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

From SuperCombo Wiki
Line 99: Line 99:


<b>General Strategy:</b>
<b>General Strategy:</b>
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 Houyouku-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.
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 Houyouku-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.



Revision as of 10:44, 24 March 2006

http://photobucket.com/albums/a347/givequicheachance/chun-li-stance.gif

Moves List

Normal Moves

Throws

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

Special 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

Super Arts

I Kikou-Shou D, DF, F, D, DF, F + P 1 stock (2.2 ex)
II Houyouku-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)

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 (Houyouku-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 Houyouku-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.

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 manuever. Her assortment of high-priority normals and quick dash, however, can be used as anti-air devices with a great deal of success.

Super Art Selection:

Chun-Li's most powerful Super Art is the Houyouku-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
  • b + MP (first hit)
  • b.HP
  • c.HP
  • close HK (must be super-jump cancelled)
  • F + HK (only on crouching opponents)
  • DF + HK
  • Kikouken
  • EX Kikouken

Kara-Throwing:

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.

General Strategy:

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 Houyouku-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 Houyouku-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 Houyouku-Sen is not always necessary to take control of the match; the fear incited from being hit by the Houyouku-Sen is usually enough to turn the tide in your favor.

Zoning

Mixups