In a nutshell
Perhaps even better-known the world over than her Street Fighter peer Ryu, Chun-Li makes an expected return to the world of the vs. Capcom series. This agile interpol officer is as ready as ever to bring justice to the chaotic world of Marvel vs. Capcom Infinite.
In Marvel vs. Capcom Infinite, Chun has not gained any entirely new special moves so much as she has had a significant retooling of how her moves are performed. One of the few vs. Capcom charge characters, Chun's Spinning Bird Kick and Kikoken are now quarter-circle moves. This makes Spinning Bird Kick easier to perform at significant aerial heights, complementing her aerial mobility-centric gameplan. Instead, charging is reserved strictly for the particularly special EX Spinning Bird Kick and Kikoanken. Her iconic Hyakuretsukyaku, aka Lightning Legs, now no longer requires rapid button mashing, and is also a quarter circle move. If you want to use Chun effectively, you'll need to swiftly manuever around the screen, approach your opponent, and use your aerial options to mix them up for her lengthy combos.
EX: Chun-Li has the ability to charge some of her specials which grant additional benefits. Holding down or back for a set time will make Chun-Li glow, letting you know her more powerful EX Spinning Bird Kick or Kikoanken are available
Normals
Standing Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
Launch
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
Jumping Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
High
Jumping Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
High
Jumping Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
High
Jumping Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
High
Groundbounce Hardknockdown
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
3
1
Additional damage scales by 50%
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
3
1
Additional damage scales by 50%
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
6
8
44
+33
+28
Hit/Block adv is dependent on when you your tag-in