Street Fighter 6/Chun-Li/Introduction

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< Street Fighter 6‎ | Chun-Li
Revision as of 13:41, 14 June 2023 by Tricksyfroggy (talk | contribs) (→‎Introduction: chun-li's anti-airs are not as good or consistent as they seem, as further explained in the description of tensho kicks. every character has anti-air tools so this isn't really a pro. thus, i'm removing this pro and replacing it with a new one to be more objective and consistent with the rest of this article.)

Introduction

A former high-kicking ICPO agent, Chun-Li looks after Li-Fen, a victim of the Black Moon Incident. With Shadaloo sundered, she now runs Kung Fu classes and has become a well-loved member of the local community.


Strengths Weaknesses
  • Incredible Grounded Neutral: Chun Li is equipped with an excellent spread of long-reaching normals; with the standouts being 4/6MP, 2MK, and 5HP. She gets a ton of milage out of these pokes on Punish Counter, making playing pre-emptive against her very scary. She also has Kikoken, a solid projectile that she can use as an extended poke or walk behind to establish offense.
  • Ground Mobility: Chun's backward walk speed is the highest in the game, with her forward walk also being among the highest. This compliments her strong ground normals and gives her a very strong footsies game.
  • Rewarding Punishes: Thanks to her new Serenity Stream stance and Punish Counters, Chun gets fantastic damage off of all kinds of whiff punishes, with or without resources.
  • No Throw Loop: Chun Li is one of the only characters with a throw that leaves her too far to properly perform okizeme or throw loop, even in the corner.
  • Restrictive Knockdowns: getting a knockdown with Chun Li requires resources or a high amount of situational awareness. She needs down charge for her most reliable combo ender (Spinning Bird Kick), and without it she needs to be close enough for 22K to connect or to spend resources on 236KK or a super.
  • Floaty Jump: Chun's jump is slower to land than others, which impedes her ability to safely jump over fireballs in neutral. It can also cause her air-to-airs to leave her minus, and at worst give the opponent a free punish.

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