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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | rpdfire <br> speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{rpdfire}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | speccancel }} | {{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | speccancel }} | {{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk | }} | {{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} | }} | ||
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | speccancel on 1st hit }} | {{SFxTMoveListRow | Close Medium Kick | (near opponent) {{mk}} | {{speccancel}} on 1st hit }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | speccancel <br> jcancel }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | {{speccancel}} <br> {{jcancel}} }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | rpdfire ; <br> boost chains ok from rpdfire }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{rpdfire}} ; <br> boost chains ok from {{rpdfire}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | speccancel on 1st hit }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{speccancel}} on 1st hit }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | rpdfire <br> low <br> speccancel ; <br> boost chains ok from rpdfire }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{rpdfire}} <br> {{low}} <br> {{speccancel}} ; <br> boost chains ok from {{rpdfire}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | high }} | {{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | high }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | high }} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{u}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | high }} | {{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | high }} | {{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | high }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | high }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | high }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | high <br> knockdown vs airborne }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | {{high}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | high <br> crossup }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | high <br> crossup }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | high }} | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Kakukyakuraku | df + hk | high <br> crossup <br> knockdown vs airborne}} | {{SFxTMoveListRow | Kakukyakuraku | {{df}} + {{hk}} | {{high}} <br> crossup <br> {{knockdown}} vs airborne}} | ||
{{SFxTMoveListRow | Rear Spin Kick | df + lk | knockdown vs airborne }} | {{SFxTMoveListRow | Rear Spin Kick | {{df}} + {{lk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Kakusenshu | f + mk | knockdown vs airborne }} | {{SFxTMoveListRow | Kakusenshu | {{f}} + {{mk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Kintekishu | b + mk | knockdown vs airborne }} | {{SFxTMoveListRow | Kintekishu | {{b}} + {{mk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Tenkukyaku | Kintekishu --- mk | jcancel <br> knockdown }} | {{SFxTMoveListRow | Tenkukyaku | Kintekishu {{---}} {{mk}} | {{jcancel}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Tenshokyaku | Tenkukyaku --- <br> d , u + mk | knockdown }} | {{SFxTMoveListRow | Tenshokyaku | Tenkukyaku {{---}} <br> {{d}} , {{u}} + {{mk}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | Yosokyaku | air d + mk | knockdown vs airborne <br> can chain 3 times }} | {{SFxTMoveListRow | Yosokyaku | air {{d}} + {{mk}} | {{knockdown}} vs airborne <br> can chain 3 times }} | ||
{{SFxTMoveListRow | Wall Jump | air uf <br> near screen edge | }} | {{SFxTMoveListRow | Wall Jump | air {{uf}} <br> near screen edge | }} | ||
{{SFxTMoveListRow | Target Combo | uf / ub + hp --- hp | knockdown vs airborne }} | {{SFxTMoveListRow | Target Combo | {{uf}} / {{ub}} + {{hp}} {{---}} {{hp}} | {{knockdown}} vs airborne }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Koshuto | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Koshuto | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Kirinshu | b + lp + lk | throw }} | {{SFxTMoveListRow | Kirinshu | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Ryuseiraku | air lp + lk | airthrow }} | {{SFxTMoveListRow | Ryuseiraku | air {{lp}} + {{lk}} | {{airthrow}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Kikoken | hcf + p | ex <br> knockdown vs airborne }} | {{SFxTMoveListRow | Kikoken | {{hcf}} + {{p}} | {{ex}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Hazanshu | hcb + k | high on m / h versions <br> hardknockdown on h version <br> knockdown vs airborne <br> groundbounce on ex }} | {{SFxTMoveListRow | Hazanshu | {{hcb}} + {{k}} | {{high}} on {{m}} / {{h}} versions <br> {{hardknockdown}} on {{h}} version <br> {{knockdown}} vs airborne <br> {{groundbounce}} on {{ex}} }} | ||
{{SFxTMoveListRow | Spinning Bird Kick | d (charge) u + k | ex <br> knockdown on ex <br> knockdown vs airborne }} | {{SFxTMoveListRow | Spinning Bird Kick | {{d}} (charge) {{u}} + {{k}} | {{ex}} <br> {{knockdown}} on {{ex}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Hyakuretsukyaku | hcf + k | ex chrg <br> mashable <br> knockdown vs airborne <br> knockdown on ex }} | {{SFxTMoveListRow | Hyakuretsukyaku | {{hcf}} + {{k}} | {{ex}} {{chrg}} <br> mashable <br> {{knockdown}} vs airborne <br> {{knockdown}} on {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Senretsukyaku | hcf + 3k | }} | {{SFxTMoveListRow | Senretsukyaku | {{hcf}} + {{3k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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== The Basics == | == 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. <br> | 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. <br> | ||
Chun has the best {{ | Chun has the best {{ {{jcancel}} }} moves in the game, between her standing {{ {{hk}} }} and her {{ {{b}} + {{mk}} {{---}} {{mk}} }} pop-up attack. These feed combos very easily. <br> | ||
Additionally, a mashed {{ | Additionally, a mashed {{ {{hk}} }} 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 {{ {{lp}} }} if close enough! <br> | ||
EX Kikoken also has immense frame advantage, allowing {{ | EX Kikoken also has immense frame advantage, allowing {{ {{b}} + {{mk}} }} to make a full combo afterwards. | ||
== Advanced Strategy == | == Advanced Strategy == | ||
* Chun Li has a minor "glitch" in one of her standing normals: close standing {{ | * Chun Li has a minor "glitch" in one of her standing normals: close standing {{ {{mk}} }}. 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: {{ | Combo for this setup: {{ {{b}} + {{mk}} , {{mk}} , {{jcancel}} , j. {{hk}} , (land) , {{hk}} , {{hcb}} + {{k}} + {{k}} , {{mk}} }} . 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. <br> | ||
Video coming soon. | Video coming soon. | ||
<youtube>bQymBUp6s7s</youtube> <br> | <youtube>bQymBUp6s7s</youtube> <br> | ||
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== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* {{ | * {{ {{uf}} + {{hp}} , air {{hp}} , (land) , {{b}} + {{mk}} , {{mk}} , {{jcancel}} , {{uf}} + {{hp}} , air {{hp}} , (land) , {{hp}} }} - 283 dmg | ||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
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=== Advanced Combos === | === Advanced Combos === | ||
* {{ | * {{ {{hcb}} + {{k}} + {{k}} , standing {{hk}} , {{jcancel}} , air {{d}} + {{mk}} , air {{d}} + {{mk}} , air {{hp}} }} - 327 dmg | ||
Revision as of 02:03, 9 December 2020


Chun Li
Ideal Team Position: TBW
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
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


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
- {{
+
, air
, (land) ,
+
,
,
,
+
, air
, (land) ,
}} - 283 dmg
Hit Confirm Combos
- N/A
Advanced Combos
- {{
+
+
, standing
,
, air
+
, air
+
, air
}} - 327 dmg