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|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. | |||
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. | |||
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Revision as of 12:15, 14 April 2024
Introduction
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 |
---|---|
|
|
Chun-Li | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 950 |
Chains | Command Normals |
Walkspeed | 2.3 (2nd Fastest) |
Forward Dash Duration | 14 frames |
Forward Dash Distance | 1.1 |
Backdash Duration | 27 frames |
Backdash Invuln | 8 frames |
Unique Movement | Airdash (Forwards only), Fastfall, Walljump |
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.
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | Mid | CMD, SP | 0 | 60 | 0 | +80 | -80 |
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. |
clMP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
40 | - | - | 0 | 60 | 0 | +80 | -80 |
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. |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
40 | - | - | 0 | 60 | 0 | +80 | -80 |
Mainly combo filler used for some links. Sees some use in mid-range pressure, but outclassed by 5HP in neutral. |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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.
|
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
40 | - | - | 0 | 60 | 0 | +80 | -80 |
More damage then 5LP and hits a little lower, so often preferred for chains. Slightly less range then 5LP, though. |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Can be used to snipe IADs if you want a safer/easier alternative to DP. |
clHK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Used in some pressure setups and combos due to it's high block/hitstun, speed, and low pushback. |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Basically just 5LP but a frame slower. (assuming that's true) |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Has hella long range, so is sometimes useful as a low profile counterpoke. |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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. |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Go-to light for pressure, as it hits low and chains into itself. Main Low starter. |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Surprisingly short range, is usually outranged by 2MP. Sees use in pressure as a fast and decent damage low with better range then 2LK. |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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.
|
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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.
|
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Primary jump in tool. Has a follow up by pressing HP again. |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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.
|
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Better air to air then j.LP, occasionally sees use as an ender in janky combo routes.
|
nj.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Upwards air kick that serves as one of Chun's primary air to airs. |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Chun's other main air to air. More range then nj.MK but has a slightly worse launch. |
nj.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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! |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
Command Normals
3LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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. |
3HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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. |
4HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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. |
6HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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. |
6HPHP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Follow up to 6HP done by pressing the button again. Very useful for grounded combos and pressure, as it can still be special canceled.
|
4MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Long range poke that serves as an alternative hitconfirm to 6HP. |
4MKMK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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.
|
j.2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
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.
|
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | Mid | - | 0 | 60 | 0 | KD | - |
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. |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | Mid | - | 0 | 60 | 0 | KD | - |
Chun's back throw is seldom used 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. |
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | Mid | - | 0 | 60 | 0 | KD | - |
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. |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | Mid | - | 0 | 60 | 0 | KD | - |
Special Moves
236P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
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. 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. |
236K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 |
623K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 |
236K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Supers
623PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
214PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |