Chun-Li (SFIV): Difference between revisions

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'''j.HP, HP''' - Chun's aerial target combo. Allows her to juggle with headstomps, ex legs, ex bird & ultra. The animation is a bit different when used during a neutral (straight up) jump.
'''j.HP, HP''' - Chun's aerial target combo. Allows her to juggle with headstomps, ex legs, ex bird & ultra. The animation is a bit different when used during a neutral (straight up) jump.


'''Tenshokyaku Sequence''' -
b + MK, f + MK, d + u + MK


This is Chun's ground target combo. It doesn't have many uses, and damage scales pretty badly since each of the 3 hits counts as a seperate part of the combo. It allows Chun to juggle into her ultra, ex bird or ex legs, with very reduced damage. All hits are varying degrees of unsafe on block. There's pretty much no reason to use this unless you're trying to hurt someone's feelings.


===Focus / Saving Attack===  
===Focus / Saving Attack===  

Revision as of 19:36, 26 August 2009

Introduction

Move Analysis

Normal Moves

Normal Throws

Abilities

Triangle Jump (Near the wall, uf) -

Headstomp (In air, d + MK) - You can do it up to three times.

Air Throw (In air, LP + LK) -

Command Normals

df + LK - Is awful and you should never use it.

f + MK - Chun spins forward with a kick.

df + HK - Chun flips forward to about sweep range and kicks behind her. Usually used as a crossup.

j.HP, HP - Chun's aerial target combo. Allows her to juggle with headstomps, ex legs, ex bird & ultra. The animation is a bit different when used during a neutral (straight up) jump.

Tenshokyaku Sequence - b + MK, f + MK, d + u + MK

This is Chun's ground target combo. It doesn't have many uses, and damage scales pretty badly since each of the 3 hits counts as a seperate part of the combo. It allows Chun to juggle into her ultra, ex bird or ex legs, with very reduced damage. All hits are varying degrees of unsafe on block. There's pretty much no reason to use this unless you're trying to hurt someone's feelings.

Focus / Saving Attack

Special Moves

Kikouken (Charge b, f + P) - Fireball, Ex Version is 2 hits.

Lightning Legs (Press K repeatedly) - More presses = More kicks. Chun can combo off of legs at close range. Ex Version knocks down.

Hazanshuu (hcb + K) - Overhead. Only combos on counter hit or after focus. Chun can combo afterwards on hit if she's close enough. EX version knocks down

Spinning Bird Kick (Charge d, u + K) - Armor Break. Ex version has limited invincibility & spins in place.

Super Move

Senretsukyaku (Charge b, f, b, f + K) - Comes out in 2 frames, making it one of the fastest moves in the game. Punishes moves that would otherwise be safe

Ultra Move

Housenka (Charge b, f, b, f + KKK) -

The Basics

Combos

  • cr.LK, cr.LP, cr.LK or cr.MK xx EX Lightning Legs
  • Air-to-air j.HP, HP, EX Spinning Bird Kick or j.MK x 3
  • Saving attack (Opponent collapses), dash, cr.HP (1 hit), MK Spinning Bird Kick, Senretsukyaku


Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 20 50 3 2 7 11 +2 +5 10 13 20 HL X O O -
Close MP 40*40 50*50 4 3(6)3 14 29 -3 0 13 16 40*20 HL X O O -
Close HP 90 200 4 4 21 28 -7 -3 17 21 60 HL X O O -
Close LK 40 50 3 2 8 12 +1 +4 10 13 20 HL X O O -
Close MK 30*20*20 50*25*25 4 3(7)2*2 16 33 -4 -1 13 16 40*20*20 HL*H*H X O O 1st hit cancellable
Close HK 100 200 4 3 18 24 -3 +2 17 22 60 HL X O O Forces stand
Far LP 20 50 3 2 6 10 +3 +6 10 13 20 HL O O O -
Far MP 70 100 7 2 10 18 +2 +5 13 16 40 HL X O O -
Far HP 100 200 6 3 16 24 -1 +3 17 21 60 HL X X X -
Far LK 30 50 4 2 10 15 -1 +2 10 13 20 HL X X X -
Far MK 70 100 7 3 13 22 -2 +1 13 16 40 HL X X X -
Far HK 100 200 11 3 20 33 -5 -1 17 21 60 HL X X X -
crouch LP 40 50 3 3 5 10 +3 +6 10 13 20 HL O O O -
crouchMP 60 100 10 5 12 26 -3 0 13 16 40 HL X X X -
crouch HP 50*50 100*100 7 2(6)2 18 34 -2 +2 17 21 60*60 HL X O O 1st hit cancellable
crouch LK 30 50 3 4 8 14 -1 +2 10 13 20 L O X X Low attack
crouch MK 60 100 5 3 11 18 0 +3 13 16 40 L X O O Low attack
crouch HK 90 200 7 4 19 29 -5 D 17 - 60 L X X X Low attack, cannot fast recover
Jump up LP 40 50 6 6 - - - - 8 11 20 H - - - -
Jump up MP 70 100 4 3 - - - - 11 15 40 H - - - -
Jump up HP 70*70 150*150 5 2(2)2 - - - - 15 18 60*60 H - - - 2nd hit (translate)
Jump up LK 50 50 3 7 - - - - 8 11 20 H - - - -
Jump up MK 80 100 4 6 - - - - 11 15 40 H - - - -
Jump up HK 90 200 4 8 - - - - 15 18 60 H - - - -
Jump forward LP 40 50 3 6 - - - - 8 11 20 H - - - -
Jump forward MP 70 100 5 3 - - - - 11 15 40 H - - - -
Jump forward HP 70 150 5 8 - - - - 15 18 60 H - - - -
Jump forward LK 30 50 4 10 - - - - 8 11 20 H - - - -
Jump forward MK 60 100 5 5 - - - - 11 15 40 H - - - -
Jump forward HK 100 200 4 5 - - - - 15 18 60 H - - - -
b+MK 50 50 9 4 16 28 -6 -3 13 16 40 HL X X X -
MK(during b+MK) 50 50 13 3 39 - -28 D 13 16 20 HL X X O -
d,u+K(during b+MK, MK) 20xN 50xN 4 4(2)1(4)2(4)1(5)1 9+15 - - D 17 - 20xN HL X X X Pursuit property
f+MK 80 100 15 3 13 30 -2 +1 13 16 40 HL X X X -
df+LK 40 50 10 2 17 28 -5 -2 13 16 20 HL X X X 3~11 (translate)
df+HK 100 200 37 7 5 48 +2 +6 13 17 60 H X X X -
d+MK(air) 60 50 2 3 - - - - 11 15 40 H - - - 1~4 (translate), mid attack, Pursuit property, 3(translate)
Triangle Jump - - - - - - - - - - - - - - - -
Target Combo 1 40 50 4 3 - - - - 15 18 20 H - - - Pursuit property
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 HL - - - -
Focus attack LVL 2 80 150 18+13 2 35 67 -15 D 21 - 40 HL - - - -
Focus attack LVL 3 120 200 65 2 35 101 D D - - 60 - - - - -
Forward Throw 140 100 3 2 20 24 - D - - 40 1.0 - - - Throw range 1.0
Back Throw 140 100 3 2 20 24 - D - - 40 1.0 - - - Throw range 1.0
Air Throw 150 150 3 2 - - - D - - 40 1.1 - - - Throw range 1.1
Lightning Kicks LK 15xN 20xN 4 - 17 46 +2 +6 20 24 20/10xN HL X X O 1~4 hit cancellable
Lightning Kicks MK 15xN 25xN 7 - 20 43 0 +4 20 24 20/10xN HL X X O 1~4 hit cancellable
Lightning Kicks HK 15XN 30xN 7 - 21 42 -2 +2 20 24 20/10xN HL X X O 1~4 hit cancellable
Lightning Kicks EX 50x4 50x4 4 - 19 35 +1 D 20 24 0/0 HL X X O Pursuit property, 1~4 hit cancellable
Kikkoken LP 50 50 14 100 44 44 -4 0 18 22 20/20 HL X X O charge 55f
Kikkoken MP 60 75 12 77 41 41 -3 +1 18 22 20/20 HL X X O charge 55f
Kikkoken HP 70 100 10 44 41 41 -5 -1 18 22 20/20 HL X X O charge 55f
Kikkoken EX 50*50 50*50 10 50 48 48 -4 0 18 22 0/0 HL X X O Pursuit property, charge 55f
Hazan Shu LK 100 100 23 2 20 44 -1 +4 20 25 30/40 H X X O Mid attack
Hazan Shu MK 120 150 25 2 19 45 0 +5 20 25 30/40 H X X O Mid attack
Hazan Shu HK 150 200 26 2 20 47 -1 +4 20 25 30/40 H X X O Mid attack
Hazan Shu EX 200 200 26 2 20 47 -1 D 20 - 0/0 H X X O 1~14f invincible, mid attack, cannot quick recover
Spinning Bird Kick LK 40x5 50x5 13 2(2)1(5)2(4)2(4)2 10+11 57 -2 +2 20 24 20/10 HL X X X Forces stand, Armor break, charge 55f
Spinning Bird Kick MK 30x7 40x7 14 2(2)1(5)1(5)2(4)2(6)1(5)2 10+11 72 -2 +2 20 24 20/10 HL X X X Forces stand, Armor break, charge 55f
Spinning Bird Kick HK 30x9 30x9 22 1(2)1(5)2(4)2(4)2(6)2(3)2(5)2(4)2 11+12 93 -4 0 20 24 20/10 HL X X X Forces stand, Armor break, charge 55f
Spinning Bird Kick EX 30x4+50 50x4+100 6 2(1)2(3)2(4)2(3)2 9+9 44 -18 D 20 - 0/0 HL X X X 1~7f invincible, Pursuit property, Armor break, charge 55f
Super Combo LK 30x8*100 0 1+1 2(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2 ??? 115 -31 D 20 - 0/0 HL X X X 1~3f invincible, Pursuit property, charge 55f
Super Combo MK 30x8*100 0 1+1 2(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2 128 -44 D 20 - 0/0 HL X X X 1f invincible, Pursuit property, charge 55f
Super Combo HK 30x8*100 0 1+1 2(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2 151 -67 D 20 - 0/0 HL X X X 1f invincible, Pursuit property, charge 55f
Ultra Combo 30x9*240 0 1+6 2(7)2(5)2(5)2(5)2(5)2(5)1(6)1(22)3 65 157 -47 D 20 - 0/0 HL X X X 1~7f invincible, Pursuit property, Armor break, charge 55f
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.