Ultimate Marvel vs Capcom 3/Chun Li

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Chun Li

Umvc3 chunli face.jpg

Chun-Li is an international Cop from China whose job is to rid the world of M.Bison's Shadowloo Organization. Originally appearing in Street Fighter 2 in arcades and consoles, she rose to popularity with Evo Moment 37 when Diago Umehara beat Justin Wong in one of the most ridiculous come backs of our generation. Though she was on the opposite end of that beat down, she maintained her presence in virtually every fighting game made by Capcom but this is her first appearance in a MvC game since the original.


In a nutshell Though she sports a fireball that can cause a crumple, she excels as a rush down character. Having a quick OTG allows her to convert awkward combos off any situation and having one of the easier TAC infinites in the game means she can make the best of bad situations. She only has a one way dash but it's enough to provide airborne pressure and give her high/lows. Probably the biggest barriers to playing this character is that she's a charge character with an execution barrier and limited damage potential.

Alternate Colors

Chunli colors.jpg

Players to Watch

Brian Kasugano, Demon Hyo

Character Vitals

CHARACTER DATA
Health:
850k.jpg
Double Jump:
yes
Air Dash:
yes
Air Dash/Jump count:
2
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20 %
35 %
50 %
X-Factor Speed Boost:
20 %
35 %
50 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
20 %
45 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
45 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
45 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
45 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Kikoken L
Shot.png Front.png
50,000
Proj.png
Kikosho
Beta.png Tenshokyaku M
Direct.png Tiltup.png
18,000 X 4 + 50,000
(101,400)
Strk.png
Kikosho
Gamma.png Hyakuretsukyaku H
Direct.png Front.png
15,000 X 10
(97,300)
Strk.png
Hoyokusen

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
35,000
Rpdfire.png
Crouching Light
D.png + L.png
33,000
Rpdfire.png
Standing Medium
M.png
50,000
Jcancel.png
Crouching Medium
D.png + M.png
48,000
Low.png Jcancel.png
Standing Heavy
H.png
70,000
Jcancel.png
Crouching Heavy
D.png + H.png
60,000
Low.png
Softknockdown.png
Jcancel.png
Special
S.png
70,000
Launch.png Nocancel.png
Kakukyakuraku
F.png + H.png
80,000
High.png Nocancel.png
Jumping Light
air L.png
40,000
High.png Djcancel.png
Jumping Medium
air M.png
55,000
High.png Djcancel.png
Jumping Heavy
air H.png
70,000
High.png Djcancel.png
Jumping Special
air S.png
70,000
High.png Aircombofinisher.png
Yosokyaku
air D.png + M.png
65,000
Otg.png ;
causes Chun Li to bounce
up, off of opponent
Taunt
taunt
10,000

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Tenshokyaku L
Dp.png + L.png
20,000 X 2 + 50,000
(78,400)
Airok.png Strk.png
Tenshokyaku M
Dp.png + M.png
20,000 X 4 + 50,000
(101,400)
Airok.png Strk.png
Tenshokyaku H
Dp.png + H.png
20,000 X 6 + 50,000
(120,000)
Airok.png Strk.png
Kikoken L
Hcf.png + L.png
50,000
Proj.png
Kikoken M
Hcf.png + M.png
70,000
Proj.png
Kikoken H
Hcf.png + H.png
90,000
Proj.png
Kikoanken
Hcf.png + H.png , H.png
100,000
Crumple.png Proj.png
Spinning Bird Kick L
charge D.png , U.png + L.png
40,000 X 2
(76,000)
Airok.png Strk.png
Spinning Bird Kick M
charge D.png , U.png + M.png
35,000 X 3
(94,800)
Airok.png Strk.png
Spinning Bird Kick H
charge D.png , U.png + H.png
33,000 X 4
(113,400)
Airok.png Strk.png
EX Spinning Bird Kick
longer charge D.png , U.png + Atk.png
25,000 X 10
(162,400)
Airok.png Strk.png ;
when charge is ready, Chun Li
will flash.
Hyakuretsukyaku
rapid Atk.png (three times)
15,000 per hit
Airok.png Strk.png ;
strength used determines
base duration.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Kikosho
Qcf.png + Atk.png + Atk.png
28,000 per hit (14 ~ 27 hits)
(286,300 ~ 340,700)
Strk.png Proj.png
Mashable
Hoyokusen
Qcb.png + Atk.png + Atk.png
20,000 X 13 + 70,000
(230,000)
Launch.png on final hit
Shichisei Ranka
Dp.png + Atk.png + Atk.png
410,000
Hardknockdown.png
Level 3 Hyper.

Frame Data

Move Name Startup Active Recovery Adv. On Guard Adv. On Hit Notes
L.png 4 2 12 -2 -1
M.png 6 3 16 -2 -1
H.png 10 3 18 +1 +2
Crouch L.png 4 2 11 -1 -0
Crouch M.png 6 3 14 -0 +1
Crouch H.png 8 5 23 -6 -
S.png 8 5 27 -10 -
Jump L.png 4 3 16 +7 +8
Jump M.png 6 6 18 +12 +13
Jump H.png 8 4 18 +12 +13
Jump S.png 8 4 18 +14 +15
Jump Up.gif/ Left.gif / Right.gif / Down.gif + S.png 8 4 18 - -
Kakukyakuraku 29 3 8 +11 +12
Yosakyaku 4 11 6 - -
Taunt 10 5 16 +1 +2
Forward Throw 1 1 - - -
Back Throw 1 1 - - -
Forward Air Throw 1 1 - - -
Back Air Throw 1 1 - - -
Alpha.gif Assist 43 - 126
Beta.gif Assist 27 1(1)2(3)1(5)1(8)1 126
Gamma.gif Assist 31 61 93
Snap Back 1 4 17 +1 -
Kikoken L.png 19 - 26 -3 -2
Kikoken M.png 19 - 26 -1 0
Kikoken H.png 19 - 26 +1 +2
Kikoanken 19 5 18 +4 -
Spinning Bird Kick L.png 9 20 27 (in air, Until Grounded) -15 -6
Spinning Bird Kick M.png 9 30 24 (in air, Until Grounded) -12 +3
Spinning Bird Kick H.png 9 40 21 (in air, Until Grounded) +19 -
EX Spinning Bird Kick 9 35 26 (in air, Until Grounded) -6 +7
Hyakuretsukyaku L.png 7 22 1 +15 +24
Hyakuretsukyaku M.png 7 22 1 +14 +24
Hyakuretsukyaku H.png 7 22 1 +12 +24
Tenshokyaku L.png 2 2(1)2(4)3 19 0 +22
Air Tenshokyaku L.png 2 4(6)3 18 0 +25
Tenshokyaku M.png 2 2(1)2(3)1(5)1(8)1 22 -25 +27
Air Tenshokyaku M.png 2 4(5)2(4)2(7)3 21 -22 +26
Tenshokyaku H.png 2 2(1)1(5)1(5)1(8)3 13 -38 +42
Air Tenshokyaku H.png 2 4(5)2(4)2(7)2(4)2(7)3 13 -33 +44
Kikosho 8+1 88 38 -32 -
Hoyokusen 10+3 38(7)34(7)6 42 -26 -
Shichisei Ranka 10+3 2(2)2(2)2(2)2(20)3 27 -8 -

Mission Mode

Strategy

Tips and Tricks

  • Activating a spinning bird kick very close to the ground makes for a very fast overhead that recovers very quickly if blocked. If it connects and you correctly timed the input, Chun-Li will recover fast enough to start a ground chain into a combo.
  • Since Chun-Li's normals are jump cancellable, you can also use this technique to extend combos.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Chun Li