Introduction
Chun-Li, a famous Chinese fighter and Interpol agent from the Street Fighter Series is a prominent martial artist who is renowned for her speedy and powerful kicks. Whether showcasing her fighting ability on the job or in the ring, she has never given up hope of finding her missing father. She knows that the Shadaloo crime organization, and its leader, her longtime arch-enemy M. Bison ("Vega" in Japan), are linked to her father’s disappearance.
Gameplay
It's chun
Strengths | Weaknesses |
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Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A | 6 | 2 | - | - | 520 | - | Super fast jab, really good even just for pokes. Awesome Tick throw potential |
2A | 5 | 2 | - | - | 540 | - | Crouching jab, just as nice as 5A, but doesn't hit low |
5B | 7 | - | - | - | 940 | - | Far reaching kick, another pretty good normal |
2B | 7 | - | - | - | 049 | Low | Another good normal, hits low, hits far, hits fast |
5C | 13 | - | - | - | 2080 | - | Chun steps forward and punches diagonally up, hitbox is kind of disjointed. It can mess up some juggle opportunities to 3C so be careful, but if following lightning legs you can do a dirty cross under because it reaches so far forward |
3C | 14 | - | - | - | 2240 | Launcher | For all of her good normals, this one is not so great, the hitbox on it is rather small and it's her slowest normal making some launcher setups hard to properly time. Can be an okay anti-air at least. |
2C | 9 | - | - | - | 2140 | Low/Hard Knockdown | She low profiles and does a quick sweep. Pretty solid normal |
j.A | 5 | 12 | - | - | 480 | - | Chun shows off and does a vertical split in mid air, really crazy hitbox that lets her win a lot of air to air contact. Pretty worthless against grounded opponents and hitstun is so small it's hard to do any sort of combo from it |
j.B | 8 | 10 | - | - | 860 | Overhead | Sticks one leg out diagonally down. Very solid air normal, good for IADs |
j.2B | 7 | - | - | - | 760 | Overhead | Chun stomps. It hits more like the old school where she gets one good stomp in and then flies in the air for 60 frames, not her best rendition. |
j.C | 8 | 4 | - | - | 1380 | Overhead | Chun sticks her fist out , hitbox is slightly smaller than j.M and not as active so it's not "as" good, but still a good normal. Offers good amount of hitstun so it's definitely a staple in her combos |
j.C -> C | 5 | - | 49 | - | 4800 | Forced Roll | After hitting the first C, hitting it again will cause Chun to perform a second hit that knocks down. Outside of launcher state it causes hard knockdown. |
Universal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Var Starter | 4 | - | - | - | 3200 | - | |
Crossover Counter | 28 | - | - | - | 2400 | - | |
Throw | 1 | - | - | - | 4800 | - | |
Back Throw | 1 | - | - | - | 4800 | - | |
Air Throw | 1 | - | - | - | 5600 | - | |
Air Back Throw | 1 | - | - | - | 5600 | - |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Kikoken 41236 |
Light: 23 Medium: 17 Heavy: 14 |
- | - | - | 2400 | Projectile | Standard fireball, but the slow startup and diminishing range makes it kind of hard to challenge to other fireball users. With baroque it can be a nice shield but she can spend her meter on better things |
Tenshokyaku 623X |
7/9/10 | - | - | - | 2793/3689/4043 | - | Chun spins diagonally upwards. It's mostly used as a combo ender after a launcher and doesn't get too much else out of it. Useable in air |
Hyakuretsukyaku Mash X |
4/3/2 | - | - | - | 2664/2960/3255 | - | Lightning legs, Mash only requires four inputs minimum. Mash is both Jump and Dash cancellable however you have to stop mashing before her animation finishes. Starter for most, if not all, of Chun's combos. Useable in air |
Spinning Bird Kick [2]->8X |
16 | - | - | - | 3078/4228/4653 | - | Chun's SBK, it's the same as usual.Useable in air |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Kikosho 236XX |
19+6 | - | - | - | 9686 | - | Kikosho but MvC2 style. Giant orb surrounding Chun. Great hitbox, fantastic for DHCs, what you see if what you get. |
Hoyokusen 623XX |
12+2 | - | - | - | 8926 | Launcher | Chun does her SA2 from Third Strike, whiffs on air opponents and super easy to push block. Leads into a free launcher, if you just want a way to reach VAR without your opponent using their burst this is your path. |
Shichisei Senkukyaku j.236XX |
12+2 | - | - | - | 20800 | Overhead | Chun pauses in midair and causes flashing lights to appear and explode. Almost always used in combos, decent damage. If Chun activates it in the corner with her back facing the wall she can follow up afterwards. Useable on giants |