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

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{{Infobox Character SFIVR
|name=Chun-Li
|image=
|health=950
|chains= Command Normals
|walkspeed=2.3 (2nd Fastest)
|forwarddash=14
|dashdistance=1.1
|backdash=27
|backdashinvuln=8
|movement=Airdash (Forwards only), Fastfall, Walljump
|content=
== Introduction ==
<div style="width:800; margin-top:5px; padding:25px;">
''Chun Li doesn't know what to do with her life anymore. ''
''Chun Li doesn't know what to do with her life anymore. ''
-----
-----
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* '''Weakness to Zoning:''' Chun-Li's primary anti-fireball tools are both risky and require resources, whereas her own fireballs very often lose engagements against other projectiles.  
* '''Weakness to Zoning:''' Chun-Li's primary anti-fireball tools are both risky and require resources, whereas her own fireballs very often lose engagements against other projectiles.  


* '''Mixups:''' While Chun's stagger is VERY strong, her high/low can leave a lot to be desired, especially without meter. Aware opponents who know the MU well can often be difficult to crack open.
* '''Meterless Mixups:''' While Chun's stagger is VERY strong, her high/low can leave a lot to be desired without charge meter. Aware opponents who know the MU well can often be difficult to crack open without spending charge.
}}
}}
</div>
</div>
Line 40: Line 26:


== Normals ==
== Normals ==
Note: 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 jump cancel windows. These moves will have that information noted in their descriptions.
-----
Note: Chun can cancel all of her normals into a jump on hit or block. This usually has the same window as a special cancel, but exceptions exist and notable ones will be mentioned in the respective move's section.


'''Standing'''


=== Standing Normals ===
- 5LP: Pretty average jab. Actually pretty decent range for a jab, you can mash P quite a lot before they're out of range. Go-to mash and tick throw option. Has a close and far version, but difference is only a longer hitbox.
=== <span class="invisible-header">5LP</span> ===
{{MoveData
|name    = Standing Light Punch
|input  = 5LP
|image  = SFIVR_Chun_5LP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 20
|guard      = Mid
|cancel      = CMD, SP
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
*The close and far versions are only different visually, they have the same frame data (need to confirm that)
Pretty average jab. Actually pretty decent range for a jab, you can mash P quite a lot before they're out of range. Go-to mash and tick throw option.
}}
}}


=== <span class="invisible-header">clMP</span> ===
- c.MP: 2 hit slaps. Combo/pressure filler due to quick startup and multiple hits.
{{MoveData
|name    = Close Medium Punch
|input  = cl.MP
|image  = SFIVR_Chun_clMP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 40
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description = 2 hit slaps. Can be used as a replacement to 2HP in fastfall pressure resets if you see they're jumping a lot, as unlike 2HP it will juggle both hits properly.
}}
}}


=== <span class="invisible-header">5MP</span> ===
- f.MP: Quick stab poke. Good when you need a quicker poke, but often outclassed by Chun's longer range buttons. Sometimes used as combo filler for certain links.
{{MoveData
|name    = Standing Medium Punch
|input  = 5MP
|image  = SFIVR_Chun_5MP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 40
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description = Mainly combo filler used for some links. Sees some use in mid-range pressure, but outclassed by 5HP in neutral.
}}
}}


=== <span class="invisible-header">5HP</span> ===
- 5HP: The Big One. Relatively fast, forward moving, huge range button that reliably converts into BNBs from all but max range. Use and abuse, but keep in mind that the actual hitbox on this move is somewhat small and high up, meaning it can whiff in weird ways on occasion. Also has a rather significant delay on the jump cancel window.  
{{MoveData
|name    = Standing Heavy Punch
|input  = 5HP
|image  = SFIVR_Chun_5HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
'''THE''' Chun button. A massive, high damage, forward moving poke that converts easily into her BnBs. The threat of this button alone is enough to make Chun threatening in neutral. It also plays an important role in her combos, as a high damage, single hit move that works well in juggles.


*Has a ''significant'' delay before the jump cancel window. Use 4HP for combos instead if you plan to jump cancel this.
- 5LK: More damage then 5LP and hits a little lower, so often preferred for chains. Slightly less range then 5LP, though.  
}}
}}


=== <span class="invisible-header">5LK</span> ===
- 5MK: Your best anti air normal, though you'd usually rather use airthrow or DP if possible. Does it's job well if you need it. Angle is great at sniping IADs against airdash characters.
{{MoveData
|name    = Standing Light Kick
|input  = 5LK
|image  = SFIVR_Chun_5LK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 40
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
More damage then 5LP and hits a little lower, so often preferred for chains. Slightly less range then 5LP, though.  
}}
}}


=== <span class="invisible-header">5MK</span> ===
- c.HK: Used in some pressure setups and combos due to it's high block/hitstun, speed, and low pushback.
{{MoveData
|name    = Standing Medium Kick
|input  = 5MK
|image  = SFIVR_Chun_5MK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Can be used to snipe IADs if you want a safer/easier alternative to DP.
}}
}}


=== <span class="invisible-header">clHK</span> ===
- f.HK: A great poke. A little bit slower and smaller then 5HP, but makes up for it by having a more consistent hitbox and no delay on the jump cancel. Usually you'd prefer 5HP, but definitely has a place.  
{{MoveData
|name    = Close Heavy Kick
|input  = clHK
|image  = SFIVR_Chun_clHK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Used in some pressure setups and combos due to it's high block/hitstun, speed, and low pushback.
}}
}}


=== <span class="invisible-header">5HK</span> ===
'''Crouching'''
{{MoveData
|name    = Standing Heavy Kick
|input  = 5HK
|image  = SFIVR_Chun_5HK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
A decent poke. A little bit slower and smaller then 5HP, but makes up for it by having no delay on the jump cancel. Occasionally useful, but usually outclassed by 5HP.
}}
}}


=== Crouching Normals ===
- 2LP: Basically just 5LP but crouching.  
=== <span class="invisible-header">2LP</span> ===
{{MoveData
|name    = Crouching Light Punch
|input  = 2LP
|image  = SFIVR_Chun_2LP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Basically just 5LP but a frame slower.  
(assuming that's true)
}}
}}


=== <span class="invisible-header">2MP</span> ===
- 2MP: Goofy counterpoke that has long range and great low profile. Cancels done off this this will basically teleport you next to the opponent, making follow-ups consistent.
{{MoveData
|name    = Crouching Medium Punch
|input  = 2MP
|image  = SFIVR_Chun_2MP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Has hella long range, so is sometimes useful as a low profile counterpoke.
}}
}}


=== <span class="invisible-header">2HP</span> ===
- 2HP: Chun slaps upwards twice, once with one arm and once with the other. This move can be jump canceled on either the first or second hit, and has a large amount of hit and blockstun, making it one of Chun's prime normals to use for pressure. Also has uses in combos due to being her highest-launching normal; but it can be finnicky to get both hits.
{{MoveData
|name    = Crouching Heavy Punch
|input  = 2HP
|image  = SFIVR_Chun_2HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun slaps upwards twice, once with one arm and once with the other. This move can be jump canceled on either the first or second hit, and has a large amount of hit and blockstun, making it one of Chun's prime normals to use for pressure.
}}
}}


=== <span class="invisible-header">2LK</span> ===
- 2LK: Go-to light for pressure, as it hits low and chains into itself. Main low starter.
{{MoveData
|name    = Crouching Light Kick
|input  = 2LK
|image  = SFIVR_Chun_2LK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Go-to light for pressure, as it hits low and chains into itself. Main Low starter.
}}
}}


=== <span class="invisible-header">2MK</span> ===
- 2MK: Surprisingly short range. Sees use in pressure as a low with better range and reward but lower startup then 2LK.
{{MoveData
|name    = Crouching Medium Kick
|input  = 2MK
|image  = SFIVR_Chun_2MK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Surprisingly short range, is usually outranged by 2MP. Sees use in pressure as a fast and decent damage low with better range then 2LK.
}}
}}


=== <span class="invisible-header">2HK</span> ===
- 2HK: Chun's lack of chains, inability to juggle into this, and possession of better normals means this doesn't see much use. Causes immediate HKD, with no combo possible. Lacks juggle potential, unlike most normals.
{{MoveData
|name    = Crouching Heavy Kick
|input  = 2HK
|image  = SFIVR_Chun_2HK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun's lack of chains and inability to juggle into this relegates it to serving as a poke in neutral. It does that job decently, though the immediate KD means the reward is generally rather low on hit.
}}
}}


=== Jumping Normals ===
'''Jumping'''


=== <span class="invisible-header">j.LP</span> ===
- j.LP: Info Here
{{MoveData
|name    = Jumping Light Punch
|input  = j.LP
|image  = SFIVR_Chun_jLP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Quick air jab that air resets on hit. Good if you need a quick air normal, and can be used for resets to throw your opponent off your timing if they're getting accustomed to your normal resets.


* floats on CH allowing for a juggle after
- j.MP: Info Here
}}
}}


=== <span class="invisible-header">j.MP</span> ===
- j.HP: Info Here
{{MoveData
|name    = Jumping Medium Punch
|input  = j.MP
|image  = SFIVR_Chun_jMP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Really weird move where Chun shoots a slow moving fireball that dissipates after a short time. It can be decent for space control every now and then, especially when combined with an EX Kikoken, but it is generally too slow to see much use.


* Can be airdash canceled on whiff
- j.LK: Info Here
}}
}}


=== <span class="invisible-header">j.HP</span> ===
- j.MK: Info Here
{{MoveData
|name    = Jumping Heavy Punch
|input  = j.HP
|image  = SFIVR_Chun_jHP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Primary jump in tool. Has a follow up by pressing HP again.
}}
}}


=== <span class="invisible-header">j.HP</span> ===
- j.HK: Info Here
{{MoveData
|name    = Jumping Heavy Punch (Followup)
|input  = j.HPP
|image  = SFIVR_Chun_jHP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Followup to j.HP done by pressing the button again. Can be used to help create mixups between j.HP > j.HPP for a double overhead and j.HP > land > low normal for a high low.


* Has a unique property where it will ground bounce an airborne opponent if it hits after the juggle counter reaches a certian value, which is used frequently in combos.
'''Command Normals'''
}}
}}


=== <span class="invisible-header">j.LK</span> ===
- 6MP: Info Here
{{MoveData
|name    = Jumping Light Kick
|input  = j.LK
|image  = SFIVR_Chun_jLK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Better air to air then j.LP, occasionally sees use as an ender in janky combo routes.


* floats on CH allowing for a juggle after
- 6HP: Info Here
}}
}}


=== <span class="invisible-header">nj.MK</span> ===
== Specials ==
{{MoveData
-----
|name    = Neutral Jump Medium Kick
- 236P: Info Here
|input  = nj.MK
|image  = SFIVR_Chun_njMK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Upwards air kick that serves as one of Chun's primary air to airs.
}}
}}


=== <span class="invisible-header">j.HK</span> ===
- 214P: Info Here
{{MoveData
|name    = Jumping Medium Kick
|input  = j.MK
|image  = SFIVR_Chun_jMK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description = Chun's other main air to air. More range then nj.MK but has a slightly worse launch.
}}
}}


=== <span class="invisible-header">nj.HK</span> ===
- 214K: Info Here
{{MoveData
|name    = Neutral Jump Heavy Kick
|input  = nj.HK
|image  = SFIVR_Chun_njHK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description = Splits. Would be a good crossup move if it wasn't locked to neutral jump. Can be used to catch people trying to dash under you, though!
}}
}}


=== <span class="invisible-header">j.HK</span> ===
- 623P: Info Here
{{MoveData
|name    = Jumping Heavy Kick
|input  = j.HK
|image  = SFIVR_Chun_jHK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Better hitbox as a jump in then j.HP, but the lack of a follow up means it's generally worse when used at the angles Chun typically likes to jump in at, since 5HP will already reach. Definitely has it's moments, though.
}}
}}


== Command Normals ==
== Supers ==
=== <span class="invisible-header">3LK</span> ===
-----
{{MoveData
- 236PPP: Info Here
|name    = Flippy Kick
|input  = 3LK
|image  = SFIVR_Chun_3LK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun does a flip kick that she can cancel into air actions. Moves her back slightly on startup, making it difficult to blockstring or combo into  on grounded opponents.
}}
}}


=== <span class="invisible-header">3HK</span> ===
- 214KKK: Info Here
{{MoveData
|name    = Crossup Kick
|input  = 3HK
|image  = SFIVR_Chun_3LK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Does exactly what it says on the tin. Has quite good range and gives you a full combo on hit, so don't be afraid to sneak this in off a normal every now and then. Don't abuse it, though, as they can AA for a full combo if they see it coming.
}}
}}


=== <span class="invisible-header">4HP</span> ===
== Unique Movement ==
{{MoveData
-----
|name    = 3S Fierce
Dash: Info Here
|input  = 4HP
|image  = SFIVR_Chun_4HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
High damage palm strike that serves as a substitute to 5HP when you're close to the opponent. Confirms into 6HP for a full combo, and commonly sees use in juggles over 5HP due to the lack of delay on the jump cancel.
}}
}}


=== <span class="invisible-header">6HP</span> ===
Input: Name. Info Here
{{MoveData
|name    = Double Punch 1
|input  = 6HP
|image  = SFIVR_Chun_6HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun's primary combo and pressure tool. Chains and combos from most of her best pokes, and has further followups via further HP/MK presses.
}}
}}


=== <span class="invisible-header">6HPHP</span> ===
== Universal ==
{{MoveData
-----
|name    = Double Punch 2
Forward Throw: Info Here
|input  = 6HP>HP/4MK>HP
|image  = SFIVR_Chun_6HPP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Follow up to 6HP done by pressing the button again. Very useful for grounded combos and pressure, as it can still be special canceled.


*Can also be done off 4MK
Back Throw: Info Here
}}
}}


=== <span class="invisible-header">4MK</span> ===
Alpha Counter: Info Here
{{MoveData
|name    = Launcher 1
|input  = 4MK
|image  = SFIVR_Chun_6HP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Long range poke that serves as an alternative hitconfirm to 6HP.
}}
}}


=== <span class="invisible-header">4MKMK</span> ===
Backdash: Info Here
{{MoveData
|name    = Launcher 2
|input  = 4MK>MK/6HP>MK
|image  = SFIVR_Chun_4MKK
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Upwards kick that launches the opponent and can be jump canceled. Whiffs on crouch, but has some juggle potenial and launches just as high on air hit as it does on ground hit, meaning it is primarily used for relaunch combos.


*can also be done after 6HP.
== [[/Strategy/]] ==
}}
}}


=== <span class="invisible-header">j.2MK</span> ===
'''Neutral'''
{{MoveData
|name    = Headstomp
|input  = j.2MK
|image  = SFIVR_Chun_6MP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
Chun does a downwards kick that will bounce off the opponent if it makes contact with them. Chun keeps her momentum when doing this move, and can cancel it into itself and fastfall, making it a great pressure and combo tool.


* Has a unique property where it will ground bounce an airborne opponent if it hits after the juggle counter reaches a certian value, which is used frequently in combos.
Info Here
}}
}}


== Universal Mechanics ==
'''Offense'''
=== <span class="invisible-header">Forward Throw</span> ===
{{MoveData
|name    = Forward Throw
|input  = 5LP+LK
|image  = SFIVR_Chun_FThrow.png
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|guard      = Mid
|cancel      =
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    =
|description = Chun's forward throw tosses the opponent very high and far away, giving it great corner carry while still allowing her to follow up with basically whatever she wants due to the high launch. Due to TK fastfall and Chun's generally good pressure, she will have many opportunities to go for a throw, making it a key part of her offense.
}}
  }}


Info Here


=== <span class="invisible-header">Backward Throw</span> ===
'''Defense'''
{{MoveData
|name    = Backward Throw
|input  = 4LP+LK
|image  = SFIVR_Chun_BThrow.png
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|guard      = Mid
|cancel      =
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    =
|description = Chun's back throw is seldom used offensively due to not giving a combo on hit. The side swap isn't particularly relevant either, since Chun's combos off forward throw can generally carry coast to coast, negating the need to swap sides to keep the corner.


Despite these disadvantages, back throw is not completely useless, as it has use in defense due to it's backwards input. This is most notably utilized when using it as a crouch tech option.
Info Here
  }}
}}


=== <span class="invisible-header">Forward Throw</span> ===
== [[/Combos/]] ==
{{MoveData
|name    = Air Throw
|input  = j.LP+LK
|image  = SFIVR_Chun_AirThrow.png
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|guard      = Mid
|cancel      =
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    =  
|description =  
* sends the opponent to the ground and crumples them on hit.
* pauses air momentum on hit until the animation ends, but does not reset it. Follow ups can change depending on your momentum when landing the throw.


Chun's air throw is a risky but rewarding anti air and air to air option. It can give heavy reward when used correctly, but due to the prevalence of deadly air to air conversions in Remix, it must be used with care.
'''Notes'''
}}
  }}


''Meterless''


=== <span class="invisible-header">Alpha Counter</span> ===
Combos Here
{{MoveData
|name    = Alpha Counter
|input  = HP+HK
|image  = SFIVR_Chun_AC.png
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|guard      = Mid
|cancel      =
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    =
|description =
}}
}}


== Special Moves ==
''1 bar''
=== <span class="invisible-header">236P</span> ===
{{MoveData
|name    = Kikoken
|input  = 236P
|image  = SFIVR_Chun_236P
|caption =
|data    =
{{AttackData-SFIVR
|version    = LP
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MP
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HP
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description = Kikoken is a very unique fireball  that is very effective at controlling space, but almost useless for helping deal with other fireballs. Upon using the move, Chun will fire a hitboxless orb of energy, which will travel until it reaches a distance determined by the version used. Upon reaching it's destination, the orb will shoot a fireball straight upwards, which will travel up for a bit before stalling and falling back to the ground.


Due to the lack of a hitbox on initial travel, Kikoken trades in the ability to control horizontal space in exchange for acting as a VERY effective wall that can hinder opponent's movements and even anti air for full conversions. This space control is made even stronger by Chun's ability to act freely alongside the vertical fireball, allowing her to control horizontal space with her excellent normals while keeping vertical space protected with Kikoken.
Combos Here


EX Kikoken is one of Chun's best uses of meter: It takes things a step further by shooting all 3 ranges of Kikoken at the same time. The wall formed by this is incredibly dominant in neutral, and most characters are forced to respect it, leaving Chun free to build charge or advance. It also sees some use as a combo tool due to the high damage of each fireball, though this isn't a super common option.
''2 bars''


}}
Combos Here
}}


=== <span class="invisible-header">236K</span> ===
''Charge Cancel''
{{MoveData
|name    = Lightning Legs
|input  = 236K
|image  = SFIVR_Chun_236K
|caption =
|data    =
{{AttackData-SFIVR
|version    = LK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
}}
 
=== <span class="invisible-header">623K</span> ===
{{MoveData
|name    = Tenshokyaku
|input  = 623K
|image  = SFIVR_Chun_214K
|caption =
|data    =
{{AttackData-SFIVR
|version    = LK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
}}
 
=== <span class="invisible-header">236K</span> ===
{{MoveData
|name    = Hazanshu
|input  = 63214K
|image  = SFIVR_Chun_236P
|caption =
|data    =
{{AttackData-SFIVR
|version    = LK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HK
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
}}
 
== Supers ==
 
=== <span class="invisible-header">623PPP</span> ===
{{MoveData
|name    = Housenka
|input  = 236KKK
|image  = SFIVR_Chun_623PPP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
fuckin terrible man
}}
}}
 
=== <span class="invisible-header">214PPP</span> ===
{{MoveData
|name    = Kikosho
|input  = 236PPP
|image  = SFIVR_Chun_214PPP
|caption =
|data    =
{{AttackData-SFIVR
|damage      = 30
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
fuckin terrible man
}}
}}


Combos Here


{{Navbox-SFIVR}}
{{Navbox-SFIVR}}
{{Category: SFVIR}}
{{Category:Street Fighter IV Remix}}

Revision as of 17:35, 29 March 2025

Chun Li doesn't know what to do with her life anymore.


Chun-Li is a 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 Tenshokyaku 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 Fastfall and 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 if you use EX, and guard cancels that allow you to punish normally safe attacks, Chun has absolutely no problem getting opponents off of her.
  • Weakness to Zoning: Chun-Li's primary anti-fireball tools are both risky and require resources, whereas her own fireballs very often lose engagements against other projectiles.
  • Meterless Mixups: While Chun's stagger is VERY strong, her high/low can leave a lot to be desired without charge meter. Aware opponents who know the MU well can often be difficult to crack open without spending charge.

}}

Normals


Note: Chun can cancel all of her normals into a jump on hit or block. This usually has the same window as a special cancel, but exceptions exist and notable ones will be mentioned in the respective move's section.

Standing

- 5LP: Pretty average jab. Actually pretty decent range for a jab, you can mash P quite a lot before they're out of range. Go-to mash and tick throw option. Has a close and far version, but difference is only a longer hitbox.

- c.MP: 2 hit slaps. Combo/pressure filler due to quick startup and multiple hits.

- f.MP: Quick stab poke. Good when you need a quicker poke, but often outclassed by Chun's longer range buttons. Sometimes used as combo filler for certain links.

- 5HP: The Big One. Relatively fast, forward moving, huge range button that reliably converts into BNBs from all but max range. Use and abuse, but keep in mind that the actual hitbox on this move is somewhat small and high up, meaning it can whiff in weird ways on occasion. Also has a rather significant delay on the jump cancel window.

- 5LK: More damage then 5LP and hits a little lower, so often preferred for chains. Slightly less range then 5LP, though.

- 5MK: Your best anti air normal, though you'd usually rather use airthrow or DP if possible. Does it's job well if you need it. Angle is great at sniping IADs against airdash characters.

- c.HK: Used in some pressure setups and combos due to it's high block/hitstun, speed, and low pushback.

- f.HK: A great poke. A little bit slower and smaller then 5HP, but makes up for it by having a more consistent hitbox and no delay on the jump cancel. Usually you'd prefer 5HP, but definitely has a place.

Crouching

- 2LP: Basically just 5LP but crouching.

- 2MP: Goofy counterpoke that has long range and great low profile. Cancels done off this this will basically teleport you next to the opponent, making follow-ups consistent.

- 2HP: Chun slaps upwards twice, once with one arm and once with the other. This move can be jump canceled on either the first or second hit, and has a large amount of hit and blockstun, making it one of Chun's prime normals to use for pressure. Also has uses in combos due to being her highest-launching normal; but it can be finnicky to get both hits.

- 2LK: Go-to light for pressure, as it hits low and chains into itself. Main low starter.

- 2MK: Surprisingly short range. Sees use in pressure as a low with better range and reward but lower startup then 2LK.

- 2HK: Chun's lack of chains, inability to juggle into this, and possession of better normals means this doesn't see much use. Causes immediate HKD, with no combo possible. Lacks juggle potential, unlike most normals.

Jumping

- j.LP: Info Here

- j.MP: Info Here

- j.HP: Info Here

- j.LK: Info Here

- j.MK: Info Here

- j.HK: Info Here

Command Normals

- 6MP: Info Here

- 6HP: Info Here

Specials


- 236P: Info Here

- 214P: Info Here

- 214K: Info Here

- 623P: Info Here

Supers


- 236PPP: Info Here

- 214KKK: Info Here

Unique Movement


Dash: Info Here

Input: Name. Info Here

Universal


Forward Throw: Info Here

Back Throw: Info Here

Alpha Counter: Info Here

Backdash: Info Here

Strategy

Neutral

Info Here

Offense

Info Here

Defense

Info Here

Combos

Notes

Meterless

Combos Here

1 bar

Combos Here

2 bars

Combos Here

Charge Cancel

Combos Here

Game Navigation

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Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.