Cascadian1106's advice for Chun-Li in Street Fighter 5: Arcade Edition


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Cascadian1106
posted February 20, 2016

COMBOS AND TIPS TO GET YOU STARTED WITH CHUN-LI

OVERVIEW
If you have played Ultra Street Fighter 4, you will notice that Street Fighter 5 Chun-Li has a few similarities to her previous iteration. But, she is also very, very different. For one thing, she is arguably one of the strongest if not the strongest character in the game at the moment.

PROS
- She has very good normal moves.
- She is one of the few characters in the game who can link a light attack into a medium attack.
- She has the second fastest walkspeed in the game.
- She has a decent zoning game.
- She has a good stun rating.
- She deals good damage even without meter.
- She has very good anti-air buttons in st.LK, b.HP, b.HK and EX SBK.
- Her Air Legs can be used to change her jump trajectory and cause immense pressure on her opponent.
- Her V-Skill makes up for her floaty jump which can also be used for her okizeme game after she gets a knockdown.
- Her V-Gauge fills up quickly but depletes very slowly.
- Her V-Trigger turns her into an offensive powerhouse.

CONS
- She has below average health.
- She has a floaty jump.
- Her only invincible reversal which is EX SBK is easily baitable and punishable.
- Her regular Kikkoken is a charge move which also dissipates the farther it travels.

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LEGEND
1. st - standing
2. cr - crouching
3. j - jumping
4. nj - neutral jumping
5. df - down-forward or crouch + forward
6. b - back
7. LP - low punch (jab)
8. MP - medium punch (strong)
9. HP - hard punch (fierce)
10. LK - low kick (short)
11. MK - medium kick (forward)
12. HK - high kick (roundhouse)
13. Legs - Hyakuretsukyaku
14. SBK - Spinning Bird Kick
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A. BREAD AND BUTTER
1. cr.LP, st.MP, cr.MK > HK/EX Legs
2. cr.HP > LK Legs, cr.LP > LK SBK
3. cr.LP, st.MP, cr.MK > LK/MK SBK
4. cr.LP, cr.LP, st.LP > LK SBK
5. cr.HP > HK SBK
6. cr. HP > HP Kikkoken

B. V-SKILL (assuming upward movement hits the opponent)
1. V-Skill > Air LK/MK/HK Legs
2. V-Skill, d.MK, d.MK > Air LK/MK/HK/Legs
3. V-Skill, d.MK, d.MK, d.MK > Air EX Legs

C.CRITICAL ART
1. j.HP/HK, b.HP, > HP Kikkoken > Hoyoukusen
2. j.HP/HK, b.HP, > HK Legs (cancel quickly) > Hoyoukusen

D. V-TRIGGER
1. anti-air b.HK, cr.HK
2. anti-air b.HK > EX Legs
3. anti-air b.HK, b.HP > Hoyoukusen
4. j.HP/HK > V-Skill, d.MK, d.MK, d.MK, nj.HP/HK > (land) Hoyoukusen
5. df.MK, cr.LP, cr.MK > MK SBK
6. f.HK, cr.LP, cr.MK > MK SBK

E. CRUSH COUNTER
1. b.HP, dash, BnB 1 or 3
2. st.HK, dash, BnB 1 or 3

F. AIR TO AIR
1. j.MP > Air LK/MK/HK/EX Legs
2. j.HP (1 hit only), d.MK, d.MK, d.MK > Air EX Legs

G. BLOCK STRING
1. cr.LP, cr.MK > HP Kikkoken

H. CHANGES DURING V-TRIGGER
1. All versions of Kikkoken travel full screen.
2. B.HP negates single projectiles.
3. Light attacks gain additional hitstun.
4. Medium attacks gain an additional hit.
5. Hard attacks gain two additional hits.
6. Overall damage of normal moves is increased.

NOTES AND TIPS
1. Bread and butter (bnb) combos can be used after a heavy jump-in attack.
2. If j.MK is used, ground bnbs that begin with cr.HP will not work
3. EX Legs and all versions of Spinning Bird Kick knock down on hit.
4. Avoid all versions of regular Legs in ending block strings. They are heavily punishable.
5. If you wish to cross up when you jump in, use j.MK and make sure you do not press DOWN as you will end up with a headstomp instead.

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