Basic Chun Li

This thread is basically to weed out some of the questions starting chun players often come to me with. I just want to cover all of her normals, command normals, specials, and supers. Also a basic info glossary on some chun terminology.

Normals

s.lp - 2 frames - Hits mid. Good fast poke somewhat lacking range. the hitbox on this normal is deceptive, so try to get the max range out of it. Useful for tic throws, starting off blockstrings, and starting a ground to air chain in the lower shom infinite.

c.lp - 2 frames - Hits mid. Good fast poke with a little more range. Useful in blockstrings.

s.lk - 3 frames - Hits mid. Long range poke, slightly slower than s.lp. Useful in creating blockstrings, as it drags things out a little longer than standing or crouching lp.

c.lk - 4 frames - Hits low. Great range for a low, but a little less speed than average for marvel. Use its range to your advantage, as tagging on your assist can lead to an infinite from max range on this normal. Incredibly useful when you learn to whiff stomps during rushdown to keep people blocking high, even at close ranges. Combo this close range to s.mp SJC ground inf, for a deadly low mixup on stand blockers.

s.mp - 4 frames - Hits mid. A wide vertical range on this hitbox makes it great for beating stuff out in delayed blockstrings or GC situations. The fact that this comes after a 2 or 3 frames move in a blockstring makes it even better. s.lk or s.lp + drones, slight pause, s.mp gives you a ton of frame advantage while the drones are headed towards your opponent. All of the sudden throws get a lot scarier. This normal is also used for a close range OTG into lower shom (EX: Psy hits, c.lk (OTG), s.mp (SJC) AD/F lk, pause RH, s.lp)

c.mp - 5 frames - Hits mid. A wide horizontal range on this hitbox, along with the added 5 frames taken up on block make it great for trapping with the right assist. An added bonus is that the horizontal range pushes opponents back farther especially when used in conjunction with c.FP (EX: s.lk + drones, c.mp, c.FPxxHCB + K) Get your opponent on the wall, make them block, then abuse your throw range. Good stuff.

s.mk - 5 frames - Hits mid. The main reason i use this normal aside from the unique hitbox, is that it is perfect for a max range OTG to shom. Doing the medium punch version while to far away will net you a whiff every time, and although this one is more generally reliable, doing it too close can lead to the same thing. (Ex: Psy hits, dash up, c.lk (OTG), s.mk (SJC) AD/F lk, pause RH, s.lp)

c.mk - 6 frames - Hits low. Perfect follow up to c.lk…if there was a single button press that could trigger this move she would have a crazy ranged low game. . Good for blockstrings due to the range and amount of time it gives your assist to put them in blockstun. (6 frames…mad range…^.^)

s.FP - 6 frames - Hits mid. Good meaty, but not as good as forward + FP. Generally useful as it pushes people back an extremely far distance on block. Seems to beat out some triangle jump patterns when timed correctly.

c.FP - 7 frames - Hits low. Ok…so this normal kicks alot of ass. Lots of damage, farthest push back on block, no knockdown so no roll attempts, and chains into c.HK…wow. Use this at the end of your blockstrings to really put your opponent on the wall fast.

s.RH - 6 frames - Hits mid. Yeah…I think everyone wishes she had a different launch. But considering that getting hit with this is Iron Man dangerous in the right hands, i think its a pretty solid launch. Beats out mag and storm Tri-jumps if timed right. Great choice if your opponent does something wierd like c.RH whiff with magneto, and there is no way to punish with normal jump infinite. Leads to the upper shom. Can be canceled on block or whiff to any of her specials or supers…Thats right its been pretty damn safe this whole time. :rofl:

c.RH - 7 frames - Hits low. Great high priority normal with amazing range. This move has been annoying since ST. And now can be super jump, whiff, or block canceled…SJC this on hit and the AD to follow a rolling opponent. Strange properties allow a ground to air contact on this move to still cause a traditional “sweep” effect. This effect can be air to ground chained into. (Ex: lower shom, s.lp, c.mp, c.RH…wakeup games)

J.lp - 3 frames - Hits overhead - Really nice angles on this hitbox, great for chasing someone up to SJ height from directly underneath. This is one of the normals that can be used to cross up an airborne sent from underneath and still lead to a delayed stomp, AD cancel (Shin is the best) follow up.

j.lk - 3 frames - Hits overhead - Really good angles on this move for rushdown. Needs to be looked at more often for sure. You have to consider that in addition to the traditional n.jump/s.jump AD lk setups, you can create 2 layers of rushdown at once by using this followed by stomp on the way up, to create some crazy good high low games.

[ Ex: ((close)) j.lk + psy, down + RH, ((blocked)) AD/f lk, {lk or FP},((blocked)) down RH {blocked or whiffed} ] xN

now you are in the same position to go high low again out of a blocked rush pattern. j.lk then stomp again or just simply go low or throw that ass into an assist. This normal can also be used for the glitchy sent crossup pause stomp AD follow up mentioned above in the j.lp section.

j.mp - 5 frames - Hits overhead. Slightly unique angle on this, but its usually better to rely on the range of j.f+.RH or the slightly more downward angle of j.FP after a light hit connects. Used in the upper shom to raise the opponent higher when they get to low.

j.mk - 3 frames - Hits overhead. Good range on this, the hitbox goes above chuns head, kinda like neutral RH but not quite as high.

j.fp - 6 frames - Hits overhead. Great high priority normal. Famous for trading with/knocking down frying pans. Great angle for square jumping over unibeam, icebeam, sent spit (also breaks that s.armor) and typhoon. Goes straight into rejump, ground infinite on contact with crouching big 3 or standing normal sized characters.

j.RH - 5 frames - Hits overhead, 2 hits.Another great high priority normal. Affects your descent on AD cancel to RH, so using this with n.jumps, short hops, and super jumps to create cross-ups and overheads leading to blockstrings or infinites. Another aspect of this normal is that the hitbox reaches much higher than Chun’s head. Use this to tag Sent from underneath after n.jump(x3) This normal is essential in preforming the upper and lower shoms, as even in sj mode with 40 hits one hit of this normal won’t cause flying screen.

Command Normals

s.Down+Back+RH - 27 frames - Hits overhead. Unique in the fact that if this hits a crouching opponent, or it hits meaty enough, you can link into dp+kXXqcf+PP or the dp + KK super or even go directly into the lower shom infinite. Can be confusing if used right after a dash under reset as to which side it will hit on.
*This command normal will beat psylocke on the way down. It will also go around capcom and cyke assists if timed correctly. If you happen to do this move not on pushblock reaction, but the input is right before the pushblock, you will receive little to no pushback. *

s.forward + FP - 10 frames - Hits mid. Very unique normal, in that it creates projectile qualities. If used as a meaty hit it is safe on block; and on contact can also be linked in to the lower shom.

j. forward + RH - 10 frames - Hits overhead. Really good range on this, connecting a hit on crouching big 3 or standing normal sized characters will lead to a rejump ground infinite. Obviously breaks super armor. Great normal.

j.down + RH - 1 frame- Hits overhead. Hands down most unique (good) normal in marvel imo. Puts chun in normal jump mode on contact (allowing assist calls mid combo), can be airdash cancelled and followed up into an infinite. Great for the fact that it be used to whiff highs and make people stay blocking high. Also allows for 2 piece overheads and more due to air dash cancels. Using this close enough to landing nets you instant recovery and puts your opponent in tons of blockstun (blockstun= active frames (14) + guard stiffness. This normal gives chun her juice. Learn it and master it.

Unblockable j.down + RH - If nothing is on screen for the opponent to block, and you preform this normal on a certain part of a matches frame cycle (the dropped frame that comes 1 every 4) it will create an unblockable hitbox. This will happen approximately 25% of the time, regardless of state or screen position. Follow ups for this are easy mode; on a standing opponent, go straight to ground infinite. For a crouching opponent, its gonna hit overhead anyway, so call your assist of choice and follow up fast, so that they are not in blockstun when this normal connects.

Special Moves

HCB+K/Ninja Flip - Great for creating crossups/overheads, extending blockstrings, and anti guard cancel. Learn to use this move at the right times and it gives chun alot of safe pressure when layered correctly. Look for people to take this hit and roll out of your trap. Be ready and in a good position to re trap them afterwards.

QCF+P/Kouken - UNDERUSED. A lp fireball is slow enough to where you can throw one fullscreen, walk up, and pop a super on hit, ST stylee. You can take that a step further, and walk up, start infinite on hit. Meaty fireball = throw/hi/low at the very least. Not exactly safe up close, and you cant follow up close anyway, so try to use it at great distances/with assist only.
Keeping one on screen is great for knocking solo storm out of hail

DP+K/Tenshoukyaku - Hmmm…great in combo. Somewhat safe in obvious situations. Use this in combo and cancel the first hit into Kikoshou (QCF+PP). This can be repeated on the wall in junction with infinites to build meter until your opponent dies or is dizzied. Master the infinite, master this cancel, chun has 100% solo combos with no DHC, as well as the unique ability to build meter in between these supers with infinites. This works against EVERY character in the game, though the setups are very different for say, Sent and Kobun.

Mash lk/rh…Lightning Legs Good for air stalls, good in combo, good for chip. Learn to mash quickly to start them up, and mash slightly slower to keep them going. RH must be mashed faster in both situations, but does STUPID damage. Can be canceled into supers for further chip.

Hyper Combos

DP+KK/Hazan Tenshoukyaku - Fastest startup out of all chuns supers. Used to insta-DHC into Proton cannon, Shockwave, HSF, Hail…what have you. Great priority in the right situations. Can be dhc’d to pretty much anything on hit. Wait till the opponent starts falling after the last hit to DHC to HSF or Proton Cannon.

QCF+PP/Kikoshou - Great super. Lots of chip, very mash able (20 hits)
Can be comboed into with DP+KxxQCF+PP out of the shom, or a meaty Down+Back+Roundhouse, or simply a down+back+roundhouse hitting a crouching opponent.

QCF+KK/1000 kicks - A very unique super. Tons of invincibility here. Use this to bypass HSF, Shockwave, and typhoon hail. This takes some practice but i promise it works. Beats out pretty much anything except invincible anti air at a forward angle. Can be made safe on block with drones + positioning. Very mash able, wonderful chip. Whenever you connect the ground infinite, call the drones with the FP after about 20 hits, land, do a s.lp, s.mp, drones hit, pop 1000kicks.
DHC into sent with plasma ball or HSF for a 100% DHC combo. Catching 2 people at once with the ground infinite and killing them both is very doable with this DHC.

Semi-Glossary

IOH - Instant overhead. (chuns are j.lk and jump stomp)

DHC - Delayed Hyper combo. (Like doing 1000ks then activating HSF in the middle)

SJC - Super jump cancel (canceling the delay on a connected normal by super jumping) All of chuns grounded non command normals are able to be super jump canceled. This technique is absolutely necessary for preforming some of her more exclusive combos.

Shom - An infinite created by Shin, of Brazil. There are two versions of this infinite, an upper and a lower infinite. Mastering them both is alot of work, so get ready for training mode. You can find videos of this infinite on youtube, and you can find transcripts for it in both the shin video thread transcript, and the chun mixups/combo info thread.

Ground inf - An infinite that has long been around. Not too hard, but difficult to land against a good player.

Big 3 - Juggernaut, Sent, and Hulk. These 3 can be hit with the ground infinite while crouching, and also have unique versions of Shom that must be applied due to sheer size.

Hazan or Hazan Tenshoukyaku - DP + KK

Tenshou or Tenshoukyaku - DP + K

Kikoshou - QCF + PP

Kouken - QCF + P

Ninja Flip - A term coined by the Florida crew that will now be used to describe HCB + k for all eternity due to absolute necessity.

cool beans :tup:

Glad someone read the whole thing XD

After I finish these vids up, and make a transcript, im gonna teach SRK that top secret chun li rushdown. Shit is really starting to get pretty epic, with +39 frame advantage in the middle of a 10 piece solo blockstring. >.>

Edited because I actually calculated the blockstun, thanks again Magnetro!!!

what would a chun player be aiming to do in general? would it be to land the shom, play the high low game, or something else?

to me it feels that she’s like a cap’n america. both have okay speed, range and damage but when you bring your opponents assists into the mix they just seem lacking brain dead answers.

I think in general right off the bat, due to the aggressive nature of many top tier characters, you need to know your top tiers very well.

You need to understand defensive strategy, not call your assist at the wrong times, and learn to block well. All of these important defensive aspects become more important when people are willing to just rush the hell out of chun all day in most situations.

Good situations for chun:

  1. Scoring a knockdown. Learn to watch for the roll. Consider high, low, and wakeup throw into assist as options.

  2. Force safe pressure and get them to block or take a j.lk without a premature assist call. If they block it they get forced to respond, as there is a infinite blockstring relayer off j.lk with no assist. If they get hit by the overhead obviously the shom is the way.

  3. Use the range on her c.lk. People getting scared of overheads are gonna miss low blocks. c.lk, c.mp SJC ground infinite.

  4. Abuse her throw range.

  5. Learn her double snap combos.


So basically I would say survival is the first step. Learn how to block and apply safe pressure to teach the opponent they cant walk all over chun. Once they realize they need to figure a good way to get in, you surprise them with your multitude of really fast ambiguous mix up options. Either that or you get them to block j.lk and learn how to counter common reaction from the blockstring from your opponent.

Build alot of meter with SJ, Triple jump, and down + RH

Learn her infinites…I guess that goes with out saying.

Build a team with safe and damaging DHC’s to give chun that extra damage after the first person gets killed. Touch of death on second character is pretty much match in 99% of situations.

Wanted to add that a big part of basic chun li is punishing bad assist calls. Capcom, Tron, and Cyke are exceptional for this, though psy is not as bad as one might think.

The range on her launcher is a big plus. Dash up launch SJC block is good when people have hail storm or AHVB at the ready. When the opponent doesnt have the meter, or a super sufficient for covering your assist punish attempt, things get interesting.

After the SJC, (block if needed), lk stomp is in order. This enables you to call your assist anytime after stomp in this assist punish string. Important for fast people like mags (sj. lk up forward angle) or storm (la up forward). This angle is pretty much covered by anti-air assist of choice once you safely land the stomp. You also have the option of lk, stomp, block; if shit starts to get hairy.

So you landed the launch, SJC, lk, stomp, and are still feeling good about the situation. You have the option of calling your own assist for 2 reasons at this point. One is to get the opponents point off of you, the other is to continue the assist punish string.

launch, SJC, (block if needed) lk, stomp, (block or call AAA if needed), AD, lk + assist (if none has been called yet) RH, {land}

at this point, depending on the assist you called, you have a huge amount of time to rush down the point char, continue assault on opponents assist, or simply reposition to a advantageous/safe position.

If you called tron, you get the chance for a relaunch on the assist, and are completely covered in this attempt from 99% of normals.

If you called cyke/capcom, the assist is way far in the air, opponent cant call another. Look for a snap out, as this will lead to assist isolation if done early enough. Also use this time to safely apply pressure and look for a hit.

If you called psylocke, you prolly shouldn’t have unless the opponents point was in your face. save this one for when they try to break your pattern, as being able to call her after SJ throws people off a lot.

more later.

have you thought about posting most of this info in the shoryuken wiki. i mean most of this is chun gold.

Im gonna wait on the vid to come out…organize all my thoughts, the compliment is much appreciated though. :woot:

Vid is out, has its own thread. Lets dedicate this rest of this thread to starting chun players questions, there are NO stupid questions, and anyone who flames new people asking questions gets a :arazz:

having trouble with the dash after the stomp for the upper shom. my question is about the timing.

i might need some audio cue or pause, fast response.

The thing about the stompxxdash, is that its not as fast as most people first think. The key is hitting with the top if the hitbox on stomp, so you have more time to dashxxlk.

Try this on Psylocke;

launch, (ASAP) sj.lp, sj. stomp, (slight pause) AD, lk (pause) RH

This should work easier, since the stomp is hitting as early as possible on the way up. It keeps you underneath the sprite, lower to the ground, and gives you more time to pause before the dash to lk.

Try this on Storm:

launch, sj.lk, sj.stomp, (slight pause) AD, lk, (pause) RH

then

launch, (ASAP) sj.lp, sj.stomp, (slight pause) AD, lk (pause) RH

What you are doing here, is setting her up for the infinite the same way/timing you were doing it to psy. The thing about using lk, is it gives you less time for the (pause) AD, but it gives you more time for the pause after the dash lk. You want to hit the AD lk clean, pause, and then hit with the bottom of the one hit RH to put yourself in position for s.lpxxs.RH. After you achieve the combo this far, storms sprite is in perfect position for the infinite. Preform the infinite xN the same way you were on psy.

If you have any more questions feel free to ask. I live in the chun threads.

Upper Shom Is So Nice…But What I’m Doing Now Is One Rep Of The Upper Shom Then Cancelling It Into The :dp:+:2k: Super…Its A Nice Combo

That is what you wanna use on cable in match for sure. Try to get your hit off the opener. If you get it, use wakeup games post flying screen and get to that super (Hazan Tenshoukyaku) DHC to sent for the kill if you need or want it.

If you miss the opener, just try to not get shot and build some bar with stomp. Work your way in and get a hit, then catch him with that DHC.

A safely played basic chun still has reliable one hit kill using this method, and until the upper shom feels easy, I would highly advise the use of the DHC on the opponents second character, or even the first character if you feel you need to get chun out or sent in.

Up late and going voting in a few hours, so why not stay up tonight?

Ok, I’m working on adding Chun Li, the ‘beautiful police detective’, to my repertoire of MvC2 chars. Risuno, whatcha got for me? (Reads thread)

Okies, let’s see what move-set she has to offer in MvC2

Kikou Ken - 12pts dmg. 1 pt chp dmg. i like it. can’t spam it b/c of the 1s or so recovery frames, but as a shoto player, the fireball is a good tool for ending blockstrings, stuffing supers, moving in a bit, and having something on-screen…the hp version is very quick, but the lp version can be dashed in behind to about mid-screen (or AD/F just behind it…just an option)

“A lp fireball is slow enough to where you can throw one fullscreen, walk up, and pop a super on hit, ST stylee.”

What do you mean here? You can’t walk behind the lp version and meet the opponent at the same time that it does. None of her supers connect on hit off of this thing after walking up behind it from fullscreen. It doesn’t give THAT much hitstun bro and none of her supers hit THAT fast horizontally. =/ I can’t even wavedash in fast enough to combo off of it. Maybe you mean DHC off of it into something instant just as an example? You CAN combo a variable attack off of it LMAO but dunno when anyone would be doing that :stuck_out_tongue: I CAN walk up behind her projectile assist and combo off of it tho…

hmmm… lp, mp, hp xx kikou ken is not safe on block =/ actually, i have yet to figure out a Kikou Ken blockstring that the opponent cannot simply jump out of lmao…so, yeah, you’d need an assist to fill that gap


Sen’en Shuu - 16pts w/ knock-down. 2pts chp dmg…nice to have a special move overhead option, but it’s just slow as hell w/ the lk version being the slowest…still, it’s an option.

I like the fact that it serves as a forward momentum tool, so behind a projectile it’s a free way to cover a bit o’ ground behind it…i also like that the hk version crosses up crouching opponents if you space it right…another good thing is that she can super out of it as soon as she lands, so she can land 1 hit OTG if she gets a hit and goes into dp+KK super for an OTG into DHC or use it as bait for a reaction if your matches are that clean…another use is creating a 50/50 scenario on launch if you intend to DHC out or what have you…in blockstrings like lp,mp,hp xx hk sen’en shuu will stop nj attempts but not sjs

lk, hk, hk Sen’en Shuu xx dp+KK super must be blocked left or right as determined by a fraction of a second by the Chun user

in reality, it’s also a ghetto anti-air option…lk for those falling on you from SJ and hk for those coming at you…ya might wanna layer it with an assist tho :slight_smile:

“and anti guard cancel…”

whatcha mean bro?

“Look for people to take this hit and roll out of your trap. Be ready and in a good position to re trap them afterwards.”

interesting


Tenshou Kyaku - 20/23pts resepectively. 1pt chp dmg per hit blocked. right at home with the pseudo dp. any invincibility to this baby? cool stuff that the hk t.kyaku actually x-es up after a 2-hit blockstring of like lk,mk for example. maybe get creative and drop something behind…looks like this special move OTGs, neat option

hit the thread back up for more learnin later. got wrapped up pulling upper shom on Cable dummy. just can’t seem to link once i get em’ to the ground, but i should probably go over the vid and transcript again. i will, but for now, peace

I’m also following up to become a better Chun player and take her game to the next level. I’m using her as part of “Team Mystic dimension Police”, but let’s discuss team dynamics later…

I’ve looked into her hcb+k overhead kick (Sen’en Shuu) and like judge above, am trying to implement it into block strings besides the obvious cover behind assists. From what I’m seeing…this move is not utilized for the same reasons its not used in the alpha series - too slow, not completely safe on block and doesn’t transition smoothly. One version goes up higher and faster, while the other goes up shorter but slower.

I’ve actually had better success with the Kaku Kyaku Raku command normal because it cancels more smoothly, swiftly goes over projectiles (and retaliation normals). Not sure if its safer on block, but I’m gonna test it tomorrow and see.


Also, I’m curious as to what you mean by the QCF+KK super- “A very unique super. Tons of invincibility here. Use this to bypass HSF, Shockwave, and tyhpoon hail.

I assume you mean for DHC purposes? I don’t believe the invincibility of the move alone is enough to pass completely through hail; Chun would still take damage. And plus, since Storm is airborne, the ground-based qcf+KK move would fail anyway? Unless you mean the Storm player does it point blank in your face or something, which would be stupid anyway.

Well, [media=youtube]TUuANiaGqaE"[/media]

But, still.

:confused: you can throw a lp kouken fullscreen and dash up ground infinite off of it? So I dont understand why you are having trouble with the kouken walk up super on hit confirm?

in reference to anti guard cancel, i was speaking on preforming the drones blockstrings and getting pushblocked off, only doing the move either on reaction to pushblock, or changing the blockstring to encorparate the HCB at the point that your opponent usually pushblocks at.

If you are using any kind of horizontal control assist, HCB+K is better than the command normal because of added forward momentum, creating crossups/layered blockstrings and/or letting you stay on the opponent in case of a pushblock, plus its faster and harder to block. The command normal is really good for bypassing cyclops calls and some other assists however.

I have won matches in tourney going through typhoonxxhail with QCF+KK, so trust me, its reliable.

Also yeah, lp + drones, mp, HK tenshoukyaku (cross up) ground infinite is pretty good. Ive used it in match before with results, but its not really 100% safe. Be cautious.

Umm, is there any way to play a good Chun *without * just spamming Sentinel or Storm assists to cover your ass? :confused:

As you know I don’t play Sent and the rest of the god tier, so it would be really helpful if there’s other support assists to help; its really kinda pointless to me to try playing Chun if I can’t get anywhere without drones… And don’t say tron, either. :mad:

Interesting tidbit on the command normal being able to bypass cypclops AAA. I didn’t know that.

Ummm…Doom? You need horizontal control/anti air no matter who your point is. I play Chun/Wolvie/Doom alot, speed up super is broke, and chun builds good meter.

As far as chun vs. top tier, she isnt gonna be anywhere near her potential without sent, i am sad to say. Storm is probably the only person I would replace sent with vs. top tier, and even that is kinda iffy IMO.

I hesitate to base a character’s potential on an assist, i.e. Sentinel’s, but I digress.

I was thinking Shuma projectile; it’s fairly large, can combo of of and is nether too fast or slow. Its not great, but perhaps it could achieve my purpose?

I never said that I could throw a lp kikouken with Chun Li, dash up and combo off of it in time to start her infinite. You posted that, Risuno. I was asking you how you were able to reach the opponent in time to combo off of it? Her recovery seems too long for that. Using wavedashing, I could only reach about 1/2-screen behind it.

Tech Romancer, Shuma-projectile is a decent mid-screen replacement for Sent-Y since it also hits multiple times, but it will not go fullscreen. Another thought tho is not just replacing the assist, but also inserting a character who is just as helpful at taking a match if Chun dies.