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

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


|-
| [[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


|-
{{TvCOverviewHeader
| [[File:Chun - 2A.webm|thumb|{{TvC-Colors|blue|2A}}]]
|header=Normal Moves
|| 5
|move=[[File:Chun - 5A.webm|thumb|{{TvC-Colors|blue|5A}}]]
|| 2  
|startup=6
|| -  
|active=2
|| -  
|recovery=-
|| 540
|blockadv=-
|| -  
|damage=520
|| Crouching jab, just as nice as {{TvC-Colors|blue|5A}}, but doesn't hit low
|properties=-
|notes=Super fast jab, really good even just for pokes. Awesome Tick throw potential
}}


|-
{{TvCOverview
| [[File:Chun - 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]]
|move=[[File:Chun - 2A.webm|thumb|{{TvC-Colors|blue|2A}}]]
|| 7
|startup=5
|| -  
|active=2
|| -  
|recovery=-
|| -  
|blockadv=-
|| 940
|damage=540
|| -  
|properties=-
|| Far reaching kick, another pretty good normal
|notes=Crouching jab, just as nice as {{TvC-Colors|blue|5A}}, but doesn't hit low
}}


|-
{{TvCOverview
| [[File:Chun - 2b.webm|thumb|{{TvC-Colors|yellow|2B}}]]
|move=[[File:Chun - 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]]
|| 7  
|startup=7
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 049
|damage=940
|| Low
|properties=-
|| Another good normal, hits low, hits far, hits fast
|notes=Far reaching kick, another pretty good normal
}}


|-
{{TvCOverview
| [[File:Chun 5C.webm|thumb|{{TvC-Colors|red|5C}}]]
|move=[[File:Chun - 2b.webm|thumb|{{TvC-Colors|yellow|2B}}]]
|| 13
|startup=7
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 2080
|damage=049
|| -
|properties=Low
|| 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
|notes=Another good normal, hits low, hits far, hits fast
}}


|-
{{TvCOverview
| [[File:Chun - 6C.webm|thumb|{{TvC-Colors|red|6C}}]]
|move=[[File:Chun 5C.webm|thumb|{{TvC-Colors|red|5C}}]]
|| 28
|startup=13
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 3000
|damage=2080
|| overhead
|properties=-
|| 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'''
|notes=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
}}


|-
{{TvCOverview
| [[File:Chun - 3C.webm|thumb|{{TvC-Colors|red|3C}}]]
|move=[[File:Chun - 6C.webm|thumb|{{TvC-Colors|red|6C}}]]
|| 14
|startup=28
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 2240
|damage=3000
|| Launcher
|properties=overhead
|| 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.
|notes=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'''
}}


|-
{{TvCOverview
| [[File:Chun - 2C.webm|thumb|{{TvC-Colors|red|2C}}]]
|move=[[File:Chun - 3C.webm|thumb|{{TvC-Colors|red|3C}}]]
|| 9
|startup=14
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 2140
|damage=2240
|| Low/Hard Knockdown
|properties=Launcher
|| She low profiles and does a quick sweep. Pretty solid normal
|notes=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.
}}


|-
{{TvCOverview
| [[File:Chun - jA.webm|thumb|{{TvC-Colors|blue|j.A}}]]
|move=[[File:Chun - 2C.webm|thumb|{{TvC-Colors|red|2C}}]]
|| 5
|startup=9
|| 12
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 480
|damage=2140
|| -
|properties=Low/Hard Knockdown
|| 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
|notes=She low profiles and does a quick sweep. Pretty solid normal
}}


|-
{{TvCOverview
| [[File:Chun - jB.webm|thumb|{{TvC-Colors|yellow|j.B}}]]
|move=[[File:Chun - jA.webm|thumb|{{TvC-Colors|blue|j.A}}]]
|| 8
|startup=5
|| 10
|active=12
|| -  
|recovery=-
|| -  
|blockadv=-
|| 860
|damage=480
|| Overhead
|properties=-
|| Sticks one leg out diagonally down. Very solid air normal, good for IADs
|notes=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
}}


|-
{{TvCOverview
| [[File:Chun - j2B.webm|thumb|{{TvC-Colors|yellow|j.2B}}]]
|move=[[File:Chun - jB.webm|thumb|{{TvC-Colors|yellow|j.B}}]]
|| 7
|startup=8
|| -
|active=10
|| -  
|recovery=-
|| -  
|blockadv=-
|| 760
|damage=860
|| Overhead  
|properties=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. It can however be special cancelled, so IAD {{TvC-Colors|yellow|j.2B}} {{TvC-Colors|green|legs}} can be an annoying string
|notes=Sticks one leg out diagonally down. Very solid air normal, good for IADs
}}


|-
{{TvCOverview
| [[File:Chun - jC.webm|thumb|{{TvC-Colors|red|j.C}}]]
|move=[[File:Chun - j2B.webm|thumb|{{TvC-Colors|yellow|j.2B}}]]
|| 8
|startup=7
|| 4
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 1380
|damage=760
|| Overhead  
|properties=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
|notes=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. It can however be special cancelled, so IAD {{TvC-Colors|yellow|j.2B}} {{TvC-Colors|green|legs}} can be an annoying string
}}


|-
{{TvCOverview
| [[File:Chun - jCC.webm|thumb|{{TvC-Colors|red|j.C->C}}]]
|move=[[File:Chun - jC.webm|thumb|{{TvC-Colors|red|j.C}}]]
|| 5
|startup=8
|| -  
|active=4
|| 49
|recovery=-
|| -  
|blockadv=-
|| 4800
|damage=1380
|| Forced Roll
|properties=Overhead
|| 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.
|notes=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
|}
}}


===Universal Moves===
{{TvCOverview
{| class = "wikitable" style="text-align: center;"
|move=[[File:Chun - jCC.webm|thumb|{{TvC-Colors|red|j.C->C}}]]
! Move
|startup=5
! Startup
|active=-
! Active
|recovery=49
! Recovery
|blockadv=-
! Block Adv
|damage=4800
! Damage <br> (Billions)
|properties=Forced Roll
! Properties
|notes=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.
! Notes
}}


|-
| '''Var Starter'''
|| 4
|| -
|| -
|| -
|| 3200
|| -
||


|-
{{TvCOverviewHeader
| '''Crossover Counter'''
|header=Universal Moves
|| 28
|move='''Var Starter'''
|| -  
|startup=4
|| -  
|active=-
|| -  
|recovery=-
|| 2400
|blockadv=-
|| -  
|damage=3200
||
|properties=-
|notes=
}}


|-
{{TvCOverview
| '''Throw'''
|move='''Crossover Counter'''
|| 1
|startup=28
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 4800
|damage=2400
|| -  
|properties=-
||
|notes=
}}


|-
{{TvCOverview
| '''Back Throw'''
|move='''Throw'''
|| 1  
|startup=1
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 4800  
|damage=4800
|| -  
|properties=-
||
|notes=
}}


|-
{{TvCOverview
| '''Air Throw'''
|move='''Back Throw'''
|| 1  
|startup=1
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 5600
|damage=4800
|| -  
|properties=-
||
|notes=
}}


|-
{{TvCOverview
| '''Air Back Throw'''
|move='''Air Throw'''
|| 1  
|startup=1
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 5600  
|damage=5600
|| -  
|properties=-
||
|notes=
|}
}}


===Special Moves===
{{TvCOverview
{| class = "wikitable" style="text-align: center;"
|move='''Air Back Throw'''
! Move
|startup=1
! Startup
|active=-
! Active
|recovery=-
! Recovery
|blockadv=-
! Block Adv
|damage=5600
! Damage <br> (Billions)
|properties=-
! Properties
|notes=
! Notes
}}


|-
| [[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 other fireball users. With baroque it can be a nice shield but she can spend her meter on better things


|-
{{TvCOverviewHeader
| [[File:Chun Tenshohyaku.webm|thumb|{{TvC-Colors|green|Tenshokyaku}} <br> {{TvC-Colors|green|623X}}]]
|header=Special Moves
|| 7/9/10
|move=[[File:Chun - Kikoken.webm|thumb|{{TvC-Colors|green|Kikoken}} <br> {{TvC-Colors|green|41236X}}]]
|| -  
|startup=Light: 23<br> Medium: 17<br> Heavy: 14
|| -  
|active=-
|| -  
|recovery=-
|| 2793/3689/4043
|blockadv=-
|| -
|damage=2400
|| 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. '''''Usable in air'''''
|properties=Projectile
|notes=Standard fireball, but the slow startup and diminishing range makes it kind of hard to challenge other fireball users. With baroque it can be a nice shield but she can spend her meter on better things
}}


|-
{{TvCOverview
| [[File:Chun - Hyaku.webm|thumb|{{TvC-Colors|green|Hyakuretsukyaku}} <br> {{TvC-Colors|green|Mash X}}]]
|move=[[File:Chun Tenshohyaku.webm|thumb|{{TvC-Colors|green|Tenshokyaku}} <br> {{TvC-Colors|green|623X}}]]
|| 4/3/2
|startup=7/9/10
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 2664/2960/3255
|damage=2793/3689/4043
|| -  
|properties=-
|| 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. '''''Usable in air''''' <br> '''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'''
|notes=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. '''''Usable in air'''''
}}


|-
{{TvCOverview
| [[File:Chun - sbk.webm|thumb|{{TvC-Colors|green|Spinning Bird Kick}} <br> {{TvC-Colors|green|[2]->8X}}]]
|move=[[File:Chun - Hyaku.webm|thumb|{{TvC-Colors|green|Hyakuretsukyaku}} <br> {{TvC-Colors|green|Mash X}}]]
|| 16
|startup=4/3/2
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 3078/4228/4653
|damage=2664/2960/3255
|| -  
|properties=-
|| Chun's SBK, it's the same as usual. '''''Usable in air'''''
|notes=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. '''''Usable in air''''' <br> '''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'''
|}
}}


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


|-
| [[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.


|-
{{TvCOverviewHeader
| [[File:Chun - hoyo.webm|thumb|{{TvC-Colors|green|Hoyokusen}} <br> {{TvC-Colors|green|623XX}}]]
|header=Super Moves
|| 12+2
|move=[[File:Chun - Kikikosho.webm|thumb|{{TvC-Colors|green|Kikosho}} <br> {{TvC-Colors|green|236XX}}]]
|| -  
|startup=19+6
|| -  
|active=-
|| -  
|recovery=-
|| 8926
|blockadv=-
|| Launcher
|damage=9686
|| 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.
|properties=-
|notes=Kikosho but MvC2 style. Giant orb surrounding Chun. Great hitbox, fantastic for DHCs, what you see is what you get.
}}


|-
{{TvCOverview
| [[File:Chun - Level 3.webm|thumb|{{TvC-Colors|green|Shichisei Senkukyaku}} <br> {{TvC-Colors|green|j.236XX}}]]
|move=[[File:Chun - hoyo.webm|thumb|{{TvC-Colors|green|Hoyokusen}} <br> {{TvC-Colors|green|623XX}}]]
|| 12+2  
|startup=12+2
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 20800
|damage=8926
|| Overhead
|properties=Launcher
|| 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> '''''Usable on giants'''''
|notes=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.
}}


|}
{{TvCOverview
|move=[[File:Chun - Level 3.webm|thumb|{{TvC-Colors|green|Shichisei Senkukyaku}} <br> {{TvC-Colors|green|j.236XX}}]]
|startup=12+2
|active=-
|recovery=-
|blockadv=-
|damage=20800
|properties=Overhead
|notes=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> '''''Usable on giants'''''
}}


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

Revision as of 08:21, 3 October 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

Move List

Normal Moves

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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 2 - - 540 - Crouching jab, just as nice as 5A, but doesn't hit low
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 - - - 940 - Far reaching kick, another pretty good normal
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 - - - 049 Low Another good normal, hits low, hits far, hits fast
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 - - - 2140 Low/Hard Knockdown She low profiles and does a quick sweep. Pretty solid normal
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 10 - - 860 Overhead Sticks one leg out diagonally down. Very solid air normal, good for IADs
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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. It can however be special cancelled, so IAD j.2B legs can be an annoying string
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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

Universal Moves

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


Special Moves

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 other fireball users. With baroque it can be a nice shield but she can spend her meter on better things
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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. Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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. Usable 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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 - - - 3078/4228/4653 - Chun's SBK, it's the same as usual. Usable in air


Super Moves

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Usable on giants

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