Super Street Fighter IV AE/Chun-Li

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Chun-Li

SSFIV-ChunLi Face.jpg

Becoming a detective at the mere age of 18, Chun-Li was determined to understand the circumstances surrounding her father's disappearance. The investigation lead her to the underground world of Shadaloo, where she learned of M. Bison and his involvement with her father's disappearance. Determined more than ever to shut down Shadaloo, Chun-Li teamed up with Charlie and, after Charlie's demise, Guile to take down Shadaloo. After Ryu defeated M. Bison, however, the threat was not over as Chun-Li soon learned about S.I.N. and their ties with Shadaloo. Her fight is not over yet...


In a nutshell

Chun-Li is a technical, but well-rounded character who can do relatively well in almost any situation. Chun-Li holds claim to one of the strongest footsie games of any character, as almost all of her normals have excellent range and can put a stop to many different approaches at once. Outside of space control, Chun-Li can also apply a shockingly strong offense as well. With just one well placed Jumping Roundhouse or Target Combo, and a touch of execution, she can utilize her Lightning Kicks and Spinning Bird Kicks to make the opponent dizzy in no time. Chun-Li's weakness, however, lies in the fact that her only true defensive option when pressured, her EX Spinning Bird Kick, is extremely predictable and costs meter. In addition, her Ultras are not that good, as one of them is mainly used as a combo ender, and the other is only truly useful in matchups against fireball-heavy characters.


Moves

Unique Attacks

Name
Command
Notes
Kakukyakuraku
df + hk
high
Rear Spin Kick
df + lk
Kakusenshu
f + mk
Kintekishu
b + mk
   Tenkukyaku
mk
Perform after Kintekishu
      Tenshokyaku
d u + mk
Perform after Tenkukyaku
Yosokyaku
(in air) d + mk
Can be performed three times in a sequence; high
Wall Jump
(in air, near wall) uf
Target Combo
(during angled jump) hp --- hp
high

Throws

Name
Command
Notes
Koshuto
f or n + lp + lk
throw
Kirinshu
b + lp + lk
throw
Ryuseiraku
(in air) lp + lk
airthrow

Special Moves

Name
Command
Notes
Kyakuretsukyaku
press k repeatedly
Requires 5 kick button presses; ex
Kikoken
b (charge) f + p
ex
Hazanshu
hcb + k
ex
Spinning Bird Kick
d (charge) u + k
ex armorbreak

Super Combo

Name
Command
Notes
Senretsukyaku
b (charge) f b f + k

Ultra Combos

Name
Command
Notes
Hosenka
b (charge) f b f + 3k
armorbreak
Kikosho
qcf qcf + 3p


AE ver. 2012 Changes

Yosokyaku

Made accessible from stick diagonally forward-down + medium kick as well as from stick down + medium kick.


Heavy Spinning Bird Kick

Changed damage from 30 * 9 (270 total) to 40 + 20 * 8 (200 total). Made the move hit fully when canceled into from a near standing heavy punch.


Kikoken

Changed startup from 10F to 9F.


Hosenka

Made hitboxes match SSFIV.


Kintekishu

Lengthened opponent’s stun when counter-hit by 3F, giving the attacker a +3F advantage on a counter-hit.


Tenkukyaku

Expanded hitbox downward to make it easier to hit crouching targets.


Crouching Heavy Kick

Increased stun from 100 to 150.


EX Hyakuretsukyaku

Increased amount of movement directly following the move’s opening and extended attack reach.


Near Standing Heavy Punch

Lengthened hit stun by 1F, leaving the attacker with a -2F (dis)advantage on a hit. Shortened hitback distance.


Crouching Light Kick

Expanded strike hitbox for deep hit.


AE Changes

  • Stun damage reduced on Crouching Hard Kick. Damage reduced on Standing Medium Punch. Both moves have the same hit properties.
  • Focus Attack is now easier for opponents to hit.
  • DF + Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 50 20 sp/su 3 2 7 +2 +5
Close Strong.gif HL 40*40 50*50 40*20 sp/su 4 3(6)3 14 -3 0
Close Fierce.gif HL 90 200 60 sp/su 4 4 21 -7 -3
Close Short.gif HL 40 50 20 sp/su 3 2 8 +1 +4
Close Forward.gif HL*H*H 30*20*20 50*25*25 40*20*20 sp/su 4 3(7)2*2 16 -4 -1
Close Roundhouse.gif HL 100 200 60 sp/su 4 3 18 -3 +2
Far Jab.gif HL 20 50 20 ch/sp/su 3 2 6 +3 +6
Far Strong.gif HL 60 100 40 sp/su 7 2 10 +2 +5
Far Fierce.gif HL 100 200 60 - 6 3 16 -1 +3
Far Short.gif HL 30 50 20 - 4 2 10 -1 +2
Far Forward.gif HL 70 100 40 - 7 3 13 -2 +1
Far Roundhouse.gif HL 100 200 60 - 12 2 20 -4 0
crouch Jab.gif HL 30 50 20 ch/sp/su 3 3 5 +3 +6
crouch Strong.gif HL 60 100 40 - 10 5 12 -3 0
crouch Fierce.gif HL 50*50 100*100 60*60 sp/su 7 2(6)2 18 -2 +2
crouch Short.gif L 30 50 20 ch 3 4 8 -1 +2
crouch Forward.gif L 60 100 40 sp/su 5 3 11 0 +3
crouch Roundhouse.gif L 90 100 60 - 7 4 19 -5 -
Jump up Jab.gif H 40 50 20 - 6 6 - - -
Jump up Strong.gif H 70 100 40 - 4 3 - - -
Jump up Fierce.gif H 70*70 150*150 60*60 - 5 2(2)2 - - -
Jump up Short.gif H 50 50 20 - 3 7 - - -
Jump up Forward.gif H 80 100 40 - 4 6 - - -
Jump up Roundhouse.gif H 90 200 60 - 4 8 - - -
Jump forward Jab.gif H 40 50 20 - 3 6 - - -
Jump forward Strong.gif H 70 100 40 - 5 3 - - -
Jump forward Fierce.gif H 70 150 60 - 5 8 - - -
Jump forward Short.gif H 30 50 20 - 4 10 - - -
Jump forward Forward.gif H 60 100 40 - 5 5 - - -
Jump forward Roundhouse.gif H 100 200 60 - 4 5 - - -
Left.gif+Forward.gif HL 50 50 40 - 9 4 16 -6 -3
Forward.gif(during Left.gif+Forward.gif) HL 50 50 20 su 12 3 39 -28 -
Down.gif,Up.gif+Kick.gif(during Left.gif+Forward.gif, Forward.gif) HL 20x5 50x5 20x5 - 4 4(2)1(4)2(4)1(5)1 9+15 - -
Right.gif+Forward.gif HL 80 100 40 - 15 3 13 -2 +1
Downright.gif+Short.gif HL 40 50 20 - 12 4 10+5 -5 -2
Downright.gif+Roundhouse.gif H 100 200 60 - 37 7 5 +2 +6
Down.gif+Forward.gif(air) H 60 50 40 - 2 3 - - -
Triangle Jump - - - - - - - - - -
Target Combo 1 H 40 50 20 - 4 3 - - -
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+14 2 35 -15 -
Focus attack LVL 3 - 120 200 60 - 65 2 35 - -
Forward Throw 1.01 140 100 40 - 3 2 20 - -
Back Throw 1.01 140 100 40 - 3 2 20 - -
Air Throw 1.10 150 150 40 - 3 2 - - -
Lightning Kicks Short.gif HL 15xN 20xN 20/10xN su 4 ??? 17 +2 +6
Lightning Kicks Forward.gif HL 15xN 25xN 20/10xN su 7 ??? 20 0 +4
Lightning Kicks Roundhouse.gif HL 15XN 30xN 20/10xN su 7 ??? 21 -1 +3
Lightning Kicks EX.gif HL 40x4 50x4 -250/0 su 4 ??? 19 +1 -
Kikkoken Jab.gif HL 50 50 20/20 su 14 100 44 -4 0
Kikkoken Strong.gif HL 60 75 20/20 su 12 77 41 -3 +1
Kikkoken Fierce.gif HL 70 100 20/20 su 10 45 41 -5 -1
Kikkoken EX.gif HL 50*50 50*50 -250/0 su 10 49 48 -4 0
Hazan Shu Short.gif H 90 100 30/40 su 23 2 20 -1 +4
Hazan Shu Forward.gif H 110 150 30/40 su 25 2 19 0 +5
Hazan Shu Roundhouse.gif H 130 200 30/40 su 26 2 20 -1 +4
Hazan Shu EX.gif H 170 200 -250/0 su 26 2 20 -1 -
Spinning Bird Kick Short.gif HL 32x5 36x5 20/10x5 - 13 2(2)1(5)2(4)2(4)2 10+12 -3 +1
Spinning Bird Kick Forward.gif HL 25x6*30 28x6*32 20/10x7 - 14 2(2)1(5)1(5)2(4)2(6)1(5)2 9+12 -2 +2
Spinning Bird Kick Roundhouse.gif HL 30x9 30x9 20/10x9 - 22 1(2)1(5)2(4)2(4)2(6)2(3)2(5)2(4)2 11+12 -4 0
Spinning Bird Kick EX.gif HL 30x4*50 50x4*60 -250/0 - 6 2(1)2(3)2(4)2(3)2 9+9 -18 -
Super Combo Short.gif HL 30x8*100 0 -1000/0 - 1+0 ??? 50 -31 -
Super Combo Forward.gif HL 30x8*100 0 -1000/0 - 1+0 ??? 63 -44 -
Super Combo Roundhouse.gif HL 30x8*100 0 -1000/0 - 1+0 ??? 86 -67 -
Ultra Combo 1 HL 30x9*190 0 0/0 - 0+7 ??? 65 -47 -
Ultra Combo 2 HL 15x19*45 0 0/0 - 0+10 6x20 80 -55 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: