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3. Far Stand Roundhouse (S.HK) (sakura like) | 3. Far Stand Roundhouse (S.HK) (sakura like) | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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* Wall jump makes it difficult to keep her cornered | * Wall jump makes it difficult to keep her cornered | ||
* Jab pressure is incredibly effective against taller characters | * Jab pressure is incredibly effective against taller characters | ||
* Air grab whiff bypasses tripguard and allows instant blocking to bait anti-air activates | |||
* Extremely easy to pick up and play with very low execution requirements outside of V-ISM | * Extremely easy to pick up and play with very low execution requirements outside of V-ISM | ||
* In recent years, has had more development and is now more of a complete V-ISM character, including some nasty setups utilizing her stomp to change her activate trajectory | * In recent years, has had more development and is now more of a complete V-ISM character, including some nasty setups utilizing her stomp to change her activate trajectory | ||
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* Fireball has awful startup and recovery | * Fireball has awful startup and recovery | ||
}} | }} | ||
====Color Options==== | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | |||
| align="center" colspan="2" bgcolor="#ff0808" | X-Ism|| align="center" colspan="2" bgcolor="#309900" | A-Ism || align="center" colspan="2" bgcolor="#0822ff" | V-Ism | |||
|- | |||
| align="center" | [[File:Sfa3_ChunLi_pxism.png]] || align="center" | [[File:Sfa3_ChunLi_kxism.png]] || align="center" | [[File:Sfa3_ChunLi_paism.png]] || align="center" | [[File:Sfa3_ChunLi_kaism.png]] || align="center" | [[File:Sfa3_ChunLi_pvism.png]] || align="center" | [[File:Sfa3_ChunLi_kvism.png]] | |||
|- | |||
| align="center" | Punch || align="center" | Kick || align="center" | Punch || align="center" | Kick || align="center" | Punch || align="center" | Kick | |||
|} |
Latest revision as of 13:03, 21 May 2025
Introduction
While not as good as her Street Fighter Alpha 2 incarnation, Chun Li is a formidable character in SFA3, while great priority on most of her moves. She's primarily regarded as an "easy mode" character. She's easy to pick up, isn't too technical, and will easily dominate at the low to medium skill levels of this game.
What she lost from SFA2:
- C.MK is not bufferable anymore. This is a huge detriment to her game.
- Her Kikouken has terrible recovery. Which, combined with #1, was her main strategy in Alpha 2.
- Axe Kick is much Slower. You can't really hit a good opponent with this anymore.
-Upkicks seem to be worse.
What she gained in SFA3
1. Jump Short of Doom. Ambigious J.LK with a cross up hitbox the size of montana.
2. Xism Spinning Bird Kick and Palm Thrust.
3. Far Stand Roundhouse (S.HK) (sakura like)
Pros | Cons |
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Color Options
X-Ism | A-Ism | V-Ism | |||
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Punch | Kick | Punch | Kick | Punch | Kick |