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Revision as of 22:15, 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 |
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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: Kikoken. An extremely weird, but very good fireball. Chun throws an inactive orb forward a set distance, with the button used determining the distance (and EX shooting all 3 at once.) Once the orb reaches the range, it turns into an active fireball hitbox which shoots upwards, going high up before falling back down. Note that the fireball does not have a hitbox until it begins traveling vertically.
This move, while a bit slow to set up, controls a very large amount of the screen, creating walls that can be very difficult to get around. Though the recovery is somewhat high, Chun is still out of it and free to act once the fireball begins moving upwards, allowing her to use the time to reposition or approach. EX Kikoken controls a frankly ridiculous amount of screen, and is almost never a bad use of meter. Kikoken is also incredibly useful, as after many of her HKDs, Chun is able to force opponents to block the fireball on wakeup, covering any other getup option. Very good move, if a bit weird to learn to use.
- 236K: Lightning Legs. Heavier versions have worse frame data in exchange for more damage and hits. EX version has the highest launch and infinite JP. All versions cancel into Hazanchu on hit or block.
LK Legs is one of Chun's most important specials. It's plus on block, launches for extensions,
- 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
Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.