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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