Super Street Fighter IV AE/Chun-Li

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Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


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.png + Hk.png
High.png
Rear Spin Kick
Df.png + Lk.png
Kakusenshu
F.png + Mk.png
Kintekishu
B.png + Mk.png
   Tenkukyaku
Mk.png
Perform after Kintekishu
      Tenshokyaku
D.png U.png + Mk.png
Perform after Tenkukyaku
Yosokyaku
(in air) D.png + Mk.png
Can be performed three times in a sequence; High.png
Wall Jump
(in air, near wall) Uf.png
Target Combo
(during angled jump) Hp.png ---.png Hp.png
High.png

Throws

Name
Command
Notes
Koshuto
F.png or N.png + Lp.png + Lk.png
Throw.png
Kirinshu
B.png + Lp.png + Lk.png
Throw.png
Ryuseiraku
(in air) Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Kyakuretsukyaku
press K.png repeatedly
Requires 5 kick button presses; Ex.png
Kikoken
B.png (charge) F.png + P.png
Ex.png
Hazanshu
Hcb.png + K.png
Ex.png
Spinning Bird Kick
D.png (charge) U.png + K.png
Ex.png Armorbreak.png

Super Combo

Name
Command
Notes
Senretsukyaku
B.png (charge) F.png B.png F.png + K.png

Ultra Combos

Name
Command
Notes
Hosenka
B.png (charge) F.png B.png F.png + 3k.png
Armorbreak.png
Kikosho
Qcf.png qcf + 3p.png


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.


Kikkosho

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 -2
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 Forces stand
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 90 150 60 - 7 4 19 -5 - Hard knockdown
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 - - - [Air hit] Limited juggle knockdown, 2nd hit pursuit property
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 - - - [Air hit] Limited juggle knockdown
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 + After landing 15 - - Legs projectile invincible until end of active frames, pursuit property
Right.gif+Forward.gif HL 80 100 40 - 15 3 13 -2 +1
Downright.gif+Short.gif HL 40 50 20 - 12 4 10 + After landing 5 -5 -2 16~25f Feet strike and projectile invincible, 12~25 airborne, [Air hit] or [Counterhit] limited juggle knockdown
Downright.gif+Roundhouse.gif H 100 200 60 - 37 7 After landing 5 +2 +6 11~43f airborne
Down.gif+Forward.gif(air) H 60 50 40 - 2/3/4 3 - - - 1f legs projectile invincible, [Air hit] limited juggle knockdown, pursuit property, repeats up to 3x, (something about inputs)
Triangle Jump - - - - - - - - - - Can perform until 29f of jump
Target Combo 1 H 40 50 20 - 4 3 - - -
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+13 2 35 -15 -
Focus Attack LVL 3 - 120 200 60 - 65 2 35 - -
Forward Throw 1.01 140 100 40 - 3 2 20 - - Hard knockdown
Back Throw 1.01 140 100 40 - 3 2 20 - - Hard knockdown
Air Throw 1.10 150 150 40 - 3 2 - - - Hard knockdown
Lightning Kicks Short.gif HL 15xN 20xN 20/10 su 4 2(6)2(6)2(6)2 [(5)2(6)2(6)2(6)2] [(4)2(6)2(6)2(6)2] 17[19] +2[0] +6[+4] [] refers to the extension lightning kicks, extension block advantage assumes last hit connects
Lightning Kicks Forward.gif HL 15xN 25xN 20/10 su 7 1(4)2(4)1(4)1 [(4)1(4)2(4)1(4)1] 20[17] 0[+3] +4[+7] [] refers to the extension lightning kicks, extension block advantage assumes last hit connects
Lightning Kicks Roundhouse.gif HL 15XN 30xN 20/10 su 7 1(4)1(4)1(3)1 [(4)1(4)1(4)1(3)1] 21[20] -1[0] +3[+4] [] refers to the extension lightning kicks, extension block advantage assumes last hit connects
Lightning Kicks EX.gif HL 40x4 50x4 -250/0 su 4 1(3)1(3)1(3)1 19 +1 -
Kikkoken Jab.gif HL 50 50 20/20 su 14 100 Total 44 -4 0 20~21f cancellable, charge 55f
Kikkoken Strong.gif HL 60 75 20/20 su 12 77 Total 41 -3 +1 17~18f cancellable, charge 55f
Kikkoken Fierce.gif HL 70 100 20/20 su 10 45 Total 41 -5 -1 17~18f cancellable, charge 55f
Kikkoken EX.gif HL 50*50 50*50 -250/0 su 10 49 Total 48 -4 0 Pursuit property, 17~18f cancellable, charge 55f
Hazan Shu Short.gif H 90 100 30/40 su 23 2 20 -1 +4 2~22f airborne, +3 hit advantage vs crouching opponents
Hazan Shu Forward.gif H 110 150 30/40 su 25 2 19 0 +5 2~23f airborne, +4 hit advantage vs crouching opponents
Hazan Shu Roundhouse.gif H 130 200 30/40 su 26 2 20 -1 +4 2~25f airborne, +3 hit advantage vs crouching opponents
Hazan Shu EX.gif H 170 200 -250/0 su 26 2 20 -1 - 1~14f Invincible, 2~25f airborne, Hard knockdown
Spinning Bird Kick Short.gif HL 32x5 36x5 20/10x5 - 13 2(2)1(5)2(4)2(4)2 10+12 -3 +1 13f~ airborne, 1st hit forces stand, armor break, 2nd-5th hit cannot hit crouching opponents, charge 55f
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 14f~ airborne, 1st hit forces stand, armor break, 2nd-7th hit cannot hit crouching opponents, charge 55f
Spinning Bird Kick Roundhouse.gif HL 40*20x8 40*20x8 20/10x9 - 22 1(2)1(5)2(4)2(4)2(6)2(3)2(5)2(4)2 11+12 -4 0 22f~ airborne, 1st hit forces stand, armor break, 2nd-9th hit cannot hit crouching opponents, charge 55f
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 - 1~7f Invincible, 8f~ airborne, pursuit property, armor break, 2nd-5th hit cannot hit crouching opponents, charge 55f, frame advantage based off 1st hit
Super Combo Short.gif HL 30x8*100 0 -1000/0 - 1+1 2(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2 50 -31 - 1~2f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Super Combo Forward.gif HL 30x8*100 0 -1000/0 - 1+1 2(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2 63 -44 - 1f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Super Combo Roundhouse.gif HL 30x8*100 0 -1000/0 - 1+1 1(14)1(3)1(5)1(2)2(5)1(3)1(5)1(17)2 86 -67 - 1f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Ultra Combo 1 HL 30x9*190 0 0/0 - 0+7 2(17)2(5)2(5)2(5)2(5)2(5)1(6)1(22)3 65 -47 - 1~7f Invincible, Untechable limited juggle knockdown, 1st & 9th hit armor break, 9th hit goes into animation, charge 55f
Ultra Combo 2 HL 15x19*45 0 0/0 - 0+9 6x20 80 -55 - 1~9f Invincible, Untechable limited juggle knockdown, projectile hitbox
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes