Street Fighter 3: 3rd Strike/Chun-Li/Archive: Difference between revisions

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==Move Analysis==
==Move Analysis==
back + FP is good for building meter when you're a safe distance away<br>
st.MP is good for building meter from closer or if you feel back + FP might be risky<br>
<br>
cr.MK is a good poke<br>
cr.MP is good every once in a while if your opponent thinks he's safely out of cr.MK range<br>
FP is good, don't do it from stupidly close<br>
far FK goes over low pokes and links into SAII on crouching opponents (buffer the super, piano the kicks when you land)<br>
cr. FK beats a lot of stuff and it's a high parry that knocks down<br>
back + FP beats a lot of stuff and cancels into super. Throw it out to beat pokes, buffer the super and if it connects with something, hit kick<br>
up close, FK super jump cancels into super as well<br><br>
back + MP, back + FP + FK (mash on FK for lightning legs if parried) and MK are decent anti-airs. neutral jump FK is a very good anti-air if you can pre-empt jumps well<br><br>
up close, Chun-Li's main mix-up is ticking with cr.LP (which comes out lightning fast) or cr.LK (slightly slower but has to be parried low) then kara-throwing or throwing out cr.MK for hit confirm<br><br>
And yeah, Chun players do that tapping down thing after a knockdown to throw other player off what they're going to do. I don't do that myself but like to walk backwards and forwards slightly, tap down, then kara-throw. Just learn how to disguise your patterns and mix-up your play. <br><br>
Tick with cr.LP, walk up slightly so it looks like you're going for plain old vanilla throw, then cr.MK. Tap down, then go for cr.MK. Just do whatever. You'll develop your own tricks and techniques over time. Everyone reacts differently. Some Ken players like to SRK right after you do cr.LP or cr.LK for example, so cr.LK, then blocking is another idea, just to see how they react. Of course, you can also use the delay while blocking to try and fish for another cr.MK.<br><br>
EX SBK is her best wake-up option if you're going to be aggressive<br>
<br>
EX fireball xx SAII is good for chip damage KO<br><br>


== Combos ==
== Combos ==

Revision as of 11:19, 7 February 2017

Chun-Li's Character Select Portrait
Chun-Li's Neutral Stance

Introduction

In her most notorious incarnation, Chun-Li is a defensive beast. She mainly relies on punishing opponents with her high speed and range, solid power and 2nd Super Art which can be combo'd into multiple ways.

Specific Character Information

  • Stamina: 1120
  • Stun Bar Length (dots): 64 (Normal)
  • Stun Bar Recovery (frames it takes to recover 1 dot): 22
  • Taunt:

Yawn (happens 100% of the time) - Increases stun recovery rate by 10% for the first yawn and an additional 21% for the second yawn. Lasts the whole round. Maximum 2 yawns, 33% bonus.

Shoulder tap (happens 21% of the time) - Increases defense by 18.8%. Lasts for the whole round. Maximum one shoulder tap.

Neck stretch (happens 38% of the time) - Increases damage for the next hit/combo by 31.3%. Maximum one neck stretch.

Back stretch (happens 15% of the time) - Increases defense by 31.3% (more than the shoulder tap) for the whole round. Also increases damage for the next hit/combo by 31.3%. Maximum one back stretch.

  • Best Kara-Throw: Far S.MK / Close S.HK
  • Standard Throw Range (pixels): 26
  • Kara Throw Range (pixels): 58/??
  • Dash Forward (frames) / Moving Distance: 16 / 2
  • Dash Backward (frames) / Moving Distance: 23 / 2
  • Normal Wake up (frames): 88
  • Quick Stand (frames): 61

Moves List

Normal Moves

Throws

Koshuu Tou LP + LK
Ryuusei Raku In air, LP + LK

Command Normals

Souren Shou B + MP
Hakkei B + HP
Senjou Shuu F + MK
Kakushu Raku Kyaku When close, hold MK
Yoku Sen Kyaku F + HK
Tenshin Shuu Kyaku DF + HK
Sankaku Tobi Near wall, UB, UF
Yousou Kyaku While jumping, D + MK
Yousou Suitotsu Da While jumping, D + HP

Target Combos

  • UF or UB + HP -> HP (Air chain)

Special Moves

Kikouken B, DB, D, DF, F + P (EX)
Hyakuretsu Kyaku Tap K rapidly (EX)
Hazan Shuu F, DF, D, DB, B + K (EX)
Spinning Bird Kick Charge D, U + K (EX)

Super Arts

I Kikou-Shou D, DF, F, D, DF, F + P 1 stock (2.2 ex)
II Houyoku-Sen D, DF, F, D, DF, F + K 2 stocks (5.2 ex)
III Tensei-Ranka D, DF, F, D, DF, F + K 3 stocks (5.4 ex)

Move Analysis

back + FP is good for building meter when you're a safe distance away
st.MP is good for building meter from closer or if you feel back + FP might be risky

cr.MK is a good poke
cr.MP is good every once in a while if your opponent thinks he's safely out of cr.MK range
FP is good, don't do it from stupidly close
far FK goes over low pokes and links into SAII on crouching opponents (buffer the super, piano the kicks when you land)
cr. FK beats a lot of stuff and it's a high parry that knocks down
back + FP beats a lot of stuff and cancels into super. Throw it out to beat pokes, buffer the super and if it connects with something, hit kick
up close, FK super jump cancels into super as well

back + MP, back + FP + FK (mash on FK for lightning legs if parried) and MK are decent anti-airs. neutral jump FK is a very good anti-air if you can pre-empt jumps well

up close, Chun-Li's main mix-up is ticking with cr.LP (which comes out lightning fast) or cr.LK (slightly slower but has to be parried low) then kara-throwing or throwing out cr.MK for hit confirm

And yeah, Chun players do that tapping down thing after a knockdown to throw other player off what they're going to do. I don't do that myself but like to walk backwards and forwards slightly, tap down, then kara-throw. Just learn how to disguise your patterns and mix-up your play.

Tick with cr.LP, walk up slightly so it looks like you're going for plain old vanilla throw, then cr.MK. Tap down, then go for cr.MK. Just do whatever. You'll develop your own tricks and techniques over time. Everyone reacts differently. Some Ken players like to SRK right after you do cr.LP or cr.LK for example, so cr.LK, then blocking is another idea, just to see how they react. Of course, you can also use the delay while blocking to try and fish for another cr.MK.

EX SBK is her best wake-up option if you're going to be aggressive

EX fireball xx SAII is good for chip damage KO

Combos

Non-meter:

B + hp, Fireball (QCF, P)

Jump-in hp/hk, cr. mk, Spinning-bird kick (charge D, then U + K)

cr. mk, Hyakturetsu Kyaku (Tap K rapidly)


Ex Moves:

cr. hp , Ex Spinning-bird kick (charge D, then U + KK)

cr. mk, Hyakturetsu Kyaku (Tap KK rapidly)


SAI:

Cr. mk, SAI

B + hp, SAI

Cl. hk xx SAI (must be super-jump cancelled)


SAII:

Cr. mk, SAII (the most common SAII combo, by far.)

B + hp, SAII

Cr. lp, SAII (has uses, such as punishing certain fast-recovering moves, or getting out of a corner lightning-legs trap against another Chun-Li.)

B + mp, SAII (dumb, but it's there.)

Far HK, SAII (on certain crouching opponents, such as the shotos, Hugo, Q, and Dudley.)

Close HK xx SAII (must be super-jump cancelled.)

Lp, Cr. lp xx SAII


SAIII:

Cr. mk, SAIII (only if opponent is crouching, but not too sure. Needs to be confirmed.)

Frame Data

http://ensabahnur.free.fr/Baston/index.php?page=gameMoves&gameNum=20&charNum=3&charName=Chun-Li&gameName=Street%20Fighter%20III%20Third%20Strike

     Normal Moves, Command Normals, Other
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching
Light Punch HL 30 3 Sp*Su 2 1 6 2 2 2
Medium Punch H 100 11 Sp*Su 6 6 9 -2 -1 0
Hard Punch H 110 11 - 8 5 17 -2 0 2
Light Kick HL 40 3 - 3 4 9 1 1 1
Medium Kick H 80 5 - 6 1 15 -2 0 0
Hard Kick H 120 15(13) - 4 8 12 -3 -1 1
Far Light Punch HL 20 3 C*Sp*Su 3 4 4 2 2 2
Far Medium Kick H 90 11 - 7 5 19 -5 -3 -1
Far Hard Kick H 120 13 - 12 1 15 0 2 4
Crouching Light Punch HL 20 3 C*Sp*Su 2 3 5 3 3 3
Crouching Medium Punch L 90 3 - 8 3 18 -4 -3 -2
Crouching Hard Punch HL 110 5(13) Sp*Su 8 3 22 -1 1 3
Crouching Light Kick L 20 3 C 4 1 6 3 3 3
Crouching Medium Kick L 90 3 Sp*Su 6 1 14 -2 -1 0
Crouching Hard Kick HL 110 5 - 7 2 21 -7 Down Down
Jump Up Light Punch H 40 7 - 4 - - - - -
Jump Up Medium Punch H 80 11 - 7 - - - - -
Jump Up Hard Punch H 130 15 - 10 3 - - - -
Jump Up Light Kick H 40 7 - 5 22 - - - -
Jump Up Medium Kick H 80 9 - 6 2 - - - -
Jump Up Hard Kick H 130 13 - 8 5 - - - -
Jumping Light Punch H 40 7 - 2 - - - - -
Jumping Medium Punch H 60 9 - 4 - - - - -
Jumping Hard Punch H 80 9 - 9 7 - - - -
Jumping Light Kick H 50 5 - 5 - - - - -
Jumping Medium Kick H 90 9 - 6 13 - - - -
Jumping Hard Kick H 110 13 - 10 3 - - - -
Back + Medium Punch H 60+50 7+9 Sp*Su 5 1*1 18 -2 - -
Back + Hard Punch H 130 - Sp*Su 7 8 10 -1 - -
Toward + Medium Kick H 80 5 - 11 6 11 0 - -
Down-Toward + Hard Kick H 110 13 - 37 4 2 9 - -
Head Stomp (Down + MK in the air) H 50 5 - 9 - - - - -
Universal Overhead H - - - 16~25 - - -5 ~ +7 0 ~ +8 +1 ~ +9
Throw - 120 9 - 2 1 21 - - -
Air Throw - 80 9 - 2 1 - - - -
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching
     Special Moves and Super Arts
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block
Fireball Light Punch H 45 3 Su 14 1 45 -17
Fireball Medium Punch H 50 3 Su 13 1 38 -10
Fireball Hard Punch H 60 3 Su 11 1 32 -4
Fireball EX H 80 3 Su 16 1 41 -7
Lightning Legs Light Kick H 40+20 3+5 - 6*3 1*1 - -
- H 30+20 3+3 - 3*3 1*1 12 3
Lightning Legs Medium Kick H 40+20 3+5 - 6*3 1*1 - -
- H 30+20 3+3 - 3*3 1*1 13 1
Lightning Legs Hard Kick H 50+20 3+5 - 5*2 1*1 - -
- H 40+30 3+3 - 2*2 1*1 15 -1
Lightning Legs EX H 60+40 3+5 - 3*2 1*1 - -
- H 40+40 3+3 - 2*2 1*1 17 -3
Spinning Bird Kick Light H 50+30 7+3 - 12 1*1 - -
- H 30+30 3+5 - 5*5 1*1 21 -2
Spinning Bird Kick Medium H 50+25+25 7+3+3 - 14*1*15 1*1*1 - -
- H 25+25+25 3+3+3 - 5*5*5 1*1*1 22 -2
Spinning Bird Kick Hard H 50+25(x6) 5+3(x6) - 17*1*4(x5) 1*1*1(x5) - -
- H 30 3 - 4 1 22 -2
Spinning Bird Kick (EX) H 50+40+50 7+3+7 - 12*4*4 1*1*1 - -
- H 40+50 3+7 - 4*4 1*1 22 -8
Overhead Flip Kick Light H 100 11 - 22 2 18 -2
Overhead Flip Kick Medium H 110 13 - 24 2 18 -2
Overhead Flip Kick Hard H 120 15 - 29 2 17 -1
Overhead Flip Kick EX H 160 17 - 31 1 18 -2
SA1 – Kikoshou HL 40(x3) 0 - 1 1(x3) - -
- HL 35 0 - - 1 - -
- HL 35 0 - - 1 - -
- HL 35(x3) 0 - - 1(x3) - -
- HL 35(x2) 0 - - 1(x2) - -
- HL 35(x2) 0 - 2(x2) 1(x2) - -
- HL 35(x2) 0 - 2(x2) 1(x2) - -
- HL 35 0 - 2 1 - -
- HL 35(x5) 0 - 2(x5) 1(x5) 48 -38
SA2 – Houyoku Sen H 30 3 - 3 1 - -
- H 40 3 - 2 1 - -
- H 40 3 - 2 1 - -
- H 40 3 - 2 1 - -
- H 30 3 - 2 1 - -
- H 40 3 - 2 1 - -
- H 40+40 3*3 - 2*2 1*1 - -
- H 30 3 - 15 1 - -
- H 40 3 - 2 1 - -
- H 40 3 - 2 1 - -
- H 40 3 - 2 1 - -
- H 30 3 - 2 1 - -
- H 40 3 - 2 1 - -
- H 40 3 - 2 1 - -
- H 40 3 - 2 1 - -
Finish H 200 9 - 25 2 35 -23
SA3 – Tensei Ranka HL 80 3 - 3 2 - -
- 25(x4) - HL - - 3*2*2*2 1(x4) -
- 30 - HL - - 2 1 -
- 30 - HL - - 1 2 -
- 30 - HL - - 1 3 -
- 140 -30 H - - 7 1 46
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block

Strategies

Overview

Chun-Li is a top-tier character, sharing the top slots with Yun, Ken and (arguably) Makoto. Her greatest assets are her extremely damaging Super Art (Houyoku-Sen), extreme range of her kara-throw, her fast dash, and fast/high-priority normal moves. She has the capabilities to rush other characters down using her quick dash and faster moves such as s.LP, c.LP and close HK, as well as adding her throw to the mix and fear of Houyoku-Sen super which can be cancelled off of plethora of moves. However, she is often played as a reactive character; one that reacts to an enemy rather than trying to pressure them with a rushdown. As such, she makes an excellent turtle. She also has an extremely short hitbox while crouching, allowing her to duck an enormous number of moves that would normally hit.

Her main weaknesses are that she has no damaging combos that she can perform when she has no meter, and in some cases lacks a definitive anti-air such as a typical DP maneuver. Her assortment of high-priority normals and quick dash, however, can be used as anti-air devices with a great deal of success. Also, she lacks a fast overhead; both the universal overhead and flip kick are fairly slow and easy to block on reaction. She does, however, have an extremely long kara-universal overhead which can compensate for the lack of speed. Finally, she has a large falling/juggling hitbox, which means she's more prone to eating high-damage combos than a lot of characters (for example, Ken can do strong, fierce, jab uppercut x2 in the corner on her fairly easily, without a kara or strict timing at all.)

Basics

Chun-Li can dominate a match with simply her normals and throws alone, but much of her strategy stems from having at least one stock of the Houyoku-Sen super ready and available. It can easily be hitconfirmed off of a c.MK and b + HP, which are two of her most commonly used moves for poking, punishing, and during mixup.

Having a Houyoku-Sen stock can drastically change the flow of the match. Its damage is very high, and the last kick can be cancelled into a superjump, offering an array of different resets or simple extra-damage knockdowns that can set Chun-Li up for more mixups. Landing the Houyoku-Sen is not always necessary to take control of the match; the fear incited from being hit by the Houyoku-Sen is usually enough to turn the tide in your favor.

Super Art Selection

Chun-Li's most powerful Super Art is the Houyoku-Sen. It has a healthy stock of two supers, is very damaging, and can be super-cancelled or linked into using many of her attacks:

  • c.MK
  • c.LP
  • s.MP
  • b + MP (first or second hit)
  • b.HP
  • c.HP
  • close HK (must be super-jump cancelled)
  • F + HK (only on crouching opponents)
  • DF + HK
  • Kikouken
  • EX Kikouken

The Houyoku-Sen's final kick can be super-jump cancelled. As the last hit connects, perform a super-jump, and she will leap into the air. The opponent may be juggled following the Houyoku-Sen, and it is another useful tool in her mixup arsenal. It is almost a guaranteed free ride for your opponent into the corner, so you can take that into consideration if it proves advantageous for your position. Common Houyoku-Sen enders include:

  • sj.HP, HP (Target Combo, Resets)
  • sj.HP (First hit only, Resets)
  • sj.HP, HP (First hit whiffs, second connects, Resets)
  • sj.MP (Resets)
  • sj.d+MK, d+MK (Character-Specific, Knockdown)
  • sj.d+MK, MP/HP/MK/LK (Character-Specific, Resets)
  • sj.HK (Knockdown)

The Houyoku-Sen is also a 17-hit Super Art, making it a notorious ender of rounds via chip damage. You may also cancel a Kikouken or EX Kikouken into the Houyoku-Sen for the purpose of disrupting the timing for the opponent should they decide to try and parry it.

The Houyoku-Sen also has invincibility frames on startup during her initial rush to the opponent. It can be used to punish fireballs.

---

Other Supers:

Kikou-Shou (SA1) - The Kikou-Shou is a relatively high-damage super and comes with a rather short bar, which means you can have this super stocked more often than the Houyoku-Sen. It does more chip damage and is more difficult to parry than the Houyoku-Sen, but the primary drawbacks are the fact that it only comes with one stock which bars liberal use of EXs, and that its range is fairly limited. You cannot cancel a max-ranged c.MK into a Kikou-Shou and expect it to hit. For this reason, SA2 is considered a much more powerful super. However, the SA1 does have its merits as an anti-air.

Tensei-Ranka (SA3) - The Tensei-Ranka comes with a much healthier 3-stock limit as opposed to the Kikou-Shou, but it's much more difficult to use successfully. Unless the opponent is very tall or standing, you will not be able to hit them on the way up using the super, which turns the Tensei-Ranka most of the time into an extremely delayed, readable overhead. It is best used as an anti-air or confirmable damage off of an anti-air. Since a common way to punish jumpins with Chun-Li is to either close s.HK or parry into close s.HK, you can super-jump cancel into the Tensei-Ranka after a confirmed hit in order to do more damage than you normally would, at the expense of a reset.

Kara-Techniques

Chun-Li has two useful kara-throws available to her:

  • MK
  • close HK

A kara-throw is executed by inputting the correct attack (in this case, either MK or close HK) and cancelling the first frame into a throw. For example:

Execute the MK kara-throw by pressing the MK button and immediately pressing LP + LK. You will see Chun-Li move forward as she executes the throw, which will drastically improve the range of your throw and strengthen your game.

Her best kara-throw is her standing MK. It is tied with Q for the farthest reaching kara-throw. Her close HK kara-throw has a few uses against certain characters such as Dudley, whose hitbox can be deceiving, making the s.MK karathrow fail, and having the close MK technique execute instead.

Zoning

Mixups

Additional Notes

  • Personal Action: Recovers stun meter (when she yawns) and either Attack up (when she cracks her neck), Defense up (when she pats her shoulders), or both (when she arches forward). Note: Her taunt actions are completely random.

Buffering/Partitioning Hyakuretsu Kyaku (Lightning Legs)

Cancelling normals into Hyakuretsu Kyaku (from now on, referred to as simply 'Lightning Legs') is a great way to make an opponent think twice about punishing certain moves, and is also used to make b + HP a much more powerful anti-air, as the opponent will not only need to parry the b + HP, but also several kicks as they descend.

There are few ways to improve buffering Lightning Legs other than improving your own manual dexterity, but here are a few helpful hints:

  • Double-tap each of your buttons (drum two or three fingers each time you go to press the appropriate button -- easier on Japanese-style buttons which are more sensitive in activation).
  • Press the appropriate kick button in addition to the normal move you are trying to cancel. For example, if you wanted to cancel a s.MP into HK lightning legs, press MP~HK, then continually double-tap the HK key as fast as you can.

Lightning Legs can also be partitioned. That is, the button inputs for the technique can be stored through dashing. The most simple way to see and perform this is to dash continuously, pressing a single kick button as many times as possible while the dash animation occurs, then to stop dashing and press the kick button again. If done correctly, the lightning legs move will be performed.

This is useful in matches when you need to 'hide' the button inputs. If a player sees one or two standing shorts or repeated presses of the same kick button, they may interpret this as preparation for the move and adjust their gameplay accordingly. By masking the inputs in the dashes, you can spring the technique on your opponent more covertly. This is especially useful during air resets, since the lightning legs technique is a very good way of obtaining chip damage.

Match-ups

Serious Advantage Match-ups

  • Oro
  • Alex
  • Remy
  • Q
  • Hugo - One of the few matchups where SA I can come in handy, due to its usefulness as a zoning tool to keep Hugo out.
  • Sean

Advantage Match-ups

  • Ken
  • Makoto
  • Yang
  • Akuma
  • Urien
  • Ryu
  • Ibuki
  • Elena
  • Necro
  • Twelve

Fair Match-ups

  • Chun-Li
  • Dudley - For the most part, Chun-Li can win this match-up by playing it as though it were any other match, however, should Dudley earn a knockdown, you're in trouble. With Chun-Li's lengthy standing animation and Dudley's ridiculous wake-up control it can be devastating considering the amount of damage he can distribute on Chun-Li especially

Disadvantage Match-ups

  • Yun - Easily Chun-Li's worst matchup, due to her inability to counter Yun's dive kicks effectively, and the universal difficulty of dealing with Genei-Jin. Although Chun-Li is normally played with a more defensive/opportunistic mindset, it is important to pressure Yun before he can get meter. While Yun has no meter, it's difficult for him to damage Chun. Chun's superior normals will keep him at bay, and in any circumstance, regardless of whether or not Yun has meter, a stocked Chun will allow her many opportunities to throw or karathrow, as the threat of Houyoku-Sen is often too great to risk counter-throwing or sometimes tech-throwing. Being able to parry Yun's dive kicks is also very helpful, although good Yun players will often vary the ranges of the dive kicks in order to rush Chun down with well-placed mixups. For players who find it difficult to telegraph dive kicks, learn the ranges. Yun is restricted to only 3 different ranges (LK, MK, HK) and must land at a precise distance. Also, know that Yun's superjump arcs him slightly backward, adjusting the range ever so slightly. Knowing the correct ranges of the dive kicks and being able to see where they will land allows you to perform the appropriate anti-air (close s.HK, d+HK, b+HP, s.MP, parry, block, or air-to-air are all effective counters to divekicks at the correct ranges). Finally, be patient! Yun's main weakness (aside from his lack of non-meter offense) is his poor stamina, so one c.MK xx Houyoku-Sen is 40-50% of his life.

Serious Disadvantage Match-ups

Chun-Li has no match-ups where she is at a serious disadvantage

Platform Specific

Costume Selection

Press the corresponding button during character select to show a costume.

MAME Japan 990512

Blue FP
Gray MK
Light Gray LP + MK + FP
Pink FK
Purple LK
Sky Blue LP
Turqoise MP