The attack is also featured as her Hyper Combo in her crossover appearances, and is the first of her Super Arts in Street Fighter III, and her second Ultra Combo in Super Street Fighter IV. Kikosho also appears as one of her Mighty Combos in Super Gem Fighter Mini Mix. In Street Fighter V: Arcade Edition, Kikosho is featured as Chun-Li's second V-Trigger.
|Street Fighter Alpha series|
SNK vs. Capcom series
|Street Fighter III series|
Capcom Fighting Evolution
|Super Art I||+|
|Super Gem Fighter Mini Mix||Mighty Combo||+|
|Marvel vs. Capcom series||Hyper Combo||+|
|Tatsunoko vs. Capcom|
Marvel vs. Capcom 3
|Street Fighter IV series||Ultra Combo II||+|
|Street Fighter V: Arcade Edition||V-Trigger II||+|
|No. of Stocks||1|
|No. of EX Specials||2.2|
Chun-Li gathers intense ki energy in her palms, then releases a stationary concussive blast, capable of toppling even the strongest of opponents. It often appears as a large ki ball that stays on her palms that causes a small wind-tunnel effect, all while done from Chun-Li turning and swinging her palms at her target. However, later appearances make Chun-Li slam both palms at her target from a reared-back position, and it appears as a somewhat-smaller ki ball added with a horizontal rippling effect (that also follows the wind-tunnel effect) making up most of its range.
In the Vs. series, the attack completely envelops her in energy via a small ki ball radiating a dome of light, with the exception of Marvel vs. Capcom 3 as the area of the attack is smaller and the light in that game is also purple (while the ki ball is still blue but a bit bigger). However, after the attack in 3rd Strike and afterwards, she will be exhausted and will briefly slump.
The EX series version of the attack acts more like the Alpha series Kikoken, where Chun-Li rears back and slightly thrusts forward her palms. The range of the attack is not unlike the Alpha series as well, but the opponent is not pushed back until the final blow, making it much more easy to connect with.
Unfortunately for Chun-Li, most of the time, the opponent will be knocked away before they can suffer the full amount of damage this attack inflicts. One exception is when the opponent is cornered and cannot be knocked back any further.
However, later versions of the move (especially outside of the Alpha series) only knockback the foe on the last hit, making it so that the rest of the hits can connect. These versions along with the recent Ultra version are still useful in that there are many ways to combo into it (e.g. juggling a falling opponent with it; as mentioned with the EX series version), especially as its hitbox is so large, and due to the amount of hits.
However, the recovery time is large due to the exhausted slump afterward regarding the later versions of the attack, which makes this attack particularly easy to counterattack if blocked. In particular, the attack is very easy to beat out in Capcom vs. SNK.
Kikosho can also be used to neutralize other projectiles, because this is the only projectile that can not be disintegrated by another (just by itself). As an anti-air, Kikosho is very efficient.
- Kikosho is one of the projectiles with the larger number of hits in the Street Fighter IV series, since in total there are 20 hits.