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[[image:XvSFChun-Li.png]] | |||
Chun Li, an agent of Interpol, is hot on the trail of the Shadaloo organization. She is intent of bringing M. Bison to just for the death of her father. | |||
= Moves List = | = Moves List = | ||
== Normal Moves == | == Normal Moves == | ||
{| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1" | |||
{| border="1em" cellpadding="5" cellspacing="0" width="400" style | |- | ||
|Yousou Kyaku (in air): {{ {{d}} + mk}} | |||
|- | |- | ||
| | |Tenshin Shuu Kyaku: {{ {{qcf}} + hk}} | ||
|- | |- | ||
| | |Sankaku Tobi: {{ {{ub}} or {{uf}} near wall}} | ||
|- | |- | ||
| | |Foward Kick : {{ {{f}} {{hk}} (in air)}} | ||
|} | |} | ||
== Special Moves == | == Special Moves == | ||
{| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1" | |||
{| border="1em" cellpadding="5" cellspacing="0" width="400" style | |||
|- | |- | ||
| Hyakuretsu ( | |Hyakuretsu: {{ {{k}} (mash) (ground and air)}} | ||
|- | |- | ||
| Tenshokya | |Tenshokya: {{ {{d}} (charge) {{u}} + k}} | ||
|- | |- | ||
| Kikouken | |Kikouken: {{ {{hcf}} + P}} | ||
|- | |- | ||
| Hazan Shuu | |Hazan Shuu: {{ {{hcf}} + K}} | ||
|} | |} | ||
== Super Moves == | == Super Moves == | ||
{| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1" | |||
{| border="1em" cellpadding="5" cellspacing="0" width="400" style | |||
|- | |- | ||
| Kikou-Shou | |Kikou-Shou: {{ {{qcf}} + P P}} | ||
|- | |- | ||
| Houyoku-Sen | |Houyoku-Sen: {{ {{qcf}} + K K }} | ||
|- | |- | ||
| Hyper Tenshokya | |Hyper Tenshokya: {{ {{qcb}} + K K}} | ||
|} | |} | ||
= The Basics = | =The Basics= | ||
= | == Combos == | ||
some combos require that you dash in first. | |||
= | Beginner<br> | ||
1) C.LK , C.HK XX HK-Lightning Kick (OTG)<br> | |||
2) C.LK , C.HK XX KikoShou (OTG)<br> | |||
3) D.S.LP , C.LK , C.MK XX SenRetsuKyaku<br> | |||
4) J.HK [2 hits] , HK-Lightning Kick<br> | |||
Intermediate<br> | |||
1) J.HP , D.S.LP , S.HK SJ SJ.LP , SJ. LK , SJ.MP , SJ.MK XX MK-Lightning Kick<br> | |||
2) J.HP , D.S.LK , S.HK XX Hazan TenShouKyaku<br> | |||
3) AD.J.LK , J.MP , J.MK , D.S.LP , S.LK , S.MP , S.HP XX SenRetsuKyaku<br> | |||
4) Get enemy in the corner. C.HK XX KikoShou (OTG), C.LK (OTG) XX SenRetsuKyaku<br> | |||
**Note: This combo makes no sense. There are two OTGs in the combo, yet | |||
it still works if you can nail the enemy with the C.LK THE | |||
INSTANT the enemy lands on the floor. For some reason, it still | |||
OTGs, even though its the second one in this combo. | |||
5) Get enemy in the corner. KikoShou, C.LK (OTG) , S.HK SJ SJ.LP, SJ. LK , SJ.MP , SJ.MK XX MK-Lightning Kick<br> | |||
6) Only works on wider characters. AD.J.LK , J.MP , J.MK , D.S.LP , S.MK, S.LP , S.LK , C.MP , C.MK XX SenRetsuKyaku<br> | |||
**Note: Against thinner characters, omit the C.MP. | |||
7) Have enemy near corner. J.DN.MK, J.LP , J.LK , J.MP , J.HP (FS) , J.T.HK (FS) , S.LP , S.MP , S.MK , S.HP , S.HK<br> | |||
**Note: Basically jump and IMMEDIATELY hit J.DN.MK. From there, link | |||
a J.LP right afterwards and continue. | |||
8) Have enemy near corner. AD.J.LK , J.MP , J.MK , D.S.LK(, S.HK) XX Hazan TenShouKyaku, C.LK (OTG) , C.HP XX SenRetsuKyaku<br> | |||
**Note: The Hazan TenShouKyaku HAS TO HAVE THE LAST POSSIBLE HIT CONNECT. | |||
The enemy won't hit the floor after the Hazan TenShouKyaku if the | |||
last possible hit doesn't connect. Also, in order to ensure the | |||
last hit connects depends on whom you are comboing. On smaller | |||
characters, it's better to do the D.S.LK , S.HK XX | |||
Hazan TenShouKyaku. This usually ensures the last hit of the Super | |||
Combo connects. However, against heavier, taller characters, it's | |||
better to skip the S.HK and just do a D.S.LK XX Hazan | |||
TenShouKyaku. That helps make sure the last hit connects from the | |||
Super Combo. | |||
Expert | |||
1) Have enemy near corner. J.HK [2 hits] , D.S.LP , S.HK SJ SJ.LP, SJ.LP, SJ.LP SJ DJ.LP , DJ.LK , DJ.HP (FS) , DJ.T.HK (FS), DJ.T.HK (FS) SJ TJ.LP , TJ.LK , TJ.HP (FS) , TJ.T.HK (FS), TJ.T.HK (FS) , J.LP , J.LK , J.MP , J.HP (FS) , J.HK (FS) , S.LP , S.LK , S.MP , S.MK , S.HP , C.HK<br> | |||
2) Have enemy near corner. J.AD.LK , J.MP , J.MK , D.S.LP (, S.HK) XX Hazan TenShouKyaku, C.LK (OTG) , S.HK SJ SJ.LP , SJ.LK , SJ.MP, SJ.LP SJ DJ.LP , DJ.LK , DJ.HP (FS) , DJ.T.HK (FS), DJ.T.HK (FS) SJ TJ.LP , TJ.LK , TJ.MP , TJ.HP (FS) , TJ.T.HK (FS), TJ.HK [only first hit will connect] (FS) , J.LP , J.LK , J.MP , J.HP (FS) , J.T.HK (FS) , S.LP , S.LK , S.MP , S.MK , S.HP , S.HK<br> | |||
3) Get Chun Li vs. Juggernaut. J.HP , J.HK [2 hits] , D.S.LP, S.HK SJ SJ.MP, SJ.MP, SJ.MP SJ DJ.MP, DJ.MP, DJ.MP SJ TJ.MP , TJ.MP , TJ.MP , TJ.HK (FS)<br> | |||
**Note: Timing is real tough to land all 9 SJ.MPs. All I can say is | |||
just PRACTICE. | |||
= Infinites = | |||
(Air dash, hk)....this is not easy at all....you have to cancel super jump into an air dash.....perfect height should be at opponents head. | |||
(Air dash, lk, mp, mk)....another tough one....same concept. | |||
(J.lp, j.lk, j.mp, j.hp, j.hk).....check the advanced combos for setup.....j.hk should only hit once. | |||
Hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, (lp, mp, mk).....repeat brackets.....ONLY ON CAMMY | |||
Lp, hk, sj.lp, sj.lk, sj.lp, sj.lk, dj.lp, dj.mp, dj.f.hk, (d.mk).....ok, after f.hk, you will start to fall, halfway down, hold down and mash the shit out of d.mk........there are many ways to setup this combo, so be creative.......ONLY ON JUGGERNAUT. | |||
= Match-ups = | = Match-ups = | ||
{{Navbox-XMVSSF}} | |||
[[Category:Chun-Li]] | |||
[[Category:X-Men vs Street Fighter]] |
Latest revision as of 02:41, 31 December 2020
Chun Li, an agent of Interpol, is hot on the trail of the Shadaloo organization. She is intent of bringing M. Bison to just for the death of her father.
Moves List
Normal Moves
Yousou Kyaku (in air): {{ ![]() |
Tenshin Shuu Kyaku: {{ ![]() |
Sankaku Tobi: {{ ![]() ![]() |
Foward Kick : {{ ![]() ![]() |
Special Moves
Hyakuretsu: {{ ![]() |
Tenshokya: {{ ![]() ![]() |
Kikouken: {{ ![]() |
Hazan Shuu: {{ ![]() |
Super Moves
Kikou-Shou: {{ ![]() |
Houyoku-Sen: {{ ![]() |
Hyper Tenshokya: {{ ![]() |
The Basics
Combos
some combos require that you dash in first.
Beginner
1) C.LK , C.HK XX HK-Lightning Kick (OTG)
2) C.LK , C.HK XX KikoShou (OTG)
3) D.S.LP , C.LK , C.MK XX SenRetsuKyaku
4) J.HK [2 hits] , HK-Lightning Kick
Intermediate
1) J.HP , D.S.LP , S.HK SJ SJ.LP , SJ. LK , SJ.MP , SJ.MK XX MK-Lightning Kick
2) J.HP , D.S.LK , S.HK XX Hazan TenShouKyaku
3) AD.J.LK , J.MP , J.MK , D.S.LP , S.LK , S.MP , S.HP XX SenRetsuKyaku
4) Get enemy in the corner. C.HK XX KikoShou (OTG), C.LK (OTG) XX SenRetsuKyaku
**Note: This combo makes no sense. There are two OTGs in the combo, yet it still works if you can nail the enemy with the C.LK THE INSTANT the enemy lands on the floor. For some reason, it still OTGs, even though its the second one in this combo.
5) Get enemy in the corner. KikoShou, C.LK (OTG) , S.HK SJ SJ.LP, SJ. LK , SJ.MP , SJ.MK XX MK-Lightning Kick
6) Only works on wider characters. AD.J.LK , J.MP , J.MK , D.S.LP , S.MK, S.LP , S.LK , C.MP , C.MK XX SenRetsuKyaku
**Note: Against thinner characters, omit the C.MP.
7) Have enemy near corner. J.DN.MK, J.LP , J.LK , J.MP , J.HP (FS) , J.T.HK (FS) , S.LP , S.MP , S.MK , S.HP , S.HK
**Note: Basically jump and IMMEDIATELY hit J.DN.MK. From there, link a J.LP right afterwards and continue.
8) Have enemy near corner. AD.J.LK , J.MP , J.MK , D.S.LK(, S.HK) XX Hazan TenShouKyaku, C.LK (OTG) , C.HP XX SenRetsuKyaku
**Note: The Hazan TenShouKyaku HAS TO HAVE THE LAST POSSIBLE HIT CONNECT. The enemy won't hit the floor after the Hazan TenShouKyaku if the last possible hit doesn't connect. Also, in order to ensure the last hit connects depends on whom you are comboing. On smaller characters, it's better to do the D.S.LK , S.HK XX Hazan TenShouKyaku. This usually ensures the last hit of the Super Combo connects. However, against heavier, taller characters, it's better to skip the S.HK and just do a D.S.LK XX Hazan TenShouKyaku. That helps make sure the last hit connects from the Super Combo.
Expert
1) Have enemy near corner. J.HK [2 hits] , D.S.LP , S.HK SJ SJ.LP, SJ.LP, SJ.LP SJ DJ.LP , DJ.LK , DJ.HP (FS) , DJ.T.HK (FS), DJ.T.HK (FS) SJ TJ.LP , TJ.LK , TJ.HP (FS) , TJ.T.HK (FS), TJ.T.HK (FS) , J.LP , J.LK , J.MP , J.HP (FS) , J.HK (FS) , S.LP , S.LK , S.MP , S.MK , S.HP , C.HK
2) Have enemy near corner. J.AD.LK , J.MP , J.MK , D.S.LP (, S.HK) XX Hazan TenShouKyaku, C.LK (OTG) , S.HK SJ SJ.LP , SJ.LK , SJ.MP, SJ.LP SJ DJ.LP , DJ.LK , DJ.HP (FS) , DJ.T.HK (FS), DJ.T.HK (FS) SJ TJ.LP , TJ.LK , TJ.MP , TJ.HP (FS) , TJ.T.HK (FS), TJ.HK [only first hit will connect] (FS) , J.LP , J.LK , J.MP , J.HP (FS) , J.T.HK (FS) , S.LP , S.LK , S.MP , S.MK , S.HP , S.HK
3) Get Chun Li vs. Juggernaut. J.HP , J.HK [2 hits] , D.S.LP, S.HK SJ SJ.MP, SJ.MP, SJ.MP SJ DJ.MP, DJ.MP, DJ.MP SJ TJ.MP , TJ.MP , TJ.MP , TJ.HK (FS)
**Note: Timing is real tough to land all 9 SJ.MPs. All I can say is just PRACTICE.
Infinites
(Air dash, hk)....this is not easy at all....you have to cancel super jump into an air dash.....perfect height should be at opponents head.
(Air dash, lk, mp, mk)....another tough one....same concept.
(J.lp, j.lk, j.mp, j.hp, j.hk).....check the advanced combos for setup.....j.hk should only hit once.
Hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, (lp, mp, mk).....repeat brackets.....ONLY ON CAMMY
Lp, hk, sj.lp, sj.lk, sj.lp, sj.lk, dj.lp, dj.mp, dj.f.hk, (d.mk).....ok, after f.hk, you will start to fall, halfway down, hold down and mash the shit out of d.mk........there are many ways to setup this combo, so be creative.......ONLY ON JUGGERNAUT.