Marvel vs Capcom 3/Chun Li: Difference between revisions

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   | Kikoken | {{#motion: shot front }} | 50,000 |
   | Kikoken | {{#motion: shot front }} | 50,000 |
   | Tenshokyaku | {{#motion:direct upward }} | 87,100 (20,000 x 5) |  
   | Tenshokyaku | {{#motion:direct upward }} | 87,100 (20,000 x 5) |  
   | Hyakuretsu Kyaku | {{#motion: direct front }} | 71,300 (11,000 x 10) |  
   | Hyakuretsukyaku | {{#motion: direct front }} | 71,300 (11,000 x 10) |  
   | AlphaSuper=Kikosho | BetaSuper=Kikosho | GammaSuper=Hoyokusen
   | AlphaSuper=Kikosho | BetaSuper=Kikosho | GammaSuper=Hoyokusen
}}
}}
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{{MoveListRow |     Kikoanken | During {{#motion: h }} Kikoken, {{#motion: h}} | 100,000 | crumple }}
{{MoveListRow |     Kikoanken | During {{#motion: h }} Kikoken, {{#motion: h}} | 100,000 | crumple }}
{{MoveListRow | Spinning Bird Kick | {{#motion: charge d , u + atk }} | 76,000 (40,000 x 2) l <br> 94,800 (35,000 x 3) m <br> 113,400 (33,000 x 4) h | airok }}
{{MoveListRow | Spinning Bird Kick | {{#motion: charge d , u + atk }} | 76,000 (40,000 x 2) l <br> 94,800 (35,000 x 3) m <br> 113,400 (33,000 x 4) h | airok }}
{{MoveListRow | Hyakuretsu Kyaku | {{#motion: atk x 3 }} | 51,500 (15,000 x 4) l <br> 61,300 (15,000 x 5) m <br> 85,100 (15,000 x 8) h | airok <br> The recovery can be canceled into the same version }}
{{MoveListRow | Hyakuretsukyaku | {{#motion: atk x 3 }} | 51,500 (15,000 x 4) l <br> 61,300 (15,000 x 5) m <br> 85,100 (15,000 x 8) h | airok <br> The recovery can be canceled into the same version }}
{{MoveListRow | Tenshoukyaku | {{#motion: dp + atk }} | 78,400 (20,000 x 2 + 50,000) l <br> 101,400 (20,000 x 4 + 50,000) m <br> 120,000 (20,000 x 6 + 50,000) h | airok }}
{{MoveListRow | Tenshokyaku | {{#motion: dp + atk }} | 78,400 (20,000 x 2 + 50,000) l <br> 101,400 (20,000 x 4 + 50,000) m <br> 120,000 (20,000 x 6 + 50,000) h | airok }}
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Revision as of 10:45, 11 May 2011

Marvel vs Capcom 3MvC3Logo.png
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/StrategyMvC3HeaderButtons.png


Chun Li

Chunliface.jpg

In a nutshell

Chun-li is a rushdown machine. Despite having a fireball, she has no ability to keepaway whatsoever. The use of her long range crouching {{#motion:m}} and Jump-Cancelable {{#motion:h}} attacks are mandatory in her pressure game. Her air dash only goes in one direction, but the down-forward angle that it travels is perfect for staying on top of any opponent. Chun's best feature is undoubtedly her Lighting Legs attack. On the ground or in the air, this move can single-handedly destroy opponents who have a narrow game-plan, and give her nearly effortless combos into her Supers. If you want to get in your opponents face and press a lot of buttons really, really fast, Chun is probably for you.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Kikoken
{{#motion: shot front }}
50,000
Kikosho
Beta.png Tenshokyaku
{{#motion:direct upward }}
87,100 (20,000 x 5)
Kikosho
Gamma.png Hyakuretsukyaku
{{#motion: direct front }}
71,300 (11,000 x 10)
Hoyokusen

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Wall Jump
{{#motion: uf while in the air against the wall }}
Double Jump
{{#motion: u while in the air }}
Removes one Air Dash
Triple Jump
{{#motion: u during a Double Jump }}
Removes one Air Dash
Air Dash
{{#motion: f f or atk + atk in the air }}
Can be performed twice in a jump,
but each Air Dash removes one
of your remaining Jumps.
Standing Light
{{#motion: l }}
35,000
Crouching Light
{{#motion: d + l }}
33,000
Standing Medium
{{#motion: m }}
50,000
Crouching Medium
{{#motion: d + m }}
48,000
low
Standing Heavy
{{#motion: h }}
70,000
jcancel
Crouching Heavy
{{#motion:d + h }}
80,000
low jcancel softknockdown
Neck Breaker
{{#motion:f + h }}
80,000
high
Standing Special
{{#motion: s }}
70,000
launch
Jumping Light
{{#motion: air l }}
40,000
high jcancel
Jumping Medium
{{#motion: air m }}
55,000
high jcancel
Head Stomp
{{#motion: air d + m }}
65,000
high
Chun Li will jump off the opponent on hit
Jumping Heavy
{{#motion: air h }}
70,000
high jcancel
Jumping Special
{{#motion: air s }}
70,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
Kikoken
{{#motion: hcf + atk }}
50,000 l
70,000 m
90,000 h
    Kikoanken
During {{#motion: h }} Kikoken, {{#motion: h}}
100,000
crumple
Spinning Bird Kick
{{#motion: charge d , u + atk }}
76,000 (40,000 x 2) l
94,800 (35,000 x 3) m
113,400 (33,000 x 4) h
airok
Hyakuretsukyaku
{{#motion: atk x 3 }}
51,500 (15,000 x 4) l
61,300 (15,000 x 5) m
85,100 (15,000 x 8) h
airok
The recovery can be canceled into the same version
Tenshokyaku
{{#motion: dp + atk }}
78,400 (20,000 x 2 + 50,000) l
101,400 (20,000 x 4 + 50,000) m
120,000 (20,000 x 6 + 50,000) h
airok

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Kikosho
{{#motion: qcf + atk + atk}}
286,300 (28,000 x 14)
Damage scales by 0.95
Hoyokusen
{{#motion: qcb + atk + atk}}
230,000 (20,000 x 13 + 70,000)
startupinv launch
Damage scales by 0.95
Shichisei Ranka
{{#motion: dp + atk + atk}}
410,000
startupinv

Mission Mode Combos

Apprentice Combos

Strategy

Tips and Tricks

  • Chun Li's Lightning Legs assist hits repeatedly for a long time. Use this time to do high and low mixups on your opponent.
  • If you corner your opponent and Headstomp them, you can do it repeatedly without ever having to land. Call assists while you do this to really annoy your opponents, and cancel a stomp into lightning legs to change up your pattern and make the corner even more of a nightmare for your enemies.
  • After a long combo into Hoyokusen Super, Hit Stun Decay will prevent you from doing much in the air after the launch. Instead, try simply comboing Hard attack into an exchange to keep the combo going.

Basic Strategy

Advanced Strategy