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|hit=-4 | |hit=-4 | ||
|block=-3 | |block=-3 | ||
|notes= | |notes=Can chain into itself and 2LP. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=+2 | |hit=+2 | ||
|block=-3 | |block=-3 | ||
|notes=- | |notes=Chun's longest-reaching ground normal. | ||
}} | }} | ||
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|damage=550 | |damage=550 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Jump Cancellable | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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|hit=-2 | |hit=-2 | ||
|block=-3 | |block=-3 | ||
|notes= | |notes=Can chain into itself and 5LP. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block=-10 | |block=-10 | ||
|notes= | |notes=Chun's sweep; often preferable to use over 5HK before a launcher in a standard grounded string since 5HK pushes the opponent so high up. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=- | |notes=Has a very generous cross-up hitbox on its later active frames. | ||
}} | }} | ||
=== Command Normals === | === Command Normals === | ||
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|hit=+2 | |hit=+2 | ||
|block=-3 | |block=-3 | ||
|notes= | |notes=Chun hops through the air in a fixed parabolic arc, turning around to hit the opponent on the way down. Can either cross up or hit in front, depending on your spacing when you begin the move. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes= | |notes=Causes Chun to bounce off the opponent on contact. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes= | |notes=Due to its vertical nature, extremely difficult to hit even standing grounded foes with; best kept for air combos. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes= | |notes=Chun's air normal with the longest horizontal reach. | ||
}} | }} | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=Additional damage scales by 50%. | |notes=Additional damage scales by 50%. Can easily get a launcher combo starting with 2HK in the corner, and midscreen on a backthrow. Midscreen on a forward throw, however, requires different combo routing; for example, 2HK > 236LK > 236LK~5HK | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=Additional damage scales by 50%. | |notes=Additional damage scales by 50%. Can't get a combo solo, but trivially easy to get a combo extension utilizing tag after the throw animation finishes, any version of the throw, any screen position. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hblock= | |hblock= | ||
|hproperties= | |hproperties= | ||
|notes= | |notes=The LK version allows Chun to continue falling at a slightly slower rate, while the HK version nearly suspends her gravity entirely. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 |
Revision as of 13:04, 1 September 2024
Chun-Li
Perhaps even better-known the world over than her Street Fighter peer Ryu, Chun-Li makes an expected return to the world of the vs. Capcom series. This agile interpol officer is as ready as ever to bring justice to the chaotic world of Marvel vs. Capcom Infinite.
In a nutshell
In Marvel vs. Capcom Infinite, Chun has not gained any entirely new special moves so much as she has had a significant retooling of how her moves are performed. One of the few vs. Capcom charge characters, Chun's Spinning Bird Kick and Kikoken are now quarter-circle moves. This makes Spinning Bird Kick easier to perform at significant aerial heights, complementing her aerial mobility-centric gameplan. Instead, charging is reserved strictly for the particularly special EX Spinning Bird Kick and Kikoanken. Her iconic Hyakuretsukyaku, aka Lightning Legs, now no longer requires rapid button mashing, and is also a quarter circle move. If you want to use Chun effectively, you'll need to swiftly manuever around the screen, approach your opponent, and use your aerial options to mix them up for her lengthy combos.
Introduction
Players to Watch
Dyllancrazy
Character Vitals
Move List
Unique Trait
EX: Chun-Li has the ability to charge some of her specials which grant additional benefits. Holding down or back for a set time will make Chun-Li glow, letting you know her more powerful EX Spinning Bird Kick or Kikoanken are available.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
150 | Mid | 5 | -4 | -3 | ||||
Can chain into itself and 2LP. |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | Mid | 10 | +2 | -3 | ||||
Chun's longest-reaching ground normal. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350 | Mid | -2 | -5 | 6 | ||||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | Mid | 8 | -14 | Jump Cancellable | ||||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
150 | Mid | 5 | -2 | -3 | ||||
Can chain into itself and 5LP. |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | Mid | 11 | -6 | Launch | ||||
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350 | Low | 6 | 0 | -3 | ||||
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
150 | High | 4 | - | - | ||||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | High | 8 | - | - | ||||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350 | High | 6 | - | - | ||||
- |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | High | 11 | - | - | Groundbounce Hardknockdown | |||
Has a very generous cross-up hitbox on its later active frames. |
Command Normals
Yosokyaku j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350 | High | 5 | - | - | ||||
Causes Chun to bounce off the opponent on contact. |
Kakuyokuda j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | High | 11 | - | - | ||||
Chun's air normal with the longest horizontal reach. |
Yoshirenken j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | High | 9 | - | - | Soft Knockdown | |||
- |
Misc
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Hyakuretsukyaku![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
120x4 (480) | Mid | 8 | ||||||
![]() |
150x7 (1005) | Mid | 8 | ||||||
- |
Sotengeki![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | -29 | Launch | |||||
- |
Rechisu![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | |||||||
- |
Spinning Bird Kick![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
400x2 (800) | Mid | 10/10 | -19/- | ![]() | ||||
![]() |
300+200x3 (880) | Mid | 9/10 | -18/- | ![]() | ||||
Frame data is listed as ground/air. |
Hajinkyaku![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | Wall Bounce | ||||||
- |
EX Spinning Bird Kick [ ![]() ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300+100x6+500 (1320) | Mid | 9 | -20 | ![]() | ||||
Frame data is only for the ground version. |
Hypers
Kikosho![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250x13+1100 (3310) | Mid | 14 | -36 | |||||
- |
Hoyokusen![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350x11+1000 (3545) | Mid | 19 | -30 | |||||
- |
Gekko Senkukyaku j. ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
3440 (3 hits) | Mid | |||||||
- |
Shichisei Ranka | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400x4+450x9+1500 (5445) | Mid | 19 | ||||||
Chun performs an extra-large Spinning Bird Kick, followed by a Tenshokyaku, ending in a final slamming kick down to the ground. Invulnerable during startup and most of the active frames of the Spinning Bird Kick part. |
Hitboxes
Videos
Technology
Combos
BnB
2LK > 5HP > jc backwards > air dash > j.5LK > 2LK > 5HP > 2HK > 236LK > 5HP > jc > j.6HK > air dash > j.6HK > j.6HK > air dash j.6HK > j.6LK > j.6HK > jump cancel > j.6LK > j.6HK > jc > j.6HK >236HK.HK > 4HP > [4]6 HP > dash 5HP > 5HK > 2HP > j.5HK > j.6HP > j.6HK > jump cancel j.5LK > j.6HP > j.6HK > jump cancel j.6HP > j.6HK > 214HK.HK > j.236LK+HK
Easier BnB
2LK > 5HP > jc backwards, air dash j.6LK, 2LK > 5HP > 5HK > jc > j.6LK > j.6HK > jc > j.6LK > j.6HK > jc > j.6LK > j.6HK > 236HK ~ HK > land > 4HP > [4]HP > dash > 5HP > 2HP > j.6LK > j.6HK > jc > j.6LK > j.6HK > jc > j.6LK > j.6HK > j.214HK.HK > j.236LK+HK
Credit: https://youtu.be/JBEJMbl2aNs
Alternative BnB
5HP > 2HK > 2HP > jc > j.5LK > 5HP > jc > j.5LP > 5LK > 5HP > jc > j.5LP > 5LK > 5HP > 236LK ~ K, land [4]HP > [4]6HP > dash up > 2HK > 2HP > jc j.5LK > 5HP > jc > j.5LP > 5LK > 5HP > jc > j.5LP > 5LK > 5HP > 214LK > super
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind