Street Fighter IV Remix/Chun-Li: Difference between revisions

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{{Infobox Character SFIVR
|name=Chun-Li
|image=
|health=950
|chains= Command Normals
|walkspeed=2.3 (2nd Fastest)
|forwarddash=14
|dashdistance=1.1
|backdash=27
|backdashinvuln=8
|movement=Airdash (Forwards only), Fastfall, Walljump
|content=
== Introduction ==
<div style="width:800; margin-top:5px; padding:25px;">
''Chun Li doesn't know what to do with her life anymore. ''
''Chun Li doesn't know what to do with her life anymore. ''
-----
-----
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Her pokes lead to fantastic damage from anywhere on the screen thanks to her 6HP, a command normal that can be canceled from all of her other normals, and has an follow up via an additional HP press to help add even more damage. To top it off, both parts of the move are special cancelable, allowing free conversions into her powerful juggle combos. Her combo game is also bolstered further by her fastfall, which can be combined with jump cancels to enable new links and juggles.
Her pokes lead to fantastic damage from anywhere on the screen thanks to her 6HP, a command normal that can be canceled from all of her other normals, and has an follow up via an additional HP press to help add even more damage. To top it off, both parts of the move are special cancelable, allowing free conversions into her powerful juggle combos. Her combo game is also bolstered further by her fastfall, which can be combined with jump cancels to enable new links and juggles.


When it comes to specials, Chun has an incredible set of them, with both powerful offensive and defensive tools at her disposal. Her 236K '''Lightning Legs''' is a plus on block multihitting strike that is great for starting juggles and helping continue pressure, while her 623K '''[Name here I forget lmfao]''' is a powerful multi hit DP that starts juggles, has true invulnerability even on the meterless versions, and can be airdash canceled on EX. Her 426K '''Hazanshu''' is an overhead that can be snuck into pressure sequences to open people up, and it can also be canceled into after 236K to add extra damage at the end of combos, and her 236P '''Kikoken''' helps her control the long range with an extremely awkward to dodge projectile.
When it comes to specials, Chun has an incredible set of them, with both powerful offensive and defensive tools at her disposal. Her 236K '''Lightning Legs''' is a plus on block multihitting strike that is great for starting juggles and helping continue pressure, while her 623K '''Tenshokyaku''' is a powerful multi hit DP that starts juggles, has true invulnerability even on the meterless versions, and can be airdash canceled on EX. Her 426K '''Hazanshu''' is an overhead that can be snuck into pressure sequences to open people up, and it can also be canceled into after 236K to add extra damage at the end of combos, and her 236P '''Kikoken''' helps her control the long range with an extremely awkward to dodge projectile.


The real stars of Chun's kit, however, are her j.214K '''Fastfall''' and 214X''' Guard Cancels'''. Guard Cancels allow Chun to break the rules to an extent, forcing characters to pressure her differently due to their threat. Meanwhile, Fastfall is an incredibly defining tool, with uses in combos, pressure, and neutral when combined with her jump cancellable normals.
The real stars of Chun's kit, however, are her j.214K '''Fastfall''' and 214X''' Guard Cancels'''. Guard Cancels allow Chun to break the rules to an extent, forcing characters to pressure her differently due to their threat. Meanwhile, Fastfall is an incredibly defining tool, with uses in combos, pressure, and neutral when combined with her jump cancellable normals.
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| cons =
| cons =
* '''Weakness to Zoning:''' Chun-Li's primary anti-fireball tools are both risky and require resources, whereas her own fireballs very often lose engagements against other projectiles.  
* '''Weakness to Zoning:''' Chun-Li's primary anti-fireball tools are both risky and require resources, whereas her own fireballs very often lose engagements against other projectiles.  
* '''Meterless Mixups:''' While Chun's stagger is VERY strong, her high/low can leave a lot to be desired without charge meter. Aware opponents who know the MU well can often be difficult to crack open without spending charge.
}}
}}
</div>
</div>
}}


== Normals ==
== Normals ==
Note: Chun is able to jump cancel '''all''' of her normals, both on hit and block. Most normals have the jump cancel window start on their first active frame, but select moves have delayed jump cancel windows. These moves will have that information noted in their descriptions.
-----
Note: Chun can cancel all of her normals into a jump on hit or block. This usually has the same window as a special cancel, but exceptions exist and notable ones will be mentioned in the respective move's section. Chun has X>CMD chains.
 
'''Standing'''
 
- 5LP: Pretty average jab. Actually pretty decent range for a jab, you can mash P quite a lot before they're out of range. Go-to mash and tick throw option. Has a close and far version, but difference is only a longer hitbox.
 
- c.MP: 2 hit slaps. Combo/pressure filler due to quick startup and multiple hits.
 
- f.MP: Quick stab poke. Good when you need a quicker poke, but often outclassed by Chun's longer range buttons. Sometimes used as combo filler for certain links.
 
- 5HP: The Big One. Relatively fast, forward moving, huge range button that reliably converts into BNBs from all but max range. Use and abuse, but keep in mind that the actual hitbox on this move is somewhat small and high up, meaning it can whiff in weird ways on occasion. Also has a rather significant delay on the jump cancel window.
 
- 5LK: More damage then 5LP and hits a little lower, so often preferred for chains. Slightly less range then 5LP, though.
 
- 5MK: Your best anti air normal, though you'd usually rather use airthrow or DP if possible. Does it's job well if you need it. Angle is great at sniping IADs against airdash characters.
 
- c.HK: Used in some pressure setups and combos due to it's high block/hitstun, speed, and low pushback.
 
- f.HK: A great poke. A little bit slower and smaller then 5HP, but makes up for it by having a more consistent hitbox and no delay on the jump cancel. Usually you'd prefer 5HP, but definitely has a place.
 
'''Crouching'''
 
- 2LP: Basically just 5LP but crouching.
 
- 2MP: Goofy counterpoke that has long range and great low profile. Cancels done off this this will basically teleport you next to the opponent, making follow-ups consistent.
 
- 2HP: Chun slaps upwards twice, once with one arm and once with the other. This move can be jump canceled on either the first or second hit, and has a large amount of hit and blockstun, making it one of Chun's prime normals to use for pressure. Also has uses in combos due to being her highest-launching normal; but it can be finnicky to get both hits.
 
- 2LK: Go-to light for pressure, as it hits low and chains into itself. Main low starter.
 
- 2MK: Surprisingly short range. Sees use in pressure as a low with better range and reward but lower startup then 2LK.
 
- 2HK: Chun's lack of chains, inability to juggle into this, and possession of better normals means this doesn't see much use. Causes immediate HKD, with no combo possible. Lacks juggle potential, unlike most normals.


'''Jumping'''


=== Standing Normals ===
- j.LP: Quick air jab that air resets on hit. Good if you need a quick air normal, and can be used for resets to throw your opponent off your timing if they're getting accustomed to your normal resets.
=== <span class="invisible-header">5LP</span> ===
 
{{MoveData
- j.MP: Really weird move where Chun shoots a slow moving fireball that dissipates after a short time. Can be airdash cancelled even on whiff, and floats you upward, allowing for fun movement.
|name    = Standing Light Punch
 
|input  = 5LP
- j.HP: Primary jump-in. Has a followup by pressing j.HP again.
|image  = SFIVR_Chun_5LP
 
|caption =
- j.HPP: Followup to j.HP done by pressing the button again. Can be used to help create mixups between j.HP > j.HPP for a double overhead and j.HP > land > low normal for a high low. Groundbounces if the juggle value is high enough, which is important for routing.
|data    =
 
{{AttackData-SFIVR
- j.LK: Better air to air then j.LP, occasionally sees use as an ender in janky combo routes.
|damage      = 20
|guard      = Mid
|cancel      = CMD, SP
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
*The close and far versions are only different visually, they have the same frame data (need to confirm that)
Pretty average jab. Actually pretty decent range for a jab, you can mash P quite a lot before they're out of range. Go-to mash and tick throw option.
}}
}}


=== <span class="invisible-header">clMP</span> ===
- nj.MK: Upwards air kick that serves as one of Chun's primary air to airs.
{{MoveData
|name    = Close Medium Punch
|input  = cl.MP
|image  = SFIVR_Chun_clMP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 40
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description = 2 hit slaps. Can be used as a replacement to 2HP in fastfall pressure resets if you see they're jumping a lot, as unlike 2HP it will juggle both hits properly.
}}
}}


=== <span class="invisible-header">5MP</span> ===
- j.MK: Chun's other main air to air. More range then nj.MK but has a slightly worse launch.
{{MoveData
|name    = Standing Medium Punch
|input  = 5MP
|image  = SFIVR_Chun_5MP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 40
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description = Mainly combo filler used for some links. Sees some use in mid-range pressure, but outclassed by 5HP in neutral.
}}
}}


=== <span class="invisible-header">5HP</span> ===
- nj.HK: Splits. Would be a good crossup move if it wasn't locked to neutral jump. Can be used to catch people trying to dash under you, though!
{{MoveData
|name    = Standing Heavy Punch
|input  = 5HP
|image  = SFIVR_Chun_5HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
'''THE''' Chun button. A massive, high damage, forward moving poke that converts easily into her BnBs. The threat of this button alone is enough to make Chun threatening in neutral. It also plays an important role in her combos, as a high damage, single hit move that works well in juggles.


*Has a ''significant'' delay before the jump cancel window. Use 4HP for combos instead if you plan to jump cancel this.
-j.HK: Better hitbox as a jump in then j.HP, but the lack of a follow up means it's generally worse when used at the angles Chun typically likes to jump in at, since 5HP will already reach. Definitely has it's moments, though.
}}
}}


=== <span class="invisible-header">5LK</span> ===
'''Command Normals'''
{{MoveData
|name    = Standing Light Kick
|input  = 5LK
|image  = SFIVR_Chun_5LK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 40
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
More damage then 5LP and hits a little lower, so often preferred for chains. Slightly less range then 5LP, though.
}}
}}


=== <span class="invisible-header">5MK</span> ===
- 3LK: Flippy Kick. Chun does a flip kick that she can cancel into air actions. Moves her back slightly on startup, making it difficult to blockstring or combo into on grounded opponents. Mostly used in combo routing.
{{MoveData
|name    = Standing Medium Kick
|input  = 5MK
|image  = SFIVR_Chun_5MK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup     = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Can be used to snipe IADs if you want a safer/easier alternative to DP.
}}
}}


=== <span class="invisible-header">clHK</span> ===
- 3HK: Crossup Kick. Does exactly what it says on the tin. Has quite good range and gives you a full combo on hit but is very easy to stuff for a full combo if they see it coming. Use at your own risk.
{{MoveData
|name    = Close Heavy Kick
|input  = clHK
|image  = SFIVR_Chun_clHK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Used in some pressure setups and combos due to it's high block/hitstun, speed, and low pushback.
}}
}}


=== <span class="invisible-header">5HK</span> ===
- 4HP: 3S Fierce. High damage palm strike that serves as a substitute to 5HP when you're close to the opponent. Confirms into 6HP for a full combo, and commonly sees use in juggles over 5HP due to the lack of delay on the jump cancel.
{{MoveData
|name    = Standing Heavy Kick
|input  = 5HK
|image  = SFIVR_Chun_5HK
|caption =
|data    =
{{AttackData-SFIVR
|damage     = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
A decent poke. A little bit slower and smaller then 5HP, but makes up for it by having no delay on the jump cancel. Occasionally useful, but usually outclassed by 5HP.
}}
}}


=== Crouching Normals ===
- 6HP: Double Punch 1. Chun's primary combo and pressure tool. Chains and combos from most of her best pokes, and has further followups via further HP/MK presses.
=== <span class="invisible-header">2LP</span> ===
{{MoveData
|name    = Crouching Light Punch
|input  = 2LP
|image  = SFIVR_Chun_2LP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Basically just 5LP but a frame slower.  
(assuming that's true)
}}
}}


=== <span class="invisible-header">2MP</span> ===
- 6HP>HP/4MK>HP: Double Punch 2. Follow up after 6HP or 4MK. Very useful for grounded combos and pressure, as it can still be special canceled.
{{MoveData
|name    = Crouching Medium Punch
|input  = 2MP
|image  = SFIVR_Chun_2MP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Has hella long range, so is sometimes useful as a low profile counterpoke.
}}
}}


=== <span class="invisible-header">2HP</span> ===
- 4MK: Launcher 1. Long range poke that serves as an alternative, longer range hitconfirm to 6HP.
{{MoveData
|name    = Crouching Heavy Punch
|input  = 2HP
|image  = SFIVR_Chun_2HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun slaps upwards twice, once with one arm and once with the other. This move can be jump canceled on either the first or second hit, and has a large amount of hit and blockstun, making it one of Chun's prime normals to use for pressure.
}}
}}


=== <span class="invisible-header">2LK</span> ===
- 4MK>MK/6HP>MK. Launcher 2. Upwards kick that launches the opponent and can be jump canceled. Whiffs on crouch, but has some juggle potential and launches just as high on air hit as it does on ground hit, meaning it is primarily used for relaunch combos.
{{MoveData
|name    = Crouching Light Kick
|input  = 2LK
|image  = SFIVR_Chun_2LK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Go-to light for pressure, as it hits low and chains into itself. Main Low starter.
}}
}}


=== <span class="invisible-header">2MK</span> ===
- j.2MK: Headstomp. Chun does a downwards kick that will bounce off the opponent if it makes contact with them. Chun keeps her momentum when doing this move, and can cancel it into itself and fastfall, making it a great pressure and combo tool. Groundbounces late in combos.
{{MoveData
|name    = Crouching Medium Kick
|input  = 2MK
|image  = SFIVR_Chun_2MK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Surprisingly short range, is usually outranged by 2MP. Sees use in pressure as a fast and decent damage low with better range then 2LK.
}}
}}


=== <span class="invisible-header">2HK</span> ===
== Specials ==
{{MoveData
-----
|name    = Crouching Heavy Kick
- 236P: Kikoken. An extremely weird, but very good fireball. Chun throws an inactive orb forward a set distance, with the button used determining the distance (and EX shooting all 3 at once.) Once the orb reaches the range, it turns into an active fireball hitbox which shoots upwards, going high up before falling back down. Note that the fireball does not have a hitbox until it begins traveling vertically.
|input  = 2HK
|image  = SFIVR_Chun_2HK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun's lack of chains and inability to juggle into this relegates it to serving as a poke in neutral. It does that job decently, though the immediate KD means the reward is generally rather low on hit.
}}
}}


=== Jumping Normals ===
This move, while a bit slow to set up, controls a very large amount of the screen, creating walls that can be very difficult to get around. Though the recovery is somewhat high, Chun is still out of it and free to act once the fireball begins moving upwards, allowing her to use the time to reposition or approach. EX Kikoken controls a frankly ridiculous amount of screen, and is almost never a bad use of meter. Kikoken is also incredibly useful, as after many of her HKDs, Chun is able to force opponents to block the fireball on wakeup, covering any other getup option. Very good move, if a bit weird to learn to use.


=== <span class="invisible-header">j.LP</span> ===
- 236K: Lightning Legs. Heavier versions have worse frame data in exchange for more damage and hits. EX version has the highest launch and infinite JP. All versions cancel into Hazanchu on hit or block.
{{MoveData
|name    = Jumping Light Punch
|input  = j.LP
|image  = SFIVR_Chun_jLP
|caption =
|data   =
{{AttackData-SFIVR
|damage     = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Quick air jab that air resets on hit. Good if you need a quick air normal, and can be used for resets to throw your opponent off your timing if they're getting accustomed to your normal resets.


* floats on CH allowing for a juggle after
LK Legs is one of Chun's most important specials. It's plus on block, launches for extensions, and cancels into Hazanshu for hard knockdowns. The other meterless versions are much less used, really only being used in specific niche combos. EX is a good combo extender late in combos, and has a lot of forward movement, working in confirms where 236LK won't.
}}
}}


=== <span class="invisible-header">j.MP</span> ===
- 623K: Tenshokyaku. Chun's DP. Has a huge amount of invuln, and a very high launch, making it easy to combo off, but is even more unsafe then most DPs. EX version goes at a shallower angle, and can be canceled into airdash to get pressure off of it. Puts you airborne on CC even when CCed instantly, which can be a blessing and a curse depending on your situation. Overall, good DP.
{{MoveData
|name    = Jumping Medium Punch
|input  = j.MP
|image  = SFIVR_Chun_jMP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Really weird move where Chun shoots a slow moving fireball that dissipates after a short time. It can be decent for space control every now and then, especially when combined with an EX Kikoken, but it is generally too slow to see much use.


* Can be airdash canceled on whiff
624K: Hazanchu. Slow grounded overhead that scores a HKD on hit. Mostly sees use as a combo ender due to being Chun's most accessible HKD; but also has strong pressure applications when combined with CC, as it can be CCed at any point in the animation to instantly put you airborne. EX does a hefty 130 damage and groundbounces for extensions, great combo tool if you can fit it in.
}}
}}


=== <span class="invisible-header">j.HP</span> ===
== Guard Cancels ==
{{MoveData
Chun, uniquely, has access to 6 different meterless guard cancels. All guard cancels are executed via a 421X input while in blockstun, and cannot be preformed in neutral. None of the GCs can be canceled or CCed in any way (with one exception). All GCs have some strike invuln on startup, but can be thrown.
|name    = Jumping Heavy Punch
|input   = j.HP
|image  = SFIVR_Chun_jHP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Primary jump in tool. Has a follow up by pressing HP again.
}}
}}


=== <span class="invisible-header">j.HP</span> ===
421LP: Throw Counter. Chun GCs into a back throw. Does very high damage and side-switches, but has very short range and whiffs on crouchers, making it hard to land.
{{MoveData
|name    = Jumping Heavy Punch (Followup)
|input  = j.HPP
|image  = SFIVR_Chun_jHP
|caption =
|data    =
{{AttackData-SFIVR
|damage     = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Followup to j.HP done by pressing the button again. Can be used to help create mixups between j.HP > j.HPP for a double overhead and j.HP > land > low normal for a high low.


* Has a unique property where it will ground bounce an airborne opponent if it hits when it's juggle potential is maxxed out (In more specific terms, it triggers when the JV equals the move's JP when it hits). This is most commonly used after 623KK, which can be airdash canceled and sets the juggle value to the exact value needed to allow the ground bounce to occur.
421MP: Palm Counter. Chun GCs into her 4HP palm strike. Pretty short range, but it's decent hitbox and damage makes it one of your more reliable GCs.
}}
}}


=== <span class="invisible-header">j.LK</span> ===
421HP: Fireball Counter. Chun GCs into 236MP. Useful against enemy fireballs, but will get you killed if done vs close-range pressure. Be careful!
{{MoveData
|name    = Jumping Light Kick
|input  = j.LK
|image  = SFIVR_Chun_jLK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Better air to air then j.LP, occasionally sees use as an ender in janky combo routes.


* floats on CH allowing for a juggle after
421LK: Flip Counter. Chun GCs into 3LK. Short range and low damage, but fast and scores a KD.
}}
}}


=== <span class="invisible-header">nj.MK</span> ===
421MK: Hazanshu Counter. Chun GCs into 624LK. Slow, but high damage and scores a KD. Weirdly can be CCed after contact, which does nothing for you except waste your charge. Be mindful on your timing if trying to fit in a charge after the KD!
{{MoveData
|name    = Neutral Jump Medium Kick
|input  = nj.MK
|image  = SFIVR_Chun_njMK
|caption =
|data    =
{{AttackData-SFIVR
|damage     = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Upwards air kick that serves as one of Chun's primary air to airs.
}}
}}


=== <span class="invisible-header">j.HK</span> ===
421HK: Crossup Counter. Chun GCs into 3HK. Your absolute slowest, but highest reward GC, as it grants you a full combo on hit. Still just as easy to stuff as 3HK is if used poorly.
{{MoveData
|name    = Jumping Medium Kick
|input  = j.MK
|image  = SFIVR_Chun_jMK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description = Chun's other main air to air. More range then mj.MK but has a slightly worse launch.
}}
}}


=== <span class="invisible-header">nj.HK</span> ===
== Supers ==
{{MoveData
-----
|name    = Neutral Jump Heavy Kick
- 236PPP: Kikosho. Chun's classic big orb super. Does a very large amount of chip damage. Scales very poorly as a combo ender, avoid using it as such.
|input  = nj.HK
|image  = SFIVR_Chun_njHK
|caption =
|data    =
{{AttackData-SFIVR
|damage     = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description = Splits. Would be a good crossup move if it wasn't locked to neutral jump. Can be used to catch people trying to dash under you, though!
}}
}}


=== <span class="invisible-header">j.HK</span> ===
- 214KKK: Housenka. Very strong combo extension super, can be stuck on the end of almost any combo to add ~100 more damage. Absolute DEATH on block and whiff, and can whiff in certain cancels, be careful!
{{MoveData
|name    = Jumping Heavy Kick
|input  = j.HK
|image  = SFIVR_Chun_jHK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
fuckin terrible man
}}
}}


== Command Normals ==
== Unique Movement ==
=== <span class="invisible-header">3LK</span> ===
-----
{{MoveData
Dash: Chun's dash is very quick but travels a very, very short distance, making it great for quick bursts of small movement but a bit subpar over longer distances.
|name    = Flippy Kick
|input  = 3LK
|image  = SFIVR_Chun_3LK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun does a flip kick that she can cancel into air actions. Moves her back slightly on startup, making it difficult to blockstring or combo into despite being cancelable from normals.
}}
}}


=== <span class="invisible-header">3HK</span> ===
j.66/j.44: Airdash. Chun's airdash is very quick and can be acted out of just as quickly, making it a great pressure and neutral tool. Her air backdash floats her up a bit, making it very evasive.
{{MoveData
|name    = Crossup Kick
|input  = 3HK
|image  = SFIVR_Chun_3LK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Does exactly what it says on the tin. Has quite good range and gives you a full combo on hit, so don't be afraid to sneak this in off a normal every now and then. Don't abuse it, though, as they can AA for a full combo if they see it coming.
}}
}}


=== <span class="invisible-header">4HP</span> ===
j.9 [near corner]: Walljump. Helpful for escaping corner, can be canceled into air actions at any time to throw off punish attempts.
{{MoveData
|name    = 3S Fierce
|input  = 4HP
|image  = SFIVR_Chun_4HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
High damage palm strike that serves as a substitute to 5HP when you're close to the opponent. Confirms into 6HP for a full combo, and commonly sees use in juggles over 5HP due to the lack of delay on the jump cancel.
}}
}}


=== <span class="invisible-header">6HP</span> ===
j.214K: Fastfall. Oh boy. Fastfall sends Chun spinning straight to the ground, landing with almost no lag. When combined with her jump cancellable normals, fastfall allows Chun to turn almost any normal into a frame trap, giving her an absolutely obscene stagger game, especially when combined with her other plus on block options. Also sees use in neutral, allowing you to quickly return to the ground to bait anti airs or snag punishes you were too high to reach. Overall incredible move and one of Chun's best.
{{MoveData
|name    = Double Punch 1
|input  = 6HP
|image  = SFIVR_Chun_6HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun's primary combo and pressure tool. Chains and combos from most of her best pokes, and has further followups via further HP/MK presses.
}}
}}


=== <span class="invisible-header">6HPHP</span> ===
== Universal ==
{{MoveData
-----
|name    = Double Punch 2
Forward Throw: Chun grabs the opponent and throws them very high and far away. Does a large amount of corner carry and damage, and can easily be converted into full BNBs, making it one of Chun's best starters.
|input  = 6HP>HP/4MK>HP
|image  = SFIVR_Chun_6HPP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Follow up to 6HP done by pressing the button again. Very useful for grounded combos and pressure, as it can still be special canceled.


*Can also be done off 4MK
Back Throw: Very high damage and a sideswitch; but no combo. Outclassed by forward throw in every way, avoid.
}}
}}


=== <span class="invisible-header">4MK</span> ===
Alpha Counter: Standard AC. While Chun's free GCs can leave this feeling redundant much of the time, it still has it's place due to it's pure speed, decent range,and KD on hit.  
{{MoveData
|name    = Launcher 1
|input  = 4MK
|image  = SFIVR_Chun_6HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Long range poke that serves as an alternative hitconfirm to 6HP.
}}
}}


=== <span class="invisible-header">4MKMK</span> ===
Backdash: Standard backdash.  
{{MoveData
|name    = Launcher 2
|input  = 4MK>MK/6HP>MK
|image  = SFIVR_Chun_4MKK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Upwards kick that launches the opponent and can be jump canceled. Whiffs on crouch, but has some juggle potenial and launches just as high on air hit as it does on ground hit, meaning it is primarily used for relaunch combos.


*can also be done after 6HP.
== Strategy ==
}}
}}


=== <span class="invisible-header">j.2MK</span> ===
'''Neutral'''
{{MoveData
|name    = Headstomp
|input  = j.2MK
|image  = SFIVR_Chun_6MP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun does a downwards kick that will bounce off the opponent if it makes contact with them. Chun keeps her momentum when doing this move, and can cancel it into itself and fastfall, making it a great pressure and combo tool.


* Has a unique property where it will ground bounce an airborne opponent if it hits when it's juggle potential is maxxed out (In more specific terms, it triggers when the JV equals the move's JP when it hits).
Info Here
}}
}}


== Universal Mechanics ==
'''Offense'''
=== <span class="invisible-header">Forward Throw</span> ===
{{MoveData
|name    = Forward Throw
|input  = 5LP+LK
|image  = SFIVR_Chun_FThrow.png
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|guard      = Mid
|cancel      =
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    =
|description =
}}
  }}


Info Here


=== <span class="invisible-header">Backward Throw</span> ===
'''Defense'''
{{MoveData
|name    = Backward Throw
|input  = 4LP+LK
|image  = SFIVR_Chun_BThrow.png
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|guard      = Mid
|cancel      =
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    =
|description =
  }}
}}


Info Here


=== <span class="invisible-header">Alpha Counter</span> ===
== Combos ==
{{MoveData
|name    = Alpha Counter
|input  = HP+HK
|image  = SFIVR_Chun_AC.png
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|guard      = Mid
|cancel      =
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    =
|description =
}}
}}


'''Notes'''


== Special Moves ==
''Meterless''
=== <span class="invisible-header">236P</span> ===
{{MoveData
|name    = Kikoken
|input  = 236P
|image  = SFIVR_Chun_236P
|caption =
|data    =
{{AttackData-SFIVR
|version    = LP
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MP
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HP
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
}}


=== <span class="invisible-header">236K</span> ===
Combos Here
{{MoveData
|name    = Lightning Legs
|input  = 236K
|image  = SFIVR_Chun_236K
|caption =
|data    =
{{AttackData-SFIVR
|version    = LK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
}}


=== <span class="invisible-header">623K</span> ===
''1 bar''
{{MoveData
|name    = Tenshokyaku
|input  = 623K
|image  = SFIVR_Chun_214K
|caption =
|data    =
{{AttackData-SFIVR
|version    = LK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
}}


=== <span class="invisible-header">236K</span> ===
Combos Here
{{MoveData
|name    = Hazanshu
|input  = 63214K
|image  = SFIVR_Chun_236P
|caption =
|data    =
{{AttackData-SFIVR
|version    = LK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
}}


== Supers ==
''2 bars''


=== <span class="invisible-header">623PPP</span> ===
Combos Here
{{MoveData
|name    = Housenka
|input  = 236KKK
|image  = SFIVR_Chun_623PPP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
fuckin terrible man
}}
}}


=== <span class="invisible-header">214PPP</span> ===
''Charge Cancel''
{{MoveData
|name    = Kikosho
|input  = 236PPP
|image  = SFIVR_Chun_214PPP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
fuckin terrible man
}}
}}


Combos Here


{{Navbox-SFIVR}}
{{Navbox-SFIVR}}
{{Category: SFVIR}}
{{Category:Street Fighter IV Remix}}

Latest revision as of 01:20, 1 April 2025

Chun Li doesn't know what to do with her life anymore.


Chun-Li is a midrange monster of a character. Sporting very fast, long-range pokes, an airdash, a fastfall, and jump cancels on all her normals, Chun has the ability to start and continue her pressure from surprisingly long distances. Her fastfall and airdash combine excellently with her jump cancellable normals, allowing Chun to continuously reset pressure on opponents who respect her. Her fastfall also synergizes further with her walljump; using fastfall after a walljump allows Chun to cross up cornered opponents!

As if her pressure wasn't already strong enough on it's own, Chun's combo game is no joke either. Her pokes lead to fantastic damage from anywhere on the screen thanks to her 6HP, a command normal that can be canceled from all of her other normals, and has an follow up via an additional HP press to help add even more damage. To top it off, both parts of the move are special cancelable, allowing free conversions into her powerful juggle combos. Her combo game is also bolstered further by her fastfall, which can be combined with jump cancels to enable new links and juggles.

When it comes to specials, Chun has an incredible set of them, with both powerful offensive and defensive tools at her disposal. Her 236K Lightning Legs is a plus on block multihitting strike that is great for starting juggles and helping continue pressure, while her 623K Tenshokyaku is a powerful multi hit DP that starts juggles, has true invulnerability even on the meterless versions, and can be airdash canceled on EX. Her 426K Hazanshu is an overhead that can be snuck into pressure sequences to open people up, and it can also be canceled into after 236K to add extra damage at the end of combos, and her 236P Kikoken helps her control the long range with an extremely awkward to dodge projectile.

The real stars of Chun's kit, however, are her j.214K Fastfall and 214X Guard Cancels. Guard Cancels allow Chun to break the rules to an extent, forcing characters to pressure her differently due to their threat. Meanwhile, Fastfall is an incredibly defining tool, with uses in combos, pressure, and neutral when combined with her jump cancellable normals.

If you are looking for a highly technical, deep, and powerful character, with almost limitless room to improve, then Chun might be the character for you.

Strengths Weaknesses
  • Great Pokes: Chun, as expected, has some fantastic pokes in the form of moves like 5HP, 2MK, and 6HP.
  • High Mobility: The combination of an airdash, fastfall, and walljump means Chun is extremely mobile, and is able to easily position herself around the stage.
  • Fantastic Defense: Chun has some of the best defensive options in the game. Between her combo-starting DP that's safe on block if you use EX, and guard cancels that allow you to punish normally safe attacks, Chun has absolutely no problem getting opponents off of her.
  • Weakness to Zoning: Chun-Li's primary anti-fireball tools are both risky and require resources, whereas her own fireballs very often lose engagements against other projectiles.
  • Meterless Mixups: While Chun's stagger is VERY strong, her high/low can leave a lot to be desired without charge meter. Aware opponents who know the MU well can often be difficult to crack open without spending charge.

Normals


Note: Chun can cancel all of her normals into a jump on hit or block. This usually has the same window as a special cancel, but exceptions exist and notable ones will be mentioned in the respective move's section. Chun has X>CMD chains.

Standing

- 5LP: Pretty average jab. Actually pretty decent range for a jab, you can mash P quite a lot before they're out of range. Go-to mash and tick throw option. Has a close and far version, but difference is only a longer hitbox.

- c.MP: 2 hit slaps. Combo/pressure filler due to quick startup and multiple hits.

- f.MP: Quick stab poke. Good when you need a quicker poke, but often outclassed by Chun's longer range buttons. Sometimes used as combo filler for certain links.

- 5HP: The Big One. Relatively fast, forward moving, huge range button that reliably converts into BNBs from all but max range. Use and abuse, but keep in mind that the actual hitbox on this move is somewhat small and high up, meaning it can whiff in weird ways on occasion. Also has a rather significant delay on the jump cancel window.

- 5LK: More damage then 5LP and hits a little lower, so often preferred for chains. Slightly less range then 5LP, though.

- 5MK: Your best anti air normal, though you'd usually rather use airthrow or DP if possible. Does it's job well if you need it. Angle is great at sniping IADs against airdash characters.

- c.HK: Used in some pressure setups and combos due to it's high block/hitstun, speed, and low pushback.

- f.HK: A great poke. A little bit slower and smaller then 5HP, but makes up for it by having a more consistent hitbox and no delay on the jump cancel. Usually you'd prefer 5HP, but definitely has a place.

Crouching

- 2LP: Basically just 5LP but crouching.

- 2MP: Goofy counterpoke that has long range and great low profile. Cancels done off this this will basically teleport you next to the opponent, making follow-ups consistent.

- 2HP: Chun slaps upwards twice, once with one arm and once with the other. This move can be jump canceled on either the first or second hit, and has a large amount of hit and blockstun, making it one of Chun's prime normals to use for pressure. Also has uses in combos due to being her highest-launching normal; but it can be finnicky to get both hits.

- 2LK: Go-to light for pressure, as it hits low and chains into itself. Main low starter.

- 2MK: Surprisingly short range. Sees use in pressure as a low with better range and reward but lower startup then 2LK.

- 2HK: Chun's lack of chains, inability to juggle into this, and possession of better normals means this doesn't see much use. Causes immediate HKD, with no combo possible. Lacks juggle potential, unlike most normals.

Jumping

- j.LP: Quick air jab that air resets on hit. Good if you need a quick air normal, and can be used for resets to throw your opponent off your timing if they're getting accustomed to your normal resets.

- j.MP: Really weird move where Chun shoots a slow moving fireball that dissipates after a short time. Can be airdash cancelled even on whiff, and floats you upward, allowing for fun movement.

- j.HP: Primary jump-in. Has a followup by pressing j.HP again.

- j.HPP: Followup to j.HP done by pressing the button again. Can be used to help create mixups between j.HP > j.HPP for a double overhead and j.HP > land > low normal for a high low. Groundbounces if the juggle value is high enough, which is important for routing.

- j.LK: Better air to air then j.LP, occasionally sees use as an ender in janky combo routes.

- nj.MK: Upwards air kick that serves as one of Chun's primary air to airs.

- j.MK: Chun's other main air to air. More range then nj.MK but has a slightly worse launch.

- nj.HK: Splits. Would be a good crossup move if it wasn't locked to neutral jump. Can be used to catch people trying to dash under you, though!

-j.HK: Better hitbox as a jump in then j.HP, but the lack of a follow up means it's generally worse when used at the angles Chun typically likes to jump in at, since 5HP will already reach. Definitely has it's moments, though.

Command Normals

- 3LK: Flippy Kick. Chun does a flip kick that she can cancel into air actions. Moves her back slightly on startup, making it difficult to blockstring or combo into on grounded opponents. Mostly used in combo routing.

- 3HK: Crossup Kick. Does exactly what it says on the tin. Has quite good range and gives you a full combo on hit but is very easy to stuff for a full combo if they see it coming. Use at your own risk.

- 4HP: 3S Fierce. High damage palm strike that serves as a substitute to 5HP when you're close to the opponent. Confirms into 6HP for a full combo, and commonly sees use in juggles over 5HP due to the lack of delay on the jump cancel.

- 6HP: Double Punch 1. Chun's primary combo and pressure tool. Chains and combos from most of her best pokes, and has further followups via further HP/MK presses.

- 6HP>HP/4MK>HP: Double Punch 2. Follow up after 6HP or 4MK. Very useful for grounded combos and pressure, as it can still be special canceled.

- 4MK: Launcher 1. Long range poke that serves as an alternative, longer range hitconfirm to 6HP.

- 4MK>MK/6HP>MK. Launcher 2. Upwards kick that launches the opponent and can be jump canceled. Whiffs on crouch, but has some juggle potential and launches just as high on air hit as it does on ground hit, meaning it is primarily used for relaunch combos.

- j.2MK: Headstomp. Chun does a downwards kick that will bounce off the opponent if it makes contact with them. Chun keeps her momentum when doing this move, and can cancel it into itself and fastfall, making it a great pressure and combo tool. Groundbounces late in combos.

Specials


- 236P: Kikoken. An extremely weird, but very good fireball. Chun throws an inactive orb forward a set distance, with the button used determining the distance (and EX shooting all 3 at once.) Once the orb reaches the range, it turns into an active fireball hitbox which shoots upwards, going high up before falling back down. Note that the fireball does not have a hitbox until it begins traveling vertically.

This move, while a bit slow to set up, controls a very large amount of the screen, creating walls that can be very difficult to get around. Though the recovery is somewhat high, Chun is still out of it and free to act once the fireball begins moving upwards, allowing her to use the time to reposition or approach. EX Kikoken controls a frankly ridiculous amount of screen, and is almost never a bad use of meter. Kikoken is also incredibly useful, as after many of her HKDs, Chun is able to force opponents to block the fireball on wakeup, covering any other getup option. Very good move, if a bit weird to learn to use.

- 236K: Lightning Legs. Heavier versions have worse frame data in exchange for more damage and hits. EX version has the highest launch and infinite JP. All versions cancel into Hazanchu on hit or block.

LK Legs is one of Chun's most important specials. It's plus on block, launches for extensions, and cancels into Hazanshu for hard knockdowns. The other meterless versions are much less used, really only being used in specific niche combos. EX is a good combo extender late in combos, and has a lot of forward movement, working in confirms where 236LK won't.

- 623K: Tenshokyaku. Chun's DP. Has a huge amount of invuln, and a very high launch, making it easy to combo off, but is even more unsafe then most DPs. EX version goes at a shallower angle, and can be canceled into airdash to get pressure off of it. Puts you airborne on CC even when CCed instantly, which can be a blessing and a curse depending on your situation. Overall, good DP.

624K: Hazanchu. Slow grounded overhead that scores a HKD on hit. Mostly sees use as a combo ender due to being Chun's most accessible HKD; but also has strong pressure applications when combined with CC, as it can be CCed at any point in the animation to instantly put you airborne. EX does a hefty 130 damage and groundbounces for extensions, great combo tool if you can fit it in.

Guard Cancels

Chun, uniquely, has access to 6 different meterless guard cancels. All guard cancels are executed via a 421X input while in blockstun, and cannot be preformed in neutral. None of the GCs can be canceled or CCed in any way (with one exception). All GCs have some strike invuln on startup, but can be thrown.

421LP: Throw Counter. Chun GCs into a back throw. Does very high damage and side-switches, but has very short range and whiffs on crouchers, making it hard to land.

421MP: Palm Counter. Chun GCs into her 4HP palm strike. Pretty short range, but it's decent hitbox and damage makes it one of your more reliable GCs.

421HP: Fireball Counter. Chun GCs into 236MP. Useful against enemy fireballs, but will get you killed if done vs close-range pressure. Be careful!

421LK: Flip Counter. Chun GCs into 3LK. Short range and low damage, but fast and scores a KD.

421MK: Hazanshu Counter. Chun GCs into 624LK. Slow, but high damage and scores a KD. Weirdly can be CCed after contact, which does nothing for you except waste your charge. Be mindful on your timing if trying to fit in a charge after the KD!

421HK: Crossup Counter. Chun GCs into 3HK. Your absolute slowest, but highest reward GC, as it grants you a full combo on hit. Still just as easy to stuff as 3HK is if used poorly.

Supers


- 236PPP: Kikosho. Chun's classic big orb super. Does a very large amount of chip damage. Scales very poorly as a combo ender, avoid using it as such.

- 214KKK: Housenka. Very strong combo extension super, can be stuck on the end of almost any combo to add ~100 more damage. Absolute DEATH on block and whiff, and can whiff in certain cancels, be careful!

Unique Movement


Dash: Chun's dash is very quick but travels a very, very short distance, making it great for quick bursts of small movement but a bit subpar over longer distances.

j.66/j.44: Airdash. Chun's airdash is very quick and can be acted out of just as quickly, making it a great pressure and neutral tool. Her air backdash floats her up a bit, making it very evasive.

j.9 [near corner]: Walljump. Helpful for escaping corner, can be canceled into air actions at any time to throw off punish attempts.

j.214K: Fastfall. Oh boy. Fastfall sends Chun spinning straight to the ground, landing with almost no lag. When combined with her jump cancellable normals, fastfall allows Chun to turn almost any normal into a frame trap, giving her an absolutely obscene stagger game, especially when combined with her other plus on block options. Also sees use in neutral, allowing you to quickly return to the ground to bait anti airs or snag punishes you were too high to reach. Overall incredible move and one of Chun's best.

Universal


Forward Throw: Chun grabs the opponent and throws them very high and far away. Does a large amount of corner carry and damage, and can easily be converted into full BNBs, making it one of Chun's best starters.

Back Throw: Very high damage and a sideswitch; but no combo. Outclassed by forward throw in every way, avoid.

Alpha Counter: Standard AC. While Chun's free GCs can leave this feeling redundant much of the time, it still has it's place due to it's pure speed, decent range,and KD on hit.

Backdash: Standard backdash.

Strategy

Neutral

Info Here

Offense

Info Here

Defense

Info Here

Combos

Notes

Meterless

Combos Here

1 bar

Combos Here

2 bars

Combos Here

Charge Cancel

Combos Here

Game Navigation

General
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Koryu Edition
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Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.