UMVC3/Chun-Li: Difference between revisions

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=== Players to Watch ===
=== Players to Watch ===


Brian Kasugano, Demon Hyo
RyanLV, Brian Kasugano, Arithmatic, Ludovic, Demon Hyo


{{ UMvC3CharacterDataBox | [[File:850k.jpg]] | Stronger++ | yes | yes | 2 |
{{ UMvC3CharacterDataBox | 850,000 | Stronger++ | yes | yes | 2 |
20 | 35 | 50 |
20 | 35 | 50 |
20 | 35 | 50 |
20 | 35 | 50 |

Revision as of 21:44, 9 March 2017

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Chun Li

Umvc3 chunli face.jpg

Chun-Li is an international Cop from China whose job is to rid the world of M.Bison's Shadowloo Organization. Originally appearing in Street Fighter 2 in arcades and consoles, she rose to popularity with Evo Moment 37 when Diago Umehara beat Justin Wong in one of the most ridiculous come backs of our generation. Though she was on the opposite end of that beat down, she maintained her presence in virtually every fighting game made by Capcom but this is her first appearance in a MvC game since the original.


In a nutshell

Though she sports a fireball that can cause a crumple, she excels as a rush down character. Having a quick OTG allows her to convert awkward combos off any situation and having one of the easier TAC infinites in the game means she can make the best of bad situations. She only has a one way dash but it's enough to provide airborne pressure and give her high/lows. Probably the biggest barriers to playing this character is that she's a charge character with an execution barrier and limited damage potential.

Alternate Colors

Chunli colors.jpg

Players to Watch

RyanLV, Brian Kasugano, Arithmatic, Ludovic, Demon Hyo

Character Vitals

CHARACTER DATA
Health:
850,000
Double Jump:
yes
Air Dash:
yes
Air Dash/Jump count:
2
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20 %
35 %
50 %
X-Factor Speed Boost:
20 %
35 %
50 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
20 %
45 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
45 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
45 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
45 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Kikoken L
shot front
50,000
proj
Kikosho
Beta2.png Tenshokyaku M
direct tiltup
18,000 X 4 + 50,000
(101,400)
strk
Kikosho
Gamma2.png Hyakuretsukyaku H
direct front
15,000 X 10
(97,300)
strk
Hoyokusen

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
35,000
rpdfire
Crouching Light
d + l
33,000
rpdfire
Standing Medium
m
50,000
jcancel
Crouching Medium
d + m
48,000
low jcancel
Standing Heavy
h
70,000
jcancel
Crouching Heavy
d + h
60,000
low
softknockdown
jcancel
Special
s
70,000
launch nocancel
Kakukyakuraku
f + h
80,000
high nocancel
Jumping Light
air l
40,000
high djcancel
Jumping Medium
air m
55,000
high djcancel
Jumping Heavy
air h
70,000
high djcancel
Jumping Special
air s
70,000
high aircombofinisher
Yosokyaku
air d + m
65,000
otg ;
causes Chun Li to bounce
up, off of opponent
Taunt
taunt
10,000

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Tenshokyaku L
dp + l
20,000 X 2 + 50,000
(78,400)
airok strk
Tenshokyaku M
dp + m
20,000 X 4 + 50,000
(101,400)
airok strk
Tenshokyaku H
dp + h
20,000 X 6 + 50,000
(120,000)
airok strk
Kikoken L
hcf + l
50,000
proj
Kikoken M
hcf + m
70,000
proj
Kikoken H
hcf + h
90,000
proj
Kikoanken
hcf + h , h
100,000
crumple proj
Spinning Bird Kick L
charge d , u + l
40,000 X 2
(76,000)
airok strk
Spinning Bird Kick M
charge d , u + m
35,000 X 3
(94,800)
airok strk
Spinning Bird Kick H
charge d , u + h
33,000 X 4
(113,400)
airok strk
EX Spinning Bird Kick
longer charge d , u + atk
25,000 X 10
(162,400)
airok strk ;
when charge is ready, Chun Li
will flash.
Hyakuretsukyaku
rapid atk (three times)
15,000 per hit
airok strk ;
strength used determines
base duration.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Kikosho
qcf + atk + atk
28,000 per hit (14 ~ 27 hits)
(286,300 ~ 340,700)
strk proj
Mashable
Hoyokusen
qcb + atk + atk
20,000 X 13 + 70,000
(230,000)
launch on final hit
Shichisei Ranka
dp + atk + atk
410,000
hardknockdown
Level 3 Hyper.

Frame Data

Move Name Startup Active Recovery Adv. On Guard Adv. On Hit Notes
L.png 4 2 12 -2 -1
M.png 6 3 16 -2 -1
H.png 10 3 18 +1 +2
Crouch L.png 4 2 11 -1 -0
Crouch M.png 6 3 14 -0 +1
Crouch H.png 8 5 23 -6 -
S.png 8 5 27 -10 -
Jump L.png 4 3 16 +7 +8
Jump M.png 6 6 18 +12 +13
Jump H.png 8 4 18 +12 +13
Jump S.png 8 4 18 +14 +15
Jump Up.gif/ Left.gif / Right.gif / Down.gif + S.png 8 4 18 - -
Kakukyakuraku 29 3 8 +11 +12
Yosakyaku 4 11 6 - -
Taunt 10 5 16 +1 +2
Forward Throw 1 1 - - -
Back Throw 1 1 - - -
Forward Air Throw 1 1 - - -
Back Air Throw 1 1 - - -
Alpha.gif Assist 43 - 126
Beta.gif Assist 27 1(1)2(3)1(5)1(8)1 126
Gamma.gif Assist 31 61 93
Snap Back 1 4 17 +1 -
Kikoken L.png 19 - 26 -3 -2
Kikoken M.png 19 - 26 -1 0
Kikoken H.png 19 - 26 +1 +2
Kikoanken 19 5 18 +4 -
Spinning Bird Kick L.png 9 20 27 (in air, Until Grounded) -15 -6
Spinning Bird Kick M.png 9 30 24 (in air, Until Grounded) -12 +3
Spinning Bird Kick H.png 9 40 21 (in air, Until Grounded) +19 -
EX Spinning Bird Kick 9 35 26 (in air, Until Grounded) -6 +7
Hyakuretsukyaku L.png 7 22 1 +15 +24
Hyakuretsukyaku M.png 7 22 1 +14 +24
Hyakuretsukyaku H.png 7 22 1 +12 +24
Tenshokyaku L.png 2 2(1)2(4)3 19 0 +22
Air Tenshokyaku L.png 2 4(6)3 18 0 +25
Tenshokyaku M.png 2 2(1)2(3)1(5)1(8)1 22 -25 +27
Air Tenshokyaku M.png 2 4(5)2(4)2(7)3 21 -22 +26
Tenshokyaku H.png 2 2(1)1(5)1(5)1(8)3 13 -38 +42
Air Tenshokyaku H.png 2 4(5)2(4)2(7)2(4)2(7)3 13 -33 +44
Kikosho 8+1 88 38 -32 -
Hoyokusen 10+3 38(7)34(7)6 42 -26 -
Shichisei Ranka 10+3 2(2)2(2)2(2)2(20)3 27 -8 -

Mission Mode

Strategy

Tips and Tricks

  • Activating a spinning bird kick very close to the ground makes for a very fast overhead that recovers very quickly if blocked. If it connects and you correctly timed the input, Chun-Li will recover fast enough to start a ground chain into a combo.
  • Since Chun-Li's normals are jump cancellable, you can also use this technique to extend combos.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Chun Li