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''j.LP -'' (Diagonal) A simple attack for jump-ins. Chun has better options, but this one can be useful. (Neutral) A punch aiming down. Dunno how can you use this.<br> | ''j.LP -'' (Diagonal) A simple attack for jump-ins. Chun has better options, but this one can be useful. (Neutral) A punch aiming down. Dunno how can you use this.<br> | ||
''j.LK -'' (Diagonal) 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. (Neutral) Kick aiming up. Use it if your opponent is jumping higher than you.<br> | ''j.LK -'' (Diagonal) 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. (Neutral) Kick aiming up. Use it if your opponent is jumping higher than you.<br> | ||
''j.HP -'' (Diagonal) A punch with good damage. Use it as a jump-in attack. (Neutral) Defensive punch to use as an air-to-air. Stays for a decent time too.<br> | ''j.HP -'' (Diagonal) 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+LK too. (Neutral) Defensive punch to use as an air-to-air. Stays for a decent time too.<br> | ||
''j.HK -'' (Diagonal) Good kick for jump-ins. Only that. (Neutral) Chun-Li opens her legs(We know you like the position). Dunno if she can hit with her other leg too. | ''j.HK -'' (Diagonal) Good kick for jump-ins. Only that. (Neutral) Chun-Li opens her legs(We know you like the position). Dunno if she can hit with her other leg too. | ||
Revision as of 13:24, 21 August 2016
Introduction
This beautiful lady over there is Chun-Li, the "strongest woman in the world". Well, she is a classic(And loved) character from the Street Fighter games(Appeared on most SF games, and most - if not all - Capcom crossovers). Here, she probably is the strongest woman, in my opinion, with good long and short-range options, and very easy(But damaging) combos. Now for her pros and cons.
Chun Li's Good and Bad Things
Good Things:
- Not that hard to learn(She is like a mix of her SFA3 and her 3S versions);
- Has normals with nice reach and priority;
- She still has her cr.MK from the Capcom games(But it is a Command Move now);
- She is probably the best non-boss character in the game(Can fight with the secret characters without problems);
- Has easy-to-use supers(And you can combo the two of them on the corner);
- Has a long, but slow backdash(Useful for running away);
- Her Kick Super Move can be superjump canceled and followed by her aerial chain;
- She got a new Command Grab to cross up (And combo) any opponent;
- Her SBK can cross up opponents(And you can followup it);
- She has a 100% corner combo on MAXIMUM Mode.
Bad Things:
- Has low stamina;
- Needs meter to do things;
- Her HP Kikouken has bad startup;
- Has no reliable Special anti-airs(Unlike many characters);
- Her Exceed has bad recovery, meaning that it can be easily punished if it whiffs/was blocked;
- Her SBK whiffs some crouching and small hitbox characters;
- Her Command Grab doesn't do any damage, and can't combo after a normal;
- You can't dodge attacks with her Sen'en Shuu anymore;
- SBK can't be used in the air in this game.
Moves List
Normal Moves
s.LP - (Far) A fast slap. Can be normal canceled, and can chain into any Light Attack, including itself. (Close) An elbow attack. Has the same properties as the Far version.
s.LK - (Far) A kick attack with better reach than the f.LP above, but can't be normal canceled, and can't chain into other Light Attacks. (Close) An attack with her foot. Don't use this, it can't link into another Light Attacks(She has better options).
s.HP - (Far) Great move for poking. Can't be normal canceled, and Chun-Li will move a little forward during the move. (Close) Your main thing to do combos. Cancel it for good damage.
s.HK - (Far) Chun jumps, and kicks. Can't be normal canceled, but she will move forward during the move. (Close) A knee attack. Use it like if you're using the cl.HP.
j.LP - (Diagonal) A simple attack for jump-ins. Chun has better options, but this one can be useful. (Neutral) A punch aiming down. Dunno how can you use this.
j.LK - (Diagonal) 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. (Neutral) Kick aiming up. Use it if your opponent is jumping higher than you.
j.HP - (Diagonal) 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+LK too. (Neutral) Defensive punch to use as an air-to-air. Stays for a decent time too.
j.HK - (Diagonal) Good kick for jump-ins. Only that. (Neutral) Chun-Li opens her legs(We know you like the position). Dunno if she can hit with her other leg too.
cr.LP - 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.
cr.LK - Her best Light Attack Chain starter. It has nice reach(Better than the cr.LP), and hits low. She has some good combos using this normal.
cr.HP - Another punch with decent reach, but only that. Cannot be normal canceled.
cr.HK - Her classic sweep. Cannot be normal canceled, so use it only as a poke(It has great reach, and it's fast).
Command Moves
Youshi Ken
- ub/uf(Jump), press HP, HP -
Yousou Kyaku
- d+LK (In the air only) -
Kakusen Kyaku
- f+LK -
Kakusen Rakushuu
- f+HK -
Zensou Sentai
- df+LK -
Kaku Kyaku Raku
- df+HK -
Special Moves
Kikou Ken
- HCF+P -
Tenshin Enbu
- HCB+P -
Sen'en Shuu
- HCB+K -
Tenshou Kyaku
- DP+K -
Hyakuretsu Kyaku
- Rapidly press K -
Spinning Bird Kick
- Charge d, u+K -
Super Moves
Kikou Shou
- QCF(2x)+P -
Houyoku Sen
- QCF(2x)+K -
Exceed
Hazan Tenshou Kyaku
- Charge db, df, db, uf+KK -
The Basics
Chun-Li's gameplan
Some Combos (Without MAXIMUM Mode)
1.-j.Cx 1~2, close C ,A Kikoken
2.-j.D, close C, f+B , A Kikoken or B Tensho Kyaku
3.-cr.Bx 1~3, df+B ,D SPB (,D Tensho Kyaku or EXCEED if crossup)
4.-cr.Bx 1~3, df+B , Hoyokusen , superjump C,C