Street Fighter 6/Chun-Li/Introduction: Difference between revisions

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* '''Incredible Grounded Neutral:''' Chun's backward walk speed is the highest in the game, with her forward walk also being among the highest. 4/6MP, 2MK, and 5HP are great normals to compliment this, giving her a very strong footsies game. She also has Kikoken, a versatile projectile that she can use as an extended poke, punish tool, or simply walk behind to establish offense.
* A focus on grounded neutral, rewarding proper spacing with high walk speed to make the opponent's buttons whiff. Chun-Li has the highest backward walk speed in the game, with her forward walk also being among the highest. Her solid punish and poking normals all compliment this alongside her versatile fireball, letting her dictate and control space extremely well.
* '''Anti-Air Presence:''' Chun has, arguably, the most diverse anti-air options of the entire cast. She can keep it simple by anti-airing with Tensho Kicks, go for a Forced Knockdown or avoid being punished with 5MK, air-to-air with her many tools to convert air hits into combos; or go for 5HK, the slowest and riskiest option that gives some of the highest meterless anti-air reward in the game. If you are jumping against Chun, she always has a very strong option to punish you, no matter the situation.
* Strong whiff punishes that can net very good reward, both with and without resources. Using her new Serenity Stance alongside Punish Counters allows Chun to get brand new combo routes off many of her normals that go into any ender she wants. She also happens to get some of the best anti-air damage in the game with the high risk-reward option of 5HK, urging opponents to be careful about what their next move is against her, both on the ground and in the air.
* '''Rewarding Punishes:''' Thanks to her new Serenity Stream stance and Punish Counters, Chun gets great damage off of all kinds of whiff punishes from many of her buttons, with or without resources.
* A complex and multi-faceted character that doesn't sacrifice versatility for her strengths. She has many tools for all kinds of situations, and it's only up to the player to figure out when and how to use them all.
* '''Multi-Faceted:''' While other characters may sacrifice versatility for their pros, Chun Li does not. She has many tools for all kinds of situations, and it's only up to the player to figure out when and how to use them all.


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* '''No Throw Loop:''' Chun-Li is one of the only characters with a forward throw that leaves her too far to properly perform okizeme or throw loop, even in the corner. For more information, see [[Street_Fighter_6/Offense#Throw_Loop|Throw Loop]].
* The lack of a [[Street_Fighter_6/Offense#Throw_Loop|throw loop]]. Chun-Li is one of the only characters without one, even with Drive Rush and in corner. This removes a key layer of offense and urges her to retreat back to mid-range poking once a throw is landed.  
* '''Restrictive Knockdowns:''' Chun-Li's hit confirms into knockdowns are relatively distance and resource dependent. She needs down charge for Spinning Bird Kick, her most reliable knockdown, and her crouching jabs are very prone to whiffing in chains. Without charge, she either needs to be very close up for 22K to connect or she needs to spend resources on 236KK, Drive Rush, or super.
* Poor air approaches that make her jump-in game relatively weak. Chun's jump is floatier than most characters, and her air options are far more geared toward air-to-air than air-to-ground. She has an anti-air baiting tool in the form of Air Lightning Legs, but this is a gimmicky option that whiffs on crouchers and is usually punishable. If you like to jump in neutral a lot, Chun is probably not the pick.
* '''Poor Jump-ins:''' While her anti-air and ground game are a force to be reckoned with, Chun's options to jump in on someone are relatively weak. Her jump is floatier than most characters, and her air buttons are better suited for air-to-airing than they are jumping in. She has an anti-air baiting tool in the form of Air Lightning Legs, but this is a gimmicky option that whiffs on crouchers and is usually punishable.
* Unusual optimal combo routes that require use of command normals, a stance, and launcher combos with some precise timing. Situational awareness is needed when all of her routes are taken into account, as she may need to use resources, be in proper distance, or have charge to get proper knockdowns off of her hits.
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Revision as of 07:20, 17 July 2023

Introduction

A former high-kicking ICPO agent, Chun-Li looks after Li-Fen, a victim of the Black Moon Incident. With Shadaloo sundered, she now runs Kung Fu classes and has become a well-loved member of the local community.

Chun-Li is a tried and true footsies character, with great emphasis on having many options to control space and punish her opponents in neutral. She has a little bit of everything when it comes to her general tools, but for the most part they're tailored toward hit confirms and punishes. The limited range on her special moves (even her fireball) demanding very sharp knowledge of spacing along with the overwhelming amount of options she has can make her quite daunting to pick up, but ultimately rewarding to master. While her gameplan revolves around her strong neutral, she also manages to have fairly formidable pressure in the form of her new Serenity Stream stance cancels. If you want a character that can do a lot in the right hands and thrives on punishing opponents' habits, Chun-Li is a great pick.

Pick if you like: Avoid if you dislike:
  • A focus on grounded neutral, rewarding proper spacing with high walk speed to make the opponent's buttons whiff. Chun-Li has the highest backward walk speed in the game, with her forward walk also being among the highest. Her solid punish and poking normals all compliment this alongside her versatile fireball, letting her dictate and control space extremely well.
  • Strong whiff punishes that can net very good reward, both with and without resources. Using her new Serenity Stance alongside Punish Counters allows Chun to get brand new combo routes off many of her normals that go into any ender she wants. She also happens to get some of the best anti-air damage in the game with the high risk-reward option of 5HK, urging opponents to be careful about what their next move is against her, both on the ground and in the air.
  • A complex and multi-faceted character that doesn't sacrifice versatility for her strengths. She has many tools for all kinds of situations, and it's only up to the player to figure out when and how to use them all.
  • The lack of a throw loop. Chun-Li is one of the only characters without one, even with Drive Rush and in corner. This removes a key layer of offense and urges her to retreat back to mid-range poking once a throw is landed.
  • Poor air approaches that make her jump-in game relatively weak. Chun's jump is floatier than most characters, and her air options are far more geared toward air-to-air than air-to-ground. She has an anti-air baiting tool in the form of Air Lightning Legs, but this is a gimmicky option that whiffs on crouchers and is usually punishable. If you like to jump in neutral a lot, Chun is probably not the pick.
  • Unusual optimal combo routes that require use of command normals, a stance, and launcher combos with some precise timing. Situational awareness is needed when all of her routes are taken into account, as she may need to use resources, be in proper distance, or have charge to get proper knockdowns off of her hits.

Classic & Modern Versions Comparison

Here is the list of differences when playing Modern Chun-Li:

Missing Normals

  • Standing Medium Kick
  • Standing Heavy Kick
  • Jumping Medium Punch
  • Jumping Heavy Punch
  • Jumping Light Kick

Missing Command Normals

  • Water Lotus Fist [3HP]
  • Falling Crane [3HK]
  • Soaring Eagle Punches [j.HP > j.HP]
  • Serenity Stream follow-ups:
    • Orchid Palm [LP]
    • Snake Strike [MP]
    • Lotus Fist [HP]

Shortcut-Only Specials

  • Hazanshu [2S] (Medium / OD Only)

Miscellaneous Changes

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