Chun-Li (SSFIV): Difference between revisions

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===Special Moves===
===Special Moves===
'''Hyakuretsukyaku''' - any kick repeatedly (five inputs) - ''Lightning Legs, EX Version''
'''Kikoken''' - B or DB, F+P - ''fireball, requires charge input, EX Version''
'''Spinning Bird Kick''' - D or DB, U+K - ''SBK, requires charge, armor breaks, EX Version''
'''Hazanshu''' -  HCB+K- ''EX Version, overhead''


===Super Move===
===Super Move===

Revision as of 18:46, 3 July 2010

Introduction

Chun Li is a recurring character in the Street Fighter series. Her father was killed while investigating M.Bison's drug trade, and at the age of 18 joined ICPO. She likes traditional Chinese dresses and is known for her amazing legs.

Her gameplay relies on poking and spacing and to be used effectively, the player must have a solid foundation of footsies and other fundamentals.

Move Analysis

Normal Moves

Standing

LP

LK

MP

MK

HP

HK

Crouching

LP

LK

MP

MK

HP

HK

Jumping

LP

LK

MP

MK

HP

HK

Normal Throws

Koshuto - F or N+LK+LP - forward throw

Kirinshu - B+LP+LK - back throw

Ryuseiraku - LK+LP - air throw

Command Normals

Kakukyakuraku - DF+HK

Rear Spin Kick - DF+LK

Kakusenshu - F+MK

Kintekishu - B+MK

---Tenkukyaku - during Kintekishu

---Tenshyokyaku - during Tenkukyaku

Yosokyaku - D+MK - in air headstomps

Target Combo - HP, HP - during angled jumpins or in air

Focus / Saving Attack

Focus Attack- MP+MK - Lv. 1 focus give frame advantage

Special Moves

Hyakuretsukyaku - any kick repeatedly (five inputs) - Lightning Legs, EX Version

Kikoken - B or DB, F+P - fireball, requires charge input, EX Version

Spinning Bird Kick - D or DB, U+K - SBK, requires charge, armor breaks, EX Version

Hazanshu - HCB+K- EX Version, overhead

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 20 50 20 sp/su 3 2 7 +2 +5
Close MP HL 40*40 50*50 40*20 sp/su 4 3(6)3 14 -3 0
Close HP HL 90 200 60 sp/su 4 4 21 -7 -3
Close LK HL 40 50 20 sp/su 3 2 8 +1 +4
Close MK HL*H*H 30*20*20 50*25*25 40*20*20 sp/su 4 3(7)2*2 16 -4 +1 1st hit cancellable
Close HK HL 100 200 60 sp/su 4 3 18 -3 +2 Forces stand
Far LP HL 20 50 20 ch/sp/su 3 2 6 +3 +6
Far MP HL 70 100 40 sp/su 7 2 10 +2 +5
Far HP HL 100 200 60 - 6 3 16 -1 +3
Far LK HL 30 50 20 - 4 2 10 -1 +2
Far MK HL 70 100 40 - 7 3 13 -2 0
Far HK HL 100 200 60 - 12 2 20 -4 0
crouch LP HL 30 50 20 ch/sp/su 3 3 5 +3 +6
crouch MP HL 60 100 40 - 10 5 12 -3 0
crouch HP HL 50*50 100*100 60*60 sp/su 7 2(6)2 18 -2 +2 1st hit cancellable
crouch LK L 30 50 20 ch 3 4 8 -1 +2
crouch MK L 60 100 40 sp/su 5 3 11 0 +3
crouch HK L 90 200 60 - 7 4 19 -5 - cannot fast recover
Jump up LP H 40 50 20 - 6 6 - - -
Jump up MP H 70 100 40 - 4 3 - - -
Jump up HP H 70*70 150*150 60*60 - 5 2(2)2 - - -
Jump up LK H 50 50 20 - 3 7 - - -
Jump up MK H 80 100 40 - 4 6 - - -
Jump up HK H 90 200 60 - 4 8 - - -
Jump forward LP H 40 50 20 - 3 6 - - -
Jump forward MP H 70 100 40 - 5 3 - - -
Jump forward HP H 70 150 60 - 5 8 - - -
Jump forward LK H 30 50 20 - 4 10 - - -
Jump forward MK H 60 100 40 - 5 5 - - -
Jump forward HK H 100 200 60 - 4 5 - - -
b+MK HL 50 50 40 - 9 4 16 -6 -3
MK(during b+MK) HL 50 50 20 su 12 3 39 -28 -
d,u+K(during b+MK, MK) HL 20x5 50x5 20x5 - 4 4(2)1(4)2(4)1(5)1 9+15 - - Pursuit property
f+MK HL 80 100 40 - 15 3 13 -2 +1
df+LK HL 40 50 20 - 10 4 8+7 -5 -2
df+HK H 100 200 60 - 37 7 5 +2 +6
d+MK(air) H 60 50 40 - 2 3 - - -
Triangle Jump - - - - - - - - - -
Target Combo 1 H 40 50 20 - 4 3 - - - Pursuit property
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+14 2 35 -16 -
Focus attack LVL 3 - 120 200 60 - 65 2 35 - -
Forward Throw 1.0 140 100 40 - 3 2 20 - -
Back Throw 1.0 140 100 40 - 3 2 20 - -
Air Throw 1.1 150 150 40 - 3 2 - - -
Lightning Kicks LK HL 15xN 20xN 20/10xN su 4 - 17 +2 +6 1~4 hit cancellable
Lightning Kicks MK HL 15xN 25xN 20/10xN su 7 - 20 0 +4 1~4 hit cancellable
Lightning Kicks HK HL 15XN 30xN 20/10xN su 7 - 21 -1 +3 1~4 hit cancellable
Lightning Kicks EX HL 40x4 50x4 -250/0 su 4 - 19 +1 - Pursuit property, 1~4 hit cancellable
Kikkoken LP HL 50 50 20/20 su 14 100 44 (total duration) -4 0 charge 55f
Kikkoken MP HL 60 75 20/20 su 12 77 41 (total duration) -3 +1 charge 55f
Kikkoken HP HL 70 100 20/20 su 10 45 41 (total duration) -5 -1 charge 55f
Kikkoken EX HL 50*50 50*50 -250/0 su 10 49 48 (total duration) -4 0 Pursuit property, charge 55f
Hazan Shu LK H 90 100 30/40 su 23 2 20 -1 +4
Hazan Shu MK H 110 150 30/40 su 25 2 19 0 +5
Hazan Shu HK H 130 200 30/40 su 26 2 20 -1 +4
Hazan Shu EX H 170 200 -250/0 su 26 2 20 -1 -
Spinning Bird Kick LK HL 32x5 36x5 20/10 - 13 2(2)1(5)2(4)2(4)2 10+12 -3 +1 Forces stand on hit, Armor break
Spinning Bird Kick MK HL 25x6*30 28x6*32 20/10 - 14 2(2)1(5)1(5)2(4)2(6)1(5)2 9+12 -2 +2 Forces stand on hit, Armor break
Spinning Bird Kick HK HL 30x9 30x9 20/10 - 22 1(2)1(5)2(4)2(4)2(6)2(3)2(5)2(4)2 11+12 -4 0 Forces stand on hit, Armor break
Spinning Bird Kick EX HL 30x5 50x4*60 -250/0 - 6 2(1)2(3)2(4)2(3)2 9+9 -18 - 1~7f invincible, Pursuit property, Armor break
Super Combo LK HL 30x8*100 0 -1000/0 - 1+1 2(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2 50 -31 - 1~3f invincible, Pursuit property
Super Combo MK HL 30x8*100 0 -1000/0 - 1+0 2(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2 63 -44 - 1f invincible, Pursuit property
Super Combo HK HL 30x8*100 0 -1000/0 - 1+1 2(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2 86 -67 - 1f invincible, Pursuit property
Ultra Combo 1 HL 30x9*190 0 0/0 - 1+6 2(7)2(5)2(5)2(5)2(5)2(5)1(6)1(22)3 65 -47 - 1~7f invincible, Pursuit property, Armor break
Ultra Combo 2 HL 15x19*45 0 0/0 - 1+9 6x20 80 -55 - 1~10f invincible
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes