This post will be updated with Combos, BnBs, Resets, etc. for Chun Li, as well some general stats/strategies for her as well. Don’t be afraid to contribute your findings and experiences!
I’ve decided to follow a similar format to Karsticles’ Dormammu guide as it gives a lot of space and information I feel is not conveyed in a simple BnB list.
Chun Li at a Glance
Health: 850,000
Level 1 X-Factor Bonuses: 120% Damage, 120% Speed
Level 2 X-Factor Bonuses: 135% Damage, 135% Speed
Level 3 X-Factor Bonuses: 150% Damage, 150% Speed
As you can see Chun-Li gains a huge amount of speed in comparisson to the rest of the cast in X-Factor. With X-Factor Level 3, she is very difficult to control and combo with properly. Part of your success in Chun-Li will depend
not only on good execution, setups, decisions, and movement but being able to do all of these things in X-Factor as well (even if it is only for the “What If?” scenario of being stuck with only Chun-Li at the end of a match).
Notation:
:l: - Light Attack
- Medium Attack
:h: - Heavy Attack
:s: - Special Button
:a1: - Assist Button 1
:a2: - Assist Button 2
:atk::atk: - Any Two Attack Buttons
(Air) - Performable While Airborne
(Low) - This Move Must Be Blocked Low
(High) - This Move Must be Blocked High
(OTG) - This Move Hits Prone Opponents
(Mid) - This Combo Requires A Mid-Screen Opponent
(Corner) - This Combo Requires A Cornered Opponent
(Assist) - This Combo Requires An Assist
(Reset) - This Combo Requires A Reset
(XF1) - X-Factor Level 1 Damage Levels
(XF2) - X-Factor Level 2 Damage Levels
(XF3) - X-Factor Level 3 Damage Levels
c. - Crouching
s. - Standing
j. - Airborne
sj. - Airborne Via Superjump
(XFC) - X-Factor Cancel
(DHC) - Delayed Hyper Cancel
IAD - Instant Air Dash
(JC) - Jump Cancel/Jump Cancelable
(A) xx (B) - Cancel A’s animation into B.
Magic Series – Chaining attacks from Light to Medium to Heavy. The basic combo in UMVC3.
Normals
Note: At the request of Buktooth, Frame Data is withheld. If you want Chun-Li’s data as well as an amazing product in general, please purchase the Brady Games Guide for UMVC3. Definitely worth every penny.
Standing :l:
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 35,000
Discussion:
•Chains into itself as well as cr.:l:
•Magneto jab this is not. While Chun’s standing :l: is really good, it doesn’t have the same ridiculous range as some other characters or be an amazing anti-Air like Magneto. It’s primary use is a fast poke to get in a quick hit and start a combo.
•Offers more damage and meter than cr.:l: but is more slower/more unsafe.
Standing (JC)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 50,000
Discussion:
•Jump Cancelable. Not as useful as cr. in this aspect but you can create a cross up situation or over head off of this move.
•Decent range poke but because of the slight upward angel of the kick, this can miss some smaller characters. Street Fighter 4 this is not, don’t use standing as an anti-air. Mostly a standard combo filler as there are simply better pokes/attacks.
Standing :h: (JC)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 70,000
Discussion:
•Jump Cancelable. Not as useful as cr.:H: in this aspect but you can create a cross up situation or over head off of this move. It is pretty good if you combine that with the fact that it’s a . . .
•Medium speed attack with decent reach that is completely safe if blocked. Whiffed, not so much though. As with any whiffed normal in Marvel, make sure you cover yourself in some form.
•This is Chun Li’s Snapback animation.
Standing :s:
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 70,000
Discussion:
•Cannot be canceled into anything
•As with all launchers (except Wesker’s cause he’s ridiculous), a blocked launcher is a good way to lose a character. Never use it as a poke and very rarely as an anti-air.
•Important that you realize that holding :s: causes you to automatically super jump to follow your opponent. This is useful for keeping a Spinning Bird Kick or EX Spinning Bird Kick charge.
Crouching :l:
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 33,000
Discussion:
•DOES NOT HIT LOW. It’s important that you realize this.
•Chains into itself as well as standing :l:
•Pretty safe to poke with and bait the opponent into a counter hit. Just make sure you don’t rapid fire it as you will trigger :l: Hyakuretsukyaku
Crouching (Low) (JC)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 48,000
Discussion:
•Jump Cancelable. You can use this to set up a cross up situation or an instant overhead.
•Chun’s fastest low attack. On top of that, it has probably the best reach of any of her grounded normals. This is the move you want to fish for a hit with for a combo besides aerials and well placed jabs.
Crouching :h: (Low) (JC)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 60,000
Discussion:
•Jump Cancelable. You can use this to set up a cross up situation or an instant overhead.
•Second fastest low
•Outside of damage, this move is completely trumped by cr. in almost every way. They have the same setups but cr. is faster, has longer range, and better recovery. Despite this, it’s still an amazingly important move in her arsenal due to it’s large damage and prevelance in Chun’s combos.
Kakukyakuraku - :f: + :h: (High) (JC)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 80,000
Discussion:
•Jump Cancelable. You can use this to set up a cross up situation or an instant overhead.
•Cannot be special canceled
•Chun’s signature “flip kick”, this move is good in combos and rarely as an overhead due to its slow speed.
•When predicting a ground throw, use + :h: to break it. Due to the system changes in UMVC3, it’s possible to mash a throw repeatedly. After several “Break Aways” both players will be pushed too far apart to grab one another and if either player is still mashing, the character’s :f: + :h: will execute. That’s a good way to lose Chunners.
Aerial :l: (High) (JC)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 40,000
Discussion:
•Jump Cancelable. It’s an AMAZING instant overhead by the way.
•Scales combo damage very heavily so avoid using it outside of a really fast aerial poke (and it’s FAST, just has poor aerial range).
•Considering the speed at which this move comes out and recovers, I really wonder how the hell she is able to essentially do a complete split and then bring her foot back down. Something to think about…
Aerial (High) (JC)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 55,000
Discussion:
• Jump Cancelable. You can use this to set up a cross up situation or an instant overhead.
•Chun-Li’s air is probably her best normal. It comes out rather quickly, has good reach, can cross up, is an overhead, is completely safe on block, sets up amazing unblockables with a low hitting assist, and leads to full combos on hit.
•After connecting with j. you are pretty much free to perform any ground combo of your choice from normal jump height. Trades from super jump height can be canceled into aerial Tenshokyaku xx JC xx Aerial Magic Series or simply JC xx Aerial Magic Series to pick up extra damage.
Aerial :h: (High) (JC)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 70,000
Discussion:
• Jump Cancelable
• Similar to j. in a lot of ways, only it’s slower but provides more raw damage. It’s generally better to use j. due to it’s speed and reach advantage and the fact that you can IAD j. to score a hit. Still a normal jump j.:h: isn’t always a bad thing.
•Can chain into j.:s: almost any time you land this move for extra damage. Due to the histun scaling in this game, it’s ill advised to do this though as usually opponent’s will pop out before you can finish a combo with a Hyper.
Aerial :s: (High)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 70,000
Discussion:
•j.:s: is specifically useful for two purposes:
- Chaining together an air series (specifically used after j.:h:)
- Knocking an opponent from the air to the ground. This is specifically useful in combos that involve Tenshokyaku, j.Hyakuretsukyaku, and of course an Air Series after a launcher.
Yosokyaku (Aerial :d: + ) (High) (JC)
Details
Spoiler
Attack Data:
•Hits: 1
•Damage: 65,000
Discussion:
• This move can OTG
• Jump Cancelable. You can use this to set up a cross up situation or an instant overhead.
• Causes Chun-Li to bounce at a 45 degree angle upwards on hit. This allows you to string several aerial attacks together on hit, including another Yosokyaku.
• An invaluable move to Chun-Li’s arsenal, this move allows for so many options. Yosokyaku is capable of all of the following:
-
Chaining from any jump cancelable move to create an almost instantaneous overhead that is incredibly difficult to block, especially when coupled with a lockdown/pinning assist like Akuma’s Tatsumaki, Sentinel’s Drones, or Frank’s Shopping Cart.
-
Chaining more hits/:h: attacks into a single combo thanks to it’s speed out of jump canceled normals and it’s ability to be JC’d itself.
-
Follow up throws from the ground and the air in tandem with either j.Hyakuretsukyaku or canceling into an IAD j.:h:
-
Resetting opponent’s after a launcher combo, allowing for a high/low mixup, left/right mixup, or air grab attempt.
-
Makes Chun-Li’s two infinites possible.
-
Most importantly, allowing you to add a hyper combo onto the end of most bread and butter combos.
Throw - + :h: or :f: + :h:
Details
Spoiler
•Hits: 1
•Damage: 80,000
Discussion:
•Ground throws are able to be followed up two ways:
- MVC3 style: Calling an OTG assist (i.e. Wesker) as you grab your opponent
- Super Jump IAD xx j.:d:+:m: right as the throw animation is ending. I find it easiest to perform :d:,:u: as soon as I see the opponent’s head “bounce” off the floor from the slam Chun-Li gives them. To perform the Air Dash xx j.:d:+:m: it is easiest to hold :d: and hit :l:+:m:, :l:+:m:. The game will option select the Yosokyaku if it’s able to, otherwise it will air dash. This trick is also useful for performing Yosokyaku xx IAD j.:h: combos.
•Air throws are able to followed up by air dashing from the spot of the air throw and then performing j.:d:+:m:. It’s best to wait as long as possible for the OTG as it gives you the lowest height, allowing for the easiest follow up for a ground combo.
Ground Dash - + :atk::atk:, :f:+:atk::atk:, , or :f::f:
Details
[details=Spoiler]
Discussion:
•Chun-Li’s dash is able to be fast, covers good distance, canceled into pretty much anything, making it very effective.
•Hyakuretsukyaku will trigger at any point when the same button is pressed 3 times within a certain time frame. It is for this reason that wave dashing quickly with Chun-Li is not advised as it will cause Hyakuretsukyaku to come out and whiff, allowing for punishment. You can use this to your advantage to style on people and loop Hyakuretsukyaku xx Dash repeatedly if you so choose.
•While dashing with Chun-Li, it is possible to hold the charge of a Spinning Bird Kick or EX-Spinning Bird Kick. Done fast enough, one can crouch to charge, stand and dash, and immediately hold down to cancel the wave dash while still holding the charge. This is a useful way to traverse the screen while still holding either version of SBK for a counter assault (especially since the aerial version of SBK is relatively safe on block and leads to good damage on hit). [/details]
Air Dash (Air) - :f::f: or :atk::atk:
Details
Spoiler
Discussion:
•Chun-Li only has the ability to air dash forward. Keep that in mind.
•Chun’s air dash is fast, very fast. So fast that the fact that you can’t block during it is almost negligible unless you are starting up a dash right as they full screen projectile/beam super. It travels on a slight downward angle, making it perfect for aggressively rushing down an opponent.
•Can be executed faster by super jumping instead of normal jumping, allowing you to cover more ground quickly.
•Can be “Plinked” or “Kara’d” using either :atk:~:h: or :atk:+:atk:+:s:. This allows you to string two air dashes together almost instantaneously to travel almost the entire length of the screen. Master this technique, as it is your primary means of getting around the screen next to wave dashing.
•Option Select “Plinked” Air Dash/Grab Break: :f: + :atk: ~ :h:
•Option Select “Kara” Air Dash/Grab Break: :f: + :atk: + :h: + :s:
Wall Jump - :uf: while jumping backwards towards a wall.
Details
Spoiler
Discussion:
•Useful tool to know. Can be good for getting you out of a sticky situation in the corner. Realize this does not use one of your jumps and you can act shortly after the wall jump with almost any aerial option.