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{{TOClimit|3}} | |||
{{SVC Character Subnav|name=Chun-Li}} | |||
''''' | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |||
! align="center" colspan="2" | 春麗, Chun-Li | |||
|- | |||
! align="center" colspan="2" | [[Image:Chunsvc.gif|"1800 year-old martial arts, eh? Looks like you need 2200 more."|center]] | |||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Balanced | |||
|- | |||
| '''Difficulty''' || Easy | |||
|- | |||
| '''Max Mode Needed?''' || Up to you, but very strong | |||
|- | |||
| '''Tier Placement''' || Top Tier (S) | |||
|- | |||
| '''Standing Hitbox''' || ? | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 230 | |||
|- | |||
| '''Wall Jump''' || Yes | |||
|- | |||
|} | |||
==Introduction== | |||
[[Image:ChunLifacesvc.png|right]] | |||
Chun-Li is a martial arts fighter that debuted in Street Fighter II: World Warriors, and has since gained worldwide popularity (and notoriety) as one of gaming's most popular female characters. A character who Capcom graciously gives top tier privilege in several games she's appeared in, SVC is no different. Bosses or no bosses, Chun-Li is a top tier who has everything she needs to handle anything thrown at her with few flaws to her. | |||
'' | {{ ProConTable | ||
* | | pros= | ||
* | * '''Easy to learn:''' Some points can be on the harder side to learn, like linking a combo after SBK or comboing her lights without doing her tap K special, but for the most part, Chun-Li is very pick up and play. She takes little time to learn. | ||
* | * '''Strong movement:''' Chun-Li's fast walk, dash and high jumps, even one of her command normals, gives Chun-Li better overall movement that other characters lack. | ||
* | * '''Cross-up command grab into full combos:''' In a sense taking a page from Iori, Chun-Li gets an exclusive command grab in SVC Chaos. It deals zero damage but is fast and gives Chun-Li free combos to follow-up on. You may need to dash up to do the combo but sometimes she doesn't even have to reposition herself. Since Chun-Li swaps sides with the opponent and appears behind them, this even means her follow-up combos are backhit combos, too. Just keep in mind some combos change, as a result. | ||
* | * '''Spinning Bird Kick can now crossup and start combos:''' Chun-Li's SBK has really good reach. What makes it really shine in SVC is the fact it can cross opponents up but more importantly, allows Chun-Li to both start and extend combos with it to further her damage. This is especially helpful if she can get a hit confirm from farther away, thus mitigating spacing issues a little. | ||
* Her SBK whiffs some crouching and small hitbox characters | * '''100% Corner Max Mode combo:''' In case you need to meter dump, Chun-Li's Exceed lets her take a round in the corner with max mode. | ||
* '''Max Mode is a great boon but is not needed:''' Chun-Li's normals are more than enough to work with and her regular BnBs are rewarding on their own. Having access to max mode unlocks higher overall damage and more supers to use, benefitting her a lot. That said, playing without it is no serious detriment to her either. | |||
* | * '''Can do just about anything well:''' The only thing Chun-Li lacks is good fireballs or zoning, but beyond that, she can play offense and defense well, and has great neutral. Strong buttons, useful specials with various utility, strong supers, good movement, plays both footsies and the air game well, Chun-Li is an all-around strong character. While she has her downsides, most of them are minor even when accounting for bosses. | ||
* | | cons= | ||
* '''Low health:''' Chun-Li is squishy so mistakes end up being costly, even if only slightly because of her 230 defense modifier, instead of having the average 223 defense modifier. SNK staying true to SF2's design philosophy. | |||
* '''Meter hungry:''' Chun-Li's supers are strong in their own right, but in general her best damage is also locked behind them or max mode in the event you have access to it. Her regular BnBs do good damage but don't compare as much to her super combos. | |||
* '''Weak anti-airs:''' Her DP kick attacks more vertically than it does horizontally but doesn't cover much space either and has divided up active hitboxes. Her other choices for anti-airs are otherwise iffy normals that don't cover much space. No reliable reversals, either, despite DP K looking like one. | |||
* '''SBK whiffs against some crouching and small hitbox characters:''' By itself this just means Chun-Li has one less special move she can reliably use. However, what makes this a major downside is that depending on the matchup, that's less overall damage she can do because of the important of SBK in her combos. In the event you forget one of those matchups, it can turn into a full combo punish. | |||
* '''Spacing-dependent combos:''' Particularly because of her DP and against some matchups like Demitri, Chun-Li may either need to change her combos to get results or omit some combos entirely. Her DP having horizontal range issues and requiring being close in order to combo is one such example, or Demitri requiring SBK to cross-up or else the rest of the combo drops. | |||
* '''Exceed is easy to punish:''' While a strong exceed, it ends with Chun-Li falling from the sky after doing an extended DP kick, not only giving the opponent plenty of time to reposition themselves but also time to ready for the punish once she lands. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=12 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* An elbow attack. Has the same properties as the Far version. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=6 | |||
|Recovery=7 | |||
|Total=17 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* An attack with her foot. Don't use this, it can't link into another Light Attacks(She has better options). | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=8 | |||
|Recovery=20 | |||
|Total=32 | |||
|Hit Adv=-8 | |||
|Block Adv=-10 | |||
|Invulnerability= | |||
|description=* Your main thing to do combos. Cancel it for good damage. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=9 | |||
|Recovery=11 | |||
|Total=25 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* A knee attack with very stubby range. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=3 | |||
|Recovery=5 | |||
|Total=11 | |||
|Hit Adv=+4 | |||
|Block Adv=+2 | |||
|Invulnerability= | |||
|description=* A fast slap. Can be normal canceled, and can chain into any Light Attack, including itself. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=17 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* A kick attack with better reach than the f.A above, but can't be normal canceled, and can't chain into other Light Attacks. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=8 | |||
|Recovery=19 | |||
|Total=38 | |||
|Hit Adv=-7 | |||
|Block Adv=-9 | |||
|Invulnerability= | |||
|description=* Great move for poking. Can't be normal canceled, and Chun-Li will move a little forward during the move. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=3 | |||
|Recovery=21 | |||
|Total=36 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* Chun jumps, and kicks. Can't be normal canceled, but she will move forward during the move. | |||
}} | |||
}} | |||
== | ====Crouch Normals==== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=7 | |||
|Total=14 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Punch with nice reach. Although it can look like, it doesn't hits low. Can be normal canceled too, and can chain into any Light Attack. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=16 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Her best Light Attack Chain starter. It has nice reach(Better than the cr.A), and hits low. She has some good combos using this normal. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=8 | |||
|Recovery=12 | |||
|Total=27 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Another punch with decent reach, but only that. Cannot be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=7 | |||
|Recovery=22 | |||
|Total=37 | |||
|Hit Adv=SKD | |||
|Block Adv=-11 | |||
|Invulnerability= | |||
|description=* Her classic sweep. Cannot be normal canceled, so use it only as a poke(It has great reach, and it's fast). | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=23 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* A punch aiming down. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=20 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* A simple attack for jump-ins. Chun has better options, but this one can be useful. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=22 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Kick aiming up. Use it if your opponent is jumping higher than you. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
=== | {{MoveData | ||
|image= | |||
* | |subtitle= | ||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=23 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* One of the jump attacks with the best priority, and can crossup. Use this if you need a jump-in attack, or an air-to-air attack, but the worst part is that it's a little hard to combo after this move crosses up. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=24 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Defensive punch to use as an air-to-air. Stays for a decent time too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* A punch with good damage. Use it as a jump-in attack. She has a Command Move using it(See below). It can be canceled into her d+B too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
Chun | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Chun-Li splits her legs midair. There is only one hitbox on the front leg, and it's small anyways. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=2, 3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Good kick for jump-ins. | |||
}} | |||
}} | |||
===Command Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dj.CC | |||
|caption= | |||
|name=Youshi Ken | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Punch | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Her aerial chain. This move is mainly used after the Kick Super, or as a 2-hit jump-in attack for tall characters. The first hit is her j.C, and can be canceled into the move below(d+B). The second hit is just a linker, and will combo after the first attack. | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Punch | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=j.2B | |||
|caption= | |||
|name=Yousou Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Classic move. Chun-Li will bounce on the opponent by using her legs. You can add a jumping normal after the bounce, use this move again, or even do a wall jump if possible. Sadly, you can't chain it many times, like on [[ST]]. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.B | |||
|caption= | |||
|name=Kakusen Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Anti-air move. Can be normal canceled, but will only combo after a cl.D(Sadly, won't combo after the C). Will whiff on small crouching characters. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.D | |||
|caption= | |||
|name=Kakusen Rakushuu | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Like the move above, but hits low, and can't be normal canceled. It's great for damaging combos on Max Mode(You'll see them later). | |||
}} | |||
}} | |||
--- | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.B | |||
|caption= | |||
|name=Zensou Sentai | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Chun's cr.MK. You can normal cancel it, and it has the same reach as her cr.B. Chun-Li can do interesting combos using it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.D | |||
|caption= | |||
|name=Kaku Kyaku Raku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* I remember this classic move. It's an overhead, can crossup, and will do a knockdown. Good to use on the opponent's wakeup. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
---- | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
'' | ===Special Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcf P | |||
|caption= | |||
|name=Kikou Ken | |||
|data= | |||
{{AttackData-SVC | |||
|version=hcf A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=hcf C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Chun-Li's projectile. The A version is faster, but doesn't have so much reach(It's like [[Andy 02|Andy Bogard's]] Hishou Ken). It can combo from the Heavy Attacks, and most Command Moves. On Max Mode, you can supercancel the hit into any Super. The C version is slow, but will travel full screen length, and can't combo from any attack, sadly. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb P | |||
|caption= | |||
|name=Tenshin Enbu | |||
|data= | |||
{{AttackData-SVC | |||
|version= | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Chun-Li's Command Grab. It doesn't do any damage, but your opponent will be open for any combo(Just walk forward and do one), and it can serve to crossup your opponent. There's no difference between the two versions too. | |||
}} | |||
}} | |||
' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb K | |||
|caption= | |||
|name=Sen'en Shuu | |||
|data= | |||
{{AttackData-SVC | |||
|version=hcb B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=hcb D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Overhead move. It could pass over moves(On the startup animation), but here she can't. The best way to use it is on the opponent's wakeup. There's no difference between the two versions. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp K | |||
|caption= | |||
|name=Tenshou Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Chun's overhead move. It doesn't have any invincibility frames, but it has fast startup. The B version does one hit(Where you can juggle your opponent after the hit), and the D version does 3 hits(You can juggle after the last hit too). It can be used to followup her SBK(If it crosses up). | |||
}} | |||
}} | |||
--- | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=Tap K | |||
|caption= | |||
|name=Hyakuretsu Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|version=Tap B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=Tap D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Classic move, but not so used. Use it on combos only(You can do a hit-confirm combo for the Exceed with this move involved). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[d]~u K | |||
|caption= | |||
|name=Spinning Bird Kick | |||
|data= | |||
{{AttackData-SVC | |||
|version=[d]~u B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=[d]~u D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Another classic move, and can be another anti-air move, but sadly, it can't be used in the air. You can use it to crossup your opponent on certain combos(See her combos section below for more details). The B version does 2 hits, and the D version can do up to 6 hits. If it crosses up, you can followup it with her DP+K, or even the Exceed. | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 P | |||
|caption= | |||
|name=Kikou Shou | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20x17 | |||
|Counter Dmg=24 | |||
|Guard=Mid | |||
|G. Crush=4x17 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Chun-Li's super version of her projectile. It can destroy normal projectiles, and will stop certain Super ones. The main way to use it is as a damaging anti-air, or as a chip finisher. On the corner, it can be used to followup the Super below(It can do up to 17 hits). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 K | |||
|caption= | |||
|name=Houyoku Sen | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20x17 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Chun-Li's way to do combos. She will do 16 kicks, following by another one(After it, you can followup with nearly anything she has). The damage is good, without considering the possible followups. | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle=Charge {{Motion|1}}~{{Motion|3}}{{Motion|1}}{{Motion|9}}{{Icon-SNK|B}}{{Icon-SNK|D}} | |||
|caption= | |||
|name=Hazan Tenshou Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=62x9 | |||
|Counter Dmg=68 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Strange input, but it's a Super version of her DP+K. It will do 9 hits, and great damage(Almost one bar). It has a shortcut, in case you're having problems with the input(Charge db, HCB, uf+KK). It has some hit-confirm combos, so don't worry about landing it. | |||
}} | |||
}} | |||
- | ==Strategy== | ||
===Basic Strategy=== | |||
'''''Chun-Li's gameplan''''' | |||
Chun-Li is a great offensive/defensive char. You can use her as a turtler(By walking back and forward, using your long-ranged attacks and punishing when you need), which is an easy thing. For her defensive options, you have her projectile Super(Safest anti-air), her DP+K(Doesn't have invincibility frames, but you can juggle after it), or even her Exceed(Most damaging one, but due to the input, it can be a little hard to react). If you need to punish, you can just use her Kick Super(And followup it with anything), or on a better situation, do her Command Grab for a crossup combo. Good Luck in your future matches. | |||
'' | ===Advanced Strategy=== | ||
'''''Resets''''' | |||
Resets are important(This on nearly any SvC section). Characters with moves that can juggle the opponent can be fatal on any match, due to the damn resets. Chun-Li is a great character with combos, and with the resets, this won't change. Try this: | |||
Any Houyoku Sen combo(Optional, you just need to hit with the super), QCF(2x)+K, forward sj. cancel, j.C, C(Where the opponent is reseted), dash under the opponent(For a crossup), cr.B(2-3x), (df+B, Charge d, u+D, DP+D/Exceed)/(QCF(2x)+K, and repeat the same process, but without the optional combo, obviously) | |||
A really good setup for her, really, and you can even repeat it, in case your opponent needs an "Encore". On the normal mode, you can do it only 2 times, but on Max Mode... I won't even talk. Chun-Li is a great character for combos, mixups, crossups and those things, that's why she's a great high tier character. To see an example of the reset, just click [https://www.youtube.com/watch?v=OkMRH6FZoao here] to see it on work. | |||
- | ====Match-Ups==== | ||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
===Starters=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Starters | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cr.B x2-3, df.B || TBA || TBA || TBA || TBA || | |||
|- | |||
|j.X, cl.C, f.B || TBA || TBA || TBA || TBA || f.B only combos if a jump-in is added before cl.C for whatever strange reason. Without it the opponent can block f.B with zero issue. | |||
|- | |||
|(j.X,) cl.D, f.B || TBA || TBA || TBA || TBA || Does not require a jump-in. | |||
|- | |||
|} | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X / hcb P,) cl.C, hcf A || TBA || TBA || TBA || TBA || Easy combo to begin. For a Jump Attack, you can use her j.C(With the second attack) on taller characters. Note that you can't combo so easily with the C version, as it has more startup. | |||
|- | |||
|(j.X / hcb P,) cl.D, f.B, hcf A || TBA || TBA || TBA || TBA || More damaging than the move above, but the f+B will whiff on small crouching characters. | |||
|- | |||
|(j.X crossup / hcb P,) cl.D, f.B, dp K, (follow-up after dp D) || TBA || TBA || TBA || TBA || A not-that-hard combo. You'll obviously use the D version on this one, because you can followup it. On miscreen, you can do her Kikosho Super, now on the corner, you can do nearly anything. If you want, just do cl.C, DP+D(If you don't like the f+B, which whiffs on most crouching characters). | |||
|- | |||
|(j.X / hcb P,) cr.B x1-4, df.B, [d]~u D, [dp D, follow-up] || TBA || TBA || TBA || TBA || A really good combo without using meter, and a hit-confirm for the Exceed(Watch out for the direction you'll be charging, because you'll switch sides with your opponent). It can be used everywhere. | |||
|- | |||
|(j.X / hcb P,) cr.B, df.B, [d]~u B, dp D, follow-up || TBA || TBA || TBA || TBA || | |||
|- | |||
|dp D, [Tap D]xN || Corner || TBA || TBA || TBA || Demitri only, corner only infinite combo. For some reason, Chun-Li can infinitely juggle Demitri with her tap D special, but not tap B, and against no one else, either. That said it also does really low damage after some time so if you're doing it for a long time period, your arm might get tired. It can kill but depends on how long you can keep mashing for. Not practical due to the low damage but it's easy to set up in the corner. If it secures you the round, then it's better than dealing with Chun-Li's inconsistent combo problems against Demitri. | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Super Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X / hcb P,) cl.D, f.B, qcf x2 P || TBA || TBA || TBA || TBA || Just a combo to start. You won't be using this super a lot on combos, but it has some uses. | |||
|- | |||
|(j.X,) cl.D, f.B, qcf x2 K, qcf x2 P || TBA || TBA || TBA || TBA || Double Super combo. It's cool to use, but it's wasted meter on the second super as it does much less damage overall. Does more damage in the corner but it still doesn't justify the meter cost of doing it. Though if you need to kill the opponent, especially if it ends the match, then it's not a bad combo. | |||
|- | |||
|(j.X / hcb P,) cr.B x2-3, df.B, qcf x2 K || TBA || TBA || TBA || TBA || Just a combo to practice, and you can need it. I'll just put here the possible things to use before the super, and after it, I'll put some of the possible followups. | |||
|- | |||
|(j.X / hcb P,) cl.C, (df.B), qcf x2 K || TBA || TBA || TBA || TBA || This one is mostly done for punishing. You'll know how to use it. | |||
|- | |||
|(j.X / hcb P,) cl.C/D, f.B, qcf x2 K || TBA || TBA || TBA || TBA || Another one for punishing. Remember: the f+B will whiff on small crouching characters, and that's why it is optional on the second combo. | |||
|- | |||
|Combo into qcf x2 K, cancel last hit into sj.C~C || TBA || TBA || TBA || TBA || A nice option in case you don't have any meter, and used the super on midscreen. The timing for the Superjump cancel can be a little hard, but you still can do it with practice. Note that after the last C hits, your opponent will be reseted(I'll talk about resets later). | |||
|- | |||
|cl.C, Exceed || TBA || TBA || TBA || TBA || Mainly a punish combo. Not optimal though, and really should only be done if you can't do her other Exceed combos. Comboing off of cl.C into Exceed is tricky to do without using the shortcut anyways (what shortcut?) | |||
|- | |||
|(j.X / hcb P,) cr.B x1-4, df.B, [d]~u D, Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X / hcb P,) cr.B x2-3, df.B, [d]~u B, Exceed || TBA || TBA || TBA || TBA || Use button hold to ensure Exceed comes out frame one to not risk dropping the combo. If you can combo dp K after [d]~u K, you can combo Exceed as it's the same timing, the only extra step is getting used to charging the Exceed. | |||
|- | |||
|(Corner only) Combo into qcf x2 K, Exceed || TBA || TBA || TBA || TBA || Maybe her most damaging combo ouside of Max Mode. You should learn it, really, it's mainly to do big damage. You can do it if you're near from the corner too. | |||
|- | |||
|(Near corner only) Combo into qcf x2 K, Tap D, Exceed || TBA || TBA || TBA || TBA || Can do 100% damage. It can be used in a real match, which is good for her. It's not that hard too(If you can hit-confirm the super from her normals, it won't be). | |||
|- | |||
|} | |||
= | ===Max Mode Combos=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X / hcb P,) cl.C, f.D, (C)hcf A, (C)qcf x2 K, any follow-up || TBA || TBA || TBA || TBA || Her Max Mode BnB, and probably her most used combo. The beginning of it (cl.C, f+D, HCF+A) can be called "Houyoku Sen combo 4", to be short. This "combo 4", is probably the most effective one, because it's the most damaging, does more hits, and won't whiff on small crouching chars, unlike certain combos. To land the Super, just do one QCF, and press K(During the special move, you will do one QCF, and... This makes the combo easier). | |||
|- | |||
|} | |||
{{Navbox-SVC}} | {{Navbox-SVC}} | ||
[[Category:Chun-Li]] | [[Category:Chun-Li]] | ||
[[Category:SvC Chaos]] | [[Category:SvC Chaos]] |
Latest revision as of 02:29, 28 July 2024
春麗, Chun-Li | |
---|---|
Category | Normal |
Playstyle | Balanced |
Difficulty | Easy |
Max Mode Needed? | Up to you, but very strong |
Tier Placement | Top Tier (S) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 230 |
Wall Jump | Yes |
Introduction
Chun-Li is a martial arts fighter that debuted in Street Fighter II: World Warriors, and has since gained worldwide popularity (and notoriety) as one of gaming's most popular female characters. A character who Capcom graciously gives top tier privilege in several games she's appeared in, SVC is no different. Bosses or no bosses, Chun-Li is a top tier who has everything she needs to handle anything thrown at her with few flaws to her.
Strengths | Weaknesses |
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|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 5 | 12 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 6 | 7 | 17 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 8 | 20 | 32 | -8 | -10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 9 | 11 | 25 | +0 | -2 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 3 | 5 | 11 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 8 | 17 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 8 | 19 | 38 | -7 | -9 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 12 | 3 | 21 | 36 | -4 | -6 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 7 | 14 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 8 | 12 | 27 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 7 | 22 | 37 | SKD | -11 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 23 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 20 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 22 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 23 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 24 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 2, 3 | - | - | - | - | - | |
|
Command Normals
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Punch | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Punch | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
hcf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
hcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tap B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Tap D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[d]~u B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[d]~u D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20x17 | 24 | Mid | 4x17 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20x17 | 20 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
62x9 | 68 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Chun-Li's gameplan
Chun-Li is a great offensive/defensive char. You can use her as a turtler(By walking back and forward, using your long-ranged attacks and punishing when you need), which is an easy thing. For her defensive options, you have her projectile Super(Safest anti-air), her DP+K(Doesn't have invincibility frames, but you can juggle after it), or even her Exceed(Most damaging one, but due to the input, it can be a little hard to react). If you need to punish, you can just use her Kick Super(And followup it with anything), or on a better situation, do her Command Grab for a crossup combo. Good Luck in your future matches.
Advanced Strategy
Resets
Resets are important(This on nearly any SvC section). Characters with moves that can juggle the opponent can be fatal on any match, due to the damn resets. Chun-Li is a great character with combos, and with the resets, this won't change. Try this:
Any Houyoku Sen combo(Optional, you just need to hit with the super), QCF(2x)+K, forward sj. cancel, j.C, C(Where the opponent is reseted), dash under the opponent(For a crossup), cr.B(2-3x), (df+B, Charge d, u+D, DP+D/Exceed)/(QCF(2x)+K, and repeat the same process, but without the optional combo, obviously)
A really good setup for her, really, and you can even repeat it, in case your opponent needs an "Encore". On the normal mode, you can do it only 2 times, but on Max Mode... I won't even talk. Chun-Li is a great character for combos, mixups, crossups and those things, that's why she's a great high tier character. To see an example of the reset, just click here to see it on work.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B x2-3, df.B | TBA | TBA | TBA | TBA | |
j.X, cl.C, f.B | TBA | TBA | TBA | TBA | f.B only combos if a jump-in is added before cl.C for whatever strange reason. Without it the opponent can block f.B with zero issue. |
(j.X,) cl.D, f.B | TBA | TBA | TBA | TBA | Does not require a jump-in. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X / hcb P,) cl.C, hcf A | TBA | TBA | TBA | TBA | Easy combo to begin. For a Jump Attack, you can use her j.C(With the second attack) on taller characters. Note that you can't combo so easily with the C version, as it has more startup. |
(j.X / hcb P,) cl.D, f.B, hcf A | TBA | TBA | TBA | TBA | More damaging than the move above, but the f+B will whiff on small crouching characters. |
(j.X crossup / hcb P,) cl.D, f.B, dp K, (follow-up after dp D) | TBA | TBA | TBA | TBA | A not-that-hard combo. You'll obviously use the D version on this one, because you can followup it. On miscreen, you can do her Kikosho Super, now on the corner, you can do nearly anything. If you want, just do cl.C, DP+D(If you don't like the f+B, which whiffs on most crouching characters). |
(j.X / hcb P,) cr.B x1-4, df.B, [d]~u D, [dp D, follow-up] | TBA | TBA | TBA | TBA | A really good combo without using meter, and a hit-confirm for the Exceed(Watch out for the direction you'll be charging, because you'll switch sides with your opponent). It can be used everywhere. |
(j.X / hcb P,) cr.B, df.B, [d]~u B, dp D, follow-up | TBA | TBA | TBA | TBA | |
dp D, [Tap D]xN | Corner | TBA | TBA | TBA | Demitri only, corner only infinite combo. For some reason, Chun-Li can infinitely juggle Demitri with her tap D special, but not tap B, and against no one else, either. That said it also does really low damage after some time so if you're doing it for a long time period, your arm might get tired. It can kill but depends on how long you can keep mashing for. Not practical due to the low damage but it's easy to set up in the corner. If it secures you the round, then it's better than dealing with Chun-Li's inconsistent combo problems against Demitri. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X / hcb P,) cl.D, f.B, qcf x2 P | TBA | TBA | TBA | TBA | Just a combo to start. You won't be using this super a lot on combos, but it has some uses. |
(j.X,) cl.D, f.B, qcf x2 K, qcf x2 P | TBA | TBA | TBA | TBA | Double Super combo. It's cool to use, but it's wasted meter on the second super as it does much less damage overall. Does more damage in the corner but it still doesn't justify the meter cost of doing it. Though if you need to kill the opponent, especially if it ends the match, then it's not a bad combo. |
(j.X / hcb P,) cr.B x2-3, df.B, qcf x2 K | TBA | TBA | TBA | TBA | Just a combo to practice, and you can need it. I'll just put here the possible things to use before the super, and after it, I'll put some of the possible followups. |
(j.X / hcb P,) cl.C, (df.B), qcf x2 K | TBA | TBA | TBA | TBA | This one is mostly done for punishing. You'll know how to use it. |
(j.X / hcb P,) cl.C/D, f.B, qcf x2 K | TBA | TBA | TBA | TBA | Another one for punishing. Remember: the f+B will whiff on small crouching characters, and that's why it is optional on the second combo. |
Combo into qcf x2 K, cancel last hit into sj.C~C | TBA | TBA | TBA | TBA | A nice option in case you don't have any meter, and used the super on midscreen. The timing for the Superjump cancel can be a little hard, but you still can do it with practice. Note that after the last C hits, your opponent will be reseted(I'll talk about resets later). |
cl.C, Exceed | TBA | TBA | TBA | TBA | Mainly a punish combo. Not optimal though, and really should only be done if you can't do her other Exceed combos. Comboing off of cl.C into Exceed is tricky to do without using the shortcut anyways (what shortcut?) |
(j.X / hcb P,) cr.B x1-4, df.B, [d]~u D, Exceed | TBA | TBA | TBA | TBA | |
(j.X / hcb P,) cr.B x2-3, df.B, [d]~u B, Exceed | TBA | TBA | TBA | TBA | Use button hold to ensure Exceed comes out frame one to not risk dropping the combo. If you can combo dp K after [d]~u K, you can combo Exceed as it's the same timing, the only extra step is getting used to charging the Exceed. |
(Corner only) Combo into qcf x2 K, Exceed | TBA | TBA | TBA | TBA | Maybe her most damaging combo ouside of Max Mode. You should learn it, really, it's mainly to do big damage. You can do it if you're near from the corner too. |
(Near corner only) Combo into qcf x2 K, Tap D, Exceed | TBA | TBA | TBA | TBA | Can do 100% damage. It can be used in a real match, which is good for her. It's not that hard too(If you can hit-confirm the super from her normals, it won't be). |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X / hcb P,) cl.C, f.D, (C)hcf A, (C)qcf x2 K, any follow-up | TBA | TBA | TBA | TBA | Her Max Mode BnB, and probably her most used combo. The beginning of it (cl.C, f+D, HCF+A) can be called "Houyoku Sen combo 4", to be short. This "combo 4", is probably the most effective one, because it's the most damaging, does more hits, and won't whiff on small crouching chars, unlike certain combos. To land the Super, just do one QCF, and press K(During the special move, you will do one QCF, and... This makes the combo easier). |