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Capcom vs. SNK 2

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Unlock Chun-Li's full potential in Capcom vs. SNK 2. Discover her special moves, super special moves, and detailed normal attack breakdowns for effective gameplay.

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Unlock Chun-Li's full potential in Capcom vs. SNK 2. Discover her special moves, super special moves, and detailed normal attack breakdowns for effective gameplay.

Speed is the key when using Chun-Li in Capcom vs. SNK 2! Don't rely too much on combos, as they aren't as effective with her. Instead, focus on moving in and out of the fight.

Special Normal Moves:

  • Senjou Shou: F + MK
  • Yoku Senkyaku: F + SK
  • Tenshin Shuu Kyaku: DF + SK
  • Yousou Kyaku (AIR): D + MK

Special Moves:

  • Kikouken: HCF + P
  • Hyakuretsu Kyaku: Press K rapidly
  • Spinning Bird Kick: Ch. D, U + K
  • Hazan Shu: HCB + K

Super Special Moves:

  • Hoyoku-Sen: QCFx2 + K
  • Kikou-Shou: QCFx2 + P

Movelist Breakdown:

Normal Attacks:

STANDING:

  • Far LP (Hand Thrust): Chun-Li's poke move, ideal for comboing into other moves.
  • LP Close (Quick Elbow): A standard close move, quick with good combo potential but low damage. Can combo into another LP Close or Far LP.
  • MP (Abdomen Punch): Decent reach, pushes opponents back. Combos into Hoyouku-Sen (QCF + MP, QCF + K). Fast for an MP, a good whiff punisher, and safe on block. Use for footsies, baiting moves, and whiff punishing with Far Standing MP into Hoyouku-Sen.
  • Far SP (Strong Fist): Good reach but slow start-up and recovery. Opponents can counterattack after blocking. Not recommended for general use.
  • Close SP: Useful in combos (into Kikouken or Hoyouko-Sen) and block strings (Spinning Bird Kick trap).
  • LK (Heel Kick): Great for combos and speed priority, though not as fast as most LKs.
  • Far MK (Roundhouse Kick): Can be used as an anti-air but is slow with bad recovery. Low priority for combos.
  • MK Close (High Kick): Decent, but the extended version does more damage. Good for mix-up games up close.
  • Far SK (Back Roundhouse Kick): Similar to Far MK but hits higher. Not recommended for combos due to risk.
  • Close SK: Decent anti-air, cancelable into Specials/Supers, and Super Jump cancelable.

CROUCHING:

  • LP (Quick Punch): One of the fastest moves (2 frames), with more range than most Crouching LPs. Links into another Crouching LP or Crouching MP. Chun-Li's best close-up tool and opening for combos, especially on counterhit (links into Crouching MP or Far Standing MP).
  • MP (Foot Punch): Along with Far Standing MP, a great whiff punisher. Good range, fast, decent recovery, cancelable into specials and supers. Goes under many projectiles (Shotos Fireball, Guile's Sonic Boom, etc.).
  • SP (Backhand Chop): Relatively quick execution but low combo potential and can be punished. Useful for knocking opponents out of moves but not recommended for frequent use.
  • LK (Foot Kick): Limited range and low damage, but a great combo starter, poke, and speed priority move. Faster than other LPs and LKs.
  • MK (Extended Foot Kick): Better reach than LK but slower. Can be comboed into Hyakuretsu Kyaku to Houyokusen.
  • SK (Handstand Kick): Good range, can be used in mix-ups. Decent anti-air. Cancelable into Kikosho (good against P and K Grooves).

JUMPING:

  • LP (Falling Fist Diagonal): Lasts the entire jump. Low damage, not great for combos, but good for interrupting opponent's moves.
  • LP Straight Up (Falling Fist): Same as the diagonal version.
  • MP (Quick Falling Fist Diagonal): Faster version of the LP. Lasts about half a second. Good for interrupting moves and entering combos if timed correctly against grounded opponents.
  • SP (Strong Punch): Decent speed and range, but not a top jumping move. Obsolete against grounded opponents with anti-airs. Good in air-to-air situations. Chains into another SP (useful against P and K Grooves and after Hoyouko-Sen).
  • SP Straight Up (Strong Hook): Surprisingly fast for an HP, good for interrupting moves. Downside is... [text cut off]

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