FIGHTER GUIDE IORI'S STRATEGY

CHUN-LI
春麗

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for CHUN-LI.

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10000
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CHUN-LICHUN-LI character artwork
Home›Fighter Guides›CHUN-LI›Combos & Okizeme
COMBO ROUTES

CHUN-LI Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (12)CONTENTS
ESSENTIAL ROUTES01

10 Essential Starter Routes

① Jump-in

j.HK > st.MP > cr.MP > M Spinning Bird Kick ↳ +34 ↳ forward dash, +15 ↳ Walk-up throw, walk forward into st.MP, or shimmy

Start charging down immediately after pressing st.MP.

② Basic combo

stable route

st.MP > cr.MP > M Spinning Bird Kick ↳ 2160 ↳ +34 ↳ forward dash, +15 ↳ Walk-up throw, walk forward into st.MP, or shimmy

damage

st.MP > cr.MP > H Spinning Bird Kick ↳ 2320 ↳ grounded hit +33 ↳ forward dash, +14 ↳ Walk-up throw, walk forward into st.MP, or shimmy

H Spinning Bird Kick will not connect if canceled too late. Start with M Spinning Bird Kick.

③ Light starter

cr.LK > cr.LP > L Spinning Bird Kick ↳ 1296 ↳ Very tight charge timing ↳ L Spinning Bird Kick grounded hit +33 ↳ forward dash, +14 ↳ Walk-up throw, walk forward into st.MP, or shimmy

point-blank

st.LP > st.MP > cr.MP > M Spinning Bird Kick ↳ 2160 ↳ +34 ↳ forward dash, +15 ↳ Walk-up throw, walk forward into st.MP, or shimmy

st.LP > st.MP works only at point-blank range.

When you do not have charge

st.LP CH > Swift Thrust > M Hundred Lightning Kicks ↳ 1468 ↳ An alternative when Spinning Bird Kick is not charged

④ cr.MK Cancel Drive Rush

easy / stable route

cr.MK > Cancel Drive Rush > st.MP > Hakkei > Serenity Stream / Forward Strike > M Spinning Bird Kick ↳ 2139 ↳ +34 ↳ forward dash, +15 ↳ Walk-up throw, walk forward into st.MP, or shimmy

SA Gauge gain

cr.MK > Cancel Drive Rush > Hakkei > Serenity Stream / Tenku Kick > Yoso Kick > Soaring Eagle Punches ↳ 2031 ↳ High SA Gauge gain ↳ Knockdown advantage varies with the height of the airborne follow-up. ↳ If the route leaves +46, it allows a corner safe jump.

⑤ Midscreen Shimmy

st.HP PC > Serenity Stream / Senpu Kick > H Spinning Bird Kick ↳ 2880 ↳ H Spinning Bird Kick +33 ↳ forward dash, +14 ↳ throw or shimmy

⑥ After blocking an invincible reversal

st.HP PC > Serenity Stream / Senpu Kick > H Spinning Bird Kick ↳ 2880 ↳ +33 ↳ forward dash, +14 ↳ Walk-up throw, walk forward into st.MP, or shimmy

Higher-damage extensions are possible, but start with this reliable meterless route.

⑦ Drive Rush overhead

This takes priority over learning a Drive Reversal punish for Chun-Li, so it occupies that slot in the starter list.

Raw Drive Rush > Water Lotus Fist > cr.MP > M Spinning Bird Kick ↳ 2360 ↳ overhead starter ↳ +34 ↳ forward dash, +15 ↳ Walk-up throw, walk forward into st.MP, or shimmy

⑧ Corner DI

DI wall splat > Hakkei > H Hundred Lightning Kicks > H Tensho Kicks ↳ Reliable damage ↳ Frame advantage varies with the height at which H Tensho Kicks connects. ↳ Continue into corner okizeme.

Prioritize SA Gauge gain and setplay

DI wall splat > Yokusen Kick > Serenity Stream / Tenku Kick > Yoso Kick x2 > Soaring Eagle Punches ↳ Frame advantage varies with airborne follow-up height. ↳ A result of +45–46 allows a safe jump.

⑨ Midscreen DI counter

DI PC > cr.HP > Serenity Stream / Tenku Kick > Yoso Kick x2 > j.HP on the way down > forward dash ↳ 2700 ↳ Can switch sides

easy route

DI PC > Falling Crane > L Spinning Bird Kick ↳ 2299 ↳ Prioritizes positioning

⑩ Countering DI with your back to the corner

With your back fully against the corner

DI PC > Falling Crane > L Hundred Lightning Kicks > H Tensho Kicks ↳ 2880 ↳ Switches sides ↳ Prioritizes escaping the corner

Advanced option

DI PC > cr.HP > Serenity Stream / Tenku Kick > early Yoso Kick x2 > j.HP on the way down > forward dash

↳ Dash beneath the opponent to switch sides.

Back to top ↑
COMBO ROUTES02

Additional Practical Combos

cr.HP into stance

cr.HP > Serenity Stream / Forward Strike > M Spinning Bird Kick ↳ 2360 ↳ +34 ↳ forward dash, +15

Spinning Bird Kick does not require charge when canceled from a stance follow-up.

OD Spinning Bird Kick

st.MP > cr.MP > OD Spinning Bird Kick > L Spinning Bird Kick ↳ 2539 ↳ corner carry / Okizeme focus

st.MP > cr.MP > OD Spinning Bird Kick > H Tensho Kicks ↳ 2680 ↳ Damage-focused route

Corner OD Spinning Bird Kick

st.MP > cr.MP > OD Spinning Bird Kick > L Hundred Lightning Kicks > H Tensho Kicks ↳ 3120

SA3

st.MP > cr.MP > OD Spinning Bird Kick > L Hundred Lightning Kicks > SA3 ↳ 4800

Corner OD Kikoken

st.MP > cr.MP > OD Kikoken > cr.MK > M Spinning Bird Kick ↳ 2910 ↳ +34 ↳ corner Setplay

M Hazanshu PC

M Hazanshu PC > cr.MP > M Spinning Bird Kick ↳ 2340 ↳ Starter for going through a projectile ↳ +34

H Hazanshu PC

H Hazanshu PC > cr.MK > M Spinning Bird Kick ↳ 2680 ↳ Starter for going through a projectile ↳ +34

Hazanshu has heavy starter scaling. Avoid excessive extensions unless they will finish the round.

OD Hazanshu PC

OD Hazanshu PC > H Tensho Kicks ↳ 2400

Alternatively:

OD Hazanshu PC > L Spinning Bird Kick ↳ 2239 ↳ Okizeme focus

Low-altitude Hundred Lightning Kicks on a throw read

On the way up from a neutral or forward jump > L Aerial Hundred Lightning Kicks PC > st.LP > st.MP > cr.MP > M Spinning Bird Kick ↳ 2340 ↳ On a throw read ↳ +34

Stance overhead

Serenity Stream / Lotus Fist > M Spinning Bird Kick ↳ 2100

Meter-spending option

Serenity Stream / Lotus Fist > Cancel Drive Rushst.MP > Hakkei > Serenity Stream / Tenku Kick > Yoso Kickx2 > Soaring Eagle Punches ↳ 2941 ↳ overhead starter

Serenity Stream / Orchid Palm frame trap

Serenity Stream / Orchid Palm > Cancel Drive Rushst.MP > Hakkei > Serenity Stream / Forward Strike > M Spinning Bird Kick ↳ 2461 ↳ HP frame trap ↳ +34

anti-air st.HK

st.HK on airborne hit > Serenity Stream / Senpu Kick > H Tensho Kicks ↳ 2380 ↳ Relatively difficult ↳ Adjust Senpu Kick's timing to the hit height.

Back to top ↑
COMBO ROUTES03

SA

SA1

Hakkei > H Hundred Lightning Kicks > SA1 ↳ 3160 ↳ Also works at midscreen

SA2

st.LP > st.LP > OD Hundred Lightning Kicks > SA2 > forward jump cancel > low-altitude j.MP > land > Yoso Kick x2 on the way up > Soaring Eagle Punches ↳ 2660

Follow-up after a standalone SA2

SA2 > forward jump cancel > low-altitude j.MP > land > Yoso Kick x2 on the way up > Soaring Eagle Punches ↳ 2700

Add SA1 ↳ 3210

Corner SA2

SA2 > j.MP > land > H Hundred Lightning Kicks > H Tensho Kicks ↳ 3160

SA3 easy

Hakkei > L Hazanshu > SA3

OD Hazanshu > SA3

OD Hazanshu PC > SA3 ↳ 4640

Back to top ↑
SETPLAY04

Okizeme & Setplay

M Spinning Bird Kick ender

+34

forward dash ↳ +15

Walk-up throw ↳ Manually time it to catch wake-up.

Walk forward into st.MP ↳ Meaty strike

Walk forward, then walk back for a shimmy.

L or H Spinning Bird Kick on grounded hit

+33

forward dash ↳ +14

Walk-up throw

Walk forward into st.MP

Walk forward, then walk back for a shimmy.

Alternative option

Parry Drive Rush > Water Lotus Fist

↳ active-frame meaty ↳ hit +8 ↳ block +5

On hit: cr.MP or cr.MK > M Spinning Bird Kick

L Spinning Bird Kick airborne hit

+30

forward dash ↳ +11

Walk-up throw Walk forward into st.MP Walk forward, then back for a shimmy

H Tensho Kicks grounded hit

+37

On an anti-air hit, frame advantage may increase depending on height.

Parry Drive Rush

st.MP Throw Yokusen Kick Wait and watch

Alternative setplay

forward dash ↳ +18

Parry Drive Rush > st.MP ↳ active-frame meaty ↳ hit +13 ↳ block +8

Corner M Spinning Bird Kick

+34

Whiff cr.MP ↳ +11

Hakkei ↳ active-frame meaty ↳ hit +10 ↳ block +4

Alternative option

Whiff st.LP ↳ +21

walk back ↳ shimmy

Whiff st.LK ↳ +4

throw st.MP

Corner H Tensho Kicks airborne hit

+35

Serenity Stream / Lotus Fist ↳ Lines up with wake-up ↳ Overhead ↳ 2 hits

Low option

Serenity Stream > leave stance immediately > cr.LK

On a parry read

Serenity Stream > leave stance > wait > throw

Corner +46 safe jump

Air combo > Soaring Eagle Punches > j.HP ender at a high position

↳ +46

Immediate forward jump > j.HK ↳ Safe against 5F reversals

Alternative option

forward jump > Yoso Kick > cr.LK ↳ Low attack after landing

+45 6F safe jump

If the airborne follow-up height leaves +45 instead

Immediate forward jump

j.HK ↳ Safe against 6F reversals ↳ Loses to 5F invincible reversals

Yoso Kick > j.HK ↳ overhead

Land and block ↳ Covers 5F invincible reversals ↳ Also accounts for Perfect Parry

Corner forward throw

+11

Chun-Li does not have a throw loop.

Immediate cr.HP from your current position ↳ Meaty strike

Walk forward slightly, then wait. ↳ Watch for parry or an invincible reversal. ↳ Throw when appropriate.

Walk-up throw ↳ An immediate attempt is not meaty. ↳ A throw attempt from an even situation

Approach behind L Kikoken

From long range: L Kikoken > walk forward

As the opponent blocks Kikoken:

Throw ↳ Adjust timing manually.

st.MP ↳ strike

Enter throw range, then walk back > cr.MP ↳ Shimmy

Swift Thrust ↳ Vary the timing against Perfect Parry attempts.

L Kikoken > Parry Drive Rush

L Kikoken > Parry Drive Rush

cr.LK ↳ low

throw ↳ throw

Yokusen Kick ↳ Catch a throw-tech attempt.

Water Lotus Fist ↳ overhead

Back to top ↑
ESSENTIAL ROUTES05

Pressure & Frame Traps

st.MP

block +1

st.LP ↳ frame trap

On CH ↳ +7 ↳ cr.MK combos afterward.

Drive Rush st.MP

block +5

Hakkei ↳ 3F gap ↳ Frame trap

Hakkei or cr.HP > Serenity Stream / Orchid Palm

From Hakkei ↳ Approximately a 2F gap

From cr.HP ↳ Approximately a 1F gap

After Orchid Palm

Cancel Drive Rush ↳ Damage

H Kikoken ↳ Reset the situation.

Back to top ↑
ESSENTIAL ROUTES06

Options by Defensive Response

4F mash

st.MP > st.LP

Drive Rush st.MP > Hakkei

Hakkei or cr.HP > Serenity Stream / Orchid Palm

Corner M Spinning Bird Kick > whiff cr.MP > Hakkei

throw tech

Walk forward > walk back > cr.MP

Yokusen Kick

Low-altitude L Hundred Lightning Kicks

After a corner Spinning Bird Kick: whiff st.LP > walk back

jump

st.MP meaty

Hakkei on a later active frame

cr.HP meaty

Tensho Kicks

Backdash

cr.MP

cr.MK

Water Lotus Fist on a later active frame

Invincible OD reversals / Super Arts

H Tensho Kicks ender > Parry Drive Rush > wait

After forward throw > walk forward slightly, then wait

At +45, use the safe-jump setup but land and block.

Perfect Parry

L Kikoken > vary the timing with Swift Thrust

L Kikoken > go straight for a throw

Safe jump > throw after landing

Enter stance > leave stance > throw

Back to top ↑
ESSENTIAL ROUTES07

Key Frame Numbers

+34

M Spinning Bird Kick

↳ Forward dash leaves +15. ↳ Walk-up throw ↳ st.MP ↳ Shimmy

+33

L or H Spinning Bird Kick Grounded hit

↳ Forward dash leaves +14. ↳ Walk-up throw ↳ st.MP ↳ Shimmy

+30

L Spinning Bird Kick airborne hit

↳ forward dash, +11

+37

H Tensho Kicks grounded hit

↳ Parry Drive Rush Okizeme ↳ forward dash, +18

+18

H Tensho Kicks > forward dash

Parry Drive Rush st.MP ↳ Late-active-frame meaty ↳ +13 on hit ↳ +8 on block

+35

Corner H Tensho Kicks on airborne hit

↳ Serenity Stream / Lotus Fist ↳ overhead meaty

+46

Air combo ending with j.HP at a high position

↳ 5F safe jump

+45

Air combo

↳ Safe against 6F reversals ↳ Loses to 5F invincible reversals

+11

Corner forward throw

↳ No throw loop ↳ cr.HP meaty ↳ Wait and watch ↳ Throw from an even situation

+11

Corner M Spinning Bird Kick > whiff cr.MP

Hakkei ↳ active-frame meaty ↳ hit +10 ↳ block +4

+5

Drive Rush st.MP on block

↳ Hakkei frame trap

+1

st.MP block

↳ st.LP frame trap

Back to top ↑
ESSENTIAL ROUTES08

Training Order

STEP 1

st.MP > cr.MP > M Spinning Bird Kick

cr.LK > cr.LP > L Spinning Bird Kick

STEP 2

M Spinning Bird Kick > forward dash, +15

Walk-up throw st.MP Shimmy

STEP 3

cr.MK > Cancel Drive Rush > st.MP > Hakkei > Serenity Stream / Forward Strike > M Spinning Bird Kick

STEP 4

cr.HP > Serenity Stream / Forward Strike > M Spinning Bird Kick

STEP 5

H Tensho Kicks > Parry Drive Rush

st.MP Throw Yokusen Kick Wait and watch

STEP 6

Corner M Spinning Bird Kick > whiff cr.MP > Hakkei

STEP 7

Corner H Tensho Kicks on airborne hit > Serenity Stream / Lotus Fist

STEP 8

DI wall splat > Hakkei > H Hundred Lightning Kicks > H Tensho Kicks

STEP 9

Serenity Stream / Tenku Kick > Yoso Kick > Soaring Eagle Punches

STEP 10

+46 safe jump

Learn how this differs from the +45 setup that is safe against 6F reversals.

STEP 11

SA2 > forward jump cancel > low-altitude j.MP > Yoso Kick x2 > Soaring Eagle Punches

STEP 12

Corner OD Spinning Bird Kick combos SA3 Side-switch combos

Back to top ↑
ESSENTIAL ROUTES09

Year 4 Key Changes

Based on the changes made on 2026-08-03.

The combos and setplay mainly follow the Chun-Li guide updated on 2026-08-17.

Pay particular attention to:

• How Spinning Bird Kick connects • The height at which Tensho Kicks catches the opponent • Air-combo height • The difference between +45 and +46 • Whether the route reaches the corner

These factors change the resulting frame advantage.

safe jump

+46 ↳ 5F safe jump

+45 ↳ Safe against 6F reversals ↳ Loses to 5F invincible reversals

Do not confuse these two setups.

Back to top ↑
ESSENTIAL ROUTES10

References

• CAPCOM balance update, 2026-08-03

• Kakuburo (fighting game blog): Chun-Li combo guide, updated 2026-08-17

• Kakuburo (fighting game blog): Chun-Li setplay guide, updated 2026-08-17

• STREET FIGHTER 6 Wiki: Chun-Li combos and okizeme

• Goziline: Chun-Li guide

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ESSENTIAL ROUTES11

Important Notes

• Input st.MP with the direction held neutral. Holding forward or back produces Swift Thrust instead.

• Spinning Bird Kick requires 30F of charge. Start holding down before the normal attack.

• Canceling a Serenity Stream follow-up into Spinning Bird Kick does not require charge.

• Air-combo hit height can change knockdown advantage by 1F or more.

• H Tensho Kicks has different knockdown advantage on grounded and airborne hits.

• Chun-Li cannot perform a true throw loop after a corner forward throw.

Back to top ↑
ESSENTIAL ROUTES12

Version Scope

Street Fighter 6 Chun-Li For Classic controls As of 2026-08-31

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.