Psychoblue (talk | contribs) (Added Boost Chain Frame Data for v2013) |
Psychoblue (talk | contribs) (Added additional weaknesses) |
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-Low health total at 900 | -Low health total at 900 | ||
-Combos lack explosiveness: most danaging combos requires 1f links and enough time left to complete them | |||
-Most of her neutral jump attacks can be low profiled | |||
}} | }} | ||
Latest revision as of 16:47, 19 November 2023


Chun Li
Ideal Team Position: Point
Whereas there’s some debate about how good Ryu is, Chun-Li is universally regarded as a Top 5 character thanks to her versatility and excellent team synergy with a large portion of the cast. She has excellent tools for playing neutral in her normal pokes and Kikoken. Her blockstrings are among the best in the game, with moves like Hyakuretsu Kyaku and Kikoken being motion attacks and giving her access to her most useful special moves with easier, faster execution than in Street Fighter IV. Her walkspeed is fast enough that if the opponent becomes too reliant on blocking these strings, she can walk up to them and throw them quickly. Her air-to-air game is also very strong thanks to her Target Combo (j+HP x 2) and excellent neutral jump. Furthermore, her cr.lk is one of the best of its kind, giving her a fearsome close-range poking tool to confirm into either links or boost combos. Since many of her standing normals reach far, she won’t have any trouble reaching an opponent from almost any distance should she confirm from a light attack. Thanks to all of these tools, it is best that you play Chun-Li at the point so that you can bring in your anchor character, as Chun-Li has SO many ways she can safely bring in her partner or set an opponent up for the partner to continue the combo.
Strengths | Weaknesses |
---|---|
+Has one of the fastest walkspeeds in the game, either forwards or backwards +Great poking game with very long range on st.MP in particular +Kikoken is a motion technique, allowing her to use one of her best spacing tools at any time +MK and HK Hazanshu are 0 on block and overheads, with MK Hazanshu being comboable on hit. +Hyakuretsukyaku is a motion move with the completed HK variant (mashing K after the initial motion) leading into a full boost combo on hit and is +1 on block. Furthermore, its long stun allows partners to either get a full combo or a safe entry on hit or blocked tag cancel +One of the best neutral jump moves in the game with nj.HK which starts quickly, has a giant hitbox, and and cross up opponents on the ground. +cr.lk reaches farther than most crouching light attacks, has a 3f startup, and can lead into full combos via links. +Excels at both applying pressure and sitting on life |
-Struggles when knocked down, as she only has one reversal and it costs meter -Jump is slow and has a high ceiling, making her vulnerable to invincible anti-airs such as DPs or Flash Kicks, or Air Crush moves such as Law’s Flip Kicks or certain normal attacks -Difficult to cross up opponents due to slow jump speed and air normals with high hitboxes, forcing her to play a solid ground game -Hazanshu, her only overhead, can be raw launched on reaction -Low health total at 900 -Combos lack explosiveness: most danaging combos requires 1f links and enough time left to complete them -Most of her neutral jump attacks can be low profiled |
Moves
Normal Attacks
























boost chains ok from











boost chains ok from












































crossup




crossup




Unique Attacks



crossup






















can chain 3 times

near screen edge






Throws












Special Moves

























mashable



Super Combo


Frame Data (updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | - | H | 30 | 3 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves |
Far MP | - | H | 60 | 7 | 2 | 18 | +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Far HP | - | H | 90 | 7 | 3 | 20 | +2 | -3 | - | 3 | 1 | 1 | - |
Far LK | - | H | 30 | 4 | 2 | 11 | +4 | 0 | - | 1 | 1 | 1 | - |
Far MK | - | H | 60 | 7 | 3 | 17 | +1 | -3 | - | 2 | 1 | 1 | Whiffs on crouching opponent |
Far HK | - | H | 90 | 13 | 2 | 25 | -2 | -7 | - | 3 | 1 | 1 | Whiffs on crouching opponent |
Close LP | - | H | 30 | 3 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Close MP | - | H | 30x2 | 4 | 3(5)3 | 17 | +1 | -3 | SM,EX,SA,CA | 2,2 | 0,1 | 1 | - |
Close HP | - | H | 90 | 4 | 4 | 21 | 0 | -5 | SM,EX,SA,CA | 3 | 1 | 1 | - |
Close LK | - | H | 30 | 4 | 2 | 8 | +7 | +3 | - | 1 | 1 | 1 | - |
Close MK | - | H | 20x3 | 5 | 3(7)4 | 15 | +4 | 0 | 1st hit SM,EX,SA,CA | 3,3,3 | 1,1,1 | 1 | On Hit: +6 on crouching opponent |
Close HK | - | H | 90 | 5 | 3 | 22 | +1 | -5 | SM,EX,SA,CA, Hit:jump | 3 | 1 | 1 | Forces standing |
Crouch LP | - | H | 30 | 4 | 3 | 7 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves |
Crouch MP | - | L | 60 | 11 | 5 | 17 | -1 | -5 | - | 2 | 1 | 1 | - |
Crouch HP | - | H | 60,30 | 6 | 2(6)2 | 23 | 0 | -5 | 1st hit SM,EX,SA,CA | 3,3 | 1,1 | 1 | - |
Crouch LK | - | L | 30 | 3 | 4 | 7 | +6 | +2 | - | 1 | 1 | 1 | Rapid fire cancelable into light normal moves |
Crouch MK | - | L | 60 | 5 | 3 | 17 | +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Crouch HK | - | L | 90 | 8 | 4 | 24 | hard knockdown | -8 | - | 1 | 1 | - | - |
Jump Up LP | - | M | 40 | 7 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump Up MP | - | M | 70 | 5 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump Up HP | - | M | 60x2 | 5 | 2(2)2 | until ground+4 | +20 | +8 | - | 3,3 | 1,1 | 1 | Knockdown on airborne opponent |
Jump Up LK | - | M | 40 | 4 | 7 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump Up MK | - | M | 70 | 5 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump Up HK | - | M | 100 | 5 | 8 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Jump Diagonal LP | - | M | 40 | 4 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump Diagonal MP | - | M | 70 | 5 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump Diagonal HP | - | M | 70 | 6 | 8 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | Knockdown on airborne opponent |
Jump Diagonal LK | - | M | 40 | 5 | 10 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump Diagonal MK | - | M | 70 | 6 | 5 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump Diagonal HK | - | M | 100 | 5 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 20x4,30 | 7 | 2(1)2(3)2(4)2(3)2 | 19 | hard knockdown | -18 | - | - | - | - | Invulnerability frames 1-8, Resembles EX Spinning Bird Kick |
Koshuyo | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Kirinshu | b+LP+LK | throw | 140 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Ryuseiraku | LP+LK (air) | air throw | 190 | 5 | 2 | until ground+4 | hard knockdown | - | - | - | - | ||
Kakukyakuraku | df+HK | M | 80 | 38 | 7 | 5 | +11 | +7 | - | 3 | 1 | 0 | Airborne frames 12-44, Knockdown on airborne opponent |
Rear Spin Kick | df+LK | H | 40 | 11 | 4 | 15 | -5 | -4 | - | 1 | 1 | 0 | Airborne frames 16-22, Knockdown on airborne opponent |
Kakusenshu | f+MK | H | 70 | 16 | 3 | 16 | +2 | -2 | - | 2 | 1 | 0 | Knockdown on airborne opponent |
Yosokyaku | d+MK (air) up to 3 times | M | 50 | 4 | 3 | until ground+4 | +17 | +10 | - | 2 | 1 | 0 | Knockdown on airborne opponent, Can perform any jumping attack after it connects |
wall jump | uf (in air near wall) | - | - | - | - | 28 | - | - | - | - | - | - | - |
Kintekishu | b+MK | H | 50 | 6 | 4 | 15 | +2 | -6 | - | 1 | 1 | 0 | Knockdown on airborne opponent |
Tenkukyaku | b+MK > MK | H | 50 | 13 | 3 | 40 | float | -30 | jump | 1 | 1 | 0 | Knockdown on airborne opponent |
Tenshokyaku | b+MK > MK > d,u+MK | H | 20x5 | 5 | 4(2)1(4)2(4)1(5)1 | 24 | knockdown | -37 | - | 2,3,4,5,6 | 1,1,1,1,1 | 0 | Invulnerability frames 1-8, Airborne frames 5-37 |
Target Combo | forward jump HP > HP | M | 40 | 5 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Kikoken LP **LC | hcf+LP | H | 50 | 15 | - | 36 | -6 | -11 | - | 3 | 3 | 0 | Projectile active for 99 frames, Knockdown on airborne opponent |
Kikoken MP | hcf+MP | H | 50 | 13 | - | 33 | -3 | -8 | - | 3 | 3 | 0 | Projectile active for 76 frames, Knockdown on airborne opponent |
Kikoken HP | hcf+HP | H | 50 | 11 | - | 34 | -4 | -9 | - | 3 | 3 | 0 | Projectile active for 44 frames, Knockdown on airborne opponent |
Kikoken EX | hcf+PP | H | 50x2 | 11 | - | 25 | +13 | +8 | - | 3,3 | 0,4 | 0 | Knockdown on airborne opponent |
Hazanshu LK | hcb+LK | H | 70 | 24 | 2 | 20 | +5 | -2 | - | 3 | 1 | 0 | Airborne frames 3-23, Hard knockdown on airborne opponent, Stagger on crouching counter hit |
Hazanshu MK | hcb+MK | M | 100 | 26 | 2 | 20 | +6 | 0 | - | 3 | 1 | 0 | Airborne frames 3-25, Hard knockdown on airborne opponent, Stagger on crouching counter hit |
Hazanshu HK | hcb+HK | M | 110 | 27 | 2 | 20 | hard knockdown | 0 | - | 3 | 1 | 0 | Airborne frames 3-26, Ground bounce on crouching counter hit |
Hazanshu EX | hcb+KK | M | 130 | 27 | 2 | 20 | ground bounce | 0 | - | 3 | 1 | 0 | Invulnerability frames 1-15, Projectile invulnerability frames 16-28, Airborne frames 3-26 |
Spinning Bird Kick LK **LC | (charge 54F) d,u+LK | H | 20x5 | 14 | 2(2)1(5)2(4)2(4)2 | 23 | 0 | -3 | - | 3,3,3,3,3 | 1,1,1,1,1 | 0 | Airborne frames 14-48, 1st hit: Forces standing, Knockdown on airborne opponent |
Spinning Bird Kick MK **LC | (charge 54F) d,u+MK | H | 15x6,30 | 15 | 2(2)1(5)1(5)2(4)2(6)1(5)2 | 24 | +1 | -2 | - | 3,3,3,3,3,0,0 | 1,1,1,1,1,0,0 | 0 | Airborne frames 15-61, 1st hit: Forces standing, Knockdown on airborne opponent |
Spinning Bird Kick HK **LC | (charge 54F) d,u+HK | H | 12x8,34 | 23 | 2(1)2(5)1(5)1(5)1(7)1(4)2(5)1(5)2 | 24 | -1 | -4 | - | 3,3,3,3,3,3,3,3,3 | 1,1,1,1,1,1,1,1,1 | 0 | Airborne frames 23-82, 1st hit: Forces standing, Knockdown on airborne opponent |
Spinning Bird Kick EX **LC | (charge 54F) d,u+KK | H | 20x4,30 | 7 | 2(1)2(3)2(4)2(3)2 | 7 | knockdown | -10 | - | 5,5,5,5,5 | 0,0,0,0,0 | 0 | Invulnerability frames 1-8, Airborne frames 7-36, 1st hit: Forces standing |
Lightning Kicks LK | hcf+LK (KKKK to extend) | H | 20x4 / 20x5 | 5 | 2(6)2(6)2(6)2 | 24 | +2 / -22 | -1 / -25 | - | 4,4,4,4 | 1,1,1,1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent |
Lightning Kicks MK | hcf+MK (KKKK to extend) | H | 20x4 / 20x8 | 7 | 1(4)2(4)1(4)1 | 22 | +2 / +3 | -1 / 0 | - | 4,4,4,4 | 1,1,1,1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent |
Lightning Kicks HK | hcf+HK (KKKK to extend) | H | 20x4 / 20x8 | 7 | 1(4)1(4)1(3)1 | 23 | +1 / +4 | -2 / +1 | - | 4,4,4,4 | 1,1,1,1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent |
Lightning Kicks EX | hcf+KK | H | 30x3,50 | 6 | 3(5)3(5)3(5)3 | 19 | float | -3 | - | 4,4,4,4 | 1,0,0,0 | 0 | Chargeable: 51F for Super Art |
Senretsukyaku **LC | hcf+KKK | H | 20,10x12,60,100 | 8 | 2(23)2(3)2(3)2(3)2(3)2(3)2(3)2(3)2(3)2(3)2(2)2(3)2(35)2(24)2 | 42 | hard knockdown | -22 | - | 8 | 1 | - | 84 frames cinematic freeze before attack begins, Invulnerability frames 1-9 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 46 | - | -26 | - | 3 | - | - | 62 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far LP | H | 30 | 3 | 2 | 9 | +6 | +2 | - | Rapid fire cancelable into light normal moves |
Far MP **LC | H | 42 | 7 | 2 | 25 | -6 | -10 | EX,SA,CA | - |
Far HP **LC | H | 63 | 7 | 3 | 29 | -7 | -12 | - | - |
Far LK | H | 30 | 4 | 2 | 11 | +4 | 0 | - | - |
Far MK **LC | H | 42 | 7 | 3 | 24 | -6 | -10 | - | Whiffs on crouching opponent |
Far HK **LC | H | 63 | 13 | 2 | 34 | -11 | -16 | - | Whiffs on crouching opponent |
Close LP | H | 30 | 3 | 2 | 10 | +5 | +1 | - | - |
Close MP **LC | H | 21x2 | 4 | 3(5)3 | 25 | -7 | -11 | EX,SA,CA | - |
Close HP **LC | H | 63 | 4 | 4 | 30 | -9 | -14 | EX,SA,CA | - |
Close LK | H | 30 | 4 | 2 | 8 | +7 | +3 | - | - |
Close MK | H | 14x3 | 5 | 3(7)4 | 25 | -6 | -10 | 1st hit EX,SA,CA | On Hit: -4 on crouching opponent |
Close HK **LC | H | 63 | 5 | 3 | 31 | -8 | -14 | EX,SA,CA | Forces standing |
Crouch LP | H | 30 | 4 | 3 | 7 | +7 | +3 | - | Rapid fire cancelable into light normal moves |
Crouch MP **LC | L | 42 | 11 | 5 | 24 | -8 | -12 | - | - |
Crouch HP | H | 42,21 | 6 | 2(6)2 | 32 | -9 | -14 | 1st hit EX,SA,CA | - |
Crouch LK | L | 30 | 3 | 4 | 7 | +6 | +2 | - | Rapid fire cancelable into light normal moves |
Crouch MK **LC | L | 42 | 6 | 3 | 24 | -6 | -10 | EX,SA,CA | - |
Crouch HK **LC | L | 63 | 8 | 4 | 33 | hard knockdown | -17 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
Chun Li returns as a strong poke character, with moderate zoning and great safe pressure. Additionally, she has combos that can carry the opponent towards the corner, maintaining pressure when need be.
Chun has the best {{ }} moves in the game, between her standing {{
}} and her {{
+
}} pop-up attack. These feed combos very easily.
Additionally, a mashed {{ }} Lightning Leg is safe on block, as well as having enough frame advantage on hit to allow certain moves to combo out of it, such as {{
}} if close enough!
EX Kikoken also has immense frame advantage, allowing {{ +
}} to make a full combo afterwards.
Advanced Strategy
- Chun Li has a minor "glitch" in one of her standing normals: close standing {{
}}. If this normal hits an opponent during a groundbounce state, they will actually air reset, preventing them from tech rolling to safety. This can be used many ways, however is difficult to combo into when not in the corner.
Combo for this setup: {{ +
,
,
, j.
, (land) ,
,
+
+
,
}} . You'll notice that your opponent will reset in mid air, rather than landing on the ground first as usual in a juggle combo. When not in corner, vary timing to work midscreen.
Video coming soon.
Note that Chun Li isn't the only character with this rare property, but it appears to be the most practical and self-sufficient.
Combos
Bread and Butters
- cl.HP xx hcf+HK>K*, cr.LK, b+MK>MK>jc j.HK, cl.HP xx CADC, cl.HP xx hcb+LK (402 damage)
(0bar, close, hard)
Hit Confirm Combos
- cr.LK cr.LK, b+MK>MK>jc j.HK, cl.HP xx CADC, cl.HP xx hcb+LK(297)
(0bar, hitconfirm, medium)
- st.LP~cr.MP~cl.HP xx hcf+PP, st.MP~st.HP~HP_HK
(1bar, easy)
Post-Launch Combos
- cl.HP xx CADC, cl.HP xx hcb+LK
(0bar, medium)
- cl.HK>jc j.d+MK j.HK, cl.HK xx hcf+K(1)
(0bar, easy)
Advanced Combos
overhead
- hcb+LK, st.LP, b+MK>MK>jc, j.HK, cl.HP xx CADC, cl.HP xx hcb+LK (337)
(0bar, medium)
invulnerable
- [d],u+KK, b+MK>MK>jc, cl.HP xx hcb+LK (305)
(1bar, corner, easy)
antiair
- df+LK, b+MK>MK>jc, cl.HP xx hcb+LK (235)
(0bar, easy)