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

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{{ ReasonsToPick
{{ ReasonsToPick
| pick=
| pick=
* 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.
* having a strong set of normals, backed up by the fastest forward and back walk in the game.
* 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.
* high reward whiff punishes and potent anti-airs to make your opponent think twice about playing sloppy.
* 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.
* having a wide and varied toolset.


| avoid=
| avoid=
* 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.  
* missing 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.
* 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.
* a poor air game. Chun Li is not a high-flying rushdown character like Cammy.
* 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.
* execution. Chun Li's combos are more difficult than the rest of the cast on average, and she relies on having charge.
}}
}}



Revision as of 11:46, 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:
  • having a strong set of normals, backed up by the fastest forward and back walk in the game.
  • high reward whiff punishes and potent anti-airs to make your opponent think twice about playing sloppy.
  • having a wide and varied toolset.
  • missing a throw loop. Chun-Li is one of the only characters without one, even with Drive Rush and in corner.
  • a poor air game. Chun Li is not a high-flying rushdown character like Cammy.
  • execution. Chun Li's combos are more difficult than the rest of the cast on average, and she relies on having charge.

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

SF6 Navigation

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