チュンリー
Chun-Li — 대책
Key Info
- Sustained overhead with combo follow-up
- 3HP
- Throw invincibility (throw whiff escape)
- 6HK
- Defense options
- OD invincible from frame 6: 22KK (OD Tensho Kicks)
- Anti-air invincible from frame 5: 22LK (Tensho Kicks)
- SA1 (236236P) startup 8F, no projectile invincibility
- SA3 (236236K) startup 11F, projectile invincible
- SA2 (214214K) startup 8F, projectile invincible
- Projectile-invincible escape
- 214K (Spinning Bird Kick)
- Moves that are plus on block
- MP
- 3HK
- Jump is 44F
- Her jump is 2F slower than most characters — easier to anti-air consistently
- Her jump attacks are also not particularly strong — always anti-air when she jumps
Neutral Game (Focus Points)
- Counter [4]6LP (Kikoken)
- Blocking [4]6LP at long range gives Chun-Li too many advantage frames, strengthening her offense
- Even if you have to block it, consciously try to block at a closer position
- Counter mid-attack pressure
- LP → 4MP and LP → 2MK become combos on counter hit — many Chun-Li players will fish for these by cancelling into them
- After blocking c.LP, pressing a medium attack with startup 7F or faster is often the key counter
- Advanced players confirm off blocked c.LP and follow with HP chains
- If this becomes an issue, one-guard into jump is a valid counter
- LP → 4MP and LP → 2MK become combos on counter hit — many Chun-Li players will fish for these by cancelling into them
