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

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| III || Tensei-Ranka || D, DF, F, D, DF, F + K || 3 stocks (5.4 ex)
| III || Tensei-Ranka || D, DF, F, D, DF, F + K || 3 stocks (5.4 ex)
|}
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== Combos ==
== Frame Data ==
=== Normals ===
=== Throws ===
=== Command Normals ===
=== Special Moves ===
=== Super Arts ===
=== Additional Frame Data ===


== Strategies ==
== Strategies ==

Revision as of 21:16, 2 December 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

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 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)

Combos

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

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.

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 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.

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

The Houyouku-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 Houyouku-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 Houyouku-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 Houyouku-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 Houyouku-Sen for the purpose of disrupting the timing for the opponent should they decide to try and parry it.

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

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.

Zoning

Mixups

Additional Notes

Buffering 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.