Tatsunoko vs Capcom: Ultimate All Stars/Chun-Li: Difference between revisions

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*Damage scaling hurts her more than others
*Damage scaling hurts her more than others
*Cannot keep up in the projectile war
*Cannot keep up in the projectile war


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==Moves List==
==Moves List==
===Normal Moves===
===Normal Moves===
{| class = wikitable style="text-align: center;"
{| class = "wikitable" style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
|-
|[[File:Chun - 5A.webm|thumb|'''5A''']]|| 6 || 2 || - || - || 520 || - || Super fast jab, really good even just for pokes. Awesome Tick throw potential
|[[File:Chun - 5A.webm|thumb|'''{{TvC-Colors|blue|5A}}''']]|| 6 || 2 || - || - || 520 || - || Super fast jab, really good even just for pokes. Awesome Tick throw potential
|-
| [[File:Chun - 2A.webm|thumb|'''2A''']]|| 5 || 2 || - || - || 540 || - || Crouching jab, just as nice as 5A, but doesn't hit low
|-
|-
| [[File:Chun - 5B.webm|thumb|'''5B''']]|| 7 || - || - || - || 940|| - || Far reaching kick, another pretty good normal
| [[File:Chun - 2A.webm|thumb|'''{{TvC-Colors|blue|2A}}''']]|| 5 || 2 || - || - || 540 || - || Crouching jab, just as nice as {{TvC-Colors|blue|5A}}, but doesn't hit low
|-
|-
|[[File:Chun - 2b.webm|thumb|'''2B''']]|| 7 || - || - || - || 049|| Low ||Another good normal, hits low, hits far, hits fast
| [[File:Chun - 5B.webm|thumb|'''{{TvC-Colors|yellow|5B}}''']]|| 7 || - || - || - || 940|| - || Far reaching kick, another pretty good normal
|-
|-
| [[File:Chun 5C.webm|thumb|'''5C''']]|| 13 || - || - || - || 2080 || - || Chun steps forward and punches diagonally up, hitbox is kind of disjointed. It can mess up some juggle opportunities to 3C so be careful, but if following lightning legs you can do a dirty cross under because it reaches so far forward
|[[File:Chun - 2b.webm|thumb|'''{{TvC-Colors|yellow|2B}}''']]|| 7 || - || - || - || 049|| Low ||Another good normal, hits low, hits far, hits fast
|-
|-
| [[File:Chun - 6C.webm|thumb|'''6C''']]|| 28 || - || - || - || 3000 || overhead || Chun's overhead hop kick, a fun note is that if this gets hit with an advance guard you can kind of cancel pushblock on some supers.
| [[File:Chun 5C.webm|thumb|'''{{TvC-Colors|red|5C}}''']]|| 13 || - || - || - || 2080 || - || Chun steps forward and punches diagonally up, hitbox is kind of disjointed. It can mess up some juggle opportunities to {{TvC-Colors|red|3C}} so be careful, but if following lightning legs you can do a dirty cross under because it reaches so far forward
'''If the opponent pushblocks this move, chun will immediately land which lets her act first in an interaction, if chun uses lightning legs during this moment, pushblock will not push her away, if the opponent has no meter and chun is able to perfectly mash, you can lock them down for a good 10-12 seconds'''
|-
|-
|[[File:Chun - 3C.webm|thumb|'''3C''']] || 14 || - || - || - || 2240|| Launcher || For all of her good normals, this one is not so great, the hitbox on it is rather small and it's her slowest normal making some launcher setups hard to properly time. Can be an okay anti-air at least.
| [[File:Chun - 6C.webm|thumb|'''{{TvC-Colors|red|6C}}''']]|| 28 || - || - || - || 3000 || overhead || Chun's overhead hop kick, a fun note is that if this gets hit with an advance guard you can kind of cancel pushblock on some supers. '''If the opponent pushblocks this move, chun will immediately land which lets her act first in an interaction, if chun uses lightning legs during this moment, pushblock will not push her away, if the opponent has no meter and chun is able to perfectly mash, you can lock them down for a good 10-12 seconds'''
|-
|-
| [[File:Chun - 2C.webm|thumb|'''2C''']]|| 9 || - || - || - || 2140 || Low/Hard Knockdown|| She low profiles and does a quick sweep. Pretty solid normal
|[[File:Chun - 3C.webm|thumb|'''{{TvC-Colors|red|3C}}''']] || 14 || - || - || - || 2240|| Launcher || For all of her good normals, this one is not so great, the hitbox on it is rather small and it's her slowest normal making some launcher setups hard to properly time. Can be an okay anti-air at least.
|-
|-
| [[File:Chun - jA.webm|thumb|'''j.A''']] || 5 || 12 || - || - || 480 || - || Chun shows off and does a vertical split in mid air,  really crazy hitbox that lets her win a lot of air to air contact. Pretty worthless against grounded opponents and hitstun is so small it's hard to do any sort of combo from it
| [[File:Chun - 2C.webm|thumb|'''{{TvC-Colors|red|2C}}''']]|| 9 || - || - || - || 2140 || Low/Hard Knockdown|| She low profiles and does a quick sweep. Pretty solid normal
|-
|-
|[[File:Chun - jB.webm|thumb|'''j.B''']]|| 8 || 10 || - || - || 860|| Overhead || Sticks one leg out diagonally down. Very solid air normal, good for IADs
| [[File:Chun - jA.webm|thumb|'''{{TvC-Colors|blue|j.A}}''']] || 5 || 12 || - || - || 480 || - || Chun shows off and does a vertical split in mid air, really crazy hitbox that lets her win a lot of air to air contact. Pretty worthless against grounded opponents and hitstun is so small it's hard to do any sort of combo from it
|-
|-
|[[File:Chun - jB.webm|thumb|'''{{TvC-Colors|yellow|j.B}}''']]|| 8 || 10 || - || - || 860|| Overhead || Sticks one leg out diagonally down. Very solid air normal, good for IADs
|-
|-
| [[File:Chun - j2B.webm|thumb|j.2B]] || 7 || - || - || - || 760|| Overhead|| Chun stomps. It hits more like the old school where she gets one good stomp in and then flies in the air for 60 frames, not her best rendition.
|[[File:Chun - j2B.webm|thumb|'''{{TvC-Colors|yellow|j.2B}}''']] || 7 || - || - || - || 760|| Overhead|| Chun stomps. It hits more like the old school where she gets one good stomp in and then flies in the air for 60 frames, not her best rendition.
|-
|-
 
|[[File:Chun - jC.webm|thumb|'''{{TvC-Colors|red|j.C}}''']] || 8 || 4 || - || - || 1380 || Overhead || Chun sticks her fist out , hitbox is slightly smaller than {{TvC-Colors|yellow|j.B}} and not as active so it's not "as" good, but still a good normal. Offers good amount of hitstun so it's definitely a staple in her combos
|[[File:Chun - jC.webm|thumb|'''j.C''']] || 8 || 4 || - || - || 1380 || Overhead || Chun sticks her fist out , hitbox is slightly smaller than j.M and not as active so it's not "as" good, but still a good normal. Offers good amount of hitstun so it's definitely a staple in her combos
|-
|-
| [[File:Chun - jCC.webm|thumb|'''j.C->C''']]|| 5 || - || 49 || - || 4800|| Forced Roll || After hitting the first C, hitting it again will cause Chun to perform a second hit that knocks down. Outside of launcher state it causes hard knockdown.
| [[File:Chun - jCC.webm|thumb|'''{{TvC-Colors|red|j.C->C}}''']]|| 5 || - || 49 || - || 4800|| Forced Roll || After hitting the first {{TvC-Colors|red|C}}, hitting it again will cause Chun to perform a second hit that knocks down. Outside of launcher state it causes hard knockdown.
|-
|-
|}
|}


===Universal Moves===
===Universal Moves===
{| class = wikitable style="text-align: center;"
{| class = "wikitable" style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


Line 84: Line 78:
| '''Air Back Throw'''  || 1 || - || - || - || 5600|| - ||  
| '''Air Back Throw'''  || 1 || - || - || - || 5600|| - ||  
|-
|-
|}


|}
===Special Moves===
===Special Moves===
{| class = wikitable style="text-align: center;"
{| class = "wikitable" style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
|-
|[[File:Chun - Kikoken.webm|thumb| '''Kikoken''' <br> 41236X]]|| Light: 23<br> Medium: 17<br> Heavy: 14|| -|| - || - || 2400|| Projectile || Standard fireball, but the slow startup and diminishing range makes it kind of hard to challenge to other fireball users. With baroque it can be a nice shield but she can spend her meter on better things
|[[File:Chun - Kikoken.webm|thumb| '''{{TvC-Colors|green|Kikoken}}''' <br> {{TvC-Colors|green|41236X}}]]|| Light: 23<br> Medium: 17<br> Heavy: 14|| -|| - || - || 2400|| Projectile || Standard fireball, but the slow startup and diminishing range makes it kind of hard to challenge to other fireball users. With baroque it can be a nice shield but she can spend her meter on better things
|-
|-
|[[File:Chun Tenshohyaku.webm|thumb| '''Tenshokyaku''' <br> 623X]]|| 7/9/10 || - || - || - || 2793/3689/4043|| -|| Chun spins diagonally upwards. It's mostly used as a combo ender after a launcher and doesn't get too much else out of it. '''''Useable in air'''''
|-
|-
|[[File:Chun Tenshohyaku.webm|thumb| '''{{TvC-Colors|green|Tenshokyaku}}''' <br> {{TvC-Colors|green|623X}}]]|| 7/9/10 || - || - || - || 2793/3689/4043|| -|| Chun spins diagonally upwards. It's mostly used as a combo ender after a launcher and doesn't get too much else out of it. '''''Useable in air'''''
|-
|-
| [[File:Chun - Hyaku.webm|thumb|'''Hyakuretsukyaku''' <br> Mash X]]|| 4/3/2|| - || - || - || 2664/2960/3255|| - || Lightning legs, Mash only requires four inputs minimum. Mash is both Jump and Dash cancellable however you have to stop mashing before her animation finishes. Starter for most, if not all, of Chun's combos. '''''Useable in air'''''
| [[File:Chun - Hyaku.webm|thumb|'''{{TvC-Colors|green|Hyakuretsukyaku}}''' <br> {{TvC-Colors|green|Mash X}}]]|| 4/3/2|| - || - || - || 2664/2960/3255|| - || Lightning legs, Mash only requires four inputs minimum. Mash is both Jump and Dash cancellable however you have to stop mashing before her animation finishes. Starter for most, if not all, of Chun's combos. '''''Useable in air'''''
'''If the opponent pushblocks  6C, chun will immediately land which lets her act first in an interaction, if chun uses lightning legs during this moment, pushblock will not push her away, if the opponent has no meter and chun is able to perfectly mash, you can lock them down for a good 10-12 seconds'''
'''If the opponent pushblocks  {{TvC-Colors|red|6C}}, chun will immediately land which lets her act first in an interaction, if chun uses lightning legs during this moment, pushblock will not push her away, if the opponent has no meter and chun is able to perfectly mash, you can lock them down for a good 10-12 seconds'''


|-
|-
|-
|[[File:Chun - sbk.webm|thumb|'''{{TvC-Colors|green|Spinning Bird Kick}}'''  <br> {{TvC-Colors|green|[2]->8X}}]]|| 16 || - || - || - || 3078/4228/4653|| - || Chun's SBK, it's the same as usual.'''''Useable in air'''''
|[[File:Chun - sbk.webm|thumb|'''Spinning Bird Kick'''  <br>[2]->8X]]|| 16 || - || - || - || 3078/4228/4653|| - || Chun's SBK, it's the same as usual.'''''Useable in air'''''
|-
|-
|}
|}
===Super Moves===
===Super Moves===
{| class = wikitable style="text-align: center;"
{| class = "wikitable" style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
|-
|[[File:Chun - Kikikosho.webm|thumb| '''Kikosho''' <br> 236XX]] || 19+6|| - || - || - || 9686|| - || Kikosho but MvC2 style. Giant orb surrounding Chun. Great hitbox, fantastic for DHCs, what you see is what you get.
|[[File:Chun - Kikikosho.webm|thumb| '''{{TvC-Colors|green|Kikosho}}''' <br> {{TvC-Colors|green|236XX}}]] || 19+6|| - || - || - || 9686|| - || Kikosho but MvC2 style. Giant orb surrounding Chun. Great hitbox, fantastic for DHCs, what you see is what you get.
|-
|-
| [[File:Chun - hoyo.webm|thumb|'''{{TvC-Colors|green|Hoyokusen}}''' <br> {{TvC-Colors|green|623XX}}]]|| 12+2|| - || - || - || 8926|| Launcher || Chun does her SA2 from Third Strike, whiffs on air opponents and super easy to push block. Leads into a free launcher, if you just want a way to reach VAR without your opponent using their burst this is your path.
|-
|-
| [[File:Chun - hoyo.webm|thumb|'''Hoyokusen''' <br> 623XX]]|| 12+2|| - || - || - || 8926|| Launcher || Chun does her SA2 from Third Strike, whiffs on air opponents and super easy to push block. Leads into a free launcher, if you just want a way to reach VAR without your opponent using their burst this is your path.
|[[File:Chun - Level 3.webm|thumb| '''{{TvC-Colors|green|Shichisei Senkukyaku}}''' <br> {{TvC-Colors|green|j.236XX}}]]|| 12+2|| - || - || - || 20800|| Overhead|| Chun pauses in midair and causes flashing lights to appear and explode. Almost always used in combos, decent damage. If Chun activates it in the corner with her back facing the wall she can follow up afterwards. <br> '''''Useable on giants'''''
|-
|-
|[[File:Chun - Level 3.webm|thumb| '''Shichisei Senkukyaku''' <br> j.236XX]]|| 12+2|| - || - || - || 20800|| Overhead|| Chun pauses in midair and causes flashing lights to appear and explode. Almost always used in combos, decent damage. If Chun activates it in the corner with her back facing the wall she can follow up afterwards. <br> '''''Useable on giants'''''
|-
|-


|}




|}
{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 13:44, 11 September 2024

Introduction

Chun-Li, a famous Chinese fighter and Interpol agent from the Street Fighter Series is a prominent martial artist who is renowned for her speedy and powerful kicks. Whether showcasing her fighting ability on the job or in the ring, she has never given up hope of finding her missing father. She knows that the Shadaloo crime organization, and its leader, her longtime arch-enemy M. Bison ("Vega" in Japan), are linked to her father’s disappearance.

Gameplay

It's chun

Strengths Weaknesses
  • Fast character
  • Controls the air extremely well
  • Only character with a triple jump
  • Solid Resets
  • One of the best assists in the game
  • Execution Heavy
  • Damage scaling hurts her more than others
  • Cannot keep up in the projectile war
TVC Chun-Li Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
|| 6 || 2 || - || - || 520 || - || Super fast jab, really good even just for pokes. Awesome Tick throw potential
|| 5 || 2 || - || - || 540 || - || Crouching jab, just as nice as 5A, but doesn't hit low
|| 7 || - || - || - || 940|| - || Far reaching kick, another pretty good normal
|| 7 || - || - || - || 049|| Low ||Another good normal, hits low, hits far, hits fast
|| 13 || - || - || - || 2080 || - || Chun steps forward and punches diagonally up, hitbox is kind of disjointed. It can mess up some juggle opportunities to 3C so be careful, but if following lightning legs you can do a dirty cross under because it reaches so far forward
|| 28 || - || - || - || 3000 || overhead || Chun's overhead hop kick, a fun note is that if this gets hit with an advance guard you can kind of cancel pushblock on some supers. If the opponent pushblocks this move, chun will immediately land which lets her act first in an interaction, if chun uses lightning legs during this moment, pushblock will not push her away, if the opponent has no meter and chun is able to perfectly mash, you can lock them down for a good 10-12 seconds
|| 14 || - || - || - || 2240|| Launcher || For all of her good normals, this one is not so great, the hitbox on it is rather small and it's her slowest normal making some launcher setups hard to properly time. Can be an okay anti-air at least.
|| 9 || - || - || - || 2140 || Low/Hard Knockdown|| She low profiles and does a quick sweep. Pretty solid normal
|| 5 || 12 || - || - || 480 || - || Chun shows off and does a vertical split in mid air, really crazy hitbox that lets her win a lot of air to air contact. Pretty worthless against grounded opponents and hitstun is so small it's hard to do any sort of combo from it
|| 8 || 10 || - || - || 860|| Overhead || Sticks one leg out diagonally down. Very solid air normal, good for IADs
|| 7 || - || - || - || 760|| Overhead|| Chun stomps. It hits more like the old school where she gets one good stomp in and then flies in the air for 60 frames, not her best rendition.
|| 8 || 4 || - || - || 1380 || Overhead || Chun sticks her fist out , hitbox is slightly smaller than j.B and not as active so it's not "as" good, but still a good normal. Offers good amount of hitstun so it's definitely a staple in her combos
|| 5 || - || 49 || - || 4800|| Forced Roll || After hitting the first C, hitting it again will cause Chun to perform a second hit that knocks down. Outside of launcher state it causes hard knockdown.

Universal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 4 - - - 3200 -
Crossover Counter 28 - - - 2400 -
Throw 1 - - - 4800 -
Back Throw 1 - - - 4800 -
Air Throw 1 - - - 5600 -
Air Back Throw 1 - - - 5600 -

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
|| Light: 23
Medium: 17
Heavy: 14|| -|| - || - || 2400|| Projectile || Standard fireball, but the slow startup and diminishing range makes it kind of hard to challenge to other fireball users. With baroque it can be a nice shield but she can spend her meter on better things
|| 7/9/10 || - || - || - || 2793/3689/4043|| -|| Chun spins diagonally upwards. It's mostly used as a combo ender after a launcher and doesn't get too much else out of it. Useable in air
|| 4/3/2|| - || - || - || 2664/2960/3255|| - || Lightning legs, Mash only requires four inputs minimum. Mash is both Jump and Dash cancellable however you have to stop mashing before her animation finishes. Starter for most, if not all, of Chun's combos. Useable in air

If the opponent pushblocks 6C, chun will immediately land which lets her act first in an interaction, if chun uses lightning legs during this moment, pushblock will not push her away, if the opponent has no meter and chun is able to perfectly mash, you can lock them down for a good 10-12 seconds

|| 16 || - || - || - || 3078/4228/4653|| - || Chun's SBK, it's the same as usual.Useable in air

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
|| 19+6|| - || - || - || 9686|| - || Kikosho but MvC2 style. Giant orb surrounding Chun. Great hitbox, fantastic for DHCs, what you see is what you get.
|| 12+2|| - || - || - || 8926|| Launcher || Chun does her SA2 from Third Strike, whiffs on air opponents and super easy to push block. Leads into a free launcher, if you just want a way to reach VAR without your opponent using their burst this is your path.
|| 12+2|| - || - || - || 20800|| Overhead|| Chun pauses in midair and causes flashing lights to appear and explode. Almost always used in combos, decent damage. If Chun activates it in the corner with her back facing the wall she can follow up afterwards.
Useable on giants


Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants