Street Fighter Alpha 2/Chun-Li: Difference between revisions

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''Jumping''<br>
''Jumping''<br>
Probably Chun-Li's best air-to-air.  It has incredible priority and will often break your opponent's air throw attempt if they tried to, even if you didn't plan on it.  It crosses up as well, but it's noticeably harder to time her crossup in SFA2 than it is in subsequent future games.<br>
Probably Chun-Li's best air-to-air.  It has incredible priority and will often break your opponent's air throw attempt if they tried to, even if you didn't plan on it.  It crosses up as well, but it's noticeably harder to time her crossup in SFA2 than it is in subsequent future games.  Also, this is Chun-Li's best "jump back" move.  Jump back forward will beat out high jumping Rolentos and Bisons who are jump happy and will protect you from their Scouter Jumping/Headstomping.<br>
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''Jumping Straight Up''<br>
''Jumping Straight Up''<br>

Revision as of 06:10, 4 February 2007

Introduction

Chun-Li in SFA2 is widely regarded as the best character in the game. She virtually has no bad match ups with all other characters, having a clear advantage over the rest of the cast or at worst an even match up. Her domination is due to supreme versatility in any situation. She has outstanding priority on all her normals, safe and abuseable special moves, extremely fast walking speed, and overly damaging Custom Combos. As such, Chun-Li can switch between being the rushdown agressor or the annoying turtle anytime during her match ups and still forcing her opponent to out-guess her. She is not that difficult to pick up and win with, but knowing some basics might help you outplay and out-annoy your enemy.

Moves List

Normal Moves

Jab

Standing
A very quick swipe of her arm. The best thing about this move is that, unlike in future games, no one can duck Chun's standing jab; they will be forced into blocking it. This allows Chun to set up many throw cheaps by forcing them to block a standing jab, then going into mix-ups of walk-up throw, walk-up CC, or making them block another jab.

Crouching
Not much use for this as she has better crouching normals. Might be useful if you and your opponent are right next to each other and you want to stick out a quick normal to beat theirs.

Jumping
Don't use. Chun has much better options in the air in all the other 5 buttons.

Strong

Standing
This looks like her classic close standing fierce in all her other Street Fighter incarnations, but as a strong in this game, it comes out much faster. Good in priority battles up close. Plus holding towards or back + strong when you're upclose is option selecting. If they are in range to be thrown, they will be, if not, the strong comes out to beat your enemy's move and recovers fast enough when whiffed.

Crouching
Priority poke that can cancel easily into her specials and super. Crouching strongs come out so fast that they can easily link into each other. Great for being used as a meaty when they are getting up.

Jumping
Exactly like her jumping fierce except it doesn't hit as hard. It seems as though during air-to-air battles, attacking with jumping strong rather than jumping fierce causes her to air throw or break the opponent's air throw a lot easier.

Fierce

Standing
Reliable anti-air when they are jumping at 45 degree angle or lower. Use this as an anti-air for moves that her crouching roundhouse doesn't hit.

Crouching
Super cancelable into her Senretsu (kick super). Too slow to use in most ground priority games because she has better ground options.

Jumping
Use in air-to-air battles or to start combos for big damage.

Short

Standing
Long reaching outwards kick. While it doesn't have the range of her crouching forward, Chun's standing short is an important part of her ground game because it can go over certain character's ground move and still hit them clean. Plus it is cancelable into Kikoken or Axe Kick overhead special.

Crouching
Not much use other than for tick/throw set ups.

Jumping
Great air-to-air, but since it is exactly like her jumping forward, it's generally better just to do the jumping forward instead.

Jumping Straight Up
Not much use.

Forward

Standing
Outwards front kick that can be used as an anti-air, but Chun has better options.

Crouching
Chun-Li's best ground poke by far and one of the most dominating moves in the game. It is incredibly fast, it has incredibly long range, and it is cancelable into specials and supers, notably her Kikoken. Crouching forward xx Kikoken is Chun-Li's bread and butter ground poke string. Spam on her crouching forward while jiggling back and forth in and out of your opponent's range to annoy them and force them into the corner. Use her crouching foward as a whiff punisher too when you see them miss a normal or special.

Jumping
Probably Chun-Li's best air-to-air. It has incredible priority and will often break your opponent's air throw attempt if they tried to, even if you didn't plan on it. It crosses up as well, but it's noticeably harder to time her crossup in SFA2 than it is in subsequent future games. Also, this is Chun-Li's best "jump back" move. Jump back forward will beat out high jumping Rolentos and Bisons who are jump happy and will protect you from their Scouter Jumping/Headstomping.

Jumping Straight Up
Like her jumping straight up short. Not much use other than possible anti-airing when they are jumping right over you, possibly while you're in the corner.

Roundhouse

Standing
Vertical kick upwards that can anti-air opponents who are right above you.

Crouching
Chun-Li's sweep and another essential normal in her gameplay. This is Chun-Li's all-purpose anti-air as it work most of the time for almost any jumping attack in the game. On the ground, it is a good poke as it can go over certain low pokes and still nail your enemy. Be careful that her sweep doesn't always knock down when used as a ground poke.

Jumping
Double-hitting air kick. Not much use since her other jumping attacks are better for air-to-air and for combo starters

Jumping Straight Up Great to stop incoming enemy jump attacks as this will keep them at bay. It's a good move to start rounds with as it will prevent round-starting enemy jump ins or fireballs.

Special Moves

Super Moves

The Basics

Advanced Strategy

Custom Combos

there is only 2 you need.

level 1 ground CC, low roundhouse, standing roundhouse xx roundhouse lightning kicks, end with roundhouse up kicks.

level 1 jump in jump at the opponent. CC through the attack. roundhouse while in the air. land low roundhouse xx lightning kick, roundhouse up kicks

Match-ups

Vs. Adon:


Vs. Akuma:


Vs. Birdie:


Vs. Charlie:


Vs. Chun-Li (self):


Vs. Dan:


Vs. Dhalsim:


Vs. Gen:


Vs. Guy:


Vs. Ken:


Vs. M. Bison (dictator):


Vs. Rolento:


Vs. Rose:


Vs. Ryu:


Vs. Sagat:


Vs. Sakura:


Vs. Sodom:


Vs. Zangief: