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Super Street Fighter IV AE/Chun-Li
Becoming a detective at the mere age of 18, Chun-Li was determined to understand the circumstances surrounding her father's disappearance. The investigation lead her to the underground world of Shadaloo, where she learned of M. Bison and his involvement with her father's disappearance. Determined more than ever to shut down Shadaloo, Chun-Li teamed up with Charlie and, after Charlie's demise, Guile to take down Shadaloo. After Ryu defeated M. Bison, however, the threat was not over as Chun-Li soon learned about S.I.N. and their ties with Shadaloo. Her fight is not over yet...
In a nutshell
Chun-Li is a technical, but well-rounded character who can do relatively well in almost any situation. Chun-Li holds claim to one of the strongest footsie games of any character, as almost all of her normals have excellent range and can put a stop to many different approaches at once. Outside of space control, Chun-Li can also apply a shockingly strong offense as well. With just one well placed Jumping Roundhouse or Target Combo, and a touch of execution, she can utilize her Lightning Kicks and Spinning Bird Kicks to make the opponent dizzy in no time. Chun-Li's weakness, however, lies in the fact that her only true defensive option when pressured, her EX Spinning Bird Kick, is extremely predictable and costs meter. In addition, her Ultras are not that good, as one of them is mainly used as a combo ender, and the other is only truly useful in matchups against fireball-heavy characters.
AE ver. 2012 Changes
Made accessible from stick diagonally forward-down + medium kick as well as from stick down + medium kick.
Heavy Spinning Bird Kick
Changed damage from 30 * 9 (270 total) to 40 + 20 * 8 (200 total). Made the move hit fully when canceled into from a near standing heavy punch.
Changed startup from 10F to 9F.
Made hitboxes match SSFIV.
Lengthened opponent’s stun when counter-hit by 3F, giving the attacker a +3F advantage on a counter-hit.
Expanded hitbox downward to make it easier to hit crouching targets.
Crouching Heavy Kick
Increased stun from 100 to 150.
Increased amount of movement directly following the move’s opening and extended attack reach.
Near Standing Heavy Punch
Lengthened hit stun by 1F, leaving the attacker with a -2F (dis)advantage on a hit. Shortened hitback distance.
Crouching Light Kick
Expanded strike hitbox for deep hit.
- Stun damage reduced on Crouching Hard Kick. Damage reduced on Standing Medium Punch. Both moves have the same hit properties.
- Focus Attack is now easier for opponents to hit.
- DF + Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.