Introduction
A returning secret character from Marvel vs. Capcom, Shadow Lady is a brainwashed and mechanized version of Chun-Li who fights with a combination of the weapons found within her robotic body and her Shadaloo programming.
In UMVC3PS, Shadow Lady is a versatile support character who combines a rushdown-centric moveset with powerful assists and DHCs. While she lacks the mobility of Chun-Li, the versatility of her combined stances and powerful "Infinity Leg" move (j.qcf+ATK in Shadow Lady mode) allows her to both wall out incoming opponents and deal high damage to enemies she does hit. Her wide arrange of extremely powerful assists alongside her DHCs of Big Bang Laser (qcf+2ATK) and Galaxy Missile (QCB+2ATK) give her a multitude of support options that enable her to both function as a powerful secondary and anchor.
Strengths | Weaknesses |
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Unique Mechanics
Shadow Lady has two fully distinct movesets with their own assists - by default, she starts in "Shadow Lady" mode, which is based on the modified Chun-Li moveset from MVC. By using Mode Switch (d,d+S), she can switch to "Doll Mode", which is partially based on a combination of Cammy's VS. series moveset and Juli's movesets from SFA3 and SF5.
Shadow Lady | |
---|---|
Character Data | |
Health | 900,000 |
Ground Magic Series | Stronger++ |
Air Chain Combo Limit | None |
Forward Dash Duration | 20/30 (Doll) frames |
Backdash Duration | 22/35 (Doll) frames |
Jump Duration | 46 frames |
Superjump Duration | 82 frames |
Walljump? | Yes |
Doublejump? | Yes |
Airdash? | 1-Way |
X-Factor Damage Boost (1/2/3) | 25% / 45% / 60% |
X-Factor Speed Boost (1/2/3) | 15% / 25% / 40% |
Minimum Damage Scaling (Normals, Specials) | 20%, 20% |
Minimum Damage Scaling (Hypers) | 35% |
Minimum Damage Scaling (X-Factor) | 35% |
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000x8 | 47 | 20 | 134, 104 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Priority:![]() |
THC Hyper: Big Bang Laser. Beam assist that is roughly equivalent to Doctor Doom's Plasma Beam. Slightly longer startup in exchange for larger hitbox. Doesn't come out as far behind as Doom. |
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000 x5 | 50 | 20 | 151, 121 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Galaxy Missiles. Shadow Lady taunts and fires 5 missiles from her back which both begin and lose tracking on the opponent fairly quickly. Because the missiles do not go away when she is hit, the assist is similar in function to Doctor Doom's Hidden Missiles, with the primary differences being the startup time, homing power on missiles and general vulnerability of Shadow Lady after she fires off the missiles. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 (Ground Hit) + 100,000 (Lightning Bolt) | 31 | 17 | - |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Galaxy Missiles. Shadow Lady does a quick, massive anti-air attack that has both an instant aerial bolt and a ground, OTG component. Not invincible, but very fast to start up. Intentionally reminiscent of Captain Commando's "Captain Corridor" assist from MVC2, including expanded vulnerability window after use - she taunts after the attack and is completely vulnerable when doing so. |
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
35,000 | 4 | 2 | 12 |
On Hit | On Block | Guard | Properties |
-1 | -2 | Mid | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 6 | 3 | 16 |
On Hit | On Block | Guard | Properties |
-1 | -2 | Mid | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 10 | 3 | 18 |
On Hit | On Block | Guard | Properties |
+2 | +1 | Mid | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
33,000 | 4 | 2 | 11 |
On Hit | On Block | Guard | Properties |
0 | -1 | Mid | ![]() |
Note: Not a low. |
Damage | Startup | Active | Recovery |
---|---|---|---|
48,000 | 6 | 3 | 14 |
On Hit | On Block | Guard | Properties |
+1 | 0 | Low | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
60,000 | 8 | 5 | 23 |
On Hit | On Block | Guard | Properties |
- | -6 | Low | ![]() ![]() ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 8 | 5 | 27 |
On Hit | On Block | Guard | Properties |
Launch | -10 | Mid | ![]() ![]() |
- |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 | 4 | 3 | 16 |
On Hit | On Block | Guard | Properties |
+8 | +7 | OH | ![]() |
Works naturally as an instant overhead against normal-sized characters. When used this way, mashing L to go into Lightning Legs allows for a solo confirm, albeit a heavily scaled one. |
Damage | Startup | Active | Recovery |
---|---|---|---|
55,000 | 6 | 6 | 18 |
On Hit | On Block | Guard | Properties |
+13 | +12 | OH | ![]() |
Strong aggressive normal to use with instant airdashes or after a jump-canceled attack. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 8 | 4 | 18 |
On Hit | On Block | Guard | Properties |
+14 | +13 | OH | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 8 | 4 | 18 |
On Hit | On Block | Guard | Properties |
+15 | +14 | OH | ![]() |
Even when used outside of an Air Combo, causes opponents hit by it to start falling very quickly towards the ground - although this does not cause a Hard Knockdown. |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 29 | 3 | 8 |
On Hit | On Block | Guard | Properties |
+12 | +11 | OH | Airborne starting frame 6, ![]() ![]() |
Chun flips into the air and then descends back down with a falling reverse-sided kick. It works as an overhead that she can chain directly into from her grounded normals, and also as a cross-up tool. However, simply jump-canceling into an airdash into air normals can perform the same function. On hit or block, Chun has ample time to land and follow up with a normal attack of her choice. |
Damage | Startup | Active | Recovery |
---|---|---|---|
65,000 | 4 | 11 | 6 |
On Hit | On Block | Guard | Properties |
- | - | OH | ![]() |
Chun sticks a leg straight down, which remains active for a decent length of time. If Chun makes contact with an opponent, she will bounce off them in an up-forward direction. Once Chun has bounced away, she can follow up with air normals, but the height chance caused by the bounce can make this difficult. It is possible to circumvent the bounce by immediately canceling it into a forward air dash. This is useful for converting if using Stomp as an Instant Overhead. This is Chun's only OTG-hitting attack, and thus an important combo tool for her. It is usually used when falling down after completing an Air Combo, to tag the opponent on the way down. It can also connect OTG when used from an instant airdash, which is useful for picking up after airthrows. |
Damage | Startup | Active | Recovery |
---|---|---|---|
10,000 | 10 | 5 | 16 |
On Hit | On Block | Guard | Properties |
+2 | +1 | Mid | - |
Chun waves at the opponent. While taunting, her hand has a small hitbox that can deal minor damage. If it does connect, Chun can special or hyper-cancel the taunt, including into 5S. As with other taunts, its primary purpose is to show off. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | - | - |
On Hit | On Block | Guard | Properties |
- | - | - | - |
If Chun jumps against the edge of the stage, she can bounce off of it, giving herself additional height and speed. This does not consume either of her Double/Triple jumps, and can be used alongside them for a very large amount of total airtime. Chun is trapped in the walljump animation for 8 frames when she initiates it. After those 8 frames, she can freely move and attack again. |
Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 | 19 | 88 | 26 | |
On Hit | On Block | Guard | Properties | |
-2 | -3 | Mid | Priority: Low, Durability: 5 | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
70,000 | 19 | 32 | 26 | |
On Hit | On Block | Guard | Properties | |
0 | -1 | Mid | Priority: Low, Durability: 5 | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 19 | 8 | 26 | |
On Hit | On Block | Guard | Properties | |
+2 | +1 | Mid | Priority: Low, Durability: 5 | |
Chun produces a single fireball, which very slowly travels forward across the screen. Button strength mainly determines the duration of the fireball. L version lasts 88 frames and will reach roughly 3/4 of fullscreen distance in that time. M version lasts 32 frames and reaches roughly 1/2 of fullscreen distance before fading. H version lasts 8 frames and barely leaves the space immediately in front of Chun, but has superior damage and frame advantage. L Kikoken is occasionally useful in Chun's neutral when she is on the ground. She can fire one and then take advantage of its slow travel speed by advancing behind it with dashes or Spinning Bird Kick, using the projectile to shield herself. However, it is fairly slow and lacks durability compared to the projectiles of dedicated zoning characters, so she should not rely on these too often. H Kikoken is mainly notable for its alternate Kikoanken version, detailed below. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 19 | 5 | 18 |
On Hit | On Block | Guard | Properties |
- | +4 | Mid | ![]() |
During H Kikoho (and only H Kikoho), if Chun presses H a second time, she will instead perform a separate special move. Chun unleashes a very short-ranged burst of energy. If it hits a grounded opponent, they are placed into a crumple state. This gives Chun an extra combo extension against opponents who are not airborne. |
L![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
40,000 x2 | 9 | 20 | 27 (in air: Until Grounded+2) | |
On Hit | On Block | Guard | Properties | |
-6 | -15 | Mid | ![]() ![]() | |
M![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
35,000 x3 | 9 | 30 | 24 (in air: Until Grounded+2) | |
On Hit | On Block | Guard | Properties | |
+3 | -12 | Mid | ![]() ![]() | |
H![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
33,000 x4 | 9 | 40 | 21 (in air: Until Grounded+2) | |
On Hit | On Block | Guard | Properties | |
+5 | -8 | Mid | ![]() ![]() | |
Chun advances forward while performing a series of spinning kicks around herself. Requires charging a down input for at least 35 frames. If Chun holds her charge for at least 90 frames, she will get EX Spinning Bird Kick instead (see below). SBK has a fantastic hitbox that makes it very oppressive in neutral. However, grounded SBK has poor recovery making it unsafe on block. However, if SBK is done in the air, it recovers only two frames after returning to the ground. It is possible to maintain a charge long enough for Chun to jump into the air from a grounded state, and thus perform an "Instant Air" SBK that has very good recovery in addition to its great hitbox. Done properly, air SBK is very difficult for opponents to contest, and starts a combo on hit. However, most characters can duck underneath an instant air SBK. |
Damage | Startup | Active | Recovery |
---|---|---|---|
25,000 x10 | 9 | 35 | 26 (in air: Until Grounded) |
On Hit | On Block | Guard | Properties |
+7 | -6 | Mid | Invuln until frame 11, ![]() ![]() |
If Chun holds a down charge for at least 90 frames, she will begin to flash with a pink aura. At this point, completing the SBK input will cause her to perform the EX version instead. EX Spinning Bird Kick does not advance Chun forward, but causes her to spin rapidly in place. The attack is invincible until after it is active, making it one of the few meterless invincible reversals in the game. Like with regular SBK, it gains much better frame advantage if the air version is performed close to the ground, letting Chun land-cancel the recovery. Doing this is one of the only ways for Chun to return to the ground from an aerial combo to actually connect one of her hypers, and so it is an important combo tool despite the added difficulty of maintaining a 90+ frame charge. |
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 per hit | 7 | 22+ | 1 |
On Hit | On Block | Guard | Properties |
+24 | +15 | Mid | ![]() ![]() |
Press any individual attack button three times in quick success to perform Chun's lightning legs attack, where she rapidly kicks directly in front of herself. Once begun, the attack can be further mashed to add additional attacks. There is no upper limit to how many additional hits can be added to a single instance of Lightning Legs provided you continue to mash. It is also possible to switch which button is mashed mid-attack, although the initial three button presses used to start the attack must be the same. Button strength determines the minimum number of kicks performed, and also how many kicks are included in each "rep" of the animation, changing at which moments the attack is allowed to end. L version will perform a minimum of 4 kicks, M version will perform a minimum of 5, and H version will perform a minimum of 8. When used in the air, it halts any aerial momentum that Chun previously had, and causes her to slowly float downwards. Lightning Legs are useful in aerial combos to tack on additional damage, adjust her height relative to the opponent, and to stall while building a downwards charge for (EX) Spinning Bird Kick. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
20,000 x2 + 50,000 | 2 | 12 | 19 | |
On Hit | On Block | Guard | Properties | |
+22 | 0 | Mid | ![]() ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x4 + 50,000 | 2 | 24 | 18 | |
On Hit | On Block | Guard | Properties | |
+25 | 0 | Mid | ![]() ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x6 + 50,000 | 2 | 42 | 13 | |
On Hit | On Block | Guard | Properties | |
+42 | -38 | Mid | ![]() ![]() | |
Chun rapidly rises upwards into the air (airborne from frame 1) while kicking. While not invincible, this is one of the fastest non-throw attacks in the entire game. At 2 frames of startup, it is faster than L normals and can be used to mash out of pressure, even if the opponent is at a slight frame advantage. Frame data is deceptive. Despite being very minus on block, this move is difficult to punish as it quickly places Chun quite high into the air. Conversely, despite being incredibly advantageous on hit, Chun can not meaningfully convert into anything, except by doing L or M version in the corner. |
L (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
20,000 x2 + 50,000 | 2 | 13 | 18 | |
On Hit | On Block | Guard | Properties | |
+25 | 0 | Mid | ![]() | |
M (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x4 + 50,000 | 2 | 27 | 21 | |
On Hit | On Block | Guard | Properties | |
+26 | -22 | Mid | ![]() | |
H (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x6 + 50,000 | 2 | 42 | 13 | |
On Hit | On Block | Guard | Properties | |
+44 | -33 | Mid | ![]() | |
Air version of Chun's upkick special. It retains the impressively fast startup of the ground version. This move is useful when running a keepaway gameplan using Chun, as it allows her to stall in the air. Repeatedly whiffing H Upkicks, paired with her double jump, triple jump, and walljump, can keep Chun at jump or even superjump height for a very long time. |
Hyper Combos
Damage | Startup | Active | Recovery |
---|---|---|---|
28,000 x14 ~ x27 | 8+1 | 88 | 38 |
On Hit | On Block | Guard | Properties |
- | -32 | Mid | ![]() |
Chun channels a large ball of energy, which mainly covers the space immediately in front of her, but also covers Chun herself and a small portion of space behind. This hyper deals solid damage when mashed and is Chun's standard combo ender. The orb deals rapid hits which hold the opponent in place close to the ground, making it fairly DHC-friendly. |
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000 x13 + 70,000 | 10+3 | 92 | 42 |
On Hit | On Block | Guard | Properties |
- | -26 | Mid | Invuln until frame 16, ![]() |
Reversal hyper. Chun steps forward and begins to kick rapidly, ending in a launcher kick that she can superjump-cancel just like her standard 5S. It is primarily used as a counter-call to other hypers or slow projectiles, due to its invincibility. |
Damage | Startup | Active | Recovery |
---|---|---|---|
410,000 | 10+3 | 37 | 27 |
On Hit | On Block | Guard | Properties |
- | -8 | Mid | Invuln until frame 21, ![]() |
Partially cinematic level 3 hyper. Chun flies forward with a rapidly hitting modified Spinning Bird Kick. The initial hits are not a cinematic, but if it connects, she and the opponent will be pulled into a cinematic to deliver the final hit. Can be used in basically any situation that one would use Hoyokusen for slightly more invincibility and more up-front damage, but no launcher. It can also be useful as a combo ender due to its unscaled damage. |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Standard ground throw where Chun slams the opponent to the ground immediately in front of herself. It is possible for Chun to convert this into a combo with a very fast superjump -> airdash -> j.2M xx Air Lightning Legs. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Standard airthrow that results in a hard knockdown. Like with the ground throw, it can be converted into a combo by positioning Chun above the opponent for a quick OTG j.2M canceled into Lightning Legs. The specific combination of airdashes and jumps required to do this depends on the height at which the airthrow is performed. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 4 | 17 |
On Hit | On Block | Guard | Properties |
- | +1 | Mid | Snapback |
Animation and hitbox based on 5H. |
Damage | Startup | Active | Recovery |
---|---|---|---|
27,000 | - | 24 | 34 |
On Hit | On Block | Guard | Properties |
- | -17 | OH | ![]() |
- |
Team Position
Although Chun has historically been an unpopular character, the players that do choose her have had success in every team position. As a point or second character, she usually plays a runaway game, relying on rapid assist calls to harass the opponent and build meter. When an opponent overextends to try and catch her, she can punish with a highly damaging combo.
As an anchor, Chun-li's already very high base speed is boosted by 50% in Level 3 X-Factor, earning her the nickname "Crack Chun". In X-Factor, she is so fast that she is difficult to control properly, but even more difficult to defend against. Anchor Chun can open up a blocking character in moments, and kill them just as fast.