sheep of Interpol" due to her investigations into Shadaloo's illegal activities. Street Fighter Alpha: Warriors' Dreams Street Fighter Alpha 2 Street Fighter Alpha 3 Street Fighter II Chun-Li later visited her father's grave, feeling his death had been avenged. With Bison defeated, Shadaloo's eventual collapse became inevitable. From this point, Chun-Li moved forward as a young, single woman, though later games offer the choice between continuing her detective work or focusing on personal life. During the tournament, she also fought Ken Masters. Pre-Street Fighter IV After Shadaloo's fall, Chun-Li, Guile, and Cammy are called to a theme park to stop Juri Han, an operative from S.I.N., who is causing havoc. While Guile and Cammy evacuate civilians, Chun-Li searches for survivors. She confronts Juri as the operative executes a rogue S.I.N. agent. Chun-Li struggles to land effective strikes, and Juri gains the upper hand, twisting Chun-Li's arm before Chun-Li escapes with a kick and an air-Kikoken. Distracted by a child whose mother was hurt, Chun-Li is struck by Juri’s kick and thrown into a wall. Juri is forced to flee when her artificial eye malfunctions as Guile and Cammy arrive. Chun-Li, injured and losing consciousness, alerts Cammy about the child and his mother. Hospitalized with multiple injuries, Chun-Li continues her investigation of Juri and S.I.N. from her hospital bed. Guile and Cammy confront Juri in the field, but later report to Chun-Li that they were unable to capture her. Street Fighter IV Street Fighter V A Shadow Falls Later, Chun-Li, Cammy, and Guile discuss the missing hackers and the Shadaloo keys. Injured, Chun-Li is defeated by Rashid when he takes one of the keys from her. Chun-Li is enlisted by Karin Kanzuki to stop Shadaloo's plan involving the Black Moons. Teaming up with Ken and Cammy, she tracks Laura in Brazil and retrieves the key piece from her. During an initial Shadaloo infiltration, Dhalsim intervenes to help Chun-Li by dispatching soldiers and giving her a Black Moon piece. Inside the base, Chun-Li finds Li-Fen, who hesitates to escape. Chun-Li and Karin shut down the Black Moons at the control panel, while F.A.N.G activates the Descent Program. Abel loses control from the Psycho Power surge, but Zangief intervenes, and Chun-Li boards the escape helicopter with Karin, Nash, and the others. Ryu arrives after defeating Necalli, and Chun-Li joins the final assault against Shadaloo. During the battle, Nash sacrifices himself to weaken M. Bison, and Chun-Li fights F.A.N.G to protect Li-Fen, defeating him with a Tenshin Shushu and Hakkei strikes. After Ryu defeats Bison, Chun-Li escapes the crumbling base with Li-Fen, Ryu, and Guile. She carries Li-Fen while avoiding falling debris, aided by Ryu's Denjin Hadoken to stop the spreading fire, ensuring their safe retreat from the destroyed Shadaloo base. Street Fighter V Arcade During a flashback, Chun-Li attempts to apprehend Vega in China. Vega comments on her precise kicks, referencing her father, which leads to a fierce fight. Vega scratches Chun-Li on the arm before retreating. Her pursuit of Vega continues to Russia, where she encounters Guile and Nash. Nash challenges her to a spar, defeating her, while Guile acknowledges her determination and suggests accompanying her if she finds Vega. Returning to China, Chun-Li finds Vega with Shadaloo soldiers and Birdie. She overpowers Vega after a tough fight and attempts to arrest him, but he escapes by helicopter, revealing he has information about her father’s death. Back in the present, Chun-Li uses her hair ribbons to adorn Li-Fen’s ox-horns. Inspired, Li-Fen begins training under Chun-Li’s guidance, aiming to grow stronger like her mentor. Street Fighter III: 3rd Strike Street Fighter 6 After learning that a new terrorist organization, Amnesia, has targeted Ken and framed him for a crime he did not commit, Chun-Li works to find evidence to clear his name. Since Shadaloo's fall, Chun-Li has adopted a more philosophical outlook on life. She wears a white-based outfit inspired by the series' traditions, designed for elegance and mobility, and lives calmly yet with a radiant presence. Street Fighter 6 Days of the Eclipse Chun-Li, working undercover, follows Ken and Albert Jackson along with Tsujimoto as they head to a hotel. When Ken's car is attacked by masked assailants, Chun-Li and Tsujimoto intervene, taking Ken and Albert to safety.
After showing Ken the video transmitted by Amnesia, he angrily protests his innocence. Chun-Li, aware that he is being framed, restrains him and points a gun at him, insisting he remain calm. She calls Li-Fen, who identifies the video as likely a deepfake and notes other anomalies, including online betting related to the tournament. Chun-Li requests Li-Fen’s help to locate Mel Masters. Before they can continue, Chun-Li hears a noise, finds Tsujimoto unconscious, and notices that Ken has escaped through a window. Li-Fen reports to Chun-Li that the more she investigates Johan/Jean-Philippe (JP), the more suspicious he appears. He moves frequently between corporations and NGOs, involving himself in infrastructure projects across several countries. While his projects seem legitimate, trouble and conflict often follow his involvement. Li-Fen confirms his hands are likely “dirty,” but warns that digging deeper is increasingly risky, with his digital footprint heavily protected and attempts made to reverse-hack her. Chun-Li asks if the investigation is too difficult, and Li-Fen states she could try harder if motivated by a reward, jokingly requesting a new gaming mouse and a large steak. As they leave the room, Chun-Li wonders if she can ever have a normal life, upsetting Li-Fen. Street Fighter 6 Chun-Li: An Agent's Day Off Chun-Li emerges victorious, though Juri escapes without revealing any information. Despite Bison’s demise, Chun-Li remains determined to root out any remaining threats lurking in the shadows. Street Fighter 6 Juri: Occupational Burnout Street Fighter 6 A.K.I.: Time to Work Street Fighter 6 World Tour Although Chun-Li is less central to the story than Li-Fen, she shares her personal history and interests with the player upon reaching specific bond levels. Chun-Li discusses her skill with firearms and her enjoyment of skeet shooting. Her shooting talent was exceptional, highlighted by a 6th-place finish in an international competition. She draws connections between shooting and martial arts, noting that both require precise focus and timing. While serving as a police officer, Chun-Li typically relied on her kicking abilities, using her sidearm mainly for warning shots. Chun-Li expresses her love for playing the erhu, a traditional Chinese instrument. Though she is not a professional and is hesitant to perform publicly during the day, she invites the player to a private nighttime performance under the Hong Hu Lu gazebo. Playing the erhu is personally meaningful, offering Chun-Li tranquility and a way to connect with her emotions. Chun-Li reveals that she lives with Li-Fen, whom she considers both a student and a younger sister, despite their age difference. Chun-Li rescued Li-Fen during Shadaloo’s downfall, leaving the girl orphaned. Initially, Li-Fen struggled with trauma and was hesitant to open up, but Chun-Li helped her overcome her fears. Through martial arts training, Li-Fen grew into a confident young woman capable of defending herself. Chun-Li also shares the importance of her father, a respected Hong Kong police officer and creator of the Spinning Bird Kick, which she now teaches to both Li-Fen and the player, preserving his legacy. Chun-Li invites the player to join her and Li-Fen on a shopping trip, which was suggested by Li-Fen. She notes that Li-Fen enjoys pandas, chocolate, and gaming, having once asked Chun-Li for a gaming mouse. Chun-Li fondly recalls buying Li-Fen a panda-themed bag, still cherished by her. Seeing Li-Fen happy brings Chun-Li joy, and she occasionally spoils her during shopping trips. Chun-Li also enjoys these outings and finds pleasure in sampling sweets while exploring the stores with Li-Fen. |
General Description: Chun-Li possesses a graceful yet powerful physique, best known for her notably muscular legs. Her overall appearance blends traditional Chinese elegance with the practicality of a world-class fighter, adapting across numerous designs while retaining her signature traits.
Facial Features: She has a gentle yet determined expression framed by her dark hair, often styled in the traditional "ox horns" — a hairstyle associated with Chinese culture. Her eyes are large and expressive, accentuated by subtle makeup and light lipstick in most appearances. Depending on the era, her hair is adorned with ribbons or left bare, and in modern renditions she occasionally wears it down or tied differently.
Hairstyle: Chun-Li’s signature hairstyle consists of twin buns known as ox horns, a traditional style often seen in Chinese culture. In the Street Fighter Alpha series, she wears them unadorned. In later titles, the buns are typically wrapped with white silk brocades and ribbons, also referred to as bao. In Street Fighter IV, her alternate costume presents the ox horns uncovered, secured by red cords with golden orbs at the ends. Variations of the ox-horn style, also known as odango in Japanese, have appeared across adaptations. In the Street Fighter II V anime, she alternates between wearing her hair in a bun or a ponytail, and when under Bison’s control, her hair is worn loose. In Street Fighter V, she lets her hair down when wearing her Battle costume, while in Street Fighter 6, the ox horns remain but without adornments, with tidier bangs. In World Tour Mode, she mentions enjoying variety in her hairstyles, occasionally wearing her hair loose, braided, or tied differently.
Clothing/Outfit: Chun-Li’s iconic attire is a modified blue qipao, tailored for unrestricted movement and decorated with gold trim. The outfit is paired with a white sash, sheer brown tights, and white combat boots. Completing her ensemble are her distinctive spiked iron bracelets, worn both for training and balance during combat. Across different games, she has worn several alternative outfits — including her sleeveless vest and unitard from the Alpha era, elegant dresses, tactical police uniforms, and casual modern wear. In Street Fighter 6, her attire evolves into a cheongsam-inspired outfit in soft blue and gold hues, with designs of clouds and birds along the fabric, complemented by leggings and black martial-arts flats.
Special Features: Her spiked bracelets are a defining accessory, weighing enough to serve as both symbolic and functional tools for maintaining balance and control during high-speed kicks. The ornate embroidery and detailing on her qipao often represent cultural heritage and personal remembrance, including homage to her late mother. The kanji-inspired motifs and dragon emblems along her sashes and waistbands highlight her disciplined and refined identity.
Alternate Forms/Disguises: Over the series, Chun-Li has worn numerous alternate outfits. Her detective-era vest from the Alpha series prioritizes agility, while her police uniforms and tactical gear in later games display her law enforcement background. In Street Fighter V, she appears in evening gowns, swimsuits, casual streetwear, and themed crossover outfits such as wedding and professional attire, each maintaining a sense of elegance. In Street Fighter 6, she also dons modern ensembles — including a fashionable sports outfit with a vest and sweatpants, and a detailed swimsuit variant adorned with floral gold patterns — showcasing her enduring versatility and cultural grace.
Name: Chun-Li
Origin: Street Fighter II
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Street Fighter Alpha (Chronological first appearance), Street Fighter 2 (First actual appearance)
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
Gender: Female
Sexuality: Heterosexual
Pronouns: She/Her
Handedness: Ambidextrous
Age: Late 20's in Street Fighter Alpha, in her 30's currently
Birthday: 3-1-1968[2] (Though later games remove the year entirely)
Time Period
Homeworld: Earth
Residence:
Story Role: Fighter, Playable Fighter, Supporting Protagonist
Legacy: Global Legacy (Chun-Li is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[6])
Influence: Event Influence
Language: Chinese
Ethnicity: Chinese
Religion: N/A
Classification: Martial Artist, Interpol Detective, Alpha Warriors, The World Warriors[7], Legendary Fighter[8]
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation
Combat Style Chinese Martial Arts, Kung Fu[9]
Affiliations: Cammy, Gen, Guile, Ryu, Ken, Karin, Reiko, Mary, Li-Fen
Complicated: Juri
Enemies: M. Bison, C. Viper, Balrog, Vega, Akuma, Gill, F.A.N.G, Urien, A.K.I.
Height: 169 cm
Weight: Refuses to tell
Status: Alive
Alignment: Lawful Good (Chun-Li was initially a cop that Chun-Li dislikes crimes[10], and goes out of her way to do things such as help lost children[11])
Protection Level: Global Protector (Wishes to defeat and arrest M. Bison who is trying to take over the world)
Archetypal Tiering: Mentor
Key: Street Fighter Alpha-Alpha 3 | Street Fighter 2-4 | Street Fighter 5 | Street Fighter 3-6
Key Information
Grade: B | B to A | A | A
Tier: At least 9-B, Higher with Sheer Will | 9-B to 9-A, Higher with Sheer Will | 9-A, Higher with Sheer Will | At least 9-A, Higher with Sheer Will
Cardinality: Finite
Dimensionality: 3-D
Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[16]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[17])
Attack Potency: At least Wall level (Buster) (Should be superior to Street Fighter 1 Ryu, who broke multiple stone tiles[18], and broke three cinderblocks with one attack[19]. Should be comparable to Adon[20], who broke a chunk off a statue's head[21]. Should be comparable to characters like Birdie, who bent a large piece of metal[22]), Higher with Sheer Will (Her determination and emotions allowed her to[23] defeat Vega[24], who could overcome her not much time before[25] back when she was a rookie) | Wall level (Buster) (The Street Fighter cast can break[26] apart cars overtime with various hits[27]. They can also destroy metal barrels[28]. Along with destroy stone walls overtime[29]. Can fight and harm Sagat[30], who broke a large rock in half[31]. Can destroy barrels in a single hit[32], Can fight and harm Zangief[33], who overpowered a large bear[34]) to Room level (Potency) (Chun-Li can[35] fight against[36], Juri Han, who can blow up the inside of a building[37] and cause a jet plane to explode[38]. Can destroy barrels in a single hit[39]), Higher with Sheer Will | Room level (Potency) (Could casually bust open a large metal door along side Karin on the other side[40]. The cast is able to destroy barrels with a single hit[41]), Higher with Sheer Will | At least Room level (Potency) (As before, the Street Fighter cast can break apart cars overtime with multiple hits[42]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[43]), Higher with Sheer Will
Durability: At least Wall level, Higher with Sheer Will | Wall level to Room level, Higher with Sheer Will | Room level, Higher with Sheer Will | At least Room level, Higher with Sheer Will
Striking Strength: At least Wall Class (Buster), Higher with Sheer Will | Wall Class (Buster) to Room Class (Potency), Higher with Sheer Will | Room Class (Potency), Higher with Sheer Will | At least Room Class (Potency), Higher with Sheer Will
Lifting Strength: Class 50 (Comparable to Hugo, who can lift a semi-truck[44]), Higher with Sheer Will | Class 50, Higher with Sheer Will | Class 50, Higher with Sheer Will | Class 50, Higher with Sheer Will
Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[45]. Faster than Dan, who can outrun a wall of flames[46]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[47]), Higher with Sheer Will | At least Superhuman, Higher with Sheer Will | At least Superhuman, Higher with Sheer Will | At least Superhuman, Higher with Sheer Will
Attack Speed: Transonic (Chun-Li's lightning kick has her strike so quickly that all that is visible is the blue blur of her moving feet[48]), Higher with Sheer Will | Transonic, Higher with Sheer Will | Transonic, Higher with Sheer Will | Transonic, Higher with Sheer Will
Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[49], even during the Alpha series[50]), Higher with Sheer Will | Transonic, Higher with Sheer Will | Transonic, Higher with Sheer Will | Transonic, Higher with Sheer Will
Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[51]. Can go through intense battles and long periods of training. A trained martial artist and police officer, who can perform extensive on field investigations, infiltration and engage in battle with characters on her level. Had a friendly match with Charlie Nash and immediately after fought Vega)
Range: Standard Melee, Tens of Meters with Special Attacks (With Kikosho, Chun-Li can charge all the chi within her to shoto out a powerful concusive blast[52], which she can use as a massive energy field around herself[53]), Hundreds of Meters with Firearms
Intelligence: Genius Intelligence (Noted to be very talented to begin with, absorbing all skills readily like sand soaking up water[54])
Knowledge: At least Master level in combat (Noted that in around three years she got the basics down of Hung Ga Kuen[55]. Around 15 years old, to extend her basics she started doing Sanda, further strengthening her fighting capability[56] To establish her own kicking style, she visited different gyms including Taekwondo, kick boxing, combat karate, and capoeira[57]. As a result of her training, she developed an esoteric style of using Hung Ga's vibrating stomp at her foundation leg, while suspending her kicking elg in mid air to deliver various continuous kicks at will[58]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[59]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[60])
Same as before.
All previous powers and abilities
A gun.
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Press Directional Button away from opponent. Fighters can even block in mid-air.
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.



Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.


When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

To do some serious trash talking, press SELECT.
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
There are three basic punches:
Press the Y button. The jab is very quick, but does little damage.
Press the X button. The strong punch does a fair amount of damage.
Press the L button. The fierce punch does a large amount of damage, but is slow.
There are three basic kicks:
Press the B button. The short kick is very quick, but does very little damage.
Press the A button. The forward kick is strong and is fairly quick.
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Press a Punch (P) or Kick (K) button.
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
↓↑ Jump higher than a regular jump.
→→ or ←←

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
2P or 2K buttons
When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
| Levels | ||
|---|---|---|
| Attack Level | Main Benefits of Focus Attack performed | |
| Level 1 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Defying gravity, Chun Li flips upside down and spins around like a top. Using her powerful legs to lift her and keep her aloft, Chun Li can now execute the Whirlwind Kick in mid-air.
Using the control pad, press ↓ and hold it for 1 second. Then simultaneously press ↑ and push any kick button.
To do the Whirlwind Kick in mid-air, jump into the air and then quickly do the move as described above.
By tapping her Chi, Chun Li has learned to unleash her own version of the fireball. Not containing the raw power of speed of Ken and Ryu's fireball, Chun Li's version of the fireball still packs a punch.
Using the control pad, press ←↙↓↘→ in one continuous motion and press any punch button. Make sure you press the punch button as you reach the end of the control pad motion.

Standard Tactics: Chun-Li will lead with hand to hand combat, either to rapid kick her opponent, use a variety of her flying kick techniques, or cause them to crumble with her focus attack, while using techniques such as Kikosho as long ranged options.
Weaknesses
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[207]
| Abbreviations | |||||||||||||||||
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The following messages will appear on screen when certain conditions are fufilled, an example can be found here[208] and here[209]
| Bonus Messages | |||||||||||||||||
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| Profiles |
Secretly pursuing the movements of Shadowloo, the internaitonal smuggling operation, Chun-Li fights bravely, unmindful of personal danger. The memory of her father burns brightly in her life. |
Original Translation on left. | Street Fighter Alpha |
|
Secretly pursuing the movements of Shadowloo, the internaitonal smuggling operation, Chun-Li fights bravely, unmindful of personal danger. The memory of her father burns brightly in her life. |
Original Translation on left. | Street Fighter Alpha 2 |
|
Unlike many of the other contestants, Chun Li has not entered the tournament for personal glory. Instead, she has been secretly tracking the movements of an international smuggling operation know as Shadowloo. The trail has lead her to the tournament and she now believes that one of the Grand Masters may have been responsible for the death of her father. Stunned by her good looks, opponents often underestimate Chun Li's ability and find themselves flattened by a few well placed kicks. Chun Li's quest for justice guides her life, but at heart she is still a young girl who yearns to live a normal life. |
Original Translation on left. | Street Fighter 2 |
| Chun Li
The return of the beauty of slender legs It's been some time since Chun Li distanced herself from the world of street fighting. Suddenly, an incident occurs: the disappearance of a disciple of her kung-fu class. In order to find their whereabouts she resolves to step back into the fighting stage. This is the first appearance of Chun LI in the "Street Fighter III" series. The many distinctive moves now at her disposal allow her to move away from her former style centered around her long-reach crouched kick: her new style has the charm of being able to take advantage of a full variety of attacks. Having many moves with a long reach packed with power, she does best when keeping her opponent in check from a middle range. Her middle-air throw and wall-jump are also valuable assets[210].
Super Arts (Choose One)
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CHU
STREET FIGHTER 3rd STRIKE 麗しき脚線美ふたたび 久しくファイトから遠ざかってい た春麗。 しかし事件は唐突に起き た。 クンフー教室の教え子が、 突 全然姿を消してしまったのだ。 行方 を追うため、闘いの舞台に戻るこ とを決意する。 『ストII』シリーズでは初登場とな る春麗。 個性的な通常技の数々の おかげで「リーチの長いしゃがみ 中キックを軸に・・・・・・」 という従来 のスタイルではなく、 各通常技の 特性を生かした新たな戦術が楽し めるのが大きな魅力だ。 リーチが 長く、 「当たり」 の強い技を持って いるため、 中間距離での牽制技勝 負を得意とする。 空中投げや三角 跳びといった特性も健在だ。 カラーバリエーション |
Street Fighter III: Third Strike |
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An ICPO investigator who fights with her beautiful, powerful legs. She joined the force at 18 in order to search for her missing father. Now, sensing again the shadow of Shadaloo, an organization she herself brought to the brink of destruction, she starts a new investigation with the help of Guile. | Original on the left | Street Fighter IV |
Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[223]?
A: Akuma's punch causes the island to start collapsing[224], and specifically causes an explosion of this size in comparisson to the island[225], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[226]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.
Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[227], which was calculated to be 8-B?
A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[228]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[229] and cause a jet plane to explode[230], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.
Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[231]?
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[232]?
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?
A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[233], his ending in Alpha 3 has him easily kill M. Bison[234]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[235], and ends up winning[236], and him calling the Raging Demon a pitifully weak move[237]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[238], while Groan only plays when he's fighting Gen or Evil Ryu[239], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.
Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?
A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[240]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.
Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?
A: While some statements[241] suggest it to be equal[242] in power to[243] Akuma, several[244] characters[245] note[246] that[247] it isn't[248], as strong[249] as the[250] real Akuma[251]. The real Akuma even considers SiRN Akuma a mockery[252]. C. Viper notes the simulation is only passable as a simulation[253].
Q: Isn't Menat's statement of fighters always fighting against their destiny[254] usable?
A: Menat still can't see the future well[255], having a hard time seeing fighter's futures like F.A.N.G.[256], and can't properly see into the future[257]. This is more due to her being a rookie then the fighters resistances.
9 - 4 - 0
None.