UMVC3:PS/Shadow Lady

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Introduction

A returning secret character from Marvel vs. Capcom, Shadow Lady is a brainwashed and mechanized version of Chun-Li who fights with a combination of the weapons found within her robotic body and her Shadaloo programming.

In UMVC3PS, Shadow Lady is a versatile support character who combines a rushdown-centric moveset with powerful assists and DHCs. While she lacks the mobility of Chun-Li, the versatility of her combined stances and powerful "Infinity Leg" move (j.qcf+ATK in Shadow Lady mode) allows her to both wall out incoming opponents and deal high damage to enemies she does hit. Her wide arrange of extremely powerful assists alongside her DHCs of Big Bang Laser (qcf+2ATK) and Galaxy Missile (QCB+2ATK) give her a multitude of support options that enable her to both function as a powerful secondary and anchor.

Strengths Weaknesses
  • Shadow Lady has an extremely versatile array of assists and powerful utility DHCs, enabling her to support just about any type of team composition.
  • Has two distinct movesets that can be swapped freely with Mode Change (d,d+S) that give her tools to attempt to work her way in or wall out opponents.
  • Generally high meter build and damage on top of an aerial level 3 in Shadow Lady mode make her a dangerous anchor who always gets to play if she has 3 bars.
  • Extremely limited ranged game - on point, her only long reaching projectile is Big Bang Laser (qcf+2ATK), which has 30 frames of pre-flash startup.
  • Oddball combo routing in Shadow Lady mode - conversions with her often require stance switching or awkward routing that limits her high damage potential.
  • High recovery on powerful assists - most of her assists have extended recovery as to account for their overall strength, enabling characters with strong assist punish games plenty of opportunity to attack her.

Unique Mechanics

Shadow Lady has two fully distinct movesets with their own assists - by default, she starts in "Shadow Lady" mode, which is based on the modified Chun-Li moveset from MVC. By using Mode Switch (d,d+S), she can switch to "Doll Mode", which is partially based on a combination of Cammy's VS. series moveset and Juli's movesets from SFA3 and SF5.

Shadow Lady
UMVC3PS ShadowLadyPortrait.jpg
Character Data
Health 900,000
Ground Magic Series Stronger++
Air Chain Combo Limit None
Forward Dash Duration 20/30 (Doll) frames
Backdash Duration 22/35 (Doll) frames
Jump Duration 46 frames
Superjump Duration 82 frames
Walljump? Yes
Doublejump? Yes
Airdash? 1-Way/No (Doll)
X-Factor Damage Boost (1/2/3) 25% / 45% / 60%
X-Factor Speed Boost (1/2/3) 15% / 25% / 40%
Minimum Damage Scaling (Normals, Specials) 20%, 20%
Minimum Damage Scaling (Hypers) 35%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Plasma Blast
Assist A
UMVC3PS SLAssistAlpha.jpg
Damage Startup Active Recovery
20,000x8 47 20 134, 104
On Hit On Block Guard Properties
- - Mid Priority:Softknockdown.png Priority: Low, Beam Durability: 1 per frame for 8 frames

THC Hyper: Big Bang Laser. Beam assist that is roughly equivalent to Doctor Doom's Plasma Beam. Slightly longer startup in exchange for larger hitbox. Doesn't come out as far behind as Doom.

Rainbow Missiles
Assist B
UMVC3PS SLAssistBeta.jpg
Damage Startup Active Recovery
20,000 x5 50 20 151, 121
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 1 per missile

THC Hyper: Galaxy Missiles. Shadow Lady taunts and fires 5 missiles from her back which both begin and lose tracking on the opponent fairly quickly. Because the missiles do not go away when she is hit, the assist is similar in function to Doctor Doom's Hidden Missiles, with the primary differences being the startup time, homing power on missiles and general vulnerability of Shadow Lady after she fires off the missiles.

Plasma Overdrive
Return of Corridor
Assist Y
UMVC3PS SLAssistGamma.jpg
Damage Startup Active Recovery
100,000 (Ground Hit) + 100,000 (Lightning Bolt) 50 20 -
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Medium, Durability: 1

THC Hyper: Galaxy Missiles. Shadow Lady does a quick, massive anti-air attack that has both an instant aerial bolt and a ground, OTG component. Not invincible, but very fast to start up. Intentionally reminiscent of Captain Commando's "Captain Corridor" assist from MVC2, including expanded vulnerability window after use - she taunts after the attack and is completely vulnerable when doing so.


Ground Normals

Stand Light
5L
UMVC3PS ShadowLady stL.jpg
Damage Startup Active Recovery
35,000 4 2 12
On Hit On Block Guard Properties
- - Mid Rpdfire.png

-

Stand Medium
5M
UMVC3PS ShadowLady stM.jpg
Damage Startup Active Recovery
50,000 6 3 15
On Hit On Block Guard Properties
- - Mid Jcancel.png

-

Stand Heavy
5H
UMVC3PS ShadowLady stH.jpg
Damage Startup Active Recovery
45,000x2 10 5 15
On Hit On Block Guard Properties
- - Mid Jcancel.png

-


Crouching Light
2L
UMVC3PS ShadowLady crL.jpg
Damage Startup Active Recovery
33,000 4 2 11
On Hit On Block Guard Properties
- - Low Rpdfire.png
Crouching Medium
2M
UMVC3PS ShadowLady crM.jpg
Damage Startup Active Recovery
48,000 6 3 14
On Hit On Block Guard Properties
+1 0 Low Jcancel.png

-

Crouching Heavy
2H
UMVC3PS ShadowLady crH.jpg
Damage Startup Active Recovery
60,000 8 5 23
On Hit On Block Guard Properties
- -6 Low Strk.png, Softknockdown.png, Jcancel.png

-


Damage Startup Active Recovery
70,000 8 5 27
On Hit On Block Guard Properties
Launch -10 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
UMVC3PS ShadowLady jL.jpg
Damage Startup Active Recovery
40,000 4 3 16
On Hit On Block Guard Properties
- - OH Djcancel.png
Jumping Medium
j.5M
UMVC3PS ShadowLady jM.jpg
Damage Startup Active Recovery
55,000 6 6 18
On Hit On Block Guard Properties
- - OH Djcancel.png
Jumping Heavy
j.5H
UMVC3PS ShadowLady jH.jpg
Damage Startup Active Recovery
70,000 8 4 18
On Hit On Block Guard Properties
- - OH Djcancel.png

-

Jumping Special
j.5S
UMVC3PS ShadowLady jS.jpg
Damage Startup Active Recovery
70,000 8 4 18
On Hit On Block Guard Properties
+15 +14 OH Aircombofinisher.png

Command Normals

Triple Shock Kick
6H
UMVC3PS ShadowLady 6H.jpg
Damage Startup Active Recovery
37,500 x 3 13 4(1)4(1)4 5
On Hit On Block Guard Properties
- - OH First two hits Template:SoftKD, Jcancel.png


Hawk Talon
Stomp
j.2M
UMVC3PS ShadowLady j2M.jpg
Damage Startup Active Recovery
65,000 4 11 6
On Hit On Block Guard Properties
- - OH Otg.png


Taunt
Taunt
UMVC3 Chun Taunt.png
Damage Startup Active Recovery
10,000 10 5 16
On Hit On Block Guard Properties
- - Mid -


Walljump
While back-jumping against a wall, [9]
UMVC3 Chun Walljump.png
Damage Startup Active Recovery
- 8 - -
On Hit On Block Guard Properties
- - - -

Special Moves

{{MoveData |image=UMVC3PS_ShadowLady_236ATK.jpg |caption= |name=Miracle Drill |input=214X |data=

|- style="font-size:80%; line-height:1em"

! style="" rowspan=4 | L
Qcf.png + L.png ! style="width:23%;" | Damage ! style="width:23%;" | Startup ! style="width:23%;" | Active ! style="width:23%;" | Recovery |- | 50,000 | 19 | 88 | 26 |- style="font-size:80%; line-height:1em" ! On Hit ! On Block ! Guard ! Properties |- | - | - | Mid | - |-

|- style="font-size:80%; line-height:1em"

! style="" rowspan=4 | M
Qcf.png + M.png ! style="width:23%;" | Damage ! style="width:23%;" | Startup ! style="width:23%;" | Active ! style="width:23%;" | Recovery |- | 70,000 | 19 | 32 | 26 |- style="font-size:80%; line-height:1em" ! On Hit ! On Block ! Guard ! Properties |- | - | - | Mid | - |-

|- style="font-size:80%; line-height:1em"

! style="" rowspan=4 | H
Qcf.png + H.png ! style="width:23%;" | Damage ! style="width:23%;" | Startup ! style="width:23%;" | Active ! style="width:23%;" | Recovery |- | 90,000 | 19 | 8 | 26 |- style="font-size:80%; line-height:1em" ! On Hit ! On Block ! Guard ! Properties |- | - | - | Mid | {{softKD}

|description=
}}

|-


Rainbow Missiles
214X
UMVC3PS ShadowLady 214ATK.jpg
L
Qcb.png + L.png
Damage Startup Active Recovery
40,000 x2 9 20 -
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 1 per missile
M
Qcb.png + M.png
Damage Startup Active Recovery
35,000 x3 9 30 24 (in air: Until Grounded+2)
On Hit On Block Guard Properties
+3 -12 Mid Otg.png, Priority: Low, Durability: 1 per missile
H
Qcb.png + H.png
Damage Startup Active Recovery
33,000 x4 9 40 21 (in air: Until Grounded+2)
On Hit On Block Guard Properties
+5 -8 Mid Otg.png, Priority: Low, Durability: 1 per missile
Plasma Barrier
623X
UMVC3PS ShadowLady 623ATK.jpg
Damage Startup Active Recovery
25,000 x10 9 35 26
On Hit On Block Guard Properties
- - Mid Nullifies Projectiles


Hyakuretsukyaku
Lightning Legs
Mash X
UMVC3 Chun MashX.png
UMVC3 Chun jMashX.png
Damage Startup Active Recovery
15,000 per hit 7 22+ 1
On Hit On Block Guard Properties
+24 +15 Mid Airok.png, Strk.png, mashable

Press any individual attack button three times in quick success to perform Chun's lightning legs attack, where she rapidly kicks directly in front of herself. Once begun, the attack can be further mashed to add additional attacks. There is no upper limit to how many additional hits can be added to a single instance of Lightning Legs provided you continue to mash. It is also possible to switch which button is mashed mid-attack, although the initial three button presses used to start the attack must be the same.

Button strength determines the minimum number of kicks performed, and also how many kicks are included in each "rep" of the animation, changing at which moments the attack is allowed to end. L version will perform a minimum of 4 kicks, M version will perform a minimum of 5, and H version will perform a minimum of 8.

When used in the air, it halts any aerial momentum that Chun previously had, and causes her to slowly float downwards.

Lightning Legs are useful in aerial combos to tack on additional damage, adjust her height relative to the opponent, and to stall while building a downwards charge for (EX) Spinning Bird Kick.


Tenshokyaku
623X
UMVC3 Chun 623X.png
L
Dp.png + L.png
Damage Startup Active Recovery
20,000 x2 + 50,000 2 12 19
On Hit On Block Guard Properties
+22 0 Mid Airok.png, Strk.png
M
Dp.png + M.png
Damage Startup Active Recovery
20,000 x4 + 50,000 2 24 18
On Hit On Block Guard Properties
+25 0 Mid Airok.png, Strk.png
H
Dp.png + H.png
Damage Startup Active Recovery
20,000 x6 + 50,000 2 42 13
On Hit On Block Guard Properties
+42 -38 Mid Airok.png, Strk.png

Chun rapidly rises upwards into the air (airborne from frame 1) while kicking. While not invincible, this is one of the fastest non-throw attacks in the entire game. At 2 frames of startup, it is faster than L normals and can be used to mash out of pressure, even if the opponent is at a slight frame advantage.

Frame data is deceptive. Despite being very minus on block, this move is difficult to punish as it quickly places Chun quite high into the air. Conversely, despite being incredibly advantageous on hit, Chun can not meaningfully convert into anything, except by doing L or M version in the corner.

Air Tenshokyaku
j.623X
UMVC3 Chun j623X.png
L
(in air) Dp.png + L.png
Damage Startup Active Recovery
20,000 x2 + 50,000 2 13 18
On Hit On Block Guard Properties
+25 0 Mid Strk.png
M
(in air) Dp.png + M.png
Damage Startup Active Recovery
20,000 x4 + 50,000 2 27 21
On Hit On Block Guard Properties
+26 -22 Mid Strk.png
H
(in air) Dp.png + H.png
Damage Startup Active Recovery
20,000 x6 + 50,000 2 42 13
On Hit On Block Guard Properties
+44 -33 Mid Strk.png

Air version of Chun's upkick special. It retains the impressively fast startup of the ground version.

This move is useful when running a keepaway gameplan using Chun, as it allows her to stall in the air. Repeatedly whiffing H Upkicks, paired with her double jump, triple jump, and walljump, can keep Chun at jump or even superjump height for a very long time.


Hyper Combos

Kikosho
236XX (1 bar)
UMVC3 Chun 236XX.png
Damage Startup Active Recovery
28,000 x14 ~ x27 8+1 88 38
On Hit On Block Guard Properties
- -32 Mid Strk.png, mashable, Priority: High, Beam Durability: 3 per frame for 14 frames

Chun channels a large ball of energy, which mainly covers the space immediately in front of her, but also covers Chun herself and a small portion of space behind. This hyper deals solid damage when mashed and is Chun's standard combo ender. The orb deals rapid hits which hold the opponent in place close to the ground, making it fairly DHC-friendly.


Hoyokusen
214XX (1 bar)
UMVC3 Chun 214XX 1st.png
UMVC3 Chun 214XX 2nd.png
Damage Startup Active Recovery
20,000 x13 + 70,000 10+3 92 42
On Hit On Block Guard Properties
- -26 Mid Invuln until frame 16, Launch.png (final hit)

Reversal hyper. Chun steps forward and begins to kick rapidly, ending in a launcher kick that she can superjump-cancel just like her standard 5S. It is primarily used as a counter-call to other hypers or slow projectiles, due to its invincibility.


Shichisei Ranka
623XX (3 bars)
UMVC3 Chun 623XX.png
UMVC3 Chun 623XX Cinematic.png
Damage Startup Active Recovery
410,000 10+3 37 27
On Hit On Block Guard Properties
- -8 Mid Invuln until frame 21, Hardknockdown.png

Partially cinematic level 3 hyper. Chun flies forward with a rapidly hitting modified Spinning Bird Kick. The initial hits are not a cinematic, but if it connects, she and the opponent will be pulled into a cinematic to deliver the final hit.

Can be used in basically any situation that one would use Hoyokusen for slightly more invincibility and more up-front damage, but no launcher. It can also be useful as a combo ender due to its unscaled damage.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 Chun GroundThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw where Chun slams the opponent to the ground immediately in front of herself. It is possible for Chun to convert this into a combo with a very fast superjump -> airdash -> j.2M xx Air Lightning Legs.

Air Throw
j.6H, j.4H
UMVC3 Chun AirThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Standard airthrow that results in a hard knockdown. Like with the ground throw, it can be converted into a combo by positioning Chun above the opponent for a quick OTG j.2M canceled into Lightning Legs. The specific combination of airdashes and jumps required to do this depends on the height at which the airthrow is performed.


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 Chun 5H.png
Damage Startup Active Recovery
50,000 2 4 17
On Hit On Block Guard Properties
- +1 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
UMVC3 Chun HardTag.png
Damage Startup Active Recovery
27,000 - 24 34
On Hit On Block Guard Properties
- -17 OH Softknockdown.png

-


Team Position

Although Chun has historically been an unpopular character, the players that do choose her have had success in every team position. As a point or second character, she usually plays a runaway game, relying on rapid assist calls to harass the opponent and build meter. When an opponent overextends to try and catch her, she can punish with a highly damaging combo.

As an anchor, Chun-li's already very high base speed is boosted by 50% in Level 3 X-Factor, earning her the nickname "Crack Chun". In X-Factor, she is so fast that she is difficult to control properly, but even more difficult to defend against. Anchor Chun can open up a blocking character in moments, and kill them just as fast.

Combos

Solo Combos

Alternate Colors

Chunli colors.jpg