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Jab: (mid 3-6 +3-6) Similar to far standing jab, it does not extend your vulnerable hitbox to use it, so it is high priority. forward, though, so if you don't mind trading and can time it well, you can hit more things with this.
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Roundhouse: (mid 22-26 -7-2) It looks like a good anti-air, but the vulnerable hitbox is actually higher than the hitting one, so you will, at best, trade with jump-ins. It has some start up time before it gets to the good hitbox, though. Use it for opponents who are jumping extremely close to you, especially against splash-style jump-ins like Zangief's, T. Short: (mid 17-20 -2-+2) You'll mostly just use these for ticks.įorward: (mid 21-24 -1-+7) This is Chun Li's best grounded anti-air normal. By itself it has a long recovery time, though, so be careful. strong.įierce: (mid 21-23 -11-+8) This move is mostly used for combos and block strings, as it has an extremely fast start up time, can be canceled into any special move, and does a lot of damage, dizzy, and pushback. It's not a bad move, as it leaves you with as much frame advantage as st. strong can work as a decent anti-air move, but it mostly just comes out when you try to throw a frame too early. Strong: (mid, except high against Blanka and Cammy 19-22 +8-11) Cl. Jab: (mid, except high against Blanka and Cammy 16-18 +3-6) These are mostly just good for ticks and chaining them in combos. While it can be used on a descending opponent, it works best for hitting someone just as they leave the ground. Roundhouse: (high 24-27 -2-+5) This is another grounded anti-air move and has a huge reach. It also has pretty good reach and also works well for stuffing opponents trying to throw fireballs at close range. strong pressure can help against opponents who have fast low attacks, making them think twice about throwing them out.įorward: (high 21-22 +3-7) This is one of Chun Li's best grounded anti-air moves. strong, except that it's a little slower, does less hit/block stun, and is much harder to be swept out of. It also hits higher, making it work as an anti-air at certain angles. It's great for pressuring your opponent, especially because it leaves you at a small frame advantage and if you are close enough and they aren't in hit stun, you will throw them.įierce: (high 19-21 -4-+1) This is a bit slower than st. strong is an extremely fast poke with very good range. You can chain these jabs together in a combo. It's also helpful to throw these out while walking backwards to charge backwards without having to duck. Jab: (high 4-6 +1-2) While this move has less reach than the rest of her standing normals, it has the best priority, as it doesn't add to her vulnerable hitboxes.