I’m currently playing Dante/xx/Storm … Ammy was my 2nd and I tried to fit Chun in there as the point character… my only problem is, that neither Dante or Storm has an OTG Assist that she could use after her air combos.
Since I’m not particularly good at this game, I’m having trouble figuring out who I should be pairing with Chun.
I really like Morrigan, but unfortunately she doesn’t synergize very well, as Chun doesn’t need the meter. Also, neither of them can punish fullscreen. So my third would be a character that has good instant punish, and helps Chun get in on characters like Sentinel. I thought Akuma would work for this, but I’m not really feelin Chun/Akuma/Morrigan. It kind of feels like each fighter is not strong enough to stand on their own, compared to other alternatives.
Zero/Trish/Chun is something I have been liking, the assists and DHCs all work really nicely together. However, I kind of want Chun to be the star, because she’s the char I most enjoy playing and I don’t just want to pull her out for assists and X-Factor brokenness.
So, anyone have suggestions for a team with Chun on point that doesn’t involve Sent, Wesker, or Dante? Is Ammy worth learning maybe?
Right now I’m running Chun/Iron Man/Akuma, Lightning Legs/Unibeam/Overhead Dive Kick assists.
I’ve been having moderate success with it… I think I just need to understand how/when to use assists more intelligently and my game will be better. I’m also thinking maybe I should use Akuma’s Tatsu assist instead of the overhead, since that shit takes forever to come out.
I’m having trouble making a team to backup Chun. Chun is great for building meter so I’d like to pair her with ryu(who needs the meter) or Magneto (who can also make use of the meter). but I don’t really want to run Ryu and Magneto on the same team cuz they don’t like to share meter
What assists are most valuable for Chun?
I’m leaning towards projectile and OTG assists, but I don’t want to use Wesker.
for OTG assists I’m leaning towards She Hulk or X23
and projectile will probably be left to either Ryu or Magneto.
Is Ryu’s hadouken
good enough to help Chun’s rushdown? or is it just completely outclassed by Electromagnetic disruptor?
thanks for the help
It’s a mixed bag. Yes, OTG/Low assist is very good for Chun-Li as she can make full use of the unblockable setups very easily, so you should strongly consider one. I know you don’t want to use Wesker, but his OTG is incredibly fast and very easy to use. You could try X-23, as she is an OTG/Low assist who can spend meter very well.
As for Ryu vs. Magneto,
From what I’ve seen Ryu’s fireball can be used to zone and extend combos. Magneto’s is purely for zoning but his easily outclasses Ryu’s. Take your pick.
Well, my main team is Hsien-Ko/Chun-Li/Captain America, Captain with Shield Slash and Hsien-Ko with Sempu Bu… i like both, the two assist help to start combos also Hsien-Ko one is very frustrating cause make like 7 hits like Chun-Li’s Hyakuretsu Kyaku, this team works fine for me.
I’ve been trying to do Chun/Tron/Iron Man but I think Tron isn’t fitting in.
X-23 or wesker probably would be better for their low assists/OTG. I think Iron Man is really good with Chun though, his unibeam is a great way to get in and also for square jumping headstomp crossup stuff. And it’s easy to go from Kikosho into proton cannon for DHC.
I don’t think Proton Cannon into HCB Hyper will work though.
I’m running captain america/chun li/iron man
Captain America and Iron man complement each other quite nicely. Since they can both do projectiles while jumping they can cover almost the entire screen with shield slash + uni beam. Neither of them are particularily weak up close.
Chun li’s assist is good for when the fight is up close.
Iron man beam assist covers chun li’s slightly lackluster approaches( no teleport )
Lightning legs -> Kikosho -> Photon cannon is proving to be invaluable to my scrub lightning leg spamming chun li.
The worst part of this team is that it has no aerial super for swap out aerial combos, and it punishes my idiocy when I try and cancel kikosho into photon canon and end up getting an unconnected final justice and lose 3 super bars.
Right now I’m using Chun\Fel\Sent and having pretty good luck. Felicia’s low assist goes through a lot of BS and she can use the meter with her “little buddy” super. and if all else fails sent is waiting in the wings to be his asshole self.
I’m running Chun/Ryu/Akuma now. Lightning Legs/Hadoken/Tatsu for assists. Street Fighter for the win, lol.
From my experience, Chun-Li is starting to shape up to be a character who works best with the following set of assists (in order of priority):
-Low Hitting Assist for Unblockable Combo Starters
-Projectile Assist as a means to get in and create corner pressure/lock down situations.
-OTG Assist to extend Combos (which in turn allow for more opportunities to tag out Chun safety if she needs it)
Part of the reason why I find Wesker to be so valuable for Chun-Li is he actually covers 2 of those 3 options, with X-23 being the only other option I believe that satisfies this.
As for the Projectile, Dr. Doom with either Missiles or Rocks seems good, as is Iron Man’s Unibeam, or Sentinel’s Drones. They’re probably your best bets for that last spot although I’ve been rocking Spiderman and his Web Ball assist (which isn’t fantastic but it gets the job done outside of the corner lock down). I just find Spiderman to be like a Swiss Army knife for the team. Good damage BnBs with 1 or no meter (580~800k). Web Ball can actually absorb some projectiles and like Kikoken L, you can dash behind it (I actually use Spiderman assist + Kikoen L at the same time and Wave dash behind the wall to get in). His aerial combos are very strong off of team aerial exchanges (You can get roughly 6 hits with him in the air and can almost always tack on Maximum Spider or Wesker OTG into Ultimate Web Throw reset for BIG damage). Other than that, he’s not really that bad of a point character. He can play keep away or rush down, and it’s virtually impossible to keep him out as Web Zip is pretty much an instant ticket to landing right in front of your opponent for mixup or behind them for crossups. He also has one of the best run away games in …well…the game.
Of course, the game is still young and considering Spidermans decent but sort of weak assists, it’s not out of the realm of possibility for me to switch to Von Doom or Tony later on. Still as long as she has 2 of those 3 criteria, I think you’ll be fine with Chun.
yeah, for what i see i think Hsien-Ko can go out of my team to make Wesker part of it because of the low assist, but i love Hsien-Ko, so it’s a very hard decision!
Anyone having luck using Deadpool with Chun? I feel more comfortable using him during a fight rather than Wesker for some reason, and he can also use his OTG assist to help out Chun, but I don’t know if the synergy is quite there. My biggest problem is looking for a third person to use with Chun. Guess I should look for someone who likes to use that meter.
I’ve been running Chun(LL)/Wesker(OTG)/Ammy(Cold Star) and I’m having reasonable success with it. I’m thinking about finding another assist in place of Amaterasu, but it’s a decent combo.
Chun and Wesker are a match made in heaven. Its unfortunate the first Asian woman I fell in love is paired with a Megalomaniac bent on turning humanity into zombies.
…Ahem, moving on.
While I’ve been using Ammy because I’m familliar with her, I think Tron would be fill the spot pretty good. Bonne Strike adds pressure and can cover a retreat, she has a natural OTG, and can make use of meter, especially with her lvl3 hyper command throw that can follow a blocked Bonne strike.
Using Chun/Wesker, these are the pros and cons I can discern between Ammy vs Tron.
Amaterasu:
-Pros-
Cold Star is useful for hit confirm.
Cold star lasts a while, and no pushback makes crossups easier.
Can make use of meter, can super in the air.
Cold star creates a temporary barrier for retreats.
Solar Flare assist can help with projectiles and keepaway.
-Cons-
Cold star is a slow startup, and can be easily punished.
Because of the number of projectiles, it has low projectile strength, and can’t be used as cover vs projectile spam.
Can be blocked low.
Ammy can be a difficult character to work with.
Tron Bonne
-Pros-
Has two useful assists: Bonne Strike for pressure, and Gustaff flame
Bonne strike adds pressure, but causes knockback.
High HP character, has a natural OTG that works well with LL assist.
Can naturally OTG, which links well with Chun’s LL assist.
Can make use of meter, but isn’t a meter hog.
-Cons-
Bonne Strike adds a lot of hits, and with that issues with damage scaling and hitstun deterioration.
Bonne Strike also causes pushback, which makes setting up crossups more difficult, and actually hurts Chun when it comes to closing distance.
Being a rush assist, it leaves her open to being countered by projectiles or other forms of punishment.
Some of her normals are multihit, which means you can lose damage if you rush her magic series.
All of this however doesn’t take Sentinel into account. Sentinel, for reasons I’m sure we’re all aware of, probably takes the number 1 spot for assists regardless of the team.
God honest, I think some people refuse to use Sentinel out of principle. I’ve seen Sentinel clutch more games than I care to count.
Regardless of the bastard robot, Tron and Ammy are good matches for Chun, so give them a try.
I use Chun-Li/Magneto/Trish. I start out with Chun-Li and start my rush down while Magneto covers me. I switch to Trish when Chun-Li is low on health. I use Trish to get in and launch or I can play keep away and set traps and shoot fireballs with Magneto jumping in to zone. I use her Trish’s fireball hypercombo to catch people while they are not blocking quite a bit. I rarely use her boomberang hyper. When Trish is low on health, I switch back to Magneto and try to either launch or play keep away with his magnetic disruptor to build meter.
I would love it if someone could critique my team! I welcome all suggestions and advice as I am learning to improve.
I also notice that I spam Chun-Li’s lightning legs too much instead of using her combos. The only time I use her combos are when I launch people into the air with her kick hypercombo or when I do an aerial exchange.
Question: Should I rely on Chun-Li’s dashes to get in, then proceed to mix-up, and then launch for major combos? As of right now, I’m not too familiar with the blocking system. It’s sort of confusing. I mostly get in low with Chun-Li’s crouching hard kick and then launch. I don’t know how to do her overheads just yet.
Question: If someone blocks low and away, does that mean all of Chun-Li’s highs will miss them, and the only moves feasible at this point is an overhead medium kick, overhead special button punch, or an overhead punch? What mix-up options do I have with Chun-Li to pressure people with? If someone could give me a few tips on how to break through an opponent’s blocking game I would be so grateful!
Overhead is a term used to describe only attacks with special properties. Chun’s stand :h: is a high attack in that it doesn’t hit low, but it is not an ‘overhead’. Also, stand :h: is low blocked, so they can’t duck under it and avoid block stun or anything.
Overheads are attacks that must be blocked with a stand block. For example, a jump attack cannot be crouch blocked; it’s an overhead, even though it traditionally has little mix-up potential with a 3-7 frame grounded low.
Chun Li has a few quick overhead methods in this game. Her f:h: little flip thingy hits overhead, so you can mix something like c:l:, c:m:, f:h: in with a c:l:, c:m:, c:h: pressure series, and they may get caught out by the f:h: when blocking low.
If you have a low assist, you can do something like c:l:, X-23 assist, c:m:, f:h: for an unblockable.
Just to cover some important little details about Chun’s normal/pressure game:
Her c:h: sweep does not have the great reach that you might think. Chun’s furthest reaching basic normal is by far her stand :h:. Second to that is her c:m: low poke. c:h: comes in behind those.
Additionally, her stand :h: usually causes way less push-back on block than her sweep when cancelled into other stuff. This is what makes her :l:, , :h:, c:h: 4 hit series work. The sweep cannot be chained to other moves. So :l:,
, :h:, f:h: is a decent way to her f:h: has use as an overhead/cross-up/continue pressure tactic, where-as c:l:, c:m:, c:h:, f:h: is really not as good since the sweep pushes them out when blocked and them stepping back just a moment (to block the f:h:) can cause it to whiff.
Another overhead technique for Chun is to jump and airdash as low to the ground as you can and then jumping . Chun Li can jump cancel either stand :h: or c:h:, so you can use it as a way to get straight back in after a blocked c:l:, c:m:, c:h: series, or as a way to get in from poking range with her stand :h:.
Stand :h: results in less pushback when you instant air dash from it than c:h:, so you get different spacings and results from what you do. Chun’s :d: air stomp is better to use than jumping
from airdash when you are thinking about cross-up situations or air dashing behind the opponent, since the hitbox is directly below Chun Li and a little behind, where-as jumping
is mostly in front and is more sensitive in how it is spaced for cross-ups.
Finally, Chun’s classic instant overhead trick is her :d: air stomp. You can instant overhead with it by pressing :uf: for a forward jump and hitting :d:
the moment her feet leave the floor.
Because of Chun’s jump arch and the prop-up you get from connecting stomps in this game, this leaves her in useless positioning to do anything else. But that’s where the creativity of the game comes in.
For example; if you call in something like Akuma’s tatsu assist just before you do it, it will combo from the overhead and juggle the opponent forward, which gives Chun Li time to land, step forward a little and launch them with :s: off the tatsu juggle for an air combo.
Also remember to make some use of her throw during offense, especially against opponents who try to pushblock everything. You can even call in an assist to eat up the pushblock while you walk forward and throw them.
You can’t throw out of her dash, but you can dash-up throw by dashing and hitting :d: to cancel the dash just before you throw.
You are amazing. Thank you for taking the time out to give me a detailed guide on how to get in with Chun-Li. I will add you on my PS3 and show you all that you’ve taught me
I appreciate the gesture, unfortunately I’m currently living with a 2 MB connection and lag is hardcore with players outside europe. Even Spain is just about on the fringes of playable.
No problem.
Just a slight amendment, there are ways to combo Chun Li’s jumping down M, though it might be character specific (haven’t looked at this character in a while). Just saw you mention something about the stomp and how it couldn’t be combo’d without assist (If I missed something, I am excruciatingly tired so I apologize largely if I did)
Jump down M > immediately air dash > air M > land L M etc