Super Street Fighter II Turbo HD Remix/Chun-Li

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Revision as of 12:22, 27 May 2010 by Benjamin Hanes (talk | contribs) (Added move list information)

Introduction

Moves List

Far Standing Normals

Jab: While this move has less reach than the rest of her standing normals, it has the best priority, as it doesn't add to her vulnerable hitboxes. It's also helpful to throw these out while walking backwards to charge backwards without having to duck. You can chain these jabs together in a combo.

Strong: St. strong is an extremely fast poke with very good range. It's great for pressuring your opponent, especially because it leaves you at a small frame advantage and if you are close enough and they aren't in hit stun, you will throw them.

Fierce: This is a bit slower than st. strong, but reaches slightly further. It also hits higher, making it work as an anti-air at certain angles, but also making it whiff against crouching opponents.

Short: St. short is extremely similar to st. strong, except that it's a little slower, does less hit/block stun, and is much harder to be swept out of. Mixing it in with st. strong pressure can help against opponents who have fast low attacks, making them think twice about throwing them out.

Forward: This is one of Chun Li's best grounded anti-air moves. It also has pretty good reach, but will miss crouching opponents. It also works well for stuffing opponents trying to throw fireballs at close range.

Roundhouse: This is another grounded anti-air move. While it can be used on a descending opponent, it works best for hitting someone just as they leave the ground. It has huge reach, but only hits high.

Close Standing Normals

Jab: These are mostly just good for ticks and chaining them in combos.

Strong: Cl. strong can work as a decent anti-air move, but it mostly just comes out when you try to throw a frame too early. It's not a bad move, as it leaves you with as much frame advantage as st. strong, but it will miss crouching opponents.

Fierce: This move is mostly used for combos and block strings, as it has an extremely fast start up time, can be canceled into any special move, and does a lot of damage, dizzy, and pushback. By itself it has a long recovery time, though, so be careful.

Short: You'll mostly just use these for ticks.

Forward: This is Chun Li's best grounded anti-air normal. Use it for opponents who are jumping extremely close to you, especially against splash-style jump-ins like Zangief's, T. Hawk's, and E. Honda's. It has some start up time before it gets to the good hitbox, though.

Roundhouse: It looks like a good anti-air, but the vulnerable hitbox is actually higher than the hitting one, so you will, at best, trade with jump-ins. It does hit higher than cl. forward, though, so if you don't mind trading and can time it well, you can hit more things with this.

Crouching Normals

Jab: Similar to far standing jab, it does not extend your vulnerable hitbox to use it, so it is high priority. Thus, it's best used to punch other crouching punches.

Strong: This is a pretty good poke and doesn't extend your bottom hitbox at all, so it can avoid some sweeps. It also works well in combos.

Fierce: Similar to cr. strong, but slower and with more reach. It also has the same animation as cr. strong, so if you whiff one of those throwing out one of these could make it look like it will whiff, too.

Short: Like cr. jab, it doesn't extend your vulnerable hitbox at all, so use it to stuff other sweeps.

Forward: This is quite possibly the best normal in the entire game. Fast, long reach, high priority, good frame advantage. When in doubt, use this move.

Roundhouse: While relatively slow, this is the best move to use to get a knockdown. It has a reasonable startup, extremely long range, but a very slow recovery. Fortunately, when she is in recovery her hitbox retracts to the normal crouching one, so you can often avoid retaliation if you whiff. This property also makes it a good meaty if you don't have time to safe jump, safe Neckbreaker, or meaty Kikkoken.

Neckbreaker (Down+Forward+HK): While this move looks like an overhead, it is not. It is instantly airborne, so it can be used to avoid throws and low attacks, but often goes high enough to avoid some high attacks, including fireballs. It also leaves you closer to your opponent than when you started, so you can use it to reset a mix up string. The other main use is to use it as a fast safe jump because it goes from airborne and hitting into grounded with no recovery in a single frame. It also knocks down, so you can repeat this move on an opponent that insists on not blocking.

Neutral Jumping Normals

Jab: This move has limited range, but stays out the entire time you are jumping. It is slightly better than j. short for opponents attacking from below you, but not as good as an anti-air.

Strong: This has more reach and priority than jab, but requires a small amount of timing.

Fierce: You have to time it, but if this doesn't beat something air-to-air, nothing will.

Short: This is the best all-purpose anti-air Chun Li has. It's pretty safe to do as it stays out the entire time and will beat most air attacks cleanly.

Forward: It looks like neutral j. short, but it has slightly longer reach and a long vulnerable hitbox in the middle of the hitting one, making the other neutral jump attacks much better.

Roundhouse: While this move has only decent priority, it works well as an anti-air because it comes out extremely fast and, thus, can hit the start-up of other air attacks. You can also use it immediately after jumping to hit standing opponents, knocking them down.

Headstomp (Down+MK): This is your anti-anti-air move. It can even stuff Shoryukens after their startup. After a headstomp you will pop up into the air in a short diagonal jump, regardless of whether you were rising or falling, and can do any diagonal jumping attack, including another headstomp. Just be careful, because you are extremely vulnerable after a headstomp that leaves you bouncing away from your opponent with your back turned. You can use an air Spinning Bird Kick to stay in the air longer to try to avoid anti-airs, but this can become predictable and be punished. The headstomp also has no minimum jump height for when it is started, so you can use it immediately after jumping to hit a crouching opponent. It must be blocked high, so this works as an instant overhead.

Diagonal Jumping Normals

Jab: It has limited reach, decent priority, stays out until you land.

Strong: This has more reach and priority than jab, but needs a little timing.

Fierce: This is Chun's highest priority diagonal jumping normal. If something is beating your j. short or j. forward, try this on it.

Short: This move has good reach, good priority, and stays out the entire time Chun is jumping. If you think your opponent may be jumping at the same time you are jumping, choose this move over j. forward.

Forward: One of the best jumping normals in the game, it has great priority, great reach, and crosses up. It loses to attacks from opponents above Chun Li, though, so don't use this if your opponent jumped before you.

Roundhouse: This move has some of the best priority against opponent's above Chun Li of any of her diagonal jumping normals.

Headstomp: See Neutral Jumping Normals

Wall Jump: It's not really an attack, but if you are jumping diagonally by the edge of the screen you can push away from it to jump again away from it. You can time this however you like, so it can be helpful to avoid corner traps.

Special Moves

Lightning Legs (press the same kick button 3 times rapidly): Chun Li rapidly kicks in front of her. If you keep pressing kick she will keep doing the move, and can even change which type she is doing. The LK version has the fastest start up and the most frames between kicks, with the HK version having the slowest startup and the least frames between kicks. This move is one of the highest priority in the game and does a lot of damage, including chip damage, but you must wait a little while after you stop pressing kick before she will stop again, leaving her vulnerable to some air attacks and any attack from behind. Oftentimes, however, an opponent has to hit her from so high in a jump that you get a free throw on them when they land. Be careful about doing this move too deep on an opponent, as well, because it will not hit someone in hitstun, and, thus, opponents get at least one reversal frame every time you hit them, which they can use to throw you or Shoryuken.

Kikkoken (charge back for 55 frames, forward+punch): This is Chun Li's fireball. It has the fastest start up of any fireball, making it a great poke, but she has one of the worst recoveries, which, along with having to charge for her fireball, makes her the worst at pure fireball wars. Also, her fireballs have limited range, with slower ones traveling further. Her lp fireball is one of the slowest in the game, though, which works to her advantage because of her fast foot speed. If an opponent blocks one of her lp fireballs, she can be there right behind it and can actually combo with it if it hits. Be careful, though, as you only have a short time to attack after a fireball hits (and wasn't blocked), after which you have to wait before you can attack again.

Spinning Bird Kick (charge back for 54 frames, forward+kick, or, optionally, charge down, up+kick in mid-air): This move can be done on the ground or in the air, with significant differences between the two. The ground version has an invulnerable start up, followed by some grounded vulnerable frames, followed by a couple more invulnerable frames, followed by her jumping forward, spinning like a helicopter upside down until she lands, then some invulnerable frames as she flips right-side-up. The lk version reaches hitting frames fastest and is safest on block, but has the least invulnerability time and the worst vulnerable hitbox before lift-off. The mk and hk versions both have the same invulnerability time, which is enough to avoid many reversals. The distance traveled is in the order of mk, lk, hk. The air-to-air priority of this move is also good, and it will often hit 3 times when used at the same time as a jump-in. It can also hit up to 4 times in a single attack, but has the strange property of being able to juggle up to 5 times: the most in the game. If you hit less than 3 times, you can often use upkicks afterwards to reach the 3-hit juggle limit.

Upkicks (charge down for 54 frames, up+kick): This is Chun Li's traditional reversal. The lk version has the most invulnerability, so you will likely want to use that the most when anti-airing. The hk version travels further forward and has less start up, though, so it is better for juggling, comboing, or avoiding tick throws. The first hit of this move only hits a small area very close to the ground, so your timing will need to be very precise, as there are a lot of vulnerable frames before hitting frames show up again.

Super (charge back for 54 frames, forward, back, forward, kick): Chun Li has one of the best supers in the game, even with the damage reduction. It gives her a reliable anti-air, lets her go through fireballs in a small window, and, because of its storing property, gives her a better reversal and even more pressure options. Keep in mind when doing the super as an anti-air that you want to hit them with it just as they land, because it will do less damage to an airborne opponent. You can also follow with hk upkicks to add another hit against some opponents. To do the stored super, do the charge back, forward, back, forward motion, then don't let go of forward. If you press kick at any time before letting go of forward, or even a little bit afterward, she will do her super. Because the motion for this overlaps with Spinning Bird Kick and Kikkoken, you can do something like charge back, forward+punch, back, forward to throw a fireball and then walk forward with your super stored. Keep in mind that you can still throw punches, jump forward, or crouch without losing it. Oftentimes opponents will try to jump to avoid the super, so if you crouch and wait, you can super them when they land. You can also often get away with a blatant walk-up throw with your super stored, as most people will be trying to block it. Mixing st. strong with these can increase pressure on the opponent so they have to guess when you are making your move. One other advantage of using stored super with st. strong is that you can store super before you actually have the meter to use it, then make your opponent block enough st. strongs to fill your meter and super them.

Changes From Super Turbo To HD Remix

From Sirlin.net:

The bad:

   * Lighting Legs less damage and dizzy
   * Super less damage
   * Neckbreaker no longer crosses up

The good:

   * Lighting Legs easier to do
   * New arcing Spinning Bird Kick is fairly useful
   * New motion or aerial Spinning Bird Kick leads to some tricks

The Basics

Advanced Strategy

Matchups