UMVC3:PS/Shadow Lady

From SuperCombo Wiki
Revision as of 03:54, 16 August 2023 by Tabsmvc (talk | contribs)


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
  • Shadow Lady has an extremely versatile array of assists and powerful utility DHCs, enabling her to support just about any type of team composition.
  • Has two distinct movesets that can be swapped freely with Mode Change (d,d+S) that give her tools to attempt to work her way in or wall out opponents.
  • Generally high meter build and damage on top of an aerial level 3 in Shadow Lady mode make her a dangerous anchor who always gets to play if she has 3 bars.
  • Extremely limited ranged game - on point, her only long reaching projectile is Big Bang Laser (qcf+2ATK), which has 30 frames of pre-flash startup.
  • Oddball combo routing in Shadow Lady mode - conversions with her often require stance switching or awkward routing that limits her high damage potential.
  • High recovery on powerful assists - most of her assists have extended recovery as to account for their overall strength, enabling characters with strong assist punish games plenty of opportunity to attack her.

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
UMVC3PS ShadowLadyPortrait.jpg
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

Plasma Blast
Assist A
UMVC3PS SLAssistAlpha.jpg
Damage Startup Active Recovery
20,000x8 47 20 134, 104
On Hit On Block Guard Properties
- - Mid Priority:Softknockdown.png Priority: Low, Beam Durability: 1 per frame for 8 frames

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.

Rainbow Missiles
Assist B
UMVC3PS SLAssistAlpha.jpg
Damage Startup Active Recovery
20,000 x5 50 20 151, 121
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 1 per missiles

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.

Plasma Overdrive
Return of Corridor
Assist Y
UMVC3PS SLAssistGamma.jpg
Damage Startup Active Recovery
100,000 (Ground Hit) + 100,000 (Lightning Bolt) 31 17 -
On Hit On Block Guard Properties
- - Mid Strk.pngTemplate:OTG

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

Stand Light
5L
UMVC3 Chun 5L.png
Damage Startup Active Recovery
35,000 4 2 12
On Hit On Block Guard Properties
-1 -2 Mid Rpdfire.png

-

Stand Medium
5M
UMVC3 Chun 5M.png
Damage Startup Active Recovery
50,000 6 3 16
On Hit On Block Guard Properties
-1 -2 Mid Jcancel.png

-

Stand Heavy
5H
UMVC3 Chun 5H.png
Damage Startup Active Recovery
70,000 10 3 18
On Hit On Block Guard Properties
+2 +1 Mid Jcancel.png

-


Crouching Light
2L
UMVC3 Chun 2L.png
Damage Startup Active Recovery
33,000 4 2 11
On Hit On Block Guard Properties
0 -1 Mid Rpdfire.png

Note: Not a low.

Crouching Medium
2M
UMVC3 Chun 2M.png
Damage Startup Active Recovery
48,000 6 3 14
On Hit On Block Guard Properties
+1 0 Low Jcancel.png

-

Crouching Heavy
2H
UMVC3 Chun 2H.png
Damage Startup Active Recovery
60,000 8 5 23
On Hit On Block Guard Properties
- -6 Low Strk.png, Softknockdown.png, Jcancel.png

-


Launcher/Special
S
UMVC3 Chun 5S.png
Damage Startup Active Recovery
70,000 8 5 27
On Hit On Block Guard Properties
Launch -10 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
UMVC3 Chun jL.png
Damage Startup Active Recovery
40,000 4 3 16
On Hit On Block Guard Properties
+8 +7 OH Djcancel.png

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.

Jumping Medium
j.5M
UMVC3 Chun jM.png
Damage Startup Active Recovery
55,000 6 6 18
On Hit On Block Guard Properties
+13 +12 OH Djcancel.png

Strong aggressive normal to use with instant airdashes or after a jump-canceled attack.

Jumping Heavy
j.5H
UMVC3 Chun jH.png
Damage Startup Active Recovery
70,000 8 4 18
On Hit On Block Guard Properties
+14 +13 OH Djcancel.png

-

Jumping Special
j.5S
UMVC3 Chun jS.png
Damage Startup Active Recovery
70,000 8 4 18
On Hit On Block Guard Properties
+15 +14 OH Aircombofinisher.png

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

Kakukyakuraku
6H
UMVC3 Chun 6H 1st.png
UMVC3 Chun 6H 2nd.png
Damage Startup Active Recovery
80,000 29 3 8
On Hit On Block Guard Properties
+12 +11 OH Airborne starting frame 6, Jcancel.png, Nocancel.png (except jump)

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.


Yosokyaku
Stomp
j.2M
UMVC3 Chun j2M.png
Damage Startup Active Recovery
65,000 4 11 6
On Hit On Block Guard Properties
- - OH Otg.png

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.


Taunt
Taunt
UMVC3 Chun Taunt.png
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.


Walljump
While back-jumping against a wall, [9]
UMVC3 Chun Walljump.png
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

Kikoken
41236X
UMVC3 Chun 41236X.png
L
Hcf.png + L.png
Damage Startup Active Recovery
50,000 19 88 26
On Hit On Block Guard Properties
-2 -3 Mid Priority: Low, Durability: 5
M
Hcf.png + M.png
Damage Startup Active Recovery
70,000 19 32 26
On Hit On Block Guard Properties
0 -1 Mid Priority: Low, Durability: 5
H
Hcf.png + H.png
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.

Kikoanken
41236H > H
UMVC3 Chun 41236HH.png
Damage Startup Active Recovery
100,000 19 5 18
On Hit On Block Guard Properties
- +4 Mid Crumple.png

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.


Spinning Bird Kick
[2]8X (charge 35-89 frames)
UMVC3 Chun 28X.png
UMVC3 Chun j28X.png
L
D.png, U.png + L.png
Damage Startup Active Recovery
40,000 x2 9 20 27 (in air: Until Grounded+2)
On Hit On Block Guard Properties
-6 -15 Mid Airok.png, Strk.png
M
D.png, U.png + M.png
Damage Startup Active Recovery
35,000 x3 9 30 24 (in air: Until Grounded+2)
On Hit On Block Guard Properties
+3 -12 Mid Airok.png, Strk.png
H
D.png, U.png + L.png
Damage Startup Active Recovery
33,000 x4 9 40 21 (in air: Until Grounded+2)
On Hit On Block Guard Properties
+5 -8 Mid Airok.png, Strk.png

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.

EX Spinning Bird Kick
[2]8X (charge at least 90 frames)
UMVC3 Chun DownCharge.png
When Chun has charged long enough, she will begin to flash pink.
UMVC3 Chun EX28X.png
Now, SBK will be replaced with its EX variant.
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, Airok.png, Strk.png

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.


Hyakuretsukyaku
Lightning Legs
Mash X
UMVC3 Chun MashX.png
UMVC3 Chun jMashX.png
Damage Startup Active Recovery
15,000 per hit 7 22+ 1
On Hit On Block Guard Properties
+24 +15 Mid Airok.png, Strk.png, mashable

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.


Tenshokyaku
623X
UMVC3 Chun 623X.png
L
Dp.png + L.png
Damage Startup Active Recovery
20,000 x2 + 50,000 2 12 19
On Hit On Block Guard Properties
+22 0 Mid Airok.png, Strk.png
M
Dp.png + M.png
Damage Startup Active Recovery
20,000 x4 + 50,000 2 24 18
On Hit On Block Guard Properties
+25 0 Mid Airok.png, Strk.png
H
Dp.png + H.png
Damage Startup Active Recovery
20,000 x6 + 50,000 2 42 13
On Hit On Block Guard Properties
+42 -38 Mid Airok.png, Strk.png

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.

Air Tenshokyaku
j.623X
UMVC3 Chun j623X.png
L
(in air) Dp.png + L.png
Damage Startup Active Recovery
20,000 x2 + 50,000 2 13 18
On Hit On Block Guard Properties
+25 0 Mid Strk.png
M
(in air) Dp.png + M.png
Damage Startup Active Recovery
20,000 x4 + 50,000 2 27 21
On Hit On Block Guard Properties
+26 -22 Mid Strk.png
H
(in air) Dp.png + H.png
Damage Startup Active Recovery
20,000 x6 + 50,000 2 42 13
On Hit On Block Guard Properties
+44 -33 Mid Strk.png

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

Kikosho
236XX (1 bar)
UMVC3 Chun 236XX.png
Damage Startup Active Recovery
28,000 x14 ~ x27 8+1 88 38
On Hit On Block Guard Properties
- -32 Mid Strk.png, mashable, Priority: High, Beam Durability: 3 per frame for 14 frames

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.


Hoyokusen
214XX (1 bar)
UMVC3 Chun 214XX 1st.png
UMVC3 Chun 214XX 2nd.png
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, Launch.png (final hit)

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.


Shichisei Ranka
623XX (3 bars)
UMVC3 Chun 623XX.png
UMVC3 Chun 623XX Cinematic.png
Damage Startup Active Recovery
410,000 10+3 37 27
On Hit On Block Guard Properties
- -8 Mid Invuln until frame 21, Hardknockdown.png

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

Ground Throw
6H, 4H
UMVC3 Chun GroundThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

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.

Air Throw
j.6H, j.4H
UMVC3 Chun AirThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

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.


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 Chun 5H.png
Damage Startup Active Recovery
50,000 2 4 17
On Hit On Block Guard Properties
- +1 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
UMVC3 Chun HardTag.png
Damage Startup Active Recovery
27,000 - 24 34
On Hit On Block Guard Properties
- -17 OH Softknockdown.png

-


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.

Combos

Solo Combos

Alternate Colors

Chunli colors.jpg