Street Fighter IV Remix/Chun-Li: Difference between revisions

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* '''Fantastic Defense:''' Chun has some of the best defensive options in the game. Between her combo-starting DP that's safe on block, and guard cancels that allow you to punish normally safe attacks, Chun has absolutely no problem getting opponents off of her.
* '''Fantastic Defense:''' Chun has some of the best defensive options in the game. Between her combo-starting DP that's safe on block, and guard cancels that allow you to punish normally safe attacks, Chun has absolutely no problem getting opponents off of her.
| cons =
| cons =
* '''Isn't Vega:''' Chun doesn't really have any real weakness, but she isn't the best character in the game, so there's that.
* '''Outclass''' Chun doesn't really have any real weakness, but she isn't the best character in the game, so there's that.
}}
}}
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</div>
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== Normals ==
== Normals ==
Note: Chun's normals have a few unique properties compared to many other characters.
Jump Cancels:
Chun is able to jump cancel '''all''' of her normals, both on hit and block. Most normals have the jump cancel window start on their first active frame, but select moves have delayed windows. These moves will have this information noted in their descriptions.
Whiff Cancels: All of Chun's Kick normals can be canceled into 236K on whiff.
=== Standing Normals ===
=== Standing Normals ===
=== <span class="invisible-header">5LP</span> ===
=== <span class="invisible-header">5LP</span> ===
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|name    = Standing Light Punch
|name    = Standing Light Punch
|input  = 5LP
|input  = 5LP
|image  = SFIVR_ERyu_5LP
|image  = SFIVR_Chun_5LP
|caption =
|caption =
|data    =
|data    =
{{AttackData-SFIVR
{{AttackData-SFIVR
|damage      = 30
|damage      = 20
|guard      = Mid
|guard      = Mid
|cancel      = CMD, SP
|cancel      = CMD, SP
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|onBlock    = -80
|onBlock    = -80
|description =
|description =
fuckin terrible man
Pretty average jab. Mostly sees use as a combo ender due to being a light.
  }}
  }}
}}
}}
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|data    =
|data    =
{{AttackData-SFIVR
{{AttackData-SFIVR
|damage      = 30
|damage      = 40
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
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|onBlock    = -80
|onBlock    = -80
|description =
|description =
fuckin terrible man
Go-to light for pressure due to it's decent ran
  }}
  }}
}}
}}

Revision as of 13:52, 4 October 2023

Introduction

Insert character lore here


Chun-Li is a highly technical midrange monster of a character. Sporting very fast, long-range pokes, an airdash, a fastfall, and jump cancels on all her normals, Chun has the ability to start and continue her pressure from surprisingly long distances. Her fastfall and airdash combine excellently with her jump cancellable normals, allowing Chun to continuously reset pressure on opponents who respect her. Her fastfall also synergizes further with her walljump; using fastfall after a walljump allows Chun to cross up cornered opponents!

As if her pressure wasn't already strong enough on it's own, Chun's combo game is no joke either Her pokes lead to fantastic damage from anywhere on the screen thanks to her 6HP, a command normal that can be canceled from all of her other normals, and has an follow up via an additional HP press to help add even more damage. To top it off, both parts of the move are special cancelable, allowing free conversions into her powerful juggle combos. Her combo game is also bolstered further by her fastfall, which can be combined with jump cancels to enable new links and juggles.

When it comes to specials, Chun has an incredible set of them, with both powerful offensive and defensive tools at her disposal. Her 236K Lightning Legs is a plus on block multihitting strike that is great for starting juggles and helping continue pressure, while her 623K [Name here I forget lmfao] is a powerful multi hit DP that starts juggles, has true invulnerability even on the meterless versions, and can be airdash canceled on EX. Her 426K Hazanshu is an overhead that can be snuck into pressure sequences to open people up, and it can also be canceled into after 236K to add extra damage at the end of combos, and her 236P Kikoken helps her control the long range with an extremely awkward to dodge projectile.

The real stars of Chun's kit, however, are her j.214K Fastfalland 214X Guard Cancels. Guard Cancels allow Chun to break the rules to an extent, forcing characters to pressure her differently due to their threat. Meanwhile, Fastfall is an incredibly defining tool, with uses in combos, pressure, and neutral when combined with her jump cancellable normals.

If you are looking for a highly technical, deep, and powerful character, with almost limitless room to improve, then Chun might be the character for you.

Strengths Weaknesses
  • Great Pokes: Chun, as expected, has some fantastic pokes in the form of moves like 5HP, 2MK, and 6HP.
  • High Mobility: The combination of an airdash, fastfall, and walljump means Chun is extremely mobile, and is able to easily position herself around the stage.
  • Fantastic Defense: Chun has some of the best defensive options in the game. Between her combo-starting DP that's safe on block, and guard cancels that allow you to punish normally safe attacks, Chun has absolutely no problem getting opponents off of her.
  • Outclass Chun doesn't really have any real weakness, but she isn't the best character in the game, so there's that.
Chun-Li
[[File:|center|300px]]
Character Data
Health 950
Chains Command Normals only
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement Airdash (Forwards only), Fastfall, Walljump

Normals

Note: Chun's normals have a few unique properties compared to many other characters.

Jump Cancels: Chun is able to jump cancel all of her normals, both on hit and block. Most normals have the jump cancel window start on their first active frame, but select moves have delayed windows. These moves will have this information noted in their descriptions.

Whiff Cancels: All of Chun's Kick normals can be canceled into 236K on whiff.


Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
20 Mid CMD, SP 0 60 0 +80 -80

Pretty average jab. Mostly sees use as a combo ender due to being a light.

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
40 - - 0 60 0 +80 -80

Go-to light for pressure due to it's decent ran

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

Command Normals

6MP

Overhead
6MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

6HP

Forward Punch
6HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

6MK

Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.2MK

Divekick
j.2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

Special Moves

236P

Hadouken
236P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

63214P

Shakunetsu Hadouken
63214P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

623P

Shoryuken
623P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

214K

Tatsumaki Senpukyaku
214K
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

236K

LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

4/6PPP/KKK

Teleport
4/6PPP/KKK
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Supers

LPLP6LKHP

Raging Demon
LP, LP, 6, LK, HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

623PPP

Mets Goshoryu
623PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

214PPP

Mets Hadouken
214PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

5PPP

Evil Install
5PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

Game Navigation

General
FAQ
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Koryu Edition
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Decapre
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Category:SFVIR