Street Fighter X Tekken/Chun Li: Difference between revisions

From SuperCombo Wiki
No edit summary
m (fix motion tags)
Line 11: Line 11:


{{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}}


Line 47: Line 47:


{{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 | &nbsp;&nbsp;&nbsp; Tenkukyaku | Kintekishu --- mk | jcancel <br> knockdown }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp; Tenkukyaku | Kintekishu {{---}} {{mk}} | {{jcancel}} <br> {{knockdown}} }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tenshokyaku | Tenkukyaku --- <br> d , u + mk | knockdown }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 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}}


Line 61: Line 61:


{{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}}


Line 69: Line 69:


{{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}}


Line 104: Line 104:
== 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 {{#motion: jcancel }} moves in the game, between her standing {{#motion: hk }} and her {{#motion: b + mk --- mk }} pop-up attack. These feed combos very easily. <br>  
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 {{#motion: 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 {{#motion: lp }} if close enough! <br>
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 {{#motion: b + mk }} to make a full combo afterwards.
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 {{#motion: 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. <br>
* 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: {{#motion: 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>
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>
Line 117: Line 117:
== Combos ==
== Combos ==
=== Bread and Butters ===
=== Bread and Butters ===
* {{#motion: uf + hp , air hp , (land) , b + mk , mk , jcancel , uf + hp , air hp , (land) , hp }} - 283 dmg
* {{ {{uf}} + {{hp}} , air {{hp}} , (land) , {{b}} + {{mk}} , {{mk}} , {{jcancel}} , {{uf}} + {{hp}} , air {{hp}} , (land) , {{hp}} }} - 283 dmg


=== Hit Confirm Combos ===
=== Hit Confirm Combos ===
Line 123: Line 123:


=== Advanced Combos ===
=== Advanced Combos ===
* {{#motion: hcb + k + k , standing hk , jcancel , air d + mk , air d + mk , air hp }} - 327 dmg
* {{ {{hcb}} + {{k}} + {{k}} , standing {{hk}} , {{jcancel}} , air {{d}} + {{mk}} , air {{d}} + {{mk}} , air {{hp}} }} - 327 dmg





Revision as of 02:03, 9 December 2020

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Chun Li

Sfxt chunli face.jpg

Ideal Team Position: TBW


TBW

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png on 1st hit
Close Hard Kick
(near opponent) Hk.png
Speccancel.png
Jcancel.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png ;
boost chains ok from Rpdfire.png
Crouching Medium Punch
D.png + Mp.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png on 1st hit
Crouching Light Kick
D.png + Lk.png
Rpdfire.png
Low.png
Speccancel.png ;
boost chains ok from Rpdfire.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Knockdown.png vs airborne
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
crossup
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Kakukyakuraku
Df.png + Hk.png
High.png
crossup
Knockdown.png vs airborne
Rear Spin Kick
Df.png + Lk.png
Knockdown.png vs airborne
Kakusenshu
F.png + Mk.png
Knockdown.png vs airborne
Kintekishu
B.png + Mk.png
Knockdown.png vs airborne
    Tenkukyaku
Kintekishu ---.png Mk.png
Jcancel.png
Knockdown.png
       Tenshokyaku
Tenkukyaku ---.png
D.png , U.png + Mk.png
Knockdown.png
Yosokyaku
air D.png + Mk.png
Knockdown.png vs airborne
can chain 3 times
Wall Jump
air Uf.png
near screen edge
Target Combo
Uf.png / Ub.png + Hp.png ---.png Hp.png
Knockdown.png vs airborne

Throws

Name
Command
Notes
Koshuto
F.png or N.png + Lp.png + Lk.png
Throw.png
Kirinshu
B.png + Lp.png + Lk.png
Throw.png
Ryuseiraku
air Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Kikoken
Hcf.png + P.png
Ex.png
Knockdown.png vs airborne
Hazanshu
Hcb.png + K.png
High.png on M.png / H.png versions
Hardknockdown.png on H.png version
Knockdown.png vs airborne
Groundbounce.png on Ex.png
Spinning Bird Kick
D.png (charge) U.png + K.png
Ex.png
Knockdown.png on Ex.png
Knockdown.png vs airborne
Hyakuretsukyaku
Hcf.png + K.png
Ex.png Chrg.png
mashable
Knockdown.png vs airborne
Knockdown.png on Ex.png

Super Combo

Name
Command
Notes
Senretsukyaku
Hcf.png + 3k.png


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 {{ Jcancel.png }} moves in the game, between her standing {{ Hk.png }} and her {{ B.png + Mk.png ---.png Mk.png }} pop-up attack. These feed combos very easily.
Additionally, a mashed {{ Hk.png }} 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.png }} if close enough!
EX Kikoken also has immense frame advantage, allowing {{ B.png + Mk.png }} to make a full combo afterwards.

Advanced Strategy

  • Chun Li has a minor "glitch" in one of her standing normals: close standing {{ Mk.png }}. 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: {{ B.png + Mk.png , Mk.png , Jcancel.png , j. Hk.png , (land) , Hk.png , Hcb.png + K.png + K.png , Mk.png }} . 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

  • {{ Uf.png + Hp.png , air Hp.png , (land) , B.png + Mk.png , Mk.png , Jcancel.png , Uf.png + Hp.png , air Hp.png , (land) , Hp.png }} - 283 dmg

Hit Confirm Combos

  • N/A

Advanced Combos

  • {{ Hcb.png + K.png + K.png , standing Hk.png , Jcancel.png , air D.png + Mk.png , air D.png + Mk.png , air Hp.png }} - 327 dmg


Combos Into Supers