I appreciate the fact that you did! I have been meaning to work on backdash OS. What does partially connects mean for back forward, though? That they are caught airborne?
I’ve had this Chun-Li guide 90% done for the longest time but i lost my copy of xTekken on a train (somehow) and wanted to confirm the damage on the combos before i posted it.
If anything is wrong or written like an idiot please say, it’s much appreciated.
General Overview
Considered one of the strongest (and most dry) characters in the game Chun-Li wins with most matchups using just pure fundamentals. Although she lacks the complexity of some, the tools she does have are strong enough to make her very flexible as a character.
Strengths
Footsies (walk speed) - Chun-Li has possibly the best footsies in the entire game, this is due to her massively long range high-priority pokes and her having the fastest walk speed in the entire game. Although she can’t hit-confirm as easily as some characters using her best pokes, the walk speed alone make whiff punishing with boost chains simple.
Meter Building - Due to st.Strong moving you substantially closer to the opponent when special cancelled, this makes roundhouse.Lightning Legs a great tool for building Meter quickly. Although its vunrible to Alpha Counters it makes her an amazing battery early in the round.
Weaknesses
Relies on Boost Chains - Although Lightning Legs provide a good hit-confirm into potentially massive damage, her best poke in a lot of matchups is st.Fierce which is not special cancellable.
Weak mixups - Your primary mixup is throw/cr.Short and although she does this better than most the damage from this mixup doesn’t compare to a lot of the cast, which often makes the risk/reward bad.
Footsies/Buttons
Normals
•**st.Jab **- With 3 frame startup and +2 on block this move is great for frame traps, it’s also good as a whiff punish when buffered into st.Fierce.
•st.Strong - Slow startup at 7 frames but it has a great hitbox, when canceled it moves Chun really far forward so combined with roundhouse.Lightning Legs it’s one of her best pokes.
•st.Fierce - For a heavy move at 7 frames startup it’s very quick for the range it has, on top of this it has an almost broken hitbox even beating moves like a shoto cr.Forward. It’s also one of her situational anti-airs.
•st.Short - Not useful in most match-ups but in the Chun mirror match for example it’s range and speed make it a good whiff punish against her standing pokes.
•st.Forward - It’s only use is as a situational anti-air when df+Short doesn’t reach.
•st.Roundhouse - Good for punishing neutral jumps from far away but most characters can duck and punish it, it’s a good tool vs those that can’t to keep them away.
•cl.Jab - 3 frames startup make it good for frame traps where you do not want to risk being launched for using cr.Short.
•cl.Strong - Only use in combos.
•cl.Fierce - Good for max damage punishes and frame traps into roundhouse.Lightning Legs.
•cl.Short - Shockingly high frame advantage at +3, good for frame traps and viable alternative to cr.Short.
•cl.Forward - The hitbox is nothing like its SF4 incarnation rendering it useless.
•cl.Roundhouse - Same uses as cl.Fierce only it has a slightly slower startup at 5 frames. It’s main use is within combos as it’s jump cancellable on hit.
•cr.Jab - Slightly better hit/block stun than cr.Short but it doesn’t hit low and it’s a frame slower in start up. Can be useful for creating more aggressive frame traps where you walk forward between hits.
•cr.Strong - Goes under fireballs and hits low from really far away but has a very slow startup at 11 frames.
•cr.Fierce - It’s a good move for block strings into roundhouse.Lightning Legs as it comes out quicker than st.Strong. It can also be used to tag cancel during combos or on block.
•cr.Short - Her best crouching button, 3 frames startup chainable and combos into her b&b
•cr.Forward - Due to the range this move has no real use where another button wouldn’t be preferable.
•cr.Roundhouse - Very long range sweep and at 8 frames startup it’s relatively quick too. It’s very easy to whiff punish though and doesn’t have a particularly good hurtbox.
•j.Fierce - Two hit jumping attack, you can circumvent the second hit and just go low for a very basic mixup.
•j.Short - Best hitbox for crossups but lacks hit/block stun. Active frames make it a good air to air
•j.Forward - Longest range jumping attack, great for the rare occasion you try to jump a fireball. It also has a hitbox on the back for crossups but only really works from a setup.
•j.Roundhouse - Good low to the ground hitbox making it hard to anti-air for some characters.
•nj.Fierce - Like j.Fierce it has two hits and has the same mixup.
•nj.Roundhouse - Has massive range on both sides making it her all purpose go to neutral jump attack.
Uniques / Target Combos
•df+Short - Her standard anti-air for deep jump ins, leads to a full combo or a possible tag.
•b+Forward - 6 Frames start up and a good range make it a viable poke but typically it’s just used for combos and punishes.
•b+Forward, Forward - Jump cancellable but has to be hit confirmed as it’s very punishable.
•b+Forward, Forward. d,u+Forward - Mainly used as a gimmick for messed up hit-confirms but it has some combo potential when tagged from as it leaves the opponent very high in the air
•f+Forward - Useless
Specials
•Kikoken - A very versatile fireball with good recovery, the jab version can also be used like a shield to walk behind because of the speed. Only draw back is they eventually disappear from the screen.
•Hazanshu - This move goes over most fireballs and lows but because of the long start up it’s used as a read instead of a reaction. The forward version is 6+ on hit so you can link it into a full combo, all versions of Hazanshu are however launchable on reaction so there is a big risk using it.
•Spinning Bird Kick - A great move for combos where you want to keep the opponent standing.
•Hyakuretsukyaku (Lightning Legs) - The only version of this you want to use is roundhouse as the mashed version is +1 on block making it an amazing pressure / meter building tool when used in conjunction with st.Strong. It also leaves the opponent in hit/block stun for a long time so you can safely tag in your other character and land a full combo.
EX Specials / Supers
•Kikoken - A great combo extender as it leaves the opponent standing and has massive hit/block stun. It’s also a great way to cover up blocked boost chain while being able to continue pressure after.
•Hazanshu - The improved start up combined with invulnerability from the first frame make reacting to fireballs possible. Only downside is the ground bounce limiting the damage possible.
•Spinning Bird Kick - Your best ‘get off me’ move, it’s unfortunately very easy to safe jump though.
•Hyakuretsukyaku - Used in pandora combos mainly as it deals well with scaling, normally it’s not worth the meter though.
•Senretsukyaku - Amazing for punishing fireballs and long range pokes on block (like Akuma’s cr.Roundhouse) but it lacks real damage
Combos
[quote]
Hit-Confirm
•[297] cr.Short, cr.Short, Target Combo xx Jump Cancel Forward, j.Roundhouse, st.Roundhouse xx CADC, st.Roundhosue xx roundhouse.Lightning Legs
Post-Launch
•[364] launch, cl.Roundhouse xx Jump Cancel Forward, d+forward, j.Roundhouse, cl.Roundhouse xx roundhouse.Lightning Legs
•[320][double launch] launch, Target Combo xx Jump Cancel Forward, j.Roundhouse, Launch
Solo Meterless Max Damage
•[402] cl.Roundhouse xx roundhouse.Lightning Legs (mashed), cr.Short, Target Combo xx Jump Cancel Forward, j.Roundhouse, cl.Fierce xx CADC, cl.Fierce xx short.Hazanshu
•[402][corner] cl.Roundhouse xx roundhouse.Lightning Legs (mashed), cr.Short, Target Combo xx Jump Cancel Forward, j.Roundhouse, cl.Fierce, cl.Fierce xx short.Hazanshu
Solo Metered Max Damage
Her solo metered damage is negligible, save it for tags cancels or ex.Kikoken to keep her in.
Rc_ON
February 9, 2014, 7:26pm
148
At last updated. Procrastinating sucks.
I don’t know if this is common knoledge but it seems several carachters can kara throw pressing FP and instant before lk, lp…so far Ryu Vega and Guile can do it (Guile pressing Mp)…i will look further into it…kara throw was a big part of vega’s game in sf4…it is not a such and mazing increase in range of the throw but it is noticable