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{{ | <div style="display: flex; flex-wrap:wrap-reverse;"> | ||
<div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;"> | |||
{{Character Subnav UMVC3|name=Chun-Li}} | |||
==Introduction== | |||
An Interpol officer and world-class martial artist. Chun-Li is a mainstay in the Street Fighter series, and one of Capcom's most recognizable characters. She typically enters martial arts tournaments to investigate the shady organizations that run them, and to track down her father's killer. | |||
'''In UMvC3''', Chun is a lightning-fast character with several aerial movement tools. She is especially capable at fleeing to superjump height without actually using a superjump, by taking advantage of her special Triple Jump and rising Tenshokyaku (623X) specials. This allows her to run away while still being able to call assists, giving her a uniquely effective and obnoxious keepaway game. She pairs this with some very scary rushdown potential, supported by quick forward dashes and the ability to jump-cancel her normals to maintain pressure or go for resets. | |||
{{ProConTable | |||
| pros = | |||
*'''Great Mobility:''' Chun has very strong mobility, allowing her to easily maneuver around slower opponents, and supporting both an offensive and defensive playstyle. | |||
*'''Strong Assist:''' Hyakuretukyaku (Lightning Legs) assist provides a large amount of lockdown that can aid in confirming hits or provide the point character with multiple mixup opportunities. | |||
*'''Aerial Utility:''' Aerial tools like Lightning Legs and Spinning Bird Kick give Chun tools for confirming stray aerial hits that other characters could struggle to get damage from. | |||
| cons = | |||
*'''High Execution:''' Chun-Li has a very high execution component in order to be played effectively. Her combos require effectively juggling charge inputs and mash inputs weaved into her chains, and often also have tight timing requirements. This execution demand also extends to her neutral game. While Chun is very fast, she is often perceived as being "too fast", especially in X-Factor, which can make her difficult to control and cause her to accidentally ram her face into an enemy's attack | |||
*'''Low Damage:''' Even with good execution, Chun's combo damage is low, and she struggles to get much value out of assists extensions either. In order to secure a kill, Chun usually needs to rely on a crafty reset, a TAC into another character, or a large amount of meter. | |||
*'''Bad Zoning:''' Chun has a limited ranged game, since her only projectile is very slow, has poor durability, and can only be done on the ground. | |||
}} | |||
=== Unique Movement === | |||
Chun is one of two characters in the game with a "Triple Jump", alongside Viewtiful Joe. This allows Chun to perform her doublejump twice in one air sequence, for a total of three jumps. This is more accurately described as having two Air Actions, since Chun also has an airdash she can spend her air actions on. In total, Chun can: | |||
*Doublejump and then triplejump | |||
*Airdash and then airdash a second time | |||
*Doublejump and then airdash | |||
*Airdash and then doublejump | |||
Chun can combine this with her other aerial movement tools, including Spinning Bird Kick, Tenshokyaku, and her Walljump, to stay very evasive in the air. | |||
</div> | |||
<div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=[2]8X (charge at least 90 frames), 214XX, 623XX}}</div></div> | |||
== Move List == | |||
=== Assists === | |||
{{MoveData | |||
|image=UMVC3_Chun_AssistA.png | |||
|caption= | |||
|name=Kikoken | |||
|input=Assist A | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=50,000 | |||
|guard=Mid | |||
|startup=43 | |||
|active=88 | |||
|recovery=126, 96 | |||
|onhit=- | |||
|onblock=- | |||
|properties=Priority: Low, Durability: 5 | |||
|description= | |||
THC Hyper: Kikosho. Chun shoots a single, slow-moving fireball. The fireball lasts 88 frames before fading out. During that time, it will travel approximately 2/3 of fullscreen distance. Although it is notable for how long it remains on the screen, it is outclassed by most other projectile assists due to its low durability and inability to reach fullscreen. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_AssistB.png | |||
|caption= | |||
|name=Tenshokyaku | |||
|input=Assist B | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=18,000 x4 + 50,000 | |||
|guard=Mid | |||
|startup=27 | |||
|active=23 | |||
|recovery=126, 96 | |||
|onhit=- | |||
|onblock=- | |||
|properties=Inulvn (as Crossover Counter) frames 1 - ??? | |||
|description= | |||
THC Hyper: Kikosho. Chun kicks upwards into the air. It lacks any invincibility, but is fairly fast. This move has limited horizontal range and tends to knock opponents quite high into the air, which makes it difficult to confirm from or to use in combo extensions. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_AssistY.png | |||
|caption= | |||
|name=Hyakuretsukyaku | |||
|subtitle=Lightning Legs | |||
|input=Assist Y | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=15,000 x10 | |||
|guard=Mid | |||
|startup=31 | |||
|active=61 | |||
|recovery=93, 63 | |||
|onhit=- | |||
|onblock=- | |||
|properties={{strk}} | |||
|description= | |||
THC Hyper: Hoyokusen. Recommended assist. Chun performs a series of fast kicks directly in front of herself. Although its range is not the greatest, it provides a large amount of lockdown, keeping the opponent in place for a full second, and is very spammable due to its short cooldown. | |||
}} | |||
}} | |||
=== Ground Normals === | |||
{{MoveData | |||
|image=UMVC3_Chun_5L.png | |||
|caption= | |||
|name=Stand Light | |||
|input=5L | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=35,000 | |||
|guard=Mid | |||
|startup=4 | |||
|active=2 | |||
|recovery=12 | |||
|onhit=-1 | |||
|onblock=-2 | |||
|properties={{rpdfire}} | |||
|description= | |||
- | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_5M.png | |||
|caption= | |||
|name=Stand Medium | |||
|input=5M | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=50,000 | |||
|guard=Mid | |||
|startup=6 | |||
|active=3 | |||
|recovery=16 | |||
|onhit=-1 | |||
|onblock=-2 | |||
|properties={{jcancel}} | |||
|description= | |||
- | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_5H.png | |||
|caption= | |||
|name=Stand Heavy | |||
|input=5H | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=70,000 | |||
|guard=Mid | |||
|startup=10 | |||
|active=3 | |||
|recovery=18 | |||
|onhit=+2 | |||
|onblock=+1 | |||
|properties={{jcancel}} | |||
|description= | |||
- | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_2L.png | |||
|caption= | |||
|name=Crouching Light | |||
|input=2L | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=33,000 | |||
|guard=Mid | |||
|startup=4 | |||
|active=2 | |||
|recovery=11 | |||
|onhit=0 | |||
|onblock=-1 | |||
|properties={{rpdfire}} | |||
|description= | |||
Note: Not a low. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_2M.png | |||
|caption= | |||
|name=Crouching Medium | |||
|input=2M | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=48,000 | |||
|guard=Low | |||
|startup=6 | |||
|active=3 | |||
|recovery=14 | |||
|onhit=+1 | |||
|onblock=0 | |||
|properties={{jcancel}} | |||
|description= | |||
- | |||
}} | |||
}} | |||
{{ | {{MoveData | ||
|image=UMVC3_Chun_2H.png | |||
|caption= | |||
|name=Crouching Heavy | |||
|input=2H | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=60,000 | |||
|guard=Low | |||
|startup=8 | |||
|active=5 | |||
|recovery=23 | |||
|onhit=- | |||
|onblock=-6 | |||
|properties=, {{jcancel}} | |||
|description= | |||
- | |||
}} | |||
}} | }} | ||
== | {{MoveData | ||
|image=UMVC3_Chun_5S.png | |||
|caption= | |||
|name=Launcher/Special | |||
|input=S | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=70,000 | |||
|guard=Mid | |||
|startup=8 | |||
|active=5 | |||
|recovery=27 | |||
|onhit=Launch | |||
|onblock=-10 | |||
|properties={{launch}}, {{nocancel}} | |||
|description= | |||
- | |||
}} | |||
}} | |||
=== Aerial Normals === | |||
{{MoveData | |||
|image=UMVC3_Chun_jL.png | |||
|caption= | |||
|name=Jumping Light | |||
|input=j.5L | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=40,000 | |||
|guard=OH | |||
|startup=4 | |||
|active=3 | |||
|recovery=16 | |||
|onhit=+8 | |||
|onblock=+7 | |||
|properties={{djcancel}} | |||
|description= | |||
Works naturally as an instant overhead against normal-sized characters. When used this way, mashing L to go into Lightning Legs allows for a solo confirm, albeit a heavily scaled one. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_jM.png | |||
|caption= | |||
|name=Jumping Medium | |||
|input=j.5M | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=55,000 | |||
|guard=OH | |||
|startup=6 | |||
|active=6 | |||
|recovery=18 | |||
|onhit=+13 | |||
|onblock=+12 | |||
|properties={{djcancel}} | |||
|description= | |||
Strong aggressive normal to use with instant airdashes or after a jump-canceled attack. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_jH.png | |||
|caption= | |||
|name=Jumping Heavy | |||
|input=j.5H | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=70,000 | |||
|guard=OH | |||
|startup=8 | |||
|active=4 | |||
|recovery=18 | |||
|onhit=+14 | |||
|onblock=+13 | |||
|properties={{djcancel}} | |||
|description= | |||
- | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_jS.png | |||
|caption= | |||
|name=Jumping Special | |||
|input=j.5S | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=70,000 | |||
|guard=OH | |||
|startup=8 | |||
|active=4 | |||
|recovery=18 | |||
|onhit=+15 | |||
|onblock=+14 | |||
|properties={{aircombofinisher}} | |||
|description= | |||
Even when used outside of an Air Combo, causes opponents hit by it to start falling very quickly towards the ground - although this does not cause a Hard Knockdown. | |||
}} | |||
}} | |||
=== Command Normals === | |||
{{MoveData | |||
|image=UMVC3_Chun_6H_1st.png | |||
|image2=UMVC3_Chun_6H_2nd.png | |||
|caption= | |||
|name=Kakukyakuraku | |||
|input=6H | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=80,000 | |||
|guard=OH | |||
|startup=29 | |||
|active=3 | |||
|recovery=8 | |||
|onhit=+12 | |||
|onblock=+11 | |||
|properties=Airborne starting frame 6, {{jcancel}}, {{nocancel}} (except jump) | |||
|description= | |||
Chun flips into the air and then descends back down with a falling reverse-sided kick. It works as an overhead that she can chain directly into from her grounded normals, and also as a cross-up tool. However, simply jump-canceling into an airdash into air normals can perform the same function. | |||
On hit or block, Chun has ample time to land and follow up with a normal attack of her choice. | |||
}} | |||
}} | |||
=== | {{MoveData | ||
|image=UMVC3_Chun_j2M.png | |||
|caption= | |||
|name=Yosokyaku | |||
|subtitle=Stomp | |||
|input=j.2M | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=65,000 | |||
|guard=OH | |||
|startup=4 | |||
|active=11 | |||
|recovery=6 | |||
|onhit=- | |||
|onblock=- | |||
|properties={{otg}} | |||
|description= | |||
Chun sticks a leg straight down, which remains active for a decent length of time. If Chun makes contact with an opponent, she will bounce off them in an up-forward direction. Once Chun has bounced away, she can follow up with air normals, but the height chance caused by the bounce can make this difficult. It is possible to circumvent the bounce by immediately canceling it into a forward air dash. This is useful for converting if using Stomp as an Instant Overhead. | |||
This is Chun's only OTG-hitting attack, and thus an important combo tool for her. It is usually used when falling down after completing an Air Combo, to tag the opponent on the way down. It can also connect OTG when used from an instant airdash, which is useful for picking up after airthrows. | |||
}} | |||
}} | }} | ||
{{ | {{MoveData | ||
|image=UMVC3_Chun_Taunt.png | |||
|caption= | |||
{{ | |name=Taunt | ||
|input=Taunt | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=10,000 | |||
|guard=Mid | |||
|startup=10 | |||
|active=5 | |||
|recovery=16 | |||
|onhit=+2 | |||
|onblock=+1 | |||
|properties=- | |||
|description= | |||
Chun waves at the opponent. While taunting, her hand has a small hitbox that can deal minor damage. If it does connect, Chun can special or hyper-cancel the taunt, including into 5S. As with other taunts, its primary purpose is to show off. | |||
}} | |||
}} | |||
=== | {{MoveData | ||
|image=UMVC3_Chun_Walljump.png | |||
|caption= | |||
|name=Walljump | |||
|input=While back-jumping against a wall, [9] | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=- | |||
|guard=- | |||
|startup=8 | |||
|active=- | |||
|recovery=- | |||
|onhit=- | |||
|onblock=- | |||
|properties=- | |||
|description= | |||
If Chun jumps against the edge of the stage, she can bounce off of it, giving herself additional height and speed. This does not consume either of her Double/Triple jumps, and can be used alongside them for a very large amount of total airtime. | |||
Chun is trapped in the walljump animation for 8 frames when she initiates it. After those 8 frames, she can freely move and attack again. | |||
}} | |||
}} | |||
=== Special Moves === | === Special Moves === | ||
{{ | {{MoveData | ||
{{ | |image=UMVC3_Chun_41236X.png | ||
|caption= | |||
|name=Kikoken | |||
|input=41236X | |||
{{ | |data= | ||
{{AttackData-UMVC3 | |||
{{ | |version=L | ||
|subtitle={{hcf}} + {{l}} | |||
|damage=50,000 | |||
|guard=Mid | |||
|startup=19 | |||
|active=88 | |||
|recovery=26 | |||
|onhit=-2 | |||
|onblock=-3 | |||
|properties=Priority: Low, Durability: 5 | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=M | |||
|subtitle={{hcf}} + {{m}} | |||
|damage=70,000 | |||
|guard=Mid | |||
|startup=19 | |||
|active=32 | |||
|recovery=26 | |||
|onhit=0 | |||
|onblock=-1 | |||
|properties=Priority: Low, Durability: 5 | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=H | |||
|subtitle={{hcf}} + {{h}} | |||
|damage=90,000 | |||
|guard=Mid | |||
|startup=19 | |||
|active=8 | |||
|recovery=26 | |||
|onhit=+2 | |||
|onblock=+1 | |||
|properties=Priority: Low, Durability: 5 | |||
|description= | |||
Chun produces a single fireball, which very slowly travels forward across the screen. Button strength mainly determines the duration of the fireball. L version lasts 88 frames and will reach roughly 3/4 of fullscreen distance in that time. M version lasts 32 frames and reaches roughly 1/2 of fullscreen distance before fading. H version lasts 8 frames and barely leaves the space immediately in front of Chun, but has superior damage and frame advantage. | |||
L Kikoken is occasionally useful in Chun's neutral when she is on the ground. She can fire one and then take advantage of its slow travel speed by advancing behind it with dashes or Spinning Bird Kick, using the projectile to shield herself. However, it is fairly slow and lacks durability compared to the projectiles of dedicated zoning characters, so she should not rely on these too often. | |||
H Kikoken is mainly notable for its alternate Kikoanken version, detailed below. | |||
}} | |||
}} | |||
=== | {{MoveData | ||
|image=UMVC3_Chun_41236HH.png | |||
|caption= | |||
|name=Kikoanken | |||
|input=41236H > H | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=100,000 | |||
|guard=Mid | |||
|startup=19 | |||
|active=5 | |||
|recovery=18 | |||
|onhit=- | |||
|onblock=+4 | |||
|properties={{crumple}}, Forced SKD on Airborne Opponents | |||
|description= | |||
During H Kikoho (and only H Kikoho), if Chun presses H a second time, she will instead perform a separate special move. Chun unleashes a very short-ranged burst of energy. If it hits a grounded opponent, they are placed into a crumple state. This gives Chun an extra combo extension against opponents who are not airborne. | |||
}} | |||
}} | |||
== | {{MoveData | ||
|image=UMVC3_Chun_28X.png | |||
|image2=UMVC3_Chun_j28X.png | |||
|caption= | |||
|name=Spinning Bird Kick | |||
|input=[2]8X (charge 35-89 frames) | |||
|data= | |||
{{AttackData-UMVC3 | |||
|version=L | |||
|subtitle={{d}}, {{u}} + {{l}} | |||
|damage=40,000 x2 | |||
|guard=Mid | |||
|startup=9 | |||
|active=20 | |||
|recovery=27 (in air: Until Grounded+2) | |||
|onhit=-6 | |||
|onblock=-15 | |||
|properties={{airok}}, {{strk}} | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=M | |||
|subtitle={{d}}, {{u}} + {{m}} | |||
|damage=35,000 x3 | |||
|guard=Mid | |||
|startup=9 | |||
|active=30 | |||
|recovery=24 (in air: Until Grounded+2) | |||
|onhit=+3 | |||
|onblock=-12 | |||
|properties={{airok}}, {{strk}} | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=H | |||
|subtitle={{d}}, {{u}} + {{l}} | |||
|damage=33,000 x4 | |||
|guard=Mid | |||
|startup=9 | |||
|active=40 | |||
|recovery=21 (in air: Until Grounded+2) | |||
|onhit=+5 | |||
|onblock=-8 | |||
|properties={{airok}}, {{strk}} | |||
|description= | |||
Chun advances forward while performing a series of spinning kicks around herself. Requires charging a down input for at least 35 frames. If Chun holds her charge for at least 90 frames, she will get EX Spinning Bird Kick instead (see below). | |||
SBK has a fantastic hitbox that makes it very oppressive in neutral. However, grounded SBK has poor recovery making it unsafe on block. However, if SBK is done in the air, it recovers only two frames after returning to the ground. It is possible to maintain a charge long enough for Chun to jump into the air from a grounded state, and thus perform an "Instant Air" SBK that has very good recovery in addition to its great hitbox. Done properly, air SBK is very difficult for opponents to contest, and starts a combo on hit. However, most characters can duck underneath an instant air SBK. | |||
}} | |||
}} | |||
=== | {{MoveData | ||
|image=UMVC3_Chun_DownCharge.png | |||
|caption=When Chun has charged long enough, she will begin to flash pink. | |||
|image2=UMVC3_Chun_EX28X.png | |||
|caption2=Now, SBK will be replaced with its EX variant. | |||
|name=EX Spinning Bird Kick | |||
|input=[2]8X (charge at least 90 frames) | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=25,000 x10 | |||
|guard=Mid | |||
|startup=9 | |||
|active=35 | |||
|recovery=26 (in air: Until Grounded) | |||
|onhit=+7 | |||
|onblock=-6 | |||
|properties=Invuln until frame 11, {{airok}}, {{strk}} | |||
|description= | |||
If Chun holds a down charge for at least 90 frames, she will begin to flash with a pink aura. At this point, completing the SBK input will cause her to perform the EX version instead. | |||
EX Spinning Bird Kick does not advance Chun forward, but causes her to spin rapidly in place. The attack is invincible until after it is active, making it one of the few meterless invincible reversals in the game. | |||
Like with regular SBK, it gains much better frame advantage if the air version is performed close to the ground, letting Chun land-cancel the recovery. Doing this is one of the only ways for Chun to return to the ground from an aerial combo to actually connect one of her hypers, and so it is an important combo tool despite the added difficulty of maintaining a 90+ frame charge. | |||
EX Spinning Bird Kick is not subject to hitstun deterioration. | |||
}} | |||
}} | |||
[[ | {{MoveData | ||
|image=UMVC3_Chun_MashX.png | |||
|image2=UMVC3_Chun_jMashX.png | |||
|caption= | |||
|name=Hyakuretsukyaku | |||
|subtitle=Lightning Legs | |||
|input=Mash X | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=15,000 per hit | |||
|guard=Mid | |||
|startup=7 | |||
|active=22+ | |||
|recovery=1 | |||
|onhit=+24 | |||
|onblock=+15 | |||
|properties={{airok}}, {{strk}}, mashable | |||
|description= | |||
Press any individual attack button three times in quick success to perform Chun's lightning legs attack, where she rapidly kicks directly in front of herself. Once begun, the attack can be further mashed to add additional attacks. There is no upper limit to how many additional hits can be added to a single instance of Lightning Legs provided you continue to mash. It is also possible to switch which button is mashed mid-attack, although the initial three button presses used to start the attack must be the same. | |||
Button strength determines the minimum number of kicks performed, and also how many kicks are included in each "rep" of the animation, changing at which moments the attack is allowed to end. L version will perform a minimum of 4 kicks, M version will perform a minimum of 5, and H version will perform a minimum of 8. | |||
When used in the air, it halts any aerial momentum that Chun previously had, and causes her to slowly float downwards. | |||
Lightning Legs are useful in aerial combos to tack on additional damage, adjust her height relative to the opponent, and to stall while building a downwards charge for (EX) Spinning Bird Kick. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_623X.png | |||
|caption= | |||
|name=Tenshokyaku | |||
|input=623X | |||
|data= | |||
{{AttackData-UMVC3 | |||
|version=L | |||
|subtitle={{dp}} + {{l}} | |||
|damage=20,000 x2 + 50,000 | |||
|guard=Mid | |||
|startup=2 | |||
|active=12 | |||
|recovery=19 | |||
|onhit=+22 | |||
|onblock=0 | |||
|properties={{airok}}, {{strk}} | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=M | |||
|subtitle={{dp}} + {{m}} | |||
|damage=20,000 x4 + 50,000 | |||
|guard=Mid | |||
|startup=2 | |||
|active=24 | |||
|recovery=18 | |||
|onhit=+25 | |||
|onblock=0 | |||
|properties={{airok}}, {{strk}} | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=H | |||
|subtitle={{dp}} + {{h}} | |||
|damage=20,000 x6 + 50,000 | |||
|guard=Mid | |||
|startup=2 | |||
|active=42 | |||
|recovery=13 | |||
|onhit=+42 | |||
|onblock=-38 | |||
|properties={{airok}}, {{strk}} | |||
|description= | |||
Chun rapidly rises upwards into the air (airborne from frame 1) while kicking. While not invincible, this is one of the fastest non-throw attacks in the entire game. At 2 frames of startup, it is faster than L normals and can be used to mash out of pressure, even if the opponent is at a slight frame advantage. | |||
Frame data is deceptive. Despite being very minus on block, this move is difficult to punish as it quickly places Chun quite high into the air. Conversely, despite being incredibly advantageous on hit, Chun can not meaningfully convert into anything, except by doing L or M version in the corner. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_j623X.png | |||
|caption= | |||
|name=Air Tenshokyaku | |||
|input=j.623X | |||
|data= | |||
{{AttackData-UMVC3 | |||
|version=L | |||
|subtitle=(in air) {{dp}} + {{l}} | |||
|damage=20,000 x2 + 50,000 | |||
|guard=Mid | |||
|startup=2 | |||
|active=13 | |||
|recovery=18 | |||
|onhit=+25 | |||
|onblock=0 | |||
|properties={{strk}} | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=M | |||
|subtitle=(in air) {{dp}} + {{m}} | |||
|damage=20,000 x4 + 50,000 | |||
|guard=Mid | |||
|startup=2 | |||
|active=27 | |||
|recovery=21 | |||
|onhit=+26 | |||
|onblock=-22 | |||
|properties={{strk}} | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=H | |||
|subtitle=(in air) {{dp}} + {{h}} | |||
|damage=20,000 x6 + 50,000 | |||
|guard=Mid | |||
|startup=2 | |||
|active=42 | |||
|recovery=13 | |||
|onhit=+44 | |||
|onblock=-33 | |||
|properties={{strk}} | |||
|description= | |||
Air version of Chun's upkick special. It retains the impressively fast startup of the ground version. | |||
This move is useful when running a keepaway gameplan using Chun, as it allows her to stall in the air. Repeatedly whiffing H Upkicks, paired with her double jump, triple jump, and walljump, can keep Chun at jump or even superjump height for a very long time. | |||
}} | |||
}} | |||
=== Hyper Combos === | |||
{{MoveData | |||
|image=UMVC3_Chun_236XX.png | |||
|caption= | |||
|name=Kikosho | |||
|input=236XX (1 bar) | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=28,000 x14 ~ x27 | |||
|guard=Mid | |||
|startup=8+1 | |||
|active=88 | |||
|recovery=38 | |||
|onhit=- | |||
|onblock=-32 | |||
|properties={{strk}}, mashable, Priority: High, Beam Durability: 3 per frame for 14 frames | |||
|description= | |||
Chun channels a large ball of energy, which mainly covers the space immediately in front of her, but also covers Chun herself and a small portion of space behind. This hyper deals solid damage when mashed and is Chun's standard combo ender. The orb deals rapid hits which hold the opponent in place close to the ground, making it fairly DHC-friendly. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_214XX_1st.png | |||
|image2=UMVC3_Chun_214XX_2nd.png | |||
|caption= | |||
|name=Hoyokusen | |||
|input=214XX (1 bar) | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=20,000 x13 + 70,000 | |||
|guard=Mid | |||
|startup=10+3 | |||
|active=92 | |||
|recovery=42 | |||
|onhit=- | |||
|onblock=-26 | |||
|properties=Invuln until frame 16, {{launch}} (final hit) | |||
|description= | |||
Reversal hyper. Chun steps forward and begins to kick rapidly, ending in a launcher kick that she can superjump-cancel just like her standard 5S. It is primarily used as a counter-call to other hypers or slow projectiles, due to its invincibility. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_623XX.png | |||
|image2=UMVC3_Chun_623XX_Cinematic.png | |||
|caption= | |||
|name=Shichisei Ranka | |||
|input=623XX (3 bars) | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=410,000 | |||
|guard=Mid | |||
|startup=10+3 | |||
|active=37 | |||
|recovery=27 | |||
|onhit=- | |||
|onblock=-8 | |||
|properties=Invuln until frame 21, {{hardknockdown}} | |||
|description= | |||
Partially cinematic level 3 hyper. Chun flies forward with a rapidly hitting modified Spinning Bird Kick. The initial hits are not a cinematic, but if it connects, she and the opponent will be pulled into a cinematic to deliver the final hit. | |||
Can be used in basically any situation that one would use Hoyokusen for slightly more invincibility and more up-front damage, but no launcher. It can also be useful as a combo ender due to its unscaled damage. | |||
}} | |||
}} | |||
=== Universal Mechanics === | |||
{{MoveData | |||
|image=UMVC3_Chun_GroundThrow.png | |||
|caption= | |||
|name=Ground Throw | |||
|input=6H, 4H | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=80,000 | |||
|guard=Throw | |||
|startup=1 | |||
|active=1 | |||
|recovery=- | |||
|onhit=- | |||
|onblock=- | |||
|properties={{hardknockdown}} | |||
|description= | |||
Standard ground throw where Chun slams the opponent to the ground immediately in front of herself. It is possible for Chun to convert this into a combo with a very fast superjump -> airdash -> j.2M xx Air Lightning Legs. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_AirThrow.png | |||
|caption= | |||
|name=Air Throw | |||
|input=j.6H, j.4H | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=80,000 | |||
|guard=Airthrow | |||
|startup=1 | |||
|active=1 | |||
|recovery=- | |||
|onhit=- | |||
|onblock=- | |||
|properties={{hardknockdown}} | |||
|description= | |||
Standard airthrow that results in a hard knockdown. Like with the ground throw, it can be converted into a combo by positioning Chun above the opponent for a quick OTG j.2M canceled into Lightning Legs. The specific combination of airdashes and jumps required to do this depends on the height at which the airthrow is performed. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_5H.png | |||
|caption= | |||
|name=Snap Back | |||
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]] | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=50,000 | |||
|guard=Mid | |||
|startup=2 | |||
|active=4 | |||
|recovery=17 | |||
|onhit=- | |||
|onblock=+1 | |||
|properties=Snapback | |||
|description= | |||
Animation and hitbox based on 5H. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=UMVC3_Chun_HardTag.png | |||
|caption= | |||
|name=Hard Tag | |||
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]] | |||
|data= | |||
{{AttackData-UMVC3 | |||
|damage=30,000 | |||
|guard=OH | |||
|startup=- | |||
|active=24 | |||
|recovery=34 | |||
|onhit=- | |||
|onblock=-17 | |||
|properties={{softknockdown}} | |||
|description= | |||
- | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|image3= | |||
|caption= | |||
|name=Air Exchange | |||
|input=(During a Launcher Combo) {{u}} / {{f}} / {{b}} / {{d}} + {{s}} | |||
|data= | |||
{{AttackData-UMVC3 | |||
|version=Up | |||
|subtitle={{u}} + {{s}} | |||
|damage=25,000 | |||
|guard=- | |||
|startup=8 | |||
|active=4 | |||
|recovery=18 | |||
|onhit=- | |||
|onblock=- | |||
|properties=- | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=Side | |||
|subtitle={{f}} / {{b}} + {{s}} | |||
|damage=40,000 | |||
|guard=- | |||
|startup=8 | |||
|active=4 | |||
|recovery=18 | |||
|onhit=- | |||
|onblock=- | |||
|properties=[[File:forcedwallbounce.png]] | |||
}} | |||
{{AttackData-UMVC3 | |||
|version=Down | |||
|subtitle={{d}} + {{h}} | |||
|damage=60,000 | |||
|guard=- | |||
|startup=8 | |||
|active=4 | |||
|recovery=18 | |||
|onhit=- | |||
|onblock=- | |||
|properties={{forcedgroundbounce}} | |||
|description= | |||
- | |||
}} | |||
}} | |||
== Team Position == | |||
Although Chun has historically been an unpopular character, the players that do choose her have had success in every team position. As a '''point''' or '''second''' character, she usually plays a runaway game, relying on rapid assist calls to harass the opponent and build meter. When an opponent overextends to try and catch her, she can punish with a highly damaging combo. | |||
As an '''anchor''', Chun-li's already very high base speed is boosted by 50% in Level 3 X-Factor, earning her the nickname "Crack Chun". In X-Factor, she is so fast that she is difficult to control properly, but even more difficult to defend against. Anchor Chun can open up a blocking character in moments, and kill them just as fast. | |||
=== Notable Synergies === | |||
'''Morrigan:''' Chun has a double-jump and triple-jump, as well as multiple aerial specials that keep her airborne or even let her climb higher, like Spinning Bird Kick and Tenshokyaku. These allow her to stall and run away in the air for a long time, even without using a superjump. A point Chun can run away for a long time while Morrigan repeatedly builds meter on the ground with her Dark Harmonizer assist. Additionally, both of these characters have fairly consistent TAC infinites from both midscreen and corner positions. If either of these two get a hit, they can always TAC to the other to secure a kill. | |||
'''Players to Watch:''' RyanLV (Chun/Morrigan/Phoenix), Acentric (Chun/Morrigan/Phoenix) | |||
'''Nova/Doom/Magneto:''' Chun's Lightning Legs assist (Hyakuretsukyaku), has limited range but provides a lengthy amount of hitstun or blockstun. Characters with fast 8-way airdashes can make good use of this lockdown to mount an offense that is very difficult to block correctly, without having to worry about being counterhit or pushblocked. These types of characters also tend to be pretty self-sufficient in neutral, and can handle having an assist with less space coverage like Chun-Li. | |||
'''Players to Watch:''' Demon Hyo (Wolverine/Chun/Magneto) | |||
'''Other Players to Watch:''' Brian Kasugano (Chun/Ryu/Akuma), Ludovic (Chun/Storm/Akuma), Arithmatic (Chun/Strange/Raccoon), | |||
== Alternate Colors == | |||
{{Chara-Colors-UMVC3}} | |||
{{Content Box|content= | |||
{{Navbox-UMVC3}} | |||
}} |
Latest revision as of 23:55, 11 April 2025
Introduction
An Interpol officer and world-class martial artist. Chun-Li is a mainstay in the Street Fighter series, and one of Capcom's most recognizable characters. She typically enters martial arts tournaments to investigate the shady organizations that run them, and to track down her father's killer.
In UMvC3, Chun is a lightning-fast character with several aerial movement tools. She is especially capable at fleeing to superjump height without actually using a superjump, by taking advantage of her special Triple Jump and rising Tenshokyaku (623X) specials. This allows her to run away while still being able to call assists, giving her a uniquely effective and obnoxious keepaway game. She pairs this with some very scary rushdown potential, supported by quick forward dashes and the ability to jump-cancel her normals to maintain pressure or go for resets.
Strengths | Weaknesses |
---|---|
|
|
Unique Movement
Chun is one of two characters in the game with a "Triple Jump", alongside Viewtiful Joe. This allows Chun to perform her doublejump twice in one air sequence, for a total of three jumps. This is more accurately described as having two Air Actions, since Chun also has an airdash she can spend her air actions on. In total, Chun can:
- Doublejump and then triplejump
- Airdash and then airdash a second time
- Doublejump and then airdash
- Airdash and then doublejump
Chun can combine this with her other aerial movement tools, including Spinning Bird Kick, Tenshokyaku, and her Walljump, to stay very evasive in the air.
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 43 | 88 | 126, 96 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Priority: Low, Durability: 5 |
THC Hyper: Kikosho. Chun shoots a single, slow-moving fireball. The fireball lasts 88 frames before fading out. During that time, it will travel approximately 2/3 of fullscreen distance. Although it is notable for how long it remains on the screen, it is outclassed by most other projectile assists due to its low durability and inability to reach fullscreen. |
Damage | Startup | Active | Recovery |
---|---|---|---|
18,000 x4 + 50,000 | 27 | 23 | 126, 96 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Inulvn (as Crossover Counter) frames 1 - ??? |
THC Hyper: Kikosho. Chun kicks upwards into the air. It lacks any invincibility, but is fairly fast. This move has limited horizontal range and tends to knock opponents quite high into the air, which makes it difficult to confirm from or to use in combo extensions. |
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 x10 | 31 | 61 | 93, 63 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Hoyokusen. Recommended assist. Chun performs a series of fast kicks directly in front of herself. Although its range is not the greatest, it provides a large amount of lockdown, keeping the opponent in place for a full second, and is very spammable due to its short cooldown. |
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
35,000 | 4 | 2 | 12 |
On Hit | On Block | Guard | Properties |
-1 | -2 | Mid | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 6 | 3 | 16 |
On Hit | On Block | Guard | Properties |
-1 | -2 | Mid | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 10 | 3 | 18 |
On Hit | On Block | Guard | Properties |
+2 | +1 | Mid | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
33,000 | 4 | 2 | 11 |
On Hit | On Block | Guard | Properties |
0 | -1 | Mid | ![]() |
Note: Not a low. |
Damage | Startup | Active | Recovery |
---|---|---|---|
48,000 | 6 | 3 | 14 |
On Hit | On Block | Guard | Properties |
+1 | 0 | Low | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
60,000 | 8 | 5 | 23 |
On Hit | On Block | Guard | Properties |
- | -6 | Low | , ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 8 | 5 | 27 |
On Hit | On Block | Guard | Properties |
Launch | -10 | Mid | ![]() ![]() |
- |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 | 4 | 3 | 16 |
On Hit | On Block | Guard | Properties |
+8 | +7 | OH | ![]() |
Works naturally as an instant overhead against normal-sized characters. When used this way, mashing L to go into Lightning Legs allows for a solo confirm, albeit a heavily scaled one. |
Damage | Startup | Active | Recovery |
---|---|---|---|
55,000 | 6 | 6 | 18 |
On Hit | On Block | Guard | Properties |
+13 | +12 | OH | ![]() |
Strong aggressive normal to use with instant airdashes or after a jump-canceled attack. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 8 | 4 | 18 |
On Hit | On Block | Guard | Properties |
+14 | +13 | OH | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 8 | 4 | 18 |
On Hit | On Block | Guard | Properties |
+15 | +14 | OH | ![]() |
Even when used outside of an Air Combo, causes opponents hit by it to start falling very quickly towards the ground - although this does not cause a Hard Knockdown. |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 29 | 3 | 8 |
On Hit | On Block | Guard | Properties |
+12 | +11 | OH | Airborne starting frame 6, ![]() ![]() |
Chun flips into the air and then descends back down with a falling reverse-sided kick. It works as an overhead that she can chain directly into from her grounded normals, and also as a cross-up tool. However, simply jump-canceling into an airdash into air normals can perform the same function. On hit or block, Chun has ample time to land and follow up with a normal attack of her choice. |
Damage | Startup | Active | Recovery |
---|---|---|---|
65,000 | 4 | 11 | 6 |
On Hit | On Block | Guard | Properties |
- | - | OH | ![]() |
Chun sticks a leg straight down, which remains active for a decent length of time. If Chun makes contact with an opponent, she will bounce off them in an up-forward direction. Once Chun has bounced away, she can follow up with air normals, but the height chance caused by the bounce can make this difficult. It is possible to circumvent the bounce by immediately canceling it into a forward air dash. This is useful for converting if using Stomp as an Instant Overhead. This is Chun's only OTG-hitting attack, and thus an important combo tool for her. It is usually used when falling down after completing an Air Combo, to tag the opponent on the way down. It can also connect OTG when used from an instant airdash, which is useful for picking up after airthrows. |
Damage | Startup | Active | Recovery |
---|---|---|---|
10,000 | 10 | 5 | 16 |
On Hit | On Block | Guard | Properties |
+2 | +1 | Mid | - |
Chun waves at the opponent. While taunting, her hand has a small hitbox that can deal minor damage. If it does connect, Chun can special or hyper-cancel the taunt, including into 5S. As with other taunts, its primary purpose is to show off. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | - | - |
On Hit | On Block | Guard | Properties |
- | - | - | - |
If Chun jumps against the edge of the stage, she can bounce off of it, giving herself additional height and speed. This does not consume either of her Double/Triple jumps, and can be used alongside them for a very large amount of total airtime. Chun is trapped in the walljump animation for 8 frames when she initiates it. After those 8 frames, she can freely move and attack again. |
Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 | 19 | 88 | 26 | |
On Hit | On Block | Guard | Properties | |
-2 | -3 | Mid | Priority: Low, Durability: 5 | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
70,000 | 19 | 32 | 26 | |
On Hit | On Block | Guard | Properties | |
0 | -1 | Mid | Priority: Low, Durability: 5 | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 19 | 8 | 26 | |
On Hit | On Block | Guard | Properties | |
+2 | +1 | Mid | Priority: Low, Durability: 5 | |
Chun produces a single fireball, which very slowly travels forward across the screen. Button strength mainly determines the duration of the fireball. L version lasts 88 frames and will reach roughly 3/4 of fullscreen distance in that time. M version lasts 32 frames and reaches roughly 1/2 of fullscreen distance before fading. H version lasts 8 frames and barely leaves the space immediately in front of Chun, but has superior damage and frame advantage. L Kikoken is occasionally useful in Chun's neutral when she is on the ground. She can fire one and then take advantage of its slow travel speed by advancing behind it with dashes or Spinning Bird Kick, using the projectile to shield herself. However, it is fairly slow and lacks durability compared to the projectiles of dedicated zoning characters, so she should not rely on these too often. H Kikoken is mainly notable for its alternate Kikoanken version, detailed below. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 19 | 5 | 18 |
On Hit | On Block | Guard | Properties |
- | +4 | Mid | ![]() |
During H Kikoho (and only H Kikoho), if Chun presses H a second time, she will instead perform a separate special move. Chun unleashes a very short-ranged burst of energy. If it hits a grounded opponent, they are placed into a crumple state. This gives Chun an extra combo extension against opponents who are not airborne. |
L![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
40,000 x2 | 9 | 20 | 27 (in air: Until Grounded+2) | |
On Hit | On Block | Guard | Properties | |
-6 | -15 | Mid | ![]() ![]() | |
M![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
35,000 x3 | 9 | 30 | 24 (in air: Until Grounded+2) | |
On Hit | On Block | Guard | Properties | |
+3 | -12 | Mid | ![]() ![]() | |
H![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
33,000 x4 | 9 | 40 | 21 (in air: Until Grounded+2) | |
On Hit | On Block | Guard | Properties | |
+5 | -8 | Mid | ![]() ![]() | |
Chun advances forward while performing a series of spinning kicks around herself. Requires charging a down input for at least 35 frames. If Chun holds her charge for at least 90 frames, she will get EX Spinning Bird Kick instead (see below). SBK has a fantastic hitbox that makes it very oppressive in neutral. However, grounded SBK has poor recovery making it unsafe on block. However, if SBK is done in the air, it recovers only two frames after returning to the ground. It is possible to maintain a charge long enough for Chun to jump into the air from a grounded state, and thus perform an "Instant Air" SBK that has very good recovery in addition to its great hitbox. Done properly, air SBK is very difficult for opponents to contest, and starts a combo on hit. However, most characters can duck underneath an instant air SBK. |
Damage | Startup | Active | Recovery |
---|---|---|---|
25,000 x10 | 9 | 35 | 26 (in air: Until Grounded) |
On Hit | On Block | Guard | Properties |
+7 | -6 | Mid | Invuln until frame 11, ![]() ![]() |
If Chun holds a down charge for at least 90 frames, she will begin to flash with a pink aura. At this point, completing the SBK input will cause her to perform the EX version instead. EX Spinning Bird Kick does not advance Chun forward, but causes her to spin rapidly in place. The attack is invincible until after it is active, making it one of the few meterless invincible reversals in the game. Like with regular SBK, it gains much better frame advantage if the air version is performed close to the ground, letting Chun land-cancel the recovery. Doing this is one of the only ways for Chun to return to the ground from an aerial combo to actually connect one of her hypers, and so it is an important combo tool despite the added difficulty of maintaining a 90+ frame charge. EX Spinning Bird Kick is not subject to hitstun deterioration. |
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 per hit | 7 | 22+ | 1 |
On Hit | On Block | Guard | Properties |
+24 | +15 | Mid | ![]() ![]() |
Press any individual attack button three times in quick success to perform Chun's lightning legs attack, where she rapidly kicks directly in front of herself. Once begun, the attack can be further mashed to add additional attacks. There is no upper limit to how many additional hits can be added to a single instance of Lightning Legs provided you continue to mash. It is also possible to switch which button is mashed mid-attack, although the initial three button presses used to start the attack must be the same. Button strength determines the minimum number of kicks performed, and also how many kicks are included in each "rep" of the animation, changing at which moments the attack is allowed to end. L version will perform a minimum of 4 kicks, M version will perform a minimum of 5, and H version will perform a minimum of 8. When used in the air, it halts any aerial momentum that Chun previously had, and causes her to slowly float downwards. Lightning Legs are useful in aerial combos to tack on additional damage, adjust her height relative to the opponent, and to stall while building a downwards charge for (EX) Spinning Bird Kick. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
20,000 x2 + 50,000 | 2 | 12 | 19 | |
On Hit | On Block | Guard | Properties | |
+22 | 0 | Mid | ![]() ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x4 + 50,000 | 2 | 24 | 18 | |
On Hit | On Block | Guard | Properties | |
+25 | 0 | Mid | ![]() ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x6 + 50,000 | 2 | 42 | 13 | |
On Hit | On Block | Guard | Properties | |
+42 | -38 | Mid | ![]() ![]() | |
Chun rapidly rises upwards into the air (airborne from frame 1) while kicking. While not invincible, this is one of the fastest non-throw attacks in the entire game. At 2 frames of startup, it is faster than L normals and can be used to mash out of pressure, even if the opponent is at a slight frame advantage. Frame data is deceptive. Despite being very minus on block, this move is difficult to punish as it quickly places Chun quite high into the air. Conversely, despite being incredibly advantageous on hit, Chun can not meaningfully convert into anything, except by doing L or M version in the corner. |
L (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
20,000 x2 + 50,000 | 2 | 13 | 18 | |
On Hit | On Block | Guard | Properties | |
+25 | 0 | Mid | ![]() | |
M (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x4 + 50,000 | 2 | 27 | 21 | |
On Hit | On Block | Guard | Properties | |
+26 | -22 | Mid | ![]() | |
H (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x6 + 50,000 | 2 | 42 | 13 | |
On Hit | On Block | Guard | Properties | |
+44 | -33 | Mid | ![]() | |
Air version of Chun's upkick special. It retains the impressively fast startup of the ground version. This move is useful when running a keepaway gameplan using Chun, as it allows her to stall in the air. Repeatedly whiffing H Upkicks, paired with her double jump, triple jump, and walljump, can keep Chun at jump or even superjump height for a very long time. |
Hyper Combos
Damage | Startup | Active | Recovery |
---|---|---|---|
28,000 x14 ~ x27 | 8+1 | 88 | 38 |
On Hit | On Block | Guard | Properties |
- | -32 | Mid | ![]() |
Chun channels a large ball of energy, which mainly covers the space immediately in front of her, but also covers Chun herself and a small portion of space behind. This hyper deals solid damage when mashed and is Chun's standard combo ender. The orb deals rapid hits which hold the opponent in place close to the ground, making it fairly DHC-friendly. |
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000 x13 + 70,000 | 10+3 | 92 | 42 |
On Hit | On Block | Guard | Properties |
- | -26 | Mid | Invuln until frame 16, ![]() |
Reversal hyper. Chun steps forward and begins to kick rapidly, ending in a launcher kick that she can superjump-cancel just like her standard 5S. It is primarily used as a counter-call to other hypers or slow projectiles, due to its invincibility. |
Damage | Startup | Active | Recovery |
---|---|---|---|
410,000 | 10+3 | 37 | 27 |
On Hit | On Block | Guard | Properties |
- | -8 | Mid | Invuln until frame 21, ![]() |
Partially cinematic level 3 hyper. Chun flies forward with a rapidly hitting modified Spinning Bird Kick. The initial hits are not a cinematic, but if it connects, she and the opponent will be pulled into a cinematic to deliver the final hit. Can be used in basically any situation that one would use Hoyokusen for slightly more invincibility and more up-front damage, but no launcher. It can also be useful as a combo ender due to its unscaled damage. |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Standard ground throw where Chun slams the opponent to the ground immediately in front of herself. It is possible for Chun to convert this into a combo with a very fast superjump -> airdash -> j.2M xx Air Lightning Legs. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Standard airthrow that results in a hard knockdown. Like with the ground throw, it can be converted into a combo by positioning Chun above the opponent for a quick OTG j.2M canceled into Lightning Legs. The specific combination of airdashes and jumps required to do this depends on the height at which the airthrow is performed. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 4 | 17 |
On Hit | On Block | Guard | Properties |
- | +1 | Mid | Snapback |
Animation and hitbox based on 5H. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | - | 24 | 34 |
On Hit | On Block | Guard | Properties |
- | -17 | OH | ![]() |
- |
Team Position
Although Chun has historically been an unpopular character, the players that do choose her have had success in every team position. As a point or second character, she usually plays a runaway game, relying on rapid assist calls to harass the opponent and build meter. When an opponent overextends to try and catch her, she can punish with a highly damaging combo.
As an anchor, Chun-li's already very high base speed is boosted by 50% in Level 3 X-Factor, earning her the nickname "Crack Chun". In X-Factor, she is so fast that she is difficult to control properly, but even more difficult to defend against. Anchor Chun can open up a blocking character in moments, and kill them just as fast.
Notable Synergies
Morrigan: Chun has a double-jump and triple-jump, as well as multiple aerial specials that keep her airborne or even let her climb higher, like Spinning Bird Kick and Tenshokyaku. These allow her to stall and run away in the air for a long time, even without using a superjump. A point Chun can run away for a long time while Morrigan repeatedly builds meter on the ground with her Dark Harmonizer assist. Additionally, both of these characters have fairly consistent TAC infinites from both midscreen and corner positions. If either of these two get a hit, they can always TAC to the other to secure a kill.
Players to Watch: RyanLV (Chun/Morrigan/Phoenix), Acentric (Chun/Morrigan/Phoenix)
Nova/Doom/Magneto: Chun's Lightning Legs assist (Hyakuretsukyaku), has limited range but provides a lengthy amount of hitstun or blockstun. Characters with fast 8-way airdashes can make good use of this lockdown to mount an offense that is very difficult to block correctly, without having to worry about being counterhit or pushblocked. These types of characters also tend to be pretty self-sufficient in neutral, and can handle having an assist with less space coverage like Chun-Li.
Players to Watch: Demon Hyo (Wolverine/Chun/Magneto)
Other Players to Watch: Brian Kasugano (Chun/Ryu/Akuma), Ludovic (Chun/Storm/Akuma), Arithmatic (Chun/Strange/Raccoon),
Alternate Colors
Color 1 | Color 2 | Color 3 | Color 4 | Color 5 | Color 6 | Alt Color |
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