春麗, Chun-Li | |
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Difficulty | Easy |
Max Mode Needed? | Up to you, but very strong |
Tier Placement | Top Tier (S) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Introduction
Chun-Li is a martial arts fighter that debuted in Street Fighter II: World Warriors, and has since gained worldwide popularity (and notoriety) as one of gaming's most popular female characters. A character who Capcom graciously gives top tier privilege in several games she's appeared in, SVC is no different. Bosses or no bosses, Chun-Li is a top tier who has everything she needs to handle anything thrown at her with few flaws to her.
Strengths | Weaknesses |
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Moves List
Normal Moves
Close Normals
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Far Normals
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Command Moves
Youshi Ken
- Jump ub/uf, press C, C - Her aerial chain. This move is mainly used after the Kick Super, or as a 2-hit jump-in attack for tall characters. The first hit is her j.C, and can be canceled into the move below(d+B). The second hit is just a linker, and will combo after the first attack.
Yousou Kyaku
- d+B (In the air only) - Classic move. Chun-Li will bounce on the opponent by using her legs. You can add a jumping normal after the bounce, use this move again, or even do a wall jump if possible. Sadly, you can't chain it many times, like on ST.
Kakusen Kyaku
- f+B - Anti-air move. Can be normal canceled, but will only combo after a cl.D(Sadly, won't combo after the C). Will whiff on small crouching characters.
Kakusen Rakushuu
- f+D - Like the move above, but hits low, and can't be normal canceled. It's great for damaging combos on Max Mode(You'll see them later).
Zensou Sentai
- df+B - Chun's cr.MK. You can normal cancel it, and it has the same reach as her cr.B. Chun-Li can do interesting combos using it.
Kaku Kyaku Raku
- df+D - I remember this classic move. It's an overhead, can crossup, and will do a knockdown. Good to use on the opponent's wakeup.
Special Moves
Kikou Ken
- HCF+P - Chun-Li's projectile. The A version is faster, but doesn't have so much reach(It's like Andy Bogard's Hishou Ken). It can combo from the Heavy Attacks, and most Command Moves. On Max Mode, you can supercancel the hit into any Super. The C version is slow, but will travel full screen length, and can't combo from any attack, sadly.
Tenshin Enbu
- HCB+P - Chun-Li's Command Grab. It doesn't do any damage, but your opponent will be open for any combo(Just walk forward and do one), and it can serve to crossup your opponent. There's no difference between the two versions too.
Sen'en Shuu
- HCB+K - Overhead move. It could pass over moves(On the startup animation), but here she can't. The best way to use it is on the opponent's wakeup. There's no difference between the two versions.
Tenshou Kyaku
- DP+K - Chun's overhead move. It doesn't have any invincibility frames, but it has fast startup. The B version does one hit(Where you can juggle your opponent after the hit), and the D version does 3 hits(You can juggle after the last hit too). It can be used to followup her SBK(If it crosses up).
Hyakuretsu Kyaku
- Rapidly press K - Classic move, but not so used. Use it on combos only(You can do a hit-confirm combo for the Exceed with this move involved).
Spinning Bird Kick (A.K.A SBK)
- Charge d, u+K - Another classic move, and can be another anti-air move, but sadly, it can't be used in the air. You can use it to crossup your opponent on certain combos(See her combos section below for more details). The B version does 2 hits, and the D version can do up to 6 hits. If it crosses up, you can followup it with her DP+K, or even the Exceed.
Super Moves
Kikou Shou
- QCF(2x)+P - Chun-Li's super version of her projectile. It can destroy normal projectiles, and will stop certain Super ones. The main way to use it is as a damaging anti-air, or as a chip finisher. On the corner, it can be used to followup the Super below(It can do up to 17 hits).
Houyoku Sen
- QCF(2x)+K - Chun-Li's way to do combos. She will do 16 kicks, following by another one(After it, you can followup with nearly anything she has). The damage is good, without considering the possible followups.
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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The Basics
Chun-Li's gameplan
Chun-Li is a great offensive/defensive char. You can use her as a turtler(By walking back and forward, using your long-ranged attacks and punishing when you need), which is an easy thing. For her defensive options, you have her projectile Super(Safest anti-air), her DP+K(Doesn't have invincibility frames, but you can juggle after it), or even her Exceed(Most damaging one, but due to the input, it can be a little hard to react). If you need to punish, you can just use her Kick Super(And followup it with anything), or on a better situation, do her Command Grab for a crossup combo. Good Luck in your future matches.
Some Combos (Without Max Mode)
Chun has nice combo options, and I won't even talk about damage. If you know some more interesting options(No matter if it's easy or hard), you can share it here.
Kikou Ken(HCF+P) combos:
1- [Jump Attack/Command Grab] cl.C, HCF+A - 2 hits; 3 with with any optional thing
Easy combo to begin. For a Jump Attack, you can use her j.C(With the second attack) on taller characters. Note that you can't combo so easily with the C version, as it has more startup.
2- [Jump Attack/Command Grab] cl.D, f+B, HCF+A - 3 hits; 4 with with any optional thing
More damaging than the move above, but the f+B will whiff on small crouching characters.
Tenshou Kyaku(DP+K) combos:
1- [Jump Attack(Make sure you crossup)/Command Grab] cl.D, f+B, DP+K, followup(In case you used the DP+D) - (B version) 3 hits/(D version) 5+n hits(Where n is the followup for the attack); 4/6 with any optional thing
A not-that-hard combo. You'll obviously use the D version on this one, because you can followup it. "What do I do after the DP+D hits?" Well, on miscreen, you can do her Kikosho Super, now on the corner, you can do nearly anything. If you want, just do cl.C, DP+D(If you don't like the f+B, which whiffs on most crouching characters).
SBK(Charge d, u+K) combos:
1- [Jump Attack/Command Grab](While charging d) cr.B(1-4x), df+B(You still will be holding down here), (After the charge) u+D, (If it crosses up) Exceed/DP+D, followup - (Up to) 20/14+n(n is the followup) hits; 21/15+n with with any optional thing
A really good combo without using meter, and a hit-confirm for the Exceed(Watch out for the direction you'll be charging, because you'll switch sides with your opponent). It can be used everywhere, but it's better on midscreen(You can't crossup on the corner).
2- [Jump Attack/Command Grab](While charging d) cr.B, df+B, (After the charge) u+B, (If crosses up) DP+D, followup - 7+n hits; 8+n with any optional thing
Easier, but not more damaging than the above. You can't use the Exceed on this one because you won't have time to charge, sadly.
Kikou Shou(QCF(2x)+P) combos:
1- [Jump Attack/Command Grab] cl.C/cl.D, f+B, QCF(2x)+P - 18/19 hits; 19/20 with any optional thing
Just a combo to start. You won't be using this super a lot on combos, but it has some uses.
2- (Corner only) [Jump Attack] cl.C/cl.D, f+B, QCF(2x)+K, (Time well) QCF(2x)+P - (Up to) 31/32 hits; 32/33 with any optional thing
Double Super combo! It's cool to use, but why would you use it? You'll just lose meter. You can use this combo on Max Mode if you don't have a way to use it.
Houyoku Sen(QCF(2x)+K) combos:
1- [Jump Attack/Command Grab] cr.B(2-3x), db+B, QCF(2x)+K - 21 hits; 22 with any optional thing
Just a combo to practice, and you can need it. I'll just put here the possible things to use before the super, and after it, I'll put some of the possible followups.
2- [Jump Attack/Command Grab] cl.C, db+B(Optional), QCF(2x)+K - 19 hits; 20 with any optional thing
This one is mostly done for punishing. You'll know how to use it.
3- [Jump Attack/Command Grab] cl.D, f+B, QCF(2x)+K - 19 hits; 20 with any optional thing
Another one for punishing. Remember: the f+B will whiff on small crouching characters, and that's why it is optional on the second combo.
4- Combo 1/2/3, (After the Super hits, cancel the last kick into) Superjump(Forward), j.C, C - 23/21/21 hits(Combos 1, 2 and 3, respectively); 24/22/22 with any optional thing
A nice option in case you don't have any meter, and used the super on midscreen. The timing for the Superjump cancel can be a little hard, but you still can do it with practice. Note that after the last C hits, your opponent will be reseted(I'll talk about resets later).
5- (Corner only) Combo 1/2/3, (While the super is hitting, charge db, and after the last kick hits) Exceed - 30/28/28 hits; 31/29/29 with any optional thing
Maybe her most damaging combo ouside of Max Mode. You should learn it, really, it's mainly to do big damage. You can do it if you're near from the corner too.
Exceed(Charge db, df,db, uf+KK) combos:
1- Charge db, cl.C, Exceed - 10 hits
Mainly a punish combo. I think it's easier to do after a cl.C, because you can easily make the shortcut after it(Just stop holding db, do the cl.C, and then the shortcut). If you want to add a Jump Attack, dunno, I won't reccomend you.
2- (Near corner only) Houyoku Sen combo 1/2/3, (While the super hits, charge db, and mash D, and after the opponent is hit by the kicks) Exceed - (Up to) 31/29/29 hits; 32/30/30 with any optional thing
Can do 100% damage. It can be used in a real match, which is good for her. It's not that hard too(If you can hit-confirm the super from her normals, it won't be).
Advanced Strategy
Some combos (With Max Mode)
Her main Max Mode combos are involving her HCF+A, and her Kicks Super.
Houyoku Sen(QCF(2x)+K) combos:
1- [Jump Attack/Command Grab] cl.C, f+D, (max cancel it into) HCF+A, (max cancel the hit into) QCF(2x)+K, any possible followup(Just see above for some of the possible followups) - 20+n hits(Where n is the followup used); 21+n with any optional thing
Her Max Mode BnB, and probably her most used combo. The beginning of it (cl.C, f+D, HCF+A) can be called "Houyoku Sen combo 4", to be short. This "combo 4", is probably the most effective one, because it's the most damaging, does more hits, and won't whiff on small crouching chars, unlike certain combos. To land the Super, just do one QCF, and press K(During the special move, you will do one QCF, and... This makes the combo easier).
Resets
Resets are important(This on nearly any SvC section). Characters with moves that can juggle the opponent can be fatal on any match, due to the damn resets. Chun-Li is a great character with combos, and with the resets, this won't change. Try this:
Any Houyoku Sen combo(Optional, you just need to hit with the super), QCF(2x)+K, forward sj. cancel, j.C, C(Where the opponent is reseted), dash under the opponent(For a crossup), cr.B(2-3x), (df+B, Charge d, u+D, DP+D/Exceed)/(QCF(2x)+K, and repeat the same process, but without the optional combo, obviously)
A really good setup for her, really, and you can even repeat it, in case your opponent needs an "Encore". On the normal mode, you can do it only 2 times, but on Max Mode... I won't even talk. Chun-Li is a great character for combos, mixups, crossups and those things, that's why she's a great high tier character. To see an example of the reset, just click here to see it on work.