Street Fighter IV Remix/Chun-Li

From SuperCombo Wiki

Introduction

Chun Li doesn't know what to do with her life anymore.


Chun-Li is a highly technical midrange monster of a character. Sporting very fast, long-range pokes, an airdash, a fastfall, and jump cancels on all her normals, Chun has the ability to start and continue her pressure from surprisingly long distances. Her fastfall and airdash combine excellently with her jump cancellable normals, allowing Chun to continuously reset pressure on opponents who respect her. Her fastfall also synergizes further with her walljump; using fastfall after a walljump allows Chun to cross up cornered opponents!

As if her pressure wasn't already strong enough on it's own, Chun's combo game is no joke either Her pokes lead to fantastic damage from anywhere on the screen thanks to her 6HP, a command normal that can be canceled from all of her other normals, and has an follow up via an additional HP press to help add even more damage. To top it off, both parts of the move are special cancelable, allowing free conversions into her powerful juggle combos. Her combo game is also bolstered further by her fastfall, which can be combined with jump cancels to enable new links and juggles.

When it comes to specials, Chun has an incredible set of them, with both powerful offensive and defensive tools at her disposal. Her 236K Lightning Legs is a plus on block multihitting strike that is great for starting juggles and helping continue pressure, while her 623K [Name here I forget lmfao] is a powerful multi hit DP that starts juggles, has true invulnerability even on the meterless versions, and can be airdash canceled on EX. Her 426K Hazanshu is an overhead that can be snuck into pressure sequences to open people up, and it can also be canceled into after 236K to add extra damage at the end of combos, and her 236P Kikoken helps her control the long range with an extremely awkward to dodge projectile.

The real stars of Chun's kit, however, are her j.214K Fastfalland 214X Guard Cancels. Guard Cancels allow Chun to break the rules to an extent, forcing characters to pressure her differently due to their threat. Meanwhile, Fastfall is an incredibly defining tool, with uses in combos, pressure, and neutral when combined with her jump cancellable normals.

If you are looking for a highly technical, deep, and powerful character, with almost limitless room to improve, then Chun might be the character for you.

Strengths Weaknesses
  • Great Pokes: Chun, as expected, has some fantastic pokes in the form of moves like 5HP, 2MK, and 6HP.
  • High Mobility: The combination of an airdash, fastfall, and walljump means Chun is extremely mobile, and is able to easily position herself around the stage.
  • Fantastic Defense: Chun has some of the best defensive options in the game. Between her combo-starting DP that's safe on block, and guard cancels that allow you to punish normally safe attacks, Chun has absolutely no problem getting opponents off of her.
  • Outclass Chun doesn't really have any real weakness, but she isn't the best character in the game, so there's that.
Chun-Li
[[File:|center|300px]]
Character Data
Health 950
Chains Command Normals only
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement Airdash (Forwards only), Fastfall, Walljump

Normals

Note: Chun is able to jump cancel all of her normals, both on hit and block. Most normals have the jump cancel window start on their first active frame, but select moves have delayed jump cancel windows. These moves will have that information noted in their descriptions.


Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
20 Mid CMD, SP 0 60 0 +80 -80
  • The close and far versions are only different visually, they have the same frame data

Pretty average jab. Actually pretty decent range for a jab, you can mash P quite a lot before they're out of range. Go-to abare and tick throw option.

clMP

Close Medium Punch
cl.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
40 - - 0 60 0 +80 -80

2 hit slaps. Can be used as a replacement to 2HP in fastfall pressure resets if you see they're jumping a lot, as unlike 2HP it will juggle both hits properly.

fMP

Far Medium Punch
f.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
40 - - 0 60 0 +80 -80

Mainly combo filler used for some links. Sees some use in mid-range pressure, but outclassed by 5HP in neutral.

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

THE Chun button. A massive, high damage, forward moving poke that converts easily into her BnBs. The threat of this button alone is enough to make Chun threatening in neutral. It also plays an important role in her combos, as a high damage, single hit move that works well in juggles.

  • Has a significant delay before the jump cancel window. Use 4HP for combos instead if you plan to jump cancel this.

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
40 - - 0 60 0 +80 -80

More damage then 5LP and hits a little lower, so often preferred for chains. Slightly less range then 5LP, though.

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Can be used to snipe IADs if you want a safer/easier alternative to DP. Not good for much besides that purpose, however.

clHK

Close Heavy Kick
clHK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Used in pressure setups due to it's high blockstun and low pushback. Damage is too low to see much use in combos.

fHK

Far Heavy Kick
f.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Press 5HP instead

Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Is one frame slower then 5LP I think so no real reason to use it (assuming that's true)

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Has hella long range, so is sometimes useful as a low profile counterpoke. Usually outclassed by 5HP otherwise.

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Chun slaps upwards twice, once with one arm and once with the other. This move can be jump canceled on either the first or second hit, and has a large amount of hit and blockstun, making it one of Chun's prime normals to use for pressure. Can be linked off of via fastfall (E.G 2HP > 2147K 5MP > 6HPP).

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Go-to light for pressure, as it hits low and chains into itself. Main Low starter.

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Surprisingly short range, is usually outranged by 2MP.

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Combo ender, mainly used if you wish to set up Kikoken oki

Jumping Normals

Note: With the exception of lights, none of Chun's jumping normals have infinite juggle potential.

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

As with most remix jump lights there's no real reason to use this.

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Really weird move where Chun shoots a slow moving fireball that dissipates after a short time. It can be decent for space control every now and then, especially when combined with an EX Kikoken, but it is generally too slow to see much use.

  • Can be airdash canceled on whiff

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Primary jump in tool. Has a follow up by pressing HP again.

j.HP

Jumping Heavy Punch (Followup)
j.HPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Followup to j.HP done by pressing the button again. Can be used to help create mixups between j.HP > j.HPP for a double overhead and j.HP > land > low normal for a high low.

  • Has a unique property where it will ground bounce an airborne opponent if it hits when the JV equals the move's JP. This is most commonly useful after 623KK, which can be airdash canceled and sets the JV to the exact value needed to allow the ground bounce to occur.

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

Command Normals

6MP

Overhead
6MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

6HP

Forward Punch
6HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

6MK

Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.2MK

Divekick
j.2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

Special Moves

236P

LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

236K

Lightning Legs
236K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80


623K

Tenshokyaku
623K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

236K

Hazanshu
63214K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Supers

623PPP

Housenka
236KKK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

214PPP

Kikosho
236PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man


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