Street Fighter 6/Chun-Li/Matchups: Difference between revisions

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| favorability ={{clr|5|Chun Favor}} but don't get too comfortable. This man is a con artist.
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;Quick Notes
;Quick Notes

Revision as of 19:50, 2 August 2023


Click the character's portrait to open their Wiki page.

Blanka
SF6 Blanka Icon.png Chun-Li vs. Blanka
Quick Notes
  • Kikoken is strong for stopping mindless Blanka Balls, but he can go over it with 63214K or under it with 3HP.
  • 63214K can be anti-aired, but it takes a lot of situational awareness as the timing and option changes with spacing and strength used.
  • 3HP is a massive low, but it's usually punishable with 2MP/2MK and always punishable up close.
  • 6HP is an extremely negative mid. Kill him for using it.
  • LP/MP ball can be punished on block, HP ball has to be stopped pre-emptively.
    • LP and MP ball are both punishable by 5HK.
    • 4HP's active frames are good for stuffing HP ball, but 22HK may be more consistent.
    • HP ball can be punished on Perfect Parry with immediate dash 5HK.
    • Chun's Drive Impact is long enough to hit any version of ball for a big punish combo, but only if you do it right before it would hit you.
  • OD Lightning is +4 on block.
Neutral

Blanka players will usually throw stuff out and see if there's a gimmick you can't handle. The best thing to do here is be prepared and do your homework.

Offense

Blanka has a meterless reversal with [2]8KK and a potent anti-throw option with j.[4]6PP. It's exceptionally difficult to make him block on wakeup due to [2]8KK beating strikes and throws and j.[4]6PP beating throws and blocking, on top of universal options like mashing, parry, and throw.

Defense
If you're knocked down and Blanka has enough time to set up a doll or is in lvl2 install, he's practically won the game. Your goal is to prevent at least one of those things, if not both of those things. His goal in install is to make you block a ball, so try to constantly stuff his attempts with 22HK. Blanka has both an overhead he can combo out of with Drive Rush and a command grab, although the grab is much slower. The animation is deceptive, as Blanka leaps forwards which can catch you if you're expecting a Blanka Ball.
Cammy
SF6 Cammy Icon.png Chun-Li vs. Cammy (Slight Cammy Favor)
Quick Notes
  • 5HK can stop both low divekicks and Spin Knuckle for a combo, but must be done on prediction.
  • Only the HP version of Spin Knuckle is plus. This version has extra screen shake.
  • In Burnout, all versions of Spin Knuckle are plus.
    • There will always be a gap before 5HP in Burnout (unless it's from 2HP, which will have a gap before it).
  • Spiral Arrows are safe or even 0 on block at max range, but they can only be plus in Burnout.
Neutral

Spin Knuckle throws a big wrench into what Chun Li normally likes to do in neutral against characters without projectiles (that being setting up a Kikoken and walking behind it). It's a lot riskier, which means she must rely more on her normals. Cammy's lvl3 and CA are both 9-frame, fullscreen-reaching moves which make throwing out a Kikoken that much scarier. That being said, it's Chun Li so her normals are pretty strong. 5LP in particular is excellent at stopping hasty Spin Knuckles, as it's relatively low risk and Spin Knuckle advances right into a range she can get a pickup off the counterhit. Some Cammy players will try to use Hooligan as a knowledge check or an approach tool. However, she only gets threatening 236[HP] mixups off particularly good knockdowns (+54) and non-[HP] or OD Hooligans don't start looping mixups. All versions can be stopped by an anti-air, but Tensho is significantly risky should she do the fastfall.

Offense

Cammy has an OD reversal that switches sides on hit. This makes pressuring her in the corner a little scarier, but it leaves her with a lot of space to cover and makes OD Cannon Strike a lot worse when used as an offensive tool.

Defense
Divekick spacing is everything in this MU. Chun must be aware of it at all times. It's on you as the Chun Li player to check Cammy by anti-airing the divekick or walking forwards enough to make it negative.
Chun-Li
SF6 Chun-Li Icon.png Chun-Li vs. Chun-Li (Even (Mirror))
Quick Notes
  • Make sure to punish LK and MK Legs, as well as all versions of SBK. No one checks these for some reason and they're free to 4/6MP and 4HP.
  • LK Hazanshu is the only version that's punishable, but it's very negative at -9.
  • 2MK is an excellent answer to her own 2HK.
  • 4/6MP extends her foot hurtbox, making it more vulnerable to lows.
  • 5HP extends a very large hurtbox as Chun leans forwards, losing hard to pre-emptive options.
Neutral

Kikoken cancels itself out and Hazanshu can go over it, but don't discount its usefulness. The other Chun Li either has to have charge to stop it or commit to something that can be anti-aired to go over it, otherwise she relies on system mechanics.

Offense

Chun Li has an invincible reversal with OD Tensho, as you probably know, but its lack of range means it's easier to bait with spacing traps and the sort. TK Legs is also a threat when you're running strike/throw, and it's a little strange for Chun to stuff it since she doesn't have a crouching anti-air and instead must punish it on the way down.

Defense
Make sure to check gaps in the other Chun's offense. Most strings that aren't a heavy normal cancelled into 236HK or stance have a mashable gap. The main times stance cancels aren't interruptible are from 5HK, 2HP, or a blocked Drive Rush normal; so it's pretty safe to check them, even with mediums. Don't let her get away with stance pressure off of a raw 2MK or 5HP.
Dee Jay
SF6 DeeJay Icon.png Chun-Li vs. DeeJay
No Data
Dhalsim
SF6 Dhalsim Icon.png Chun-Li vs. Dhalsim
No Data
E.Honda
SF6 Ehonda Icon.png Chun-Li vs. E.Honda (Slight Chun Favor)
Quick Notes
  • Buttslam can be dealt with via delayed 5MK or 22K, but it can sometimes make those options whiff as Chun cannot manually "crosscut" her anti-airs. The safest option is to try and parry it.
  • Headbutt can be jumped on a read, but the best option on reaction is to try and Parry it so the Drive loss is mitigated.
  • Do not try to reaction DI Headbutt. He can almost always DI back and kill you for it, as you've also taken unscaled Headbutt damage from the DI armor.
  • The worst thing you can do is block Headbutt. Chun's fast buttons don't reach Honda or die to him pressing 5HP like a doofus.
Neutral

Look out for Headbutt and Buttslam. Those are his main tools from afar as his mobility is otherwise somewhat lacking. Headbutt can be stopped with pre-emptive buttons or Kikoken, but he can use his j.HP to steer around Kikokens.

Offense

If Chun gets the opportunity to safejump, use a light normal. Heavier normals will take more time to land if OD Headbutt's armor absorbs them and can be punished. Light normals have less hitstop and will still land in time to safejump OD Headbutt or any other reversal he could choose.

Defense
Honda has a wide range of offensive options, but he needs to be very close in order to land Oicho. Be careful challenging after a blocked or Parried Headbutt, as Honda is at the perfect distance for a spacing trap. The risk/reward for doing another Headbutt or sitting there and pressing 5HP is massively in his favor.
Guile
SF6 Guile Icon.png Chun-Li vs. Guile
No Data
Jamie
SF6 Jamie Icon.png Chun-Li vs. Jamie (Slight Chun Favor)
Quick Notes
  • 2HK is the button to beat. It can be punished with 2MK if poorly spaced, but at max range all Chun can get is Kikosho or 236KK > 2MK > MK SBK.
  • Palm (214P) can be punished or at the very least checked with 5LP.
  • Drink Rekka (236P~6K~6K) is -1 on knockdown. If he uses it in the corner, check him.
Neutral

Jamie has to play around Kikoken if he wants to approach, but he has a unique way of forcing Chun to approach with his drinks. Kikoken being a charge move actively works against her here, as she must choose between actively taking space or trying to charge. Unfortunately for her, Kikoken also doesn't travel fullscreen, meaning she has to approach if he backs off and takes a swig. It becomes easier for him to deal with Kikokens as he gets more drinks, either directly with his divekick and breakdance or indirectly with more damage when he gets in.

Offense


Defense
Jamie's offense gets stronger with every drink he gets, which makes containing him at the beginning of the round important.
JP
SF6 JP Icon.png Chun-Li vs. JP (JP Favor)
Quick Notes
  • DI blows up 236P, his cane swipe special. He can RPS around using it but DI is important to represent.
    • 236HP is plus on block, and 236LP/MP are awkward to punish.
  • Ghouls are plus on block when they can travel fullscreen, but spike (22P) is always -2 (unless Chun is in Burnout).
  • Check which knockdowns into spike are plus enough to set up Departure either manually or via replay framedata. JP players will assume respect until shown otherwise, but some high spike connects are plus enough to meaty.
Neutral

JP dominates from fullscreen, but there's actually a window in the midrange that he struggles to control. If Chun can get out of fullscreen hell, she can harass him at his weak ranges and work him into the corner. This is a lot easier said then done, but mixing up her approach between jumping, dashing, Drive Rush, and Hazanshu can keep JP on his toes. Be careful about jumping though as spike and 2HP are incredible anti-airs.

Offense

OD Amnesia is the talk of the town for a reason. JP forces meaty lights if he has Drive available unless it's explicitly called out. Even then, meatying with lights sets up an RPS situation that's incredibly skewed in his favor due to the two bombs that OD Amnesia sets on successful catch. The safest option is to strike/throw, as the throw will avoid the bomb due to its invulnerability on a successful connect and the strike can do so too if Chun does a combo with two lights into OD Tensho. Unfortunately, that's about as safe as it gets. There's a writeup on JP's strategy page that goes into more detail.

Defense
The best way to deal with JP's fullscreen high/low mixups is to parry them, but exclusively parrying him will not get you out of the situation entirely. He has a traveling command grab, but the voiceline is different from his other projectiles and he cannot use it when Departure is active. If Departure is up, JP's throw becomes a lot more threatening as he can juggle after it. Also note that in his corner juggles, 2HP will result in a flipout that can be cancelled for a high/low mixup he can link after or a DI setup. Stay on your toes.
Juri
SF6 Juri Icon.png Chun-Li vs. Juri
No Data
Ken
SF6 Ken Icon.png Chun-Li vs. Ken
No Data
Kimberly
SF6 Kimberly Icon.png Chun-Li vs. Kimberly
Quick Notes
  • 6HK is a common knowledge check. 5LP after blocking it is the best way to deal with it, as it catches all jumps aside from the backwards one and checks her if she does nothing.
  • 236K's follow-ups, aside from the run stop, are all vulnerable to Drive Impact.
    • The upwards kick (236K~LK) is plus on block, albeit slow.
    • The slide (236K~MK) is always negative, but punishing it can be tricky depending on distance.
    • The overhead kick (236MK~HK) is safe, but can be plus if used as a meaty.
    • Run stop is only plus on block from heavy normals and if the OD version is used (not accounting for Burnout).
  • Arc Step, the proxemety follow-up to her run, has a different set of follow-ups. Kim can do nothing, divekick, or command throw.
    • Doing nothing is the safest option for her.
    • The divekick is a frame trap that is always unsafe on block.
    • The command grab, while a strong option on paper as it catches blocking and parries, is high risk and low reward. She gets 1.2K if she's right and eats a PC jump normal if she's wrong.
  • Her other slide, 3MK, can never be plus on block. The best it can be is 0 (not accounting for Burnout).
  • j.2MP is a mid that is negative on block if blocked standing.
  • Any TC follow-up 5MP normals are -6, TC HP normals are -10, and any other TC normal is -12.
Neutral

There are two kinds of Kimberly players: people who will rush in, and people who will stand back like they're looking for something and then rush in.

Offense

Kimberly's reversal lvl1 is somewhat worse for her than other characters, as not only is it slow, it also burns her unique resource if she has a spray can. Reversal lvl3 is very good for her as she gains the buff no matter what.

Defense
Kimberly is the queen of pressure resets. Good Kimberly players will mix up their options between run stop, teleport, 236K~LK, and DRC to keep the pressure on. The most consistent answer to this is to stop the teleport on reaction with a button, as the other options are less rewarding in terms of frame advantage. Stopping the other options is mostly a matter of pattern recognition. If she has a spray can set up, it's safe to assume that OD Tensho is off the table.
Lily
SF6 Lily Icon.png Chun-Li vs. Lily
Quick Notes
  • Condor Wind blockstring RPS is something to get familiar with. Here's the basic options:
    • 2HP > 214MP/214HP is a frame trap. Loses to DI but will true blockstring after Drive Rush.
    • 2HP > 214LP is punishable (-25) but not Drive Impactable.
  • Condor Spire loses to Drive Impact. Windclad Condor Spire loses to Drive Impact if not point blank.
    • Windclad Condor Spire can be jumped on reaction if used from far away in neutral.
  • OD Windclad Condor Spire beats Drive Impact at any distance.
  • Any version of Condor Spire can be Drive Reversal-ed on reaction.
Neutral

Lily can deal with Kikokens better than the average grappler due to OD Spire and her Condor Dive, but it's still a strong tool to use. Keeping her out means Chun will have more Drive and can more comfortably knock her away with Drive Reversal.

Offense

Lily does not have an OD reversal and her level 1 super is quite slow. It's generally safe to meaty her with light normals until she gets to lvl3. If she tries to lvl3 raw, it can always be jumped after the cinematic. Keep in mind that she does have a command grab which some Lily players will use on defense, which makes being near her and slightly negative a little bit spooky.

Defense
Lily needs some kind of resource (Drive, Windclad Stocks, or Super meter) to convert a three hit light sequence into a knockdown. Two-hit light sequences will combo into her uppercut special. Windclad Condor Spire is +1 on block, meaning she can frame trap you but the throw portion of the strike/throw loses to mashing. OD Windclad Condor Spire is +2, meaning the following strike/throw mixup is real. If she uses OD Wind Spire, it's almost always worth the Drive to Drive Reversal her away. Windclad Spire in the corner gives her enough time to gain a stock and meaty with an unmashable strike/throw.
Luke
SF6 Luke Icon.png Chun-Li vs. Luke (Even)
Quick Notes
  • Luke 214[HP] is vulnerable to DI unless he has 3 bars of meter to cancel into lvl3.
  • 5LP~MP~HP > 236PP is the only option Luke has besides DRC that beats both mashing and DI. Any other special cancel is unsafe against DI and the TC itself is punishable.
  • Every hit of the 5MP TC besides the first one is very punishable on block and advances Luke forwards.
Neutral

Luke's midrange is incredibly strong if he can keep Chun out of the range of her normals. Sandblast is the enemy, and you as the Chun player must learn how to deal with that first. However, once Chun gets inside Sandblast range and in Luke's normal range, her buttons have the edge over his. Getting there is the hard part.

Offense

Luke is blessed with both a strong OD reversal and one of the best level 1 supers in the game.

Defense
Manon
SF6 Manon Icon.png Chun-Li vs. Manon
Quick Notes
  • Manon's longest-reaching pokes are vulnerable to Drive Impact. Represent it as an option, but do not overuse it.
  • Manon has long-reaching mixup options (214LK, 214HK/KK, 624LP). Keep an eye out for them and play a little more preemptively.
Neutral

Kikoken is an excellent option when it comes to stopping her pre-emptive options like 214LK, 214HK, and 5HK. The worst spacing to be in is her 5MP and 5HP range, as her buttons are slightly bigger and a little better than Chun's. She doesn't have a great answer to 5HP as a poke due to Manon's being 3f faster than her comparable options (aside from 2HK). 5MP is particularly threatening as it keeps the spacing essentially the same while also leaving Manon's opponent in 624MP range. Manon's 5MK is not to be underestimated either, as it is easily one of the strongest counters to 2MK-like normals in the game. Her j.HK is an absurd jump-in normal, which makes 5MK somewhat unreliable. 5HK is slow but deals with trades a little better, but Tensho is the most consistent option in terms of beating it clean.

Offense

Manon's only reversal options outside universal Drive mechanics are her supers, so learning punishes for them is important.

Defense
If Manon does Drive Rush into 5HP or 4MK, she's only +1 and Chun can mash a 4f button before Manon can throw her. Most other options are plus enough for Manon (5HP~HP on hit, 5MP~MK on hit, DR 5MP/2MP) that the strike/throw mixup is guaranteed. Manon will also try to use 214HK as a surprise option, which can be punished or at the very least checked on block. 214KK is safe. Should her 4MK~MK TC be blocked, her only safe follow-up is Drive Rush Cancel, a very expensive option for her. Unfortunately, that also leads to a mixup.
Marisa
SF6 Marisa Icon.png Chun-Li vs. Marisa
Quick Notes
  • Parry blows up a lot of her stuff. Even if it isn't a Perfect Parry, she doesn't get to steal your Drive.
  • 623P goes over Kikoken, be careful with it once they present Phalanx as an option.
  • Every option from Scutum is highly comittal and can be punished if read, but none are inherently reactable.
  • Her 214P combo ender is incredibly unsafe on block. Punish her and punish hard.
  • Marisa can use Scutum in Burnout to avoid DI. It's still armor so if she doesn't have enough health she'll just die.
  • Normal 214K loses to lows, 214KK beats lows. Both lose to throw.
  • Marisa deals incredibly high damage off seemingly random things. She will gamble and sometimes you'll just guess wrong.
Neutral

This matchup is make or break when it comes to being able to whiff punish her. 5MK is very difficult to whiff punish on reaction, but standing outside of her heavy normal ranges forces her to either walk forward or gamble on said normals or Quadriga. It's also well worth the time to practice whiff punishing Gladius, as Marisa players like to poke with that too. Marisa's ability to overwhelm her opponents with her sheer number of options and strong special moves is very strong. Even being able to check the other options listed above my open you up to blocking a Phalanx and leaving her plus, simply by virtue of looking for other things.

Offense

Meaty throw beats a surprising amount of her reversal options, but she can still use non-OD 214K to try and bust out of a frame trap. It's a bit safer to use Kikoken in pressure as reversal Phalanx is pretty slow. React with 5LP, 22K, or Parry if or when she tries it.

Defense
Drive Rush 214K~LPLK is always an option to look out for, but it is somewhat slow compared to her other Drive Rush options. Her light conversions are also nowhere near as powerful as the rest of the cast which means you can afford to take more risks there. 6HK DRC is a very real option for her and can bait reversals if she decides to block.
Rashid
SF6 Rashid Icon.png Chun-Li vs. Rashid
Quick Notes
  • Do not attempt to Drive Impact this man. DO NOT.
  • Avoid Burnout at all costs. Rashid's 236LP becomes +1 on block and he can easily checkmate with Ysaar.
  • Punish raw, non-Wind Eagle Spike with Drive Impact or dash 5HP/5HK.
  • Meet Rashid in the air with j.LK or airthrow if he uses Arabian Skyhigh as an approach.
  • Parry Ysaar until the Rashid player gives a reason not to.
Neutral

Rashid will either attempt to fight with normals or back off to use his special moves. Chun Li's normals are overall better than his, which will make him lean on his special moves. It's not recommended to Drive Impact at Rashid due to how many special cancelable normals he has. It's not likely that he'll counter DI every time, but it's much more likely that he'll stick out a button and buffer 236LP behind it, which is functionally a better version of Chun Li's own 236LK.

Rashid doing Whirlwind Shot in neutral starts some fun RPS. Here's the basics of what can happen:

  1. He doesn't charge it.
  2. He partially charges it.
  3. He fully charges it.

Chun has decent options to discourage charging WWS. Walking him down, jumping at him, and using Hazanshu are countered by different strengths of WWS. Making him second-guess the version he wants to use is a great way to slow him down.


If Rashid gets a full charge WWS, the RPS changes:

  1. He does Air Current 214K to force respect.
  2. He does Air Current 236LP to force an approach.
  3. He uses Air Current for a jump and approaches from the air.
  4. He sits there and does WWS again.

Understanding Chun's options at each point are critical. Higher charges of Whirlwind Shot have more projectile hits, which makes Kikoken less effective. Kikoken after he launches the shot cuts off 236LP and 214K, but leaves Chun wide open to an air approach. Conversely, playing reactive and using 4HP/2HK to stop 236LP and anti-airs to stop Air Current jump is a lot safer. Playing reactive makes Air Current Eagle Spike much more difficult to deal with, and that can be particularly dangerous at low Drive due to Burnout. The last thing you want to happen is to get Punish Countered by Air Current Eagle Spike.

Offense

Rashid's anti-air options, while strong if he can get them out, are either invulnerable starting frame 6 (236MP/236HP) or don't have long invulnerability windows (236PP). It's relatively easy to jump at him if the Rashid player is not ready. Aside from anti-airs, Rashid's defense is somewhat standard for a character with an OD reversal. He doesn't have many tricks to throw around aside from OD Spinning Mixer. However, his level 1 super does switch sides.

Defense
Rashid is full of pressure resets and oppressive okizeme. 214HP hits three times and is the only version of Arabian Cyclone that's plus on block, and even so it's only plus if he does the roll. It's safe to challenge 214P~4K unless Rashid sets it up on a knockdown (at least most of the time). Spaced HK WWS can be plus in the corner. Wind LP Mixer is +2 on block, meaning Rashid gets a safe strike/throw mixup whenever he does it. However, it can be Drive Reversaled. Charged WWS is a true meaty when used after Eagle Spike, but it's parryable and also difficult for the Rashid player to fake. It's also quite vulnerable to reversals for the aforementioned reason.
Ryu
SF6 Ryu Icon.png Chun-Li vs. Ryu
Quick Notes
  • Getting hit by a Denjin Hadouken means Ryu can stock another Denjin for free.
  • Punish 236MK on block with 6MP or 2HK, nothing else reaches far enough or is fast enough.
  • 236HK cannot be meaningfully punished on block unless it's very poorly spaced. If you see him do it, try to Parry or DI it.
Neutral

Ryu's fireball game is better than Chun's and not tied to charge, making Chun the aggressor in this MU. You have to walk him down and avoid his long-reaching lows like 2MK and 2HK. Chun's 6HK has some use if you don't think he's going to throw a fireball, but she's airborne during 6HK and in a Forced Down state if hit which puts her back to square one. Hazanshu and Hyouko-Sen are exceptionally useful in the midrange, but can only effectively be used on a read due to Hazanshu's short and somewhat slow projectile invulnerability and Hyouko-Sen's long input. Try to whiff punish him with 2MK for his low attacks and 6MP/5HP for everything else.

Offense

Running offense against Ryu is relatively standard, as one would expect from a shoto. He doesn't really have any curveballs to throw at you other than his OD Shoryuken.

Defense
Ryu doesn't have much in terms of any non-standard mixup tools, but Ryu players love to Drive Rush 6MP. HP and Denjin Hashogeki are both plus on block, as well as 6HP, but nothing else he has is advantageous without Drive Rush (with 2MP being 0).
Zangief
SF6 Zangief Icon.png Chun-Li vs. Zangief (Chun Favor but don't get too comfortable. This man is a con artist.)
Quick Notes
  • Keep him out. Try to get a lifelead and back off for as long as possible.
  • Zangief's jump is high and slow, making it a little easier to anti-air him on reaction.
  • Neutral tools aside from 5HP are quite punishable on block. He always loses his turn at the very least.
  • Punish Lariat by crouching under the first hit and then DI-ing through hits 2 and 3.
Neutral

Kikokens are strong when used a little farther than midscreen distance as there isn't anything he can really do about them. Because his jump is somewhat bad, it's a feasible to use 5HK as an anti-air against him, which helps counter his high health. Good Zangief players won't stop jumping until you as a player can prove that your anti-airs are consistent. His other main neutral option to beat is 5HP, which has armor and can be charged. When attempting to whiff punish 5HP, try to react to him releasing the button as to not get clipped. A lot of Zangief's other options lose heavily to Drive Impact (2HK, 5MP, 6HK) with 5HP typically being the exception to the rule. Make sure to punish those options whenever possible to encourage him to sit still.

Offense

Make sure to have meaty timings down. Any slight mistake can be punished heavily by an SPD. The worst place to be is slightly negative and close to Gief, so structure pressure around pushing Chun out of harm's way more than trying to mix him up. Gief players love to reversal lvl3, make sure to space him out and give him just enough hope to try it.

Defense
DO NOT attempt to OD Tensho. Zangief's punish damage is frankly absurd, the risk/reward of potentially getting him off you is not in Chun's favor. Instead, use backdash whenever possible as Zangief has very few options to actually call it out and said options are incredibly committal. Geif's only real meaty option after SPD is DR 5LK, which is spaced out and only slightly advantageous for him. Everything else is fake or some kind of gimmick/reaction check.



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu