Street Fighter IV Remix/Chun-Li

From SuperCombo Wiki

Introduction

Chun Li doesn't know what to do with her life anymore.


Chun-Li is a midrange monster of a character. Sporting very fast, long-range pokes, an airdash, a fastfall, and jump cancels on all her normals, Chun has the ability to start and continue her pressure from surprisingly long distances. Her fastfall and airdash combine excellently with her jump cancellable normals, allowing Chun to continuously reset pressure on opponents who respect her. Her fastfall also synergizes further with her walljump; using fastfall after a walljump allows Chun to cross up cornered opponents!

As if her pressure wasn't already strong enough on it's own, Chun's combo game is no joke either. Her pokes lead to fantastic damage from anywhere on the screen thanks to her 6HP, a command normal that can be canceled from all of her other normals, and has an follow up via an additional HP press to help add even more damage. To top it off, both parts of the move are special cancelable, allowing free conversions into her powerful juggle combos. Her combo game is also bolstered further by her fastfall, which can be combined with jump cancels to enable new links and juggles.

When it comes to specials, Chun has an incredible set of them, with both powerful offensive and defensive tools at her disposal. Her 236K Lightning Legs is a plus on block multihitting strike that is great for starting juggles and helping continue pressure, while her 623K Tenshokyaku is a powerful multi hit DP that starts juggles, has true invulnerability even on the meterless versions, and can be airdash canceled on EX. Her 426K Hazanshu is an overhead that can be snuck into pressure sequences to open people up, and it can also be canceled into after 236K to add extra damage at the end of combos, and her 236P Kikoken helps her control the long range with an extremely awkward to dodge projectile.

The real stars of Chun's kit, however, are her j.214K Fastfall and 214X Guard Cancels. Guard Cancels allow Chun to break the rules to an extent, forcing characters to pressure her differently due to their threat. Meanwhile, Fastfall is an incredibly defining tool, with uses in combos, pressure, and neutral when combined with her jump cancellable normals.

If you are looking for a highly technical, deep, and powerful character, with almost limitless room to improve, then Chun might be the character for you.

Strengths Weaknesses
  • Great Pokes: Chun, as expected, has some fantastic pokes in the form of moves like 5HP, 2MK, and 6HP.
  • High Mobility: The combination of an airdash, fastfall, and walljump means Chun is extremely mobile, and is able to easily position herself around the stage.
  • Fantastic Defense: Chun has some of the best defensive options in the game. Between her combo-starting DP that's safe on block if you use EX, and guard cancels that allow you to punish normally safe attacks, Chun has absolutely no problem getting opponents off of her.
  • Weakness to Zoning: Chun-Li's primary anti-fireball tools are both risky and require resources, whereas her own fireballs very often lose engagements against other projectiles.
Chun-Li
[[File:|center|300px]]
Character Data
Health 950
Chains Command Normals
Walkspeed 2.3 (2nd Fastest)
Forward Dash Duration 14 frames
Forward Dash Distance 1.1
Backdash Duration 27 frames
Backdash Invuln 8 frames
Unique Movement Airdash (Forwards only), Fastfall, Walljump

Normals

Note: Chun is able to jump cancel all of her normals, both on hit and block. Most normals have the jump cancel window start on their first active frame, but select moves have delayed jump cancel windows. These moves will have that information noted in their descriptions.


Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
20 Mid CMD, SP 0 60 0 +80 -80
  • The close and far versions are only different visually, they have the same frame data (need to confirm that)

Pretty average jab. Actually pretty decent range for a jab, you can mash P quite a lot before they're out of range. Go-to mash and tick throw option.

clMP

Close Medium Punch
cl.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
40 - - 0 60 0 +80 -80

2 hit slaps. Can be used as a replacement to 2HP in fastfall pressure resets if you see they're jumping a lot, as unlike 2HP it will juggle both hits properly.

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
40 - - 0 60 0 +80 -80

Mainly combo filler used for some links. Sees some use in mid-range pressure, but outclassed by 5HP in neutral.

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

THE Chun button. A massive, high damage, forward moving poke that converts easily into her BnBs. The threat of this button alone is enough to make Chun threatening in neutral. It also plays an important role in her combos, as a high damage, single hit move that works well in juggles.

  • Has a significant delay before the jump cancel window. Use 4HP for combos instead if you plan to jump cancel this.

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
40 - - 0 60 0 +80 -80

More damage then 5LP and hits a little lower, so often preferred for chains. Slightly less range then 5LP, though.

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Can be used to snipe IADs if you want a safer/easier alternative to DP.

clHK

Close Heavy Kick
clHK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Used in some pressure setups and combos due to it's high block/hitstun, speed, and low pushback.

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

A decent poke. A little bit slower and smaller then 5HP, but makes up for it by having no delay on the jump cancel. Occasionally useful, but usually outclassed by 5HP.

Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Basically just 5LP but a frame slower. (assuming that's true)

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Has hella long range, so is sometimes useful as a low profile counterpoke.

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Chun slaps upwards twice, once with one arm and once with the other. This move can be jump canceled on either the first or second hit, and has a large amount of hit and blockstun, making it one of Chun's prime normals to use for pressure.

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Go-to light for pressure, as it hits low and chains into itself. Main Low starter.

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Surprisingly short range, is usually outranged by 2MP. Sees use in pressure as a fast and decent damage low with better range then 2LK.

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Chun's lack of chains and inability to juggle into this relegates it to serving as a poke in neutral. It does that job decently, though the immediate KD means the reward is generally rather low on hit.

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Quick air jab that air resets on hit. Good if you need a quick air normal, and can be used for resets to throw your opponent off your timing if they're getting accustomed to your normal resets.

  • floats on CH allowing for a juggle after

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Really weird move where Chun shoots a slow moving fireball that dissipates after a short time. It can be decent for space control every now and then, especially when combined with an EX Kikoken, but it is generally too slow to see much use.

  • Can be airdash canceled on whiff

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Primary jump in tool. Has a follow up by pressing HP again.

j.HP

Jumping Heavy Punch (Followup)
j.HPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Followup to j.HP done by pressing the button again. Can be used to help create mixups between j.HP > j.HPP for a double overhead and j.HP > land > low normal for a high low.

  • Has a unique property where it will ground bounce an airborne opponent if it hits after the juggle counter reaches a certian value, which is used frequently in combos.

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Better air to air then j.LP, occasionally sees use as an ender in janky combo routes.

  • floats on CH allowing for a juggle after

nj.MK

Neutral Jump Medium Kick
nj.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Upwards air kick that serves as one of Chun's primary air to airs.

j.HK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Chun's other main air to air. More range then nj.MK but has a slightly worse launch.

nj.HK

Neutral Jump Heavy Kick
nj.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Splits. Would be a good crossup move if it wasn't locked to neutral jump. Can be used to catch people trying to dash under you, though!

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Better hitbox as a jump in then j.HP, but the lack of a follow up means it's generally worse when used at the angles Chun typically likes to jump in at, since 5HP will already reach. Definitely has it's moments, though.

Command Normals

3LK

Flippy Kick
3LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Chun does a flip kick that she can cancel into air actions. Moves her back slightly on startup, making it difficult to blockstring or combo into on grounded opponents.

3HK

Crossup Kick
3HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Does exactly what it says on the tin. Has quite good range and gives you a full combo on hit, so don't be afraid to sneak this in off a normal every now and then. Don't abuse it, though, as they can AA for a full combo if they see it coming.

4HP

3S Fierce
4HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

High damage palm strike that serves as a substitute to 5HP when you're close to the opponent. Confirms into 6HP for a full combo, and commonly sees use in juggles over 5HP due to the lack of delay on the jump cancel.

6HP

Double Punch 1
6HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Chun's primary combo and pressure tool. Chains and combos from most of her best pokes, and has further followups via further HP/MK presses.

6HPHP

Double Punch 2
6HP>HP/4MK>HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Follow up to 6HP done by pressing the button again. Very useful for grounded combos and pressure, as it can still be special canceled.

  • Can also be done off 4MK

4MK

Launcher 1
4MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Long range poke that serves as an alternative hitconfirm to 6HP.

4MKMK

Launcher 2
4MK>MK/6HP>MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Upwards kick that launches the opponent and can be jump canceled. Whiffs on crouch, but has some juggle potenial and launches just as high on air hit as it does on ground hit, meaning it is primarily used for relaunch combos.

  • can also be done after 6HP.

j.2MK

Headstomp
j.2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Chun does a downwards kick that will bounce off the opponent if it makes contact with them. Chun keeps her momentum when doing this move, and can cancel it into itself and fastfall, making it a great pressure and combo tool.

  • Has a unique property where it will ground bounce an airborne opponent if it hits after the juggle counter reaches a certian value, which is used frequently in combos.

Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 Mid - 0 60 0 KD -

Chun's forward throw tosses the opponent very high and far away, giving it great corner carry while still allowing her to follow up with basically whatever she wants due to the high launch. Due to TK fastfall and Chun's generally good pressure, she will have many opportunities to go for a throw, making it a key part of her offense.


Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 Mid - 0 60 0 KD -

Chun's back throw is seldom used offensively due to not giving a combo on hit. The side swap isn't particularly relevant either, since Chun's combos off forward throw can generally carry coast to coast, negating the need to swap sides to keep the corner.

Despite these disadvantages, back throw is not completely useless, as it has use in defense due to it's backwards input. This is most notably utilized when using it as a crouch tech option.

Forward Throw

Damage Guard Cancel Startup Active Recovery On Hit On Block
30 Mid - 0 60 0 KD -
  • sends the opponent to the ground and crumples them on hit.
  • pauses air momentum on hit until the animation ends, but does not reset it. Follow ups can change depending on your momentum when landing the throw.

Chun's air throw is a risky but rewarding anti air and air to air option. It can give heavy reward when used correctly, but due to the prevalence of deadly air to air conversions in Remix, it must be used with care.


Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 Mid - 0 60 0 KD -

Special Moves

236P

LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Kikoken is a very unique fireball that is very effective at controlling space, but almost useless for helping deal with other fireballs. Upon using the move, Chun will fire a hitboxless orb of energy, which will travel until it reaches a distance determined by the version used. Upon reaching it's destination, the orb will shoot a fireball straight upwards, which will travel up for a bit before stalling and falling back to the ground.

Due to the lack of a hitbox on initial travel, Kikoken trades in the ability to control horizontal space in exchange for acting as a VERY effective wall that can hinder opponent's movements and even anti air for full conversions. This space control is made even stronger by Chun's ability to act freely alongside the vertical fireball, allowing her to control horizontal space with her excellent normals while keeping vertical space protected with Kikoken.

EX Kikoken is one of Chun's best uses of meter: It takes things a step further by shooting all 3 ranges of Kikoken at the same time. The wall formed by this is incredibly dominant in neutral, and most characters are forced to respect it, leaving Chun free to build charge or advance. It also sees some use as a combo tool due to the high damage of each fireball, though this isn't a super common option.

236K

Lightning Legs
236K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

623K

Tenshokyaku
623K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

236K

Hazanshu
63214K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Supers

623PPP

Housenka
236KKK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

214PPP

Kikosho
236PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man


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