Tatsunoko vs Capcom: Ultimate All Stars/Chun-Li

From SuperCombo Wiki

Introduction

Chun-Li, a famous Chinese fighter and Interpol agent from the Street Fighter Series is a prominent martial artist who is renowned for her speedy and powerful kicks. Whether showcasing her fighting ability on the job or in the ring, she has never given up hope of finding her missing father. She knows that the Shadaloo crime organization, and its leader, her longtime arch-enemy M. Bison ("Vega" in Japan), are linked to her father’s disappearance.

Gameplay

It's chun

Strengths Weaknesses
  • Fast character
  • Controls the air extremely well
  • Only character with a triple jump
  • Solid Resets
  • One of the best assists in the game
  • Execution Heavy
  • Damage scaling hurts her more than others
  • Cannot keep up in the projectile war
  • Not a priority pick against giants
TVC Chun-Li Art.png


Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 2 - - 520 - Super fast jab, really good even just for pokes. Awesome Tick throw potential
5 2 - - 540 - Crouching jab, just as nice as 5A, but doesn't hit low
7 - - - 940 - Far reaching kick, another pretty good normal
7 - - - 049 Low Another good normal, hits low, hits far, hits fast
13 - - - 2080 - Chun steps forward and punches diagonally up, hitbox is kind of disjointed. It can mess up some juggle opportunities to 3C so be careful, but if following lightning legs you can do a dirty cross under because it reaches so far forward
28 - - - 3000 overhead Chun's overhead hop kick, a fun note is that if this gets hit with an advance guard you can kind of cancel pushblock on some supers.

If the opponent pushblocks this move, chun will immediately land which lets her act first in an interaction, if chun uses lightning legs during this moment, pushblock will not push her away, if the opponent has no meter and chun is able to perfectly mash, you can lock them down for a good 10-12 seconds

14 - - - 2240 Launcher For all of her good normals, this one is not so great, the hitbox on it is rather small and it's her slowest normal making some launcher setups hard to properly time. Can be an okay anti-air at least.
9 - - - 2140 Low/Hard Knockdown She low profiles and does a quick sweep. Pretty solid normal
5 12 - - 480 - Chun shows off and does a vertical split in mid air, really crazy hitbox that lets her win a lot of air to air contact. Pretty worthless against grounded opponents and hitstun is so small it's hard to do any sort of combo from it
8 10 - - 860 Overhead Sticks one leg out diagonally down. Very solid air normal, good for IADs
7 - - - 760 Overhead Chun stomps. It hits more like the old school where she gets one good stomp in and then flies in the air for 60 frames, not her best rendition.
8 4 - - 1380 Overhead Chun sticks her fist out , hitbox is slightly smaller than j.M and not as active so it's not "as" good, but still a good normal. Offers good amount of hitstun so it's definitely a staple in her combos
5 - 49 - 4800 Forced Roll After hitting the first C, hitting it again will cause Chun to perform a second hit that knocks down. Outside of launcher state it causes hard knockdown.

Universal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 4 - - - 3200 -
Crossover Counter 28 - - - 2400 -
Throw 1 - - - 4800 -
Back Throw 1 - - - 4800 -
Air Throw 1 - - - 5600 -
Air Back Throw 1 - - - 5600 -

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Light: 23
Medium: 17
Heavy: 14
- - - 2400 Projectile Standard fireball, but the slow startup and diminishing range makes it kind of hard to challenge to other fireball users. With baroque it can be a nice shield but she can spend her meter on better things
7/9/10 - - - 2793/3689/4043 - Chun spins diagonally upwards. It's mostly used as a combo ender after a launcher and doesn't get too much else out of it. Useable in air
4/3/2 - - - 2664/2960/3255 - Lightning legs, Mash only requires four inputs minimum. Mash is both Jump and Dash cancellable however you have to stop mashing before her animation finishes. Starter for most, if not all, of Chun's combos. Useable in air

If the opponent pushblocks 6C, chun will immediately land which lets her act first in an interaction, if chun uses lightning legs during this moment, pushblock will not push her away, if the opponent has no meter and chun is able to perfectly mash, you can lock them down for a good 10-12 seconds

16 - - - 3078/4228/4653 - Chun's SBK, it's the same as usual.Useable in air

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
19+6 - - - 9686 - Kikosho but MvC2 style. Giant orb surrounding Chun. Great hitbox, fantastic for DHCs, what you see is what you get.
12+2 - - - 8926 Launcher Chun does her SA2 from Third Strike, whiffs on air opponents and super easy to push block. Leads into a free launcher, if you just want a way to reach VAR without your opponent using their burst this is your path.
12+2 - - - 20800 Overhead Chun pauses in midair and causes flashing lights to appear and explode. Almost always used in combos, decent damage. If Chun activates it in the corner with her back facing the wall she can follow up afterwards.
Useable on giants

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Capcom Characters
Alex
Batsu Ichimonji
Chun-Li
Frank West
Kaijin No Soki
Megaman Volnutt
Morrigan Aensland
Roll
Ryu
Saki Omokane
Viewtiful Joe
Zero
Tatsunoko Characters
Casshan
Doronjo
Ippatsuman
Joe the Condor
Jun the Swan
Karas
Ken the Eagle
Polimar
Tekkaman
Tekkaman Blade
Yatterman-1
Yatterman-2
Giants
Gold Lightan
PTX-40A