Street Fighter Alpha 3/Chun-Li/Introduction

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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.

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 always considered her #1 choice.

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 lower 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.

Pros Cons
  • Second fastest walk speed
  • Deceptively short and can walk under many normals/specials
  • Some of the most oppressive normals in neutral with amazing lows. Can bully a ton of characters.
  • Sweep is fast with a raised hitbox that counters a ton of normals
  • Great anti-airs
  • Some of the best jump-ins in the game with j. MK and j. LK
  • Has a crouch cancel infinite even on A-ISM that eventually stuns
  • Good, safe supers
  • Has a cross-up loop with upkicks
  • Stomp can be used as an instant overhead
  • Spinning bird has some startup invincibility
  • Wall jump makes it difficult to keep her cornered
  • Jab pressure is incredibly effective against taller characters
  • Extremely easy to pick up and play with very low execution requirements outside of V-ISM
  • In recent years, has had more development and is now more of a complete V-ISM character, including some nasty setups utilizing her stomp to change her activate trajectory
  • Lack of reliable BnBs without meter
  • Main super confirm only works on standing opponents
  • Customs are somewhat jank and require high execution with in-depth knowledge of crouch cancels
  • Fireball has awful startup and recovery