3S: Chun-Li - I'm a fighter, not a news reporter!

I was watching SlimX’s 2nd combo video and I saw this really weird Chun Li combo. It involved hitting his opponent with a lightning kick and somehow he got the Houyukusen to connect right after it. How the heck did he do that one? Also, what normals combos into her lightning or EX lightning kick?

ChunLi

That was the ex lightning legs, and he combo’d the hoyokusen because EX legs spin your opponent

I don’t think it was the EX lightning kick because the EX lightning kick would send the opponent flying into the air and the rest of the Houyukusen wouldn’t be able to connect. Is it just special positioning that causes that combo to work?

ChunLi

Houyukusen steps forward.

I was goofing around with 3s and my DC yesterday. I decided to choose Tensei Ranka as my super art rather than the all mighty Hoyukusen. Then it occured to me that not only is this move a good anti air move, its also a good parry follow up against jump ins. Losing the Hoyukusen is a painful loss, but then again, the more I thought of it, Chun Li doesn’t really need it too much to remain strong since her normals are pretty strong by themselves.

The main problem with the Tensei Ranka is that it doesn’t combo as nicely as the Hoyukusen or Kikosho does because of its pathetic horizontal range. However, if I constantly stay close to my opponent, then doesn’t this mean that there would be more opportunities to use the Tensei Ranka? I mean, it does combo off Chun Li’s best normals, only that the range is a little bit smaller. The damage is pathetic when compared to a Hoyukusen or Kikosho, but it still does ok damage, seeing as how Chun Li has like almost no combos. Since you get 3 small super bars, you do get to use it a lot. You do lose the low MK -> Houyukusen ground parry follow up, but the kara throw or trip is just as effective because it lets you move within Tensei Ranka combo range. But then again, one could argue as to why not use the Kikosho when its horizontal range and damage is a lot better than the Tensei Ranka? But since you only get one bar when compared to Tensei Ranka’s three bars, you get a lot more predictable because you’re probably going to use it for one big combo to end the game.

So who wants to try a Tensei Ranka Chun Li?

ChunLi

I said this before and I’ll say it AGAIN. Chun SAIII is great. I like it more than SAII.

I just went to the arcades and got a 9 to 1 ratio with SAIII! Haha, everybody kept jumping at me because they thought it was safe, but they kept eating the SAIII cause they kept trying for a deep jump in. On another note, I even managed to use it like a poke! Hahahaha, I never thought it was this much fun! :lol: It was great, since it has such a small bar, I was throwing like 3 to 5 of them each round! :lol: I even got some guy to start using it.

But there is one thing that surprised me, for some reason, sometime when my opponent is right above me or very close behind me, it completely missed! I thought it should hit all around me as I went up. Whats up with that?

ChunLi

she is a sexy news reporter though, for a drawing:lol:

  • Air Throw can be teched.
  • 2 hit still sucks.

boooooooooooooo

  • SAIII sucks; but can be comboed into like SAII - almost. Keep the hits prior to the SA at a minimum for higher success rate.

  • can be parried easily in the air; obviously…

  • oh; and throwing a fierce at the start of a match is really silly as…

      • eventually; it will be parried and then you will be raped. haha
      • parried then supered. haha
      • worthless if blocked anyway.
      • you eat super at the start of the match if you do so!
      • it’s true! Players catch on.

I rinse fierce myself…but never at the start of a match unless i’m facing some random bum.

Figures.

Teching the air throw is the only thing they can do. This is why its a win/win situation. Chun Li can counter anything they do with a parry and then air throw. The only thing they can do is tech throw. Other than that, there is nothing that they can do that you can’t counter. Eventually your opponent will catch on that this is leading them nowhere and they will stop jumping in. The point is to discourage jumping because Chun Li’s main strength is on the ground(low mk ->Hoyukusen, back fierce, standing fierce, low jab, kara throw).

The main use of Tensei Ranka is that you can use it anytime you can use a poke as long as you are in range. As for it being easily parried in the air, the same thing can be said about all anti air moves other than command throws. Tensei Ranka is just as good as a Shinryuken in terms of an anti air super because its point blank and therefore is just as hard to parry as any anti air super. Another thing that is good about Tensei Ranka is that it out prioritizes pokes, something that the Hoyukusen can’t do, but then again, low mk -> Hoyukusen gets around this problem nicely.:lol:

Also, three bars means that you get a lot of them to use during a round. You can expect to be throwing like 3 to 5 of them in one round and still have like 1 and a half bar left because its so small and Chun Li charges the bar very fast. You also get to use it as a wake up and its the best wakeup she has next to the Kikosho, and since you get three small bars, its a lot more versatile than the Kikosho is. The damage maybe pathetic when compared to other supers, but it has a lot of uses.

You also get a lot of EX moves out of those 3 small bars, so you can use a couple of those and still have enough bar for the Tensei Ranka.

ChunLi

here is a cheap combo with Chun:

d/f FK (flip kick thing) -> d.foward -> SAII
or the scrub version
d/f FK (flip kick thing) -> SAII

peace

flip kick

her flip kick also combos in her back-fierce -> SA 1/2 or back-fierce -> fireball -> SA 1/2 if you do it deep enough, which is more damage than c.forward, although the fireball will actually reduce your damage output.

The flip kick is great for chaining into supers, but eventually it just turns into parry bait, especially if you do it when they wake up. At high levels of play though, I still believe that it has its uses. Its easy to draw a short dragon punch out of Ken and the flip kick with arc right over it hitting him from behind…

Sometimes you can use the flip kick to advance… Even if you land right next to them, your reovery is instant, so you can tech their throws. If you charge down while doing the flip kick and make it land right in front of them, they will usually try to throw, and you can instantly execute an ex-bird kick which will take them down
but, this is kind of risky since your just asking to eat a super art or dragon punch.

Ok so I have read your comments on SAIII and even if you guys say that chun’s powerbar is more, and you get more ex’s, that is not chun is about in third strike. I hardly use the ex’s myself for chun, because I think they are often laggy, in terms of recovery and can be hit out of or traded quite easily, even EX SBK.

SAIII is worthless if your playing decent competition. While it’s true chun is very dangerous and some even go so far as to say she is overpowered with SAII there is no reason for you guys not to use it. Without the threat of the powerful SAII, she has a much harder time trying to win once her opponent has dealt a significant amount of damage to chun and is turtling hard.

Also, just the fact that SAII is SO powerful, your opponent will turn nervous and play differently. A remy player once told me he was nervous to movebackwards because of my flip kick - - > SAII, and afraid to move forward because of c.mk - - SAII. The fear factor plays an important in chun’s game too, giving you more chances to throw and “mp + mk” short jump attack.

I have to agree with this. Super Art 1 and Super Art 3 are decent super arts, but, on the other hand, super Art 2 is so insanely amazing, there is just no reason not to use it.

I can’t really understand using SA3 as an anti air… For the same reason good Ryu players dont use SA2 as an anti-air, they are both very easy to parry. Now obviously SA3 isnt as easy to combo into as SA2 (or SA1) so the only thing left is using it as a poke…

Considering SA2 combos from chun’s Universal Overhead and c.forward, which arguably gives it better poking power, It just doesnt make sense to use SA3.

I used to use SA3 against yun/yang as a counter to dive kicks, but I ended up doing much better when id just parry the dive kicks and concentrate on getting massive, easy damage with SA2.

hummm… just to add a little thing:

jump in with HK (and they blok it)-> c. HP(or MK) -> HCB LK

most of the time you will land the overhead kick beause people nedd to block low in the second hit…

you won’t be using this to often, since you, as a good Chunner, are in the ground most of the time, eh?

Unless you are against Yun/Yang. In which case it is better to force an air battle so that you don’t get raped by dive kick.

HCB + short is great bait. If you get this jump in parried, you know you have them hook line and sinker. Next time do
Jump in with HK -> sitting forward ->down towards roundhouse -> SAII
(first two in the string shouldn’t connect).