SvC Chaos: SNK Vs Capcom/Chun-Li

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春麗, Chun-Li
"1800 year-old martial arts, eh? Looks like you need 2200 more."
Difficulty Easy
Max Mode Needed? Up to you, but very strong
Tier Placement Top Tier (S)
Standing Hitbox ?
Crouching Hitbox Short
Wall Jump Yes

Introduction

ChunLifacesvc.png

Chun-Li is a martial arts fighter that debuted in Street Fighter II: World Warriors, and has since gained worldwide popularity (and notoriety) as one of gaming's most popular female characters. A character who Capcom graciously gives top tier privilege in several games she's appeared in, SVC is no different. Bosses or no bosses, Chun-Li is a top tier who has everything she needs to handle anything thrown at her with few flaws to her.

Strengths Weaknesses
  • Easy to learn
  • Strong movement
  • Cross-up command grab
  • Spinning Bird Kick can now crossup and start combos
  • 100% Corner Max Mode combo
  • Max Mode is a great boon, but is not needed
  • Great tools in general
  • Can do just about anything well
  • Low health
  • Meter hungry
  • No good anti-airs
  • SBK whiffs against some crouching and small hitbox characters
  • Command grab does no damage
  • SBK can't be used in the air
  • Exceed is easy to punish
  • Can potentially lose to specialists
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 5 12 +3 +1 -
  • An elbow attack. Has the same properties as the Far version.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 6 7 17 -1 -3 -
  • An attack with her foot. Don't use this, it can't link into another Light Attacks(She has better options).

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 8 20 32 -8 -10 -
  • Your main thing to do combos. Cancel it for good damage.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 9 11 25 +0 -2 -
  • A knee attack with very stubby range.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 3 5 11 +4 +2 -
  • A fast slap. Can be normal canceled, and can chain into any Light Attack, including itself.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 8 17 +0 -2 -
  • A kick attack with better reach than the f.A above, but can't be normal canceled, and can't chain into other Light Attacks.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 11 8 19 38 -7 -9 -
  • Great move for poking. Can't be normal canceled, and Chun-Li will move a little forward during the move.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 3 21 36 -4 -6 -
  • Chun jumps, and kicks. Can't be normal canceled, but she will move forward during the move.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 7 14 +1 -1 -
  • Punch with nice reach. Although it can look like, it doesn't hits low. Can be normal canceled too, and can chain into any Light Attack.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 8 16 +0 -2 -
  • Her best Light Attack Chain starter. It has nice reach(Better than the cr.A), and hits low. She has some good combos using this normal.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 8 12 27 +0 -2 -
  • Another punch with decent reach, but only that. Cannot be normal canceled.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 7 22 37 SKD -11 -
  • Her classic sweep. Cannot be normal canceled, so use it only as a poke(It has great reach, and it's fast).

Jumping Normals

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 23 - - - - -
  • Neutral Jumping Attack
  • A punch aiming down.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 20 - - - - -
  • Diagonal Jumping Attack
  • A simple attack for jump-ins. Chun has better options, but this one can be useful.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 22 - - - - -
  • Neutral Jumping Attack
  • Kick aiming up. Use it if your opponent is jumping higher than you.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 23 - - - - -
  • Diagonal Jumping Attack
  • One of the jump attacks with the best priority, and can crossup. Use this if you need a jump-in attack, or an air-to-air attack, but the worst part is that it's a little hard to combo after this move crosses up.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 24 - - - - -
  • Neutral Jumping Attack
  • Defensive punch to use as an air-to-air. Stays for a decent time too.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 5 - - - - -
  • Diagonal Jumping Attack
  • A punch with good damage. Use it as a jump-in attack. She has a Command Move using it(See below). It can be canceled into her d+B too.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 8 - - - - -
  • Neutral Jumping Attack
  • Chun-Li splits her legs midair. There is only one hitbox on the front leg, and it's small anyways.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 2, 3 - - - - -
  • Diagonal Jumping Attack
  • Good kick for jump-ins.

Command Normals

Youshi Ken
dj.CC
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1st Punch - - Mid - - - - - - - - - - -
  • Her aerial chain. This move is mainly used after the Kick Super, or as a 2-hit jump-in attack for tall characters. The first hit is her j.C, and can be canceled into the move below(d+B). The second hit is just a linker, and will combo after the first attack.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
2nd Punch - - Mid - - - - - - - - - - -

Yousou Kyaku
j.2B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Classic move. Chun-Li will bounce on the opponent by using her legs. You can add a jumping normal after the bounce, use this move again, or even do a wall jump if possible. Sadly, you can't chain it many times, like on ST.

Kakusen Kyaku
f.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Anti-air move. Can be normal canceled, but will only combo after a cl.D(Sadly, won't combo after the C). Will whiff on small crouching characters.

Kakusen Rakushuu
f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Like the move above, but hits low, and can't be normal canceled. It's great for damaging combos on Max Mode(You'll see them later).

Zensou Sentai
df.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Chun's cr.MK. You can normal cancel it, and it has the same reach as her cr.B. Chun-Li can do interesting combos using it.

Kaku Kyaku Raku
df.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • I remember this classic move. It's an overhead, can crossup, and will do a knockdown. Good to use on the opponent's wakeup.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Kikou Ken
hcf P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcf A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcf C - - Mid - - - - - - - - - - -
  • Chun-Li's projectile. The A version is faster, but doesn't have so much reach(It's like Andy Bogard's Hishou Ken). It can combo from the Heavy Attacks, and most Command Moves. On Max Mode, you can supercancel the hit into any Super. The C version is slow, but will travel full screen length, and can't combo from any attack, sadly.

Tenshin Enbu
hcb P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Chun-Li's Command Grab. It doesn't do any damage, but your opponent will be open for any combo(Just walk forward and do one), and it can serve to crossup your opponent. There's no difference between the two versions too.

Sen'en Shuu
hcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb D - - Mid - - - - - - - - - - -
  • Overhead move. It could pass over moves(On the startup animation), but here she can't. The best way to use it is on the opponent's wakeup. There's no difference between the two versions.

Tenshou Kyaku
dp K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp D - - Mid - - - - - - - - - - -
  • Chun's overhead move. It doesn't have any invincibility frames, but it has fast startup. The B version does one hit(Where you can juggle your opponent after the hit), and the D version does 3 hits(You can juggle after the last hit too). It can be used to followup her SBK(If it crosses up).

Hyakuretsu Kyaku
Tap K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Tap B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Tap D - - Mid - - - - - - - - - - -
  • Classic move, but not so used. Use it on combos only(You can do a hit-confirm combo for the Exceed with this move involved).

Spinning Bird Kick
[d]~u K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u D - - Mid - - - - - - - - - - -
  • Another classic move, and can be another anti-air move, but sadly, it can't be used in the air. You can use it to crossup your opponent on certain combos(See her combos section below for more details). The B version does 2 hits, and the D version can do up to 6 hits. If it crosses up, you can followup it with her DP+K, or even the Exceed.

Super Moves

Kikou Shou
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
20x17 24 Mid 4x17 0 0 X - - - - - - -
  • Chun-Li's super version of her projectile. It can destroy normal projectiles, and will stop certain Super ones. The main way to use it is as a damaging anti-air, or as a chip finisher. On the corner, it can be used to followup the Super below(It can do up to 17 hits).

Houyoku Sen
qcf x2 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
20x17 20 Mid 0 0 0 X - - - - - - -
  • Chun-Li's way to do combos. She will do 16 kicks, following by another one(After it, you can followup with nearly anything she has). The damage is good, without considering the possible followups.

Exceed

Hazan Tenshou Kyaku
Charge Db.png~Df.pngDb.pngUf.pngKof.lk.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
62x9 68 Mid 0 0 0 X - - - - - - -
  • Strange input, but it's a Super version of her DP+K. It will do 9 hits, and great damage(Almost one bar). It has a shortcut, in case you're having problems with the input(Charge db, HCB, uf+KK). It has some hit-confirm combos, so don't worry about landing it.

Strategy

Basic Strategy

Chun-Li's gameplan

Chun-Li is a great offensive/defensive char. You can use her as a turtler(By walking back and forward, using your long-ranged attacks and punishing when you need), which is an easy thing. For her defensive options, you have her projectile Super(Safest anti-air), her DP+K(Doesn't have invincibility frames, but you can juggle after it), or even her Exceed(Most damaging one, but due to the input, it can be a little hard to react). If you need to punish, you can just use her Kick Super(And followup it with anything), or on a better situation, do her Command Grab for a crossup combo. Good Luck in your future matches.

Advanced Strategy

Resets

Resets are important(This on nearly any SvC section). Characters with moves that can juggle the opponent can be fatal on any match, due to the damn resets. Chun-Li is a great character with combos, and with the resets, this won't change. Try this:

Any Houyoku Sen combo(Optional, you just need to hit with the super), QCF(2x)+K, forward sj. cancel, j.C, C(Where the opponent is reseted), dash under the opponent(For a crossup), cr.B(2-3x), (df+B, Charge d, u+D, DP+D/Exceed)/(QCF(2x)+K, and repeat the same process, but without the optional combo, obviously)

A really good setup for her, really, and you can even repeat it, in case your opponent needs an "Encore". On the normal mode, you can do it only 2 times, but on Max Mode... I won't even talk. Chun-Li is a great character for combos, mixups, crossups and those things, that's why she's a great high tier character. To see an example of the reset, just click here to see it on work.

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

Starters

Starters
Combo Position Damage Stun Difficulty Notes
cr.B x2-3, df.B TBA TBA TBA TBA
j.X, cl.C, f.B TBA TBA TBA TBA f.B only combos if a jump-in is added before cl.C for whatever strange reason. Without it the opponent can block f.B with zero issue.
(j.X,) cl.D, f.B TBA TBA TBA TBA Does not require a jump-in.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X / hcb P,) cl.C, hcf A TBA TBA TBA TBA Easy combo to begin. For a Jump Attack, you can use her j.C(With the second attack) on taller characters. Note that you can't combo so easily with the C version, as it has more startup.
(j.X / hcb P,) cl.D, f.B, hcf A TBA TBA TBA TBA More damaging than the move above, but the f+B will whiff on small crouching characters.
(j.X crossup / hcb P,) cl.D, f.B, dp K, (follow-up after dp D) TBA TBA TBA TBA A not-that-hard combo. You'll obviously use the D version on this one, because you can followup it. On miscreen, you can do her Kikosho Super, now on the corner, you can do nearly anything. If you want, just do cl.C, DP+D(If you don't like the f+B, which whiffs on most crouching characters).
(j.X / hcb P,) cr.B x1-4, df.B, [d]~u D, [dp D, follow-up] TBA TBA TBA TBA A really good combo without using meter, and a hit-confirm for the Exceed(Watch out for the direction you'll be charging, because you'll switch sides with your opponent). It can be used everywhere.
(j.X / hcb P,) cr.B, df.B, [d]~u B, dp D, follow-up TBA TBA TBA TBA
Super Combos
Combo Position Damage Stun Difficulty Notes
(j.X / hcb P,) cl.D, f.B, qcf x2 P TBA TBA TBA TBA Just a combo to start. You won't be using this super a lot on combos, but it has some uses.
(j.X,) cl.D, f.B, qcf x2 K, qcf x2 P TBA TBA TBA TBA Double Super combo. It's cool to use, but it's wasted meter on the second super as it does much less damage overall. Does more damage in the corner but it still doesn't justify the meter cost of doing it. Though if you need to kill the opponent, especially if it ends the match, then it's not a bad combo.
(j.X / hcb P,) cr.B x2-3, df.B, qcf x2 K TBA TBA TBA TBA Just a combo to practice, and you can need it. I'll just put here the possible things to use before the super, and after it, I'll put some of the possible followups.
(j.X / hcb P,) cl.C, (df.B), qcf x2 K TBA TBA TBA TBA This one is mostly done for punishing. You'll know how to use it.
(j.X / hcb P,) cl.C/D, f.B, qcf x2 K TBA TBA TBA TBA Another one for punishing. Remember: the f+B will whiff on small crouching characters, and that's why it is optional on the second combo.
Combo into qcf x2 K, cancel last hit into sj.C~C TBA TBA TBA TBA A nice option in case you don't have any meter, and used the super on midscreen. The timing for the Superjump cancel can be a little hard, but you still can do it with practice. Note that after the last C hits, your opponent will be reseted(I'll talk about resets later).
cl.C, Exceed TBA TBA TBA TBA Mainly a punish combo. Not optimal though, and really should only be done if you can't do her other Exceed combos. Comboing off of cl.C into Exceed is tricky to do without using the shortcut anyways (what shortcut?)
(j.X / hcb P,) cr.B x1-4, df.B, [d]~u D, Exceed TBA TBA TBA TBA
(j.X / hcb P,) cr.B x2-3, df.B, [d]~u B, Exceed TBA TBA TBA TBA Use button hold to ensure Exceed comes out frame one to not risk dropping the combo. If you can combo dp K after [d]~u K, you can combo Exceed as it's the same timing, the only extra step is getting used to charging the Exceed.
(Corner only) Combo into qcf x2 K, Exceed TBA TBA TBA TBA Maybe her most damaging combo ouside of Max Mode. You should learn it, really, it's mainly to do big damage. You can do it if you're near from the corner too.
(Near corner only) Combo into qcf x2 K, Tap D, Exceed TBA TBA TBA TBA Can do 100% damage. It can be used in a real match, which is good for her. It's not that hard too(If you can hit-confirm the super from her normals, it won't be).

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
(j.X / hcb P,) cl.C, f.D, (C)hcf A, (C)qcf x2 K, any follow-up TBA TBA TBA TBA Her Max Mode BnB, and probably her most used combo. The beginning of it (cl.C, f+D, HCF+A) can be called "Houyoku Sen combo 4", to be short. This "combo 4", is probably the most effective one, because it's the most damaging, does more hits, and won't whiff on small crouching chars, unlike certain combos. To land the Super, just do one QCF, and press K(During the special move, you will do one QCF, and... This makes the combo easier).

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