Super Street Fighter IV AE/Chun-Li

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Chun-Li

SSFIV-ChunLi Face.jpg

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's game is largely based around her strong footsie game. Chun-Li may hold claim to one of the best, if not the best, set of normal moves in the game. With those tools, she can play an amazing zoning game with Kikokens and her army of anti-air Normal Attacks, but it really takes a lot of knowledge and practice to keep her footsie game varied and unpredictable. She can also get in and do damage with a good amount of shenanigans up close. However, her defense is fairly weak if you manage to get through her defense, as the EX Spinning Bird Kick, her only true Reversal, is susceptible to many tricks and requires meter to perform.


Moves

Unique Attacks

Name
Command
Notes
Kakukyakuraku
Df.png + Hk.png
High.png
Rear Spin Kick
Df.png + Lk.png
Kakusenshu
F.png + Mk.png
Kintekishu
B.png + Mk.png
   Tenkukyaku
Mk.png
Perform after Kintekishu
      Tenshokyaku
D.png U.png + Mk.png
Perform after Tenkukyaku
Yosokyaku
(in air) D.png + Mk.png
Can be performed three times in a sequence; High.png
Wall Jump
(in air, near wall) Uf.png
Target Combo
(during angled jump) Hp.png ---.png Hp.png
High.png

Throws

Name
Command
Notes
Koshuto
F.png or N.png + Lp.png + Lk.png
Throw.png
Kirinshu
B.png + Lp.png + Lk.png
Throw.png
Ryuseiraku
(in air) Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Kyakuretsukyaku
press K.png repeatedly
Requires 5 kick button presses; Ex.png
Kikoken
B.png (charge) F.png + P.png
Ex.png
Hazanshu
Hcb.png + K.png
Ex.png
Spinning Bird Kick
D.png (charge) U.png + K.png
Ex.png Armorbreak.png

Super Combo

Name
Command
Notes
Senretsukyaku
B.png (charge) F.png B.png F.png + K.png

Ultra Combos

Name
Command
Notes
Hosenka
B.png (charge) F.png B.png F.png + 3k.png
Armorbreak.png
Kikosho
Qcf.png Qcf.png + 3p.png


AE Changes

  • 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.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 50 20 sp/su 3 2 7 +2 +5
Close Strong.gif HL 40*40 50*50 40*20 sp/su 4 3(6)3 14 -3 0
Close Fierce.gif HL 90 200 60 sp/su 4 4 21 -7 -3
Close Short.gif HL 40 50 20 sp/su 3 2 8 +1 +4
Close Forward.gif HL*H*H 30*20*20 50*25*25 40*20*20 sp/su 4 3(7)2*2 16 -4 -1
Close Roundhouse.gif HL 100 200 60 sp/su 4 3 18 -3 +2
Far Jab.gif HL 20 50 20 ch/sp/su 3 2 6 +3 +6
Far Strong.gif HL 60 100 40 sp/su 7 2 10 +2 +5
Far Fierce.gif HL 100 200 60 - 6 3 16 -1 +3
Far Short.gif HL 30 50 20 - 4 2 10 -1 +2
Far Forward.gif HL 70 100 40 - 7 3 13 -2 +1
Far Roundhouse.gif HL 100 200 60 - 12 2 20 -4 0
crouch Jab.gif HL 30 50 20 ch/sp/su 3 3 5 +3 +6
crouch Strong.gif HL 60 100 40 - 10 5 12 -3 0
crouch Fierce.gif HL 50*50 100*100 60*60 sp/su 7 2(6)2 18 -2 +2
crouch Short.gif L 30 50 20 ch 3 4 8 -1 +2
crouch Forward.gif L 60 100 40 sp/su 5 3 11 0 +3
crouch Roundhouse.gif L 90 100 60 - 7 4 19 -5 -
Jump up Jab.gif H 40 50 20 - 6 6 - - -
Jump up Strong.gif H 70 100 40 - 4 3 - - -
Jump up Fierce.gif H 70*70 150*150 60*60 - 5 2(2)2 - - -
Jump up Short.gif H 50 50 20 - 3 7 - - -
Jump up Forward.gif H 80 100 40 - 4 6 - - -
Jump up Roundhouse.gif H 90 200 60 - 4 8 - - -
Jump forward Jab.gif H 40 50 20 - 3 6 - - -
Jump forward Strong.gif H 70 100 40 - 5 3 - - -
Jump forward Fierce.gif H 70 150 60 - 5 8 - - -
Jump forward Short.gif H 30 50 20 - 4 10 - - -
Jump forward Forward.gif H 60 100 40 - 5 5 - - -
Jump forward Roundhouse.gif H 100 200 60 - 4 5 - - -
Left.gif+Forward.gif HL 50 50 40 - 9 4 16 -6 -3
Forward.gif(during Left.gif+Forward.gif) HL 50 50 20 su 12 3 39 -28 -
Down.gif,Up.gif+Kick.gif(during Left.gif+Forward.gif, Forward.gif) HL 20x5 50x5 20x5 - 4 4(2)1(4)2(4)1(5)1 9+15 - -
Right.gif+Forward.gif HL 80 100 40 - 15 3 13 -2 +1
Downright.gif+Short.gif HL 40 50 20 - 12 4 10+5 -5 -2
Downright.gif+Roundhouse.gif H 100 200 60 - 37 7 5 +2 +6
Down.gif+Forward.gif(air) H 60 50 40 - 2 3 - - -
Triangle Jump - - - - - - - - - -
Target Combo 1 H 40 50 20 - 4 3 - - -
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+14 2 35 -15 -
Focus attack LVL 3 - 120 200 60 - 65 2 35 - -
Forward Throw 1.01 140 100 40 - 3 2 20 - -
Back Throw 1.01 140 100 40 - 3 2 20 - -
Air Throw 1.10 150 150 40 - 3 2 - - -
Lightning Kicks Short.gif HL 15xN 20xN 20/10xN su 4 ??? 17 +2 +6
Lightning Kicks Forward.gif HL 15xN 25xN 20/10xN su 7 ??? 20 0 +4
Lightning Kicks Roundhouse.gif HL 15XN 30xN 20/10xN su 7 ??? 21 -1 +3
Lightning Kicks EX.gif HL 40x4 50x4 -250/0 su 4 ??? 19 +1 -
Kikkoken Jab.gif HL 50 50 20/20 su 14 100 44 -4 0
Kikkoken Strong.gif HL 60 75 20/20 su 12 77 41 -3 +1
Kikkoken Fierce.gif HL 70 100 20/20 su 10 45 41 -5 -1
Kikkoken EX.gif HL 50*50 50*50 -250/0 su 10 49 48 -4 0
Hazan Shu Short.gif H 90 100 30/40 su 23 2 20 -1 +4
Hazan Shu Forward.gif H 110 150 30/40 su 25 2 19 0 +5
Hazan Shu Roundhouse.gif H 130 200 30/40 su 26 2 20 -1 +4
Hazan Shu EX.gif H 170 200 -250/0 su 26 2 20 -1 -
Spinning Bird Kick Short.gif HL 32x5 36x5 20/10x5 - 13 2(2)1(5)2(4)2(4)2 10+12 -3 +1
Spinning Bird Kick Forward.gif HL 25x6*30 28x6*32 20/10x7 - 14 2(2)1(5)1(5)2(4)2(6)1(5)2 9+12 -2 +2
Spinning Bird Kick Roundhouse.gif HL 30x9 30x9 20/10x9 - 22 1(2)1(5)2(4)2(4)2(6)2(3)2(5)2(4)2 11+12 -4 0
Spinning Bird Kick EX.gif HL 30x4*50 50x4*60 -250/0 - 6 2(1)2(3)2(4)2(3)2 9+9 -18 -
Super Combo Short.gif HL 30x8*100 0 -1000/0 - 1+0 ??? 50 -31 -
Super Combo Forward.gif HL 30x8*100 0 -1000/0 - 1+0 ??? 63 -44 -
Super Combo Roundhouse.gif HL 30x8*100 0 -1000/0 - 1+0 ??? 86 -67 -
Ultra Combo 1 HL 30x9*190 0 0/0 - 0+7 ??? 65 -47 -
Ultra Combo 2 HL 15x19*45 0 0/0 - 0+10 6x20 80 -55 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: