Street Fighter Alpha 3/Chun-Li: Difference between revisions

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=== Super Combos ===
=== Super Combos ===
'''Kikosho (Aism) QCF x 2+ Punch'''
Chun's Puffball super. It's primary purpose is still the same, it's a great anti air at level 1 w/o having to charge.
'''Upkick Super (Aism) Charge Down 2 Secs= DB,DF,DB,U + Kick'''
Another anti air super, this one however is less practical due to a more difficult motion and charge time. However, if the motion isn't a problem for you (hint charge db, then do a 270 from forward to up), you can perform some elite setups with this super in tech flip situations.  Some easy ones are
-After a counter hit AA C.HK.
-After A Senretsu Kyaku in the corner (will hit teched or not if timed right)
-After air to air Counter hit
'''Senretsu- Kyaku (Xism/ Aism) Charge Back, F,B,F+ Kick'''
Chun's main combo super and anti poke super. Safe at all levels, and can actually lead to devastating follow-ups in the corner depending on X or Aim.


== The Basics ==
== The Basics ==

Revision as of 18:09, 8 August 2006

Introduction

While not as good as her Street Fighter Alpha 2 incarnation, Chun Li is a formidable character in SFA3, while great priority on most of her moves. She's primarily regarded as an "easy mode" character. She's easy to pick up, isn't too technical, and will easily dominate at the low to medium skill levels of this game. However, as you get upwards in play level, especially against Zangief, Shotos, and Vism in general, Chun starts to struggle.

What she lost from SFA2:

- C.MK is not bufferable anymore. This is a huge detriment to her game.

- Her Kikouken has terrible recovery. Which, combined with #1, was her main strategy in Alpha 2.

- Axe Kick is much Slower. You can't really hit a good opponent with this anymore.

-Upkicks seem to be worse.


What she gained in SFA3

1. Jump Short of Doom. Ambigious J.LK with a cross up hitbox the size of montana.

2. Xism Spinning Bird Kick and Palm Thrust.

3. Far Stand Roundhouse (S.HK) (sakura like)


Chun can be played in any ism, and is one of the rare characters in A3 that her Vism isn't considered her #1 choice. I mostly use Chun in Xism, however, I do not think it is her best.

1 Aism: Access to Air Blocking, Alpha Counters, and Lvl 1 Supers are the only reasons Aism is better than X. It generally makes Aism handle Vism characters better. Lvl 1 Puffball super is great anti air, and Lvl 1 Senretsu makes a safe anti poke super. Overall, Aism has the slowest walk speed, and does moderate damage on normals. Her specials are generally worthless.

2 Xism- Loses Air Block, Alpha Counter, And Lvl 1 Supers. Also loses Axe Kick, Fireball, and the ability to do a non reversal upkick. Generally faster than Aism, and does buff damage on all normals. Simple Crouch Cancels off air counter hits can lead to 50-70% damage. Gains the Spinning Bird Kick and Air Spinning Bird Kick, which are suprisingly useful (have someone airblock the SBK... hilarious). Palm thrust special is actually better than Kikouken, since it knocks down, does great damage, and can hit after jab, jab, short.


3 Vism- Loses Supers, does very low damage on normals. Gains move selection ability (i.e. can do B+Fierce for close fierce... which is nice) Very Fast walk speed. Her customs are very hard. Even her *easy* one is the fireball rave, but it's half circles instead of quarter circles. With her great cross up and her heel stomp, her unblockable setups are very nice, and can lead to infinite. Which is what V-Chun is all about. If you can't get the Walk Cancel, then get the CC stomp infinites... I wouldn't really recommend playing V-Chun.

-Renegade

Moves List

Normal Moves

Special Moves

Super Combos

Kikosho (Aism) QCF x 2+ Punch

Chun's Puffball super. It's primary purpose is still the same, it's a great anti air at level 1 w/o having to charge.

Upkick Super (Aism) Charge Down 2 Secs= DB,DF,DB,U + Kick

Another anti air super, this one however is less practical due to a more difficult motion and charge time. However, if the motion isn't a problem for you (hint charge db, then do a 270 from forward to up), you can perform some elite setups with this super in tech flip situations. Some easy ones are

-After a counter hit AA C.HK. -After A Senretsu Kyaku in the corner (will hit teched or not if timed right) -After air to air Counter hit

Senretsu- Kyaku (Xism/ Aism) Charge Back, F,B,F+ Kick

Chun's main combo super and anti poke super. Safe at all levels, and can actually lead to devastating follow-ups in the corner depending on X or Aim.

The Basics

Advanced Strategy

Match-ups

Vs Zangief

06-18-2003, 05:28 AM	

by Apoc


I'm just gonna toss in shit here and there as yall pick her up.

One problem seems to be her lack of AA against Gief.

I will list them and they are ALL reliable when used properly.

Crouching RH(duh)

Walk under standing fierce(it may trade, but then as you walk forward, Gief is landing on a free RH whether he flips or not{exclucing a jump in Vism})

Walk into him and st. jab(this is great for setting up her dizzying crouch cancels)

Far standing fierce(Use low forward to keep him at THAT distance. If he jumps from around her low forward range the fierce hits clean 100%)

Flipping Neck Breaker(used to dodge the jump in and change momentum)

St. Forward(timed so he runs into the full extension)

St.Strong(it's a frickin' shield against cross-ups in general when used properly)

St.Rh(to hit him on the way up)

Airthrow(hello?)

Rising kick(reversal only in X=weak)

Rising kick or puffball super.

VC

Heheh. These are all the reliable ones off the top of my head although I'm sure there are more situation specific ones.

Apoc.

Discussion

Street Fighter Alpha 3
Characters
Adon - Akuma - Balrog - Birdie - Blanka - Cammy - Charlie - Chun-Li - Dee-Jay - Cody - Dan - Dhalsim - Eagle - E.Honda - Evil Ryu - Fei-Long - Gen - Guile - Guy - Ingrid - Juli - Juni - Karin - Ken - Maki - M.Bison - R.Mika - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - T. Hawk - Vega - Yun - Zangief