Marvel VS Capcom: Infinite/Chun-Li

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Mvci logo.png

Chun-Li

Mvci Chunli.png

Perhaps even better-known the world over than her Street Fighter peer Ryu, Chun-Li makes an expected return to the world of the vs. Capcom series. This agile interpol officer is as ready as ever to bring justice to the chaotic world of Marvel vs. Capcom Infinite.

In a nutshell
In Marvel vs. Capcom Infinite, Chun has not gained any entirely new special moves so much as she has had a significant retooling of how her moves are performed. One of the few vs. Capcom charge characters, Chun's Spinning Bird Kick and Kikoken are now quarter-circle moves. This makes Spinning Bird Kick easier to perform at significant aerial heights, complementing her aerial mobility-centric gameplan. Instead, charging is reserved strictly for the particularly special EX Spinning Bird Kick and Kikoanken. Her iconic Hyakuretsukyaku, aka Lightning Legs, now no longer requires rapid button mashing, and is also a quarter circle move. If you want to use Chun effectively, you'll need to swiftly manuever around the screen, approach your opponent, and use your aerial options to mix them up for her lengthy combos.

Introduction

Players to Watch

Dyllancrazy

Character Vitals

CHARACTER DATA
Health:
9,000
Double Jump:
Yes
Air Dash:
1-Way
Air Dash/Jump count:
1
Misc Movement:
Wall Jump

Move List

Unique Trait

EX: Chun-Li has the ability to charge some of her specials which grant additional benefits. Holding down or back for a set time will make Chun-Li glow, letting you know her more powerful EX Spinning Bird Kick or Kikoanken are available.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
150 Mid 5 -4 -3
Can chain into itself and 2LP.
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
550 Mid 10 +2 -3
Chun's longest-reaching ground normal.
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350 Mid 6 -2 -5 Jump Cancellable
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
550 Mid 8 -14 Jump Cancellable
-
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
150 Mid 5 -2 -3
Can chain into itself and 5LP.
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
550 Mid 11 -6 Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350 Low 6 0 -3 Jump Cancellable
-
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
550 Low 8 -10 Jump Cancellable
Chun's sweep; often preferable to use over 5HK before a launcher in a standard grounded string since 5HK pushes the opponent so high up.
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
150 High 4 - - Double Jump Cancellable
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
550 High 8 - - Double Jump Cancellable
-
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350 High 6 - - Double Jump Cancellable
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
550 High 11 - - Ground Bounce, Hard Knockdown, Double Jump Cancellable
Has a very generous cross-up hitbox on its later active frames.

Command Normals

Kakukyakuraku
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 High 32 +2 -3
Chun hops through the air in a fixed parabolic arc, turning around to hit the opponent on the way down. Can either cross up or hit in front, depending on your spacing when you begin the move.
Yosokyaku
j.Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350 High 5 - -
Causes Chun to bounce off the opponent on contact. Cannot chain into other normals or command normals, but can still cancel into specials and hypers; doing so halts the upwards trajectory of the bounce. Can only perform 3 per airborne period.
Kakukyakuda
j.Mvci fwd.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350 High 4 - - Double Jump Cancellable
Due to its vertical nature, extremely difficult to hit even standing grounded foes with; best kept for air combos.
Kakuyokuda
j.Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
550 High 11 - - Double Jump Cancellable
Chun's air normal with the longest horizontal reach.
Yoshirenken
j.Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
550 High 9 - - Soft Knockdown, Double Jump Cancellable
-

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%. Can easily get a launcher combo starting with 2HK in the corner, and midscreen on a backthrow. Midscreen on a forward throw, however, requires different combo routing; for example, 2HK > 236LK > 236LK~5HK
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%. Can't get a combo solo, but trivially easy to get a combo extension utilizing tag after the throw animation finishes, any version of the throw, any screen position.
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in.

Specials

Hyakuretsukyaku
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 120x4 (480) Mid 8
Mvci hk.png 150x7 (1005) Mid 8
-
Sotengeki
Mvci hk.png during Hyakuretsukyaku
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid -29 Launch
-
Aerial Hyakuretsukyaku
j.Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 100x4 (400) Mid 9
Mvci hk.png 100x9 (870) Mid 9
The LK version allows Chun to continue falling at a slightly slower rate, while the HK version nearly suspends her gravity entirely.
Rechisu
Mvci hk.png during Aerial Hyakuretsukyaku
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High
-
Spinning Bird Kick
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 400x2 (800) Mid 10/10 -19/- Airok.png
Mvci hk.png 300+200x3 (880) Mid 9/10 -18/- Airok.png
Frame data is listed as ground/air.
Hajinkyaku
Mvci hk.png during Spinning Bird Kick
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid Wall Bounce
-
Kikoken
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 900 Mid 20 -14 -13
Mvci hp.png 1000 Mid 15 -7 -6
Chun's fireball, now as a motion input instead of a charge. LP version travels slowly and disappears after traveling 95% of the screen, HP version travels quickly and disappears after a little under 2/3rds of the screen.
Kikoanken
[ Mvci back.png ]Mvci fwd.pngMvci lp.png or Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1100 Mid 18 -28
Chun creates a large Kikoken-like burst of energy. Despite resemblin Kikoken, this is not flagged as a projectile; its hitbox won't interact with projectiles, and it is not absorbed by light armor.
EX Spinning Bird Kick
[ Mvci down.png ]Mvci up.pngMvci lk.png or Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300+100x6+500 (1320) Mid 9 -20 Airok.png, Hard Knockdown
Frame data is only for the ground version.
Tenshokyaku
Mvci down.pngMvci down.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 300x2+400 (960) Mid 4/4 -16/- Airok.png
Mvci hk.png 180x6+500 (1494) Mid 3/4 -57/- Airok.png
Frame data is listed as ground/air.
Despite resembling a DP, this move is not invulnerable at all, instead serving entirely as a combo extender.

Hypers

Kikosho
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
250x13+1100 (3310) Mid 14 -36
-
Hoyokusen
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350x11+1000 (3545) Mid 19 -30
-
Gekko Senkukyaku
j.Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
3440 (3 hits) Mid
-
Shichisei Ranka

Lvl 3
Mvci qcb.pngMvci lk.pngMvci hk.png

Damage Guard Startup Active Recovery On Hit On Block Properties
400x4+450x9+1500 (5445) Mid 19
Chun performs an extra-large Spinning Bird Kick, followed by a Tenshokyaku, ending in a final slamming kick down to the ground. Invulnerable during startup and most of the active frames of the Spinning Bird Kick part.

Hitboxes

Videos

Technology

Combos

BnB

2LK > 5HP > jc backwards > air dash > j.5LK > 2LK > 5HP > 2HK > 236LK > 5HP > jc > j.6HK > air dash > j.6HK > j.6HK > air dash j.6HK > j.6LK > j.6HK > jump cancel > j.6LK > j.6HK > jc > j.6HK >236HK.HK > 4HP > [4]6 HP > dash 5HP > 5HK > 2HP > j.5HK > j.6HP > j.6HK > jump cancel j.5LK > j.6HP > j.6HK > jump cancel j.6HP > j.6HK > 214HK.HK > j.236LK+HK

Easier BnB

2LK > 5HP > jc backwards, air dash j.6LK, 2LK > 5HP > 5HK > jc > j.6LK > j.6HK > jc > j.6LK > j.6HK > jc > j.6LK > j.6HK > 236HK ~ HK > land > 4HP > [4]HP > dash > 5HP > 2HP > j.6LK > j.6HK > jc > j.6LK > j.6HK > jc > j.6LK > j.6HK > j.214HK.HK > j.236LK+HK

Credit: https://youtu.be/JBEJMbl2aNs

Alternative BnB

5HP > 2HK > 2HP > jc > j.5LK > 5HP > jc > j.5LP > 5LK > 5HP > jc > j.5LP > 5LK > 5HP > 236LK ~ K, land [4]HP > [4]6HP > dash up > 2HK > 2HP > jc j.5LK > 5HP > jc > j.5LP > 5LK > 5HP > jc > j.5LP > 5LK > 5HP > 214LK > super

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Chun-Li

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