Blanka
Blanka
Cammy
Cammy
Chun-Li
Chun-Li
Dee Jay
Dee Jay
Dhalsim
Dhalsim
E. Honda
E. Honda
Guile
Guile
JP
JP
Jamie
Jamie
Juri
Juri
Ken
Ken
Kimberly
Kimberly
Lily
Lily
Luke
Luke
Manon
Manon
Marisa
Marisa
Rashid
Rashid
Ryu
Ryu
Zangief
Zangief
Chun-Li
Street Fighter 6Chun-Li
Platform
Moves
Click moves when in Tag mode to toggle them on or off.
Control scheme
Hover
May not be available for some moves.
Disabled in Tag mode.

Move List

Common Moves
Drive Impact
Hosen Kick
Costs 1 Drive Gauge stock
Drive Reversal
Hoyoku Kick
Costs 2 Drive Gauge stocks
Drive Parry
Drive Parry
Costs Drive Gauge
Parry Drive Rush
Costs 0.5 Drive Gauge stock
Cancel Drive Rush
Costs 3 Drive Gauge stocks
Throws
Koshuto
Taiji Fan
Ryuseiraku
Unique Attacks
Swift Thrust
Hakkei
Water Lotus Fist
Yokusen Kick
Falling Crane
Yoso Kick
Wall Jump
Soaring Eagle Punches
Serenity Stream
Orchid palm
Snake Strike
Lotus Fist
Forward Strike
Senpu Kick
Tenku Kick
Special Moves
Kikoken
Costs 2 Drive Gauge stocks
Hundred Lightning Kick
Costs 2 Drive Gauge stocks
Lightning Kick Barrage
Aerial Hundred Lightning Kicks
Costs 2 Drive Gauge stocks
Spinning Bird Kick
Costs 2 Drive Gauge stocks
Hazanshu
Costs 2 Drive Gauge stocks
Tensho Kicks
Costs 2 Drive Gauge stocks
Super Arts
Kikosho
Costs 1 Super Art stock
Aerial Kikosho
Costs 1 Super Art stock
Hoyoku-sen
Costs 2 Super Art stocks
Soten Ranka
Costs 3 Super Art stocks

Advanced Combos

Library (0)

Guides

Library (1)
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FGMoves
4
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Basic Info: How to play Chun-Li Chun-Li's fast walk speed gives her virtually limitless ways to attack, with a collection of moves that are perfect for punishing openings in your opponent's gameplan. Thanks to her easy-to-use pokes, projectiles, and anti-airs, Chun-Li can also play a more flexible game by reacting to anything the opponent throws her way. Up close, Chun-Li can maintain offense by stringing her fast, maneuverable normal attacks into unique attacks and specials. Attacking out of Serenity Stream is an effective way to maintain offense or crack open your opponent's defenses. Special Move: Kikoken (HoldBF+P) Fire a ki blast directly forward. Useful for attacking opponents at range. The light, medium, and heavy versions of Kikoken all have different travel distances and recovery times. From afar, the light version can be used to cover your offense, while medium and heavy lock your opponent down up close. (Overdrive) The projectile moves faster and hits more times on contact. It also recovers quickly, making for a potent surprise attack. Special Move: Hundred Lightning Kicks (QCF+K) Unleash a series of high-speed kicks. Useful for creating combos out of normal attacks. My specialty, best used after connecting with a normal move. Using it against a blocking opponent will leave you at a disadvantage, so wait for them to miss a move of their own, or connect into it with a close-range combo. (Overdrive) This version has more hits and additional power. You can also enter a command during it to perform a Lightning Kick Barrage. Take care NOT to activate it when blocked to avoid leaving yourself open. Special Move: Aerial Hundred Lightning Kicks (QCF+K during a neutral or forward jump) A Hundred Lightning Kicks performed while jumping. Effective when used to convert a jumping attack into a combo. Fundamentally, you should use this move immediately after intercepting your opponent in the air. For example, use a jumping medium punch, then cancel it into Aerial Hundred Lightning Kicks. (Overdrive) This is a more damaging move with greater combo potential. It's also easy to combo into after launching your opponent. Special Move: Spinning Bird Kick (HoldDU+K) A series of rotating, upside-down kicks with your legs extended wide. This move does lots of damage, and is useful when performing combos against opponents that have left themselves wide open. My Spinning Bird Kick knocks down on hit, leaving you at an advantage. If you're ever in a situation where you know you can land a hit, make sure to connect this into it. (Overdrive) This attack launches the opponent on hit, leaving them open to follow-ups. Just remember that it won't combo unless you start with a medium attack or greater. Special Move: Hazanshu (QCB+K) Leap forward, rotate in the air, and slam your leg downward with a powerful kick. Useful for checking an opponent's sweeps, or as a way to close distance. The light, medium, and heavy versions of Hazanshu have different startup speeds and recovery times. It can't be blocked while crouching—a fact the speedy light version will help you take advantage of. The medium and heavy versions leave fairly small gaps, even when blocked, making them worthwhile close-range options. (Overdrive) This version will bounce the opponent on hit, leaving them open to follow-ups. If you land a counter from a heavy attack or catch your opponent off guard, this is the move to use. Special Move: Tensho Kicks (DD+K) Rise into the air with multiple kicks. Useful for countering an opponent's jumping attacks, or as a way to close out combos. The light and medium versions execute quickly, making them fantastic anti-airs. Once you're used to things, aim for big damage with the heavy version. Working it into juggle combos is another sound option. (Overdrive) This move is invincible to all attacks, making it a fantastic come-from-behind reversal. Use it to strike some fear into overly aggressive opponents. Super Art: Kikosho (QCFQCF+P) Create a mass of energy directly in front of you. Its swift speed and invulnerability can quickly turn the tables on an opponent. Kikosho is a great combo tool, and also works as a Drive-free reversal. If you launch your opponent with a Drive combo and want to add a little more damage to the end, this move is an excellent choice. Special Move: Aerial Kikosho (QCFQCF+P during a jump) Fire a kikosho diagonally downward while jumping. Effective when used to convert a jumping attack into a combo. This is the move to use when following up on a mid-air combo. It couldn't hurt to learn some combo routes to connect into Yoso Kick, either. Special Move: Hoyoku-sen (QCFQCF+K) Move forward while unleashing a series of kicks and then launch your opponent into the air. The last hit can be immediately canceled into a jump. This move is invincible and will hit opponents from far away, making it great for connecting off long-reach normals. You can also use it to go through your opponent's fireballs. Be sure to practice it in juggle combos as well. Special Move: Soten Ranka (QCBQCB+K) Perform a roundhouse kick, knock your opponent into the air with a series of attacks, and then smash them with a devastating kick. Useful for tacking on big damage in a combo, or as a quick way to turn the tables. A powerful move that you'll want to save for just the right moment. It has a special property that allows you to cancel into it from special moves. When you land a hit using Hundred Lightning Kicks, cancel into this move for huge damage. Strategy: Fundamentals 1 At the start of a round, try walking forward and landing a crouching medium kick. You can use Swift Thrust to keep your opponent at bay, all while holding back to charge a Kikoken. From there, standing heavy punch is a great option that should beat many of your opponent's moves. You can also jump or dash in to quickly get into close melee range. Strategy: Fundamentals 2 Next up, let's look at ways to counter your opponent. Your opponent will likely use moves to cover their approach. Crouching medium punch is a good answer, and you can also use Yokusen Kick to avoid low attacks and strike back. Once you limit your opponent's ground options, they'll likely consider an airborne approach. Use standing medium kick, Tensho Kicks, and air throws to make them think twice about jumping. Strategy: Fundamentals 3 Next, let's talk about close-range combat. Standing medium punch will let you act first even if your opponent blocks it. Mix up your light and medium attacks along with throws to break through your opponent's defenses. If they adapt, hit them with Water Lotus Fist, which can't be blocked while crouching. Try a Yoso Kick at the start of your jump arc, then perform a jumping medium kick to really get in your opponent's hair. Strategy: Advanced 1 With Serenity Stream (QCB+P), I assume a stance. From there, each button will unleash one of six different moves. Orchid Palm (LP) and Forward Strike (LK) are swift, and useful to work into your close-range offense. Snake Strike (MP) brings you low to the ground, making it an effective response to projectiles. Senpu Kick (MK) is a long-reaching low attack, best used as a poking tool from mid-range. Lotus Fist (HP) can't be blocked low, so bring it out when your opponent retreats into their shell. Tenku Kick (HK) is a move that launches your opponent. Use it in combos. You can also use Serenity Stream to cancel out of normals into the stance. This includes moves that you can't cancel ordinarily, like grounded heavy attacks. Also, Orchid Palm, Forward Strike, Senpu Kick, and Lotus Fist can be canceled into special moves, and even let you skip the charge motion for moves that require it. Use this to add variety to your offensive sequences and combos.
Created 2023.06.03