Rocking people with X-23 Hulk and Cun Li. So much Synergy and Hulk is just a tank since they have less health than a lot of other characters and you need a power hitter. Plus they Help him get off stupid combos.
I realize this is an older quote, but just for the sake of clarity in the thread:
There are 4 low hitting assists in the game:
Wesker (Samurai Edge)*
X-23 (Ankle Slice)*
She-Hulk (Torpedo)*
Felicia (Rolling Buckler)
- = assist is also OTG capable. The three OTGs are listed in order of speed (Wesker = Fastest -> Shulk = Slowest)
I don’t really think running Felicia is optimal in terms of an assist, since it’s largely agreed upon in this thread that Chun needs both a low attack and OTG assist. While Felicia only covers one of these bases, tacking on another OTG assist is sub-optimal in terms of overall assist synergy because Felicia doesn’t really benefit from an OTG assist (her d/f+m already covers this base for her nicely). I would suggest that Hulk’s Gamma Wave is the best assist to use if you were to run this team, because Chun and Felicia both benefit greatly from projectile assists (Gamme Wave is both a projectile and an OTG), AND Hulk helps round out your team’s otherwise squishy HP deficit. Hulk also leads to big time hurt with meter.
The biggest issue I would see with this team is getting around a solid zoning character. A runaway Storm would ruin your day.
Has anyone tried running She-Hulk with Chun? Advantages include:
Low hitting AND OTG assist (two “necessary” bases for Chun)
Relatively high HP (rounds out squishyness)
Good meter user (everyone knows even just basic Shulk BnBs hit like a truck).
I see a lot of people in this thread claiming to run really low overall HP teams with Chun. It’s my opinion that every team should have at least one 1,000,000+ HP character, but hey, what do I know?
Thoughts?
So after playing with the character a lot more I’m starting to feel her worst matchups are:
-Dante
-Trish
-Storm
She can pretty much find a way to get in and deal with everyone else (Once she gets in on Dormammu and Sentinel, it’s a pretty easy win). Note: I haven’t played against Amaterasu yet with Chun-Li as the only one around me who plays her is Marlin Pie but it’s always been my Wesker who has had to fight the dog.
Dante completely out ranges you in terms of normals, has better air and ground projectiles to keep you out, and will pretty much kill you if he makes contact with you so you have to play the matchup flawlessly. The sad thing is you can’t even just super jump or triple jump to get into range as his teleport with an assist will just put him right at your back door and you have to deal with it. I know you can punish the teleport with a grab but some assists can tag you after the throw animation (or prevent you from attempting a throw all together) which isn’t always good. I recommend back throw always though if you’re gonna go for it just cause it allows for Wesker OTG combos.
Storm, as I mentioned before, is the bane of Chun’s existence. She can keep you out forever essentially with Whirlwind and Lightning Sphere and her air dash and fly allows her to zip around from full screen. Unlike Magneto however, who I realize can do the same thing, his supers from a far aren’t going to win him the game…Shockwave puts the matchup in favor of a runaway Magneto (and I feel it is a very winnable match) but it is nothing compared to a keep away Storm who is willing to spend meter on hailstorm every second she’s full screen away from you. Up close (if you can get there), things definitely start to look up in your favor, just be careful of Storm’s low short as it seems to be very fast and has good reach.
Trish is essentially Storm light. While High Voltage isn’t as hard to dodge as say Shockwave when trying to avoid chip, Trish’s traps effectively keep Chun out. Both traps set from full screen forces and aerial approach unless you’re willing to eat the chip. The aerial approach usually leads to Round Harvest chip and/or wave dashing under you to reset the situation. Forcing a ground approach will cause her to super jump and fly away to the other side to again reset the situation. If the opponent wants to play lame, you really have to get creative and make your own opening by perhaps meeting her air to air or back dashing if she’s going to try to super jump over you. I found that sometimes you can get away with random punishing of the start of certain moves from Kikosho’s max range (which is actually a pretty strong level 1)… it just may not work at the highest levels of play and isn’t something to rely on entirely.
In the case of both Storm and Trish matchups, aerial SBK can be your best friend to get in on these characters, just don’t get predictable or you’re going to eat a Hail Storm/High Voltage as punishment. It’s best to do it from around double jump height so you have another jump left to maneuver on the recover.
Phoenix is another match that I’m thinking might be difficult for Chun but with her aerial mobility options, it seems like you can wait out a Phoenix who just spams fireballs until her X-Factor wears off, forcing her to come in close with Healing Field. I have yet to fight a Phoenix who does much besides keepaway and go for the teleport mixup. I’m supposed to be playing against a skilled Phoenix today so I’ll report that later.
Edit:
@b4k4- The reason I think no one has really tried She-Hulk with Chun-Li is Wesker sets up OTGs and unblockables easier and on point is a much more fearsome opponent. She is in by no means bad with Chun-Li. But basically you’re trading better unblockables/mixups, a better point character, and a brain dead easy 100% combo with Wesker + Chun Assist for +50k HP and better DHC options. It is personal preference but I feel Wesker is simply the superior option. You could be ballsy and run both though if you actually wanted. There is someone at my local who runs both Wesker and She-Hulk OTG assists for his rush down point (not Chun) just to maximize his rushdown/unblockable setups. She-Hulk from afar, Wesker up close. When the point dies, She-Hulk rushes down with Wesker unblockables. Just make sure you’re really comfortable with getting in with your point solo.
I’m using Chun (legs assist) 2. Akuma (tatsu assist) 3. Okami amaterasu (cold star)
any good?
im going to go out on a limb here and say i dont like it. after 5 minutes of thought (alot for me) i came to this conclusion because your team lacks 2 fundamentals that chun needs:
1 an otg assist
2 a beam assist
otg is so that chun can gain decent damage from her bnb without having to resort to exchange
beam is so that chun has a viable threat from far as well as a way to clear a path for her to get in via wave or airdash.
having neither of those seems to neuter the hell out of chun, she has problems getting even with a beam backing her up.
the good points of your team is that you have a defensive assist in tatsu that also doubles as a lockdown and as a way clearer.
your dhc ability from chun is also very good.
but those are the only 2 points that i see for the team, ammy is a decent anchor if she has massive meter… akuma isnt helped out much from coldstar imho.
best point for your team is that when you get people in the corner… they are more or less fucked. worst point is that from full screen… your fucked. its a very aggressive team with all of its damage being close range. mags running sent that doesnt want to deal with your teams bs will just lock you down full screen with disruptors and drones… they are that good.
if you achieve midscreen, tatsu becomes a great threat…coldstar not so much. if your opponent chooses to attack you your team is decent, having tatsu for defense.
so yeah my backseat driver POV is that it will get lamed out, pretty badly,chun has little damage potential, and you have little approach ability outside of tatsu, also your team BLEEDS.
now since i wasted your team ill show you mine so that you can do the same to me:
chun (legs) tron (fire) ironman (unibeam)
my team is lacking an otg assist, which makes chuns damage potential outside of areial exchange, poor.
however i have the games best counter assist in tron, if my opponent runs into tron i get a combo, if not i just get them off of me… this makes chuns hp higher since i dont have to deal with lots of pressure based BS.
i have unibeam for doing damage from range as well as it being a decent lockdown.
tron makes little use of chun except for one big area which is after tron hits her OTG chun can come in and put them in massive hitsun allowing easy super links, to dhc if i want… i can do this off of an aerial exchange from chun as well.
tron also gets iron mans assist and its great for her. from range i have ways to deal with fireballs like trons boulder throw + unibeam will eat up any beams on screen as well as, if i have good timing, i can F+M while calling out unibeam then jumpcancel the F+M if i negated a beam with it… allowing me to get free airdash pressure while ironman is being called… as a counter to a beam onscreen.
tron also has a ton of health and its best seen in the second position after my opponent has used most of there meter to kill chun.
ironman has that assist that works well with both characters and he dhcs from both characters easily. in XF he is only ok but since he is so fast with a tri jump and massive damage his damage dealing opportunities come up alot and his easier bnb’s arent harder in XF, plus they do a fuckload of damage and will generally kill any chatracter for 1 meter.
my teams weaknesses are: ironman in general, susceptibility to being lamed out despite having a beam, no otg for chun,midscreen dhc’s from tron to chun dont work so my DHC synergy has some issues.
however my teams dhc synergy in the corner is retarded and most of my combos will push into the corner so its usually a non issue. my chun is generally played with little meter and just uses unibeam to constantly put the opponent in blockstun so i can run mixups. tron is the major damage dealer though i can have chun do this if i want, by using AE to tron.
my teams hp is pretty decent as well having both ironman and tron on it… i have no 800 k hp characters and 1 that is over 1 million.
the team im running is based on an all around style of play… i want to have answers for everything, though my team cant really be used to lame out well.
-dime
That is pretty much my marvel 2 chun team.
the demon flip assist isn’t otg, is it?
also, does zero have a beam assist?
demon flip OTGs but its too slow
zeros hadangeki is a 1 hit fireball assist that can be powered up with sougenmu to make it 2 hits. outside of being powered up i dont like the assist and i found it to be a chore to power up and then get chun out.
but if it does get powered up with chun on point, man shit is strong.
-dime
I have to say with that chun, akuma, ammy team you posted is rather nasty at up close mixups. I’ve been playing around with some sword ammy and I took some stuff from some vids with nuki (I believe it was nuki at least) who plays ammy, deadpool, and akuma. Akuma’s tatsu allows characters with instant overheads to mix up very well and keep them guessing. Though cold star and tatsu is redundant for chun, since those both keep pressure. I can get stomps into legs and try to followup, but in matches it does get quite funky if I keep messing up the followup because it’s not always perfect (and I look like a fool mashing legs online).
edit: oops I thought i was in chun general discussion, I’ll take post this elsewhere
I know that the chun combo thread has lots of bnb and combos starting off the ground, but I think what would help chun in the long run is some combos to help her “abare”. Just a bunch where you can land off various situations. She’s not like Wolverine where a random dive kick is 700k, but if we can try to figure out the good stuff out of say air LL, i think that will help her game overall, cause she needs to maximize her damage from landing hits in unoptimal situations.
This. A 1000x this.
I’ve been trying to receive some input on where the combo thread should be going and I’m starting to realize that Chun is not a combo character but a reset/abare based character so I think this is probably the best way to go about restructuring that thread. I haven’t done anything to it as:
-
I haven’t had the time just yet (I had some serious family emergencies the past week or two)
-
Didn’t really have a direction for it to go
-
Didn’t want to update anything without hard data.
I feel at this point in the game though, Chun is a little under explored in the setup department due to her execution, which may or may not directly linked to low popularity in this game . Her metagame isn’t nearly as developed as someone like say Wesker or Magneto because of this. I feel with some proper development, she can be a high tier character but I would probably consider that her ceiling. As amazing as her mobility, range, and pressure tools are, there are just some things you’ll have to accept with her. She is never going to one shot anyone in the cast outside of Phoenix or an 800k life character, and the second group is only if you have 3 bars. Considering everybody else has one touch kill combos via at least a basic 600~700k combo to DHC, that hurts her no matter how you slice it. Still, a character like Wesker can get over this (however he has superior options for resetting), so perhaps Chun can as well. Her biggest limiting factor by a long shot from what I’m seeing is her inability to deal with keep away.
There is hardly anything this character can do vs. a Dante/Storm/Trish/Magneto + Drones who is fully committed to keeping you out. Perhaps I simply don’t know the matchup but I’ve been spending what little time I do have trying to master my Spidey team as I feel they have a better time with these matchups, which heavily dominate my tournament metagame. Once I get comfortable with them (and get better at the game as a result), I’ll be putting in more work with Chun. I <3 her too much to not keep her around lol
^ i agree with most of this. i have also been trying to find some wesker/viscant style reset options but as of yet, none that are too appealing come to mind.
the thing about wesker is that he can easily combo off of his airthrow whereas chun cant (afaik) combo off of her forward air throw and can only combo off of her backward airthrow… which makes the resets themselves have alot less ppunch.
also i know what you are getting at with the abare game… but just because people are using it weird i went and got a definition of it:
Abare (“ah-bah-reh”, ??)
“Abare”, in the sense of fighting games, refers to the act of trying to interrupt the opponent’s attacks when you are being pressured with an attack that is invincible and/or has very fast start-up.
This is contrast with the more “dictionary” sense of the word, which means to “run rampage or riot”, and also contrasts with the somewhat confused notion that “abare” refers to the average damage a character can do off of a random poke (although one can see where the confusion originally occurred in this explanation/translation).
Thus, an example of abare would be something like a good “uppercut” (be it Sol’s VV or Johnny’s overdrive), or a very fast normal attack (like many characters’ 2P or 2K or something), although since throws in GG are instant, throwing is also considered to be a form of abare.
basically abare is attacking from a negative frame advantage or relying on fastest pokes/invincible moves to beat out an opponents frame advantage… think of flowchart ken… thats basically what abare means, its a negative connotation for recklessly aggressive playstyles.
now having gotten all geeked out, i agree that chuns random damage into bigger stuff should be analyzed… as scrubby as it sounds my biggest random damage is to just jump up and hit h3 times. then i will try to either hit h again as a juggle in air or i will try to land and juggle with more legs into super. that way my “random” damage is decent. but i rarely take my BNB damage to super. i just usually try to setup good followup opportunities after a hit bnb like if i had them cornered and i hit them with the long bnb to air S knockdown… ill just usually backdash and call out unibeam which will cover either a forward or backward roll, giving me mixup advantage no matter what.
the cool thing about jumping H to H legs is that chun can convert into pretty decent damage from DHCx3… (between 500 and 600k) it may not seem worth it for 3 meters but chun builds meter like stupid, same as tron, so if i dont use it in smaller “random” situations like that i end up being stuck with a bunch of meter that i need to blow, but no great ways to blow it.
also i have lots of meter because i use lots of AE with chun as well, usually at least 1 a match.
anywho im toatlly on board on trying to find out the best overall metagme/strategy with this character. i even thought of using a snapback on every combo since chun does about 340k (more than naked super) plus builds almost a a full meter pre snapback. i gave up on it because i dont know of any good mixups against a character tagging in with chun. but if she does have something good that lets her combo into snapback again after a previous one… it could prove a good strat cause a snapped in character is at a huge disadvantage by not being able to call assists or tag out.
anywho its just me going out on a theoryfighter limb
-dime
Is XF3 Chun still considered a really good anchor? I haven’t heard her mentioned much at all in a while. I think I’m going to try running Dante (Jam Session) / Zero (Ryuenjin or Hadangeki) / Chun (legs) …Doom isn’t cutting it as an anchor, although his assist is godlike.
Also I know it was asked over a month ago now, but to the guy asking if legs was useful in Zero’s combos at all: it’s one of only 2 assists in the game (the other being Jam Session) that allows Zero to do his otg into double Raikousen finisher after a double relaunch combo, works out to about an 80k damage increase over other assists that only allow an otg then launch into buster then dive.
Chun on anchor is still solid however against Dante/Trish/Storm/Phoenix and to a lesser extent Magneto, you are essentially screwed if they want to play aerial keep away. You’ll have to get creative to dish out damage. Considering all of those characters are somewhat prevalent at high level play, her as anchor has dwindled slightly but she is definitely still one of the good ones.
nope.avi
His 2B is too big, it hits Chun even when she it in the air.
some theory fighter about the current team im using:
chun (legs)/tron (flame)/ironman (unibeam)
on paper this team is scarily powerful with DHC x3 and lvl1 xf against a cornered opponent. i already listed most of its strategic points a couple of posts up… here are its tactical advantages:
even though this team has NO SAFE ON BLOCK supers, damage wise it also makes this team scarily good since i basically spend all of whatever meter i have on dhc’s and lvl 3’s (every character on this team has a level 3 super) i have no speed/powerup supers to “waste” meter for on this team
but not counting lvl 3’s heres the type of damage i can do with it from the very start of the game:
chun hits :l::h: crumple, :h: crouch :h: jc. :l:
:h::s:, :l:
:h: crouch :h::s: jc. :l:
:h: jc. :l:
:h: jc.:l:
:h: :s:+direction> tron j.
:s: (land) 3:h:+:a1: :qcf: +:atk::atk:, :qcf:+:atk::atk: :qcf: +:atk::atk:
^^that easy ass combo does exactly 1 million so it’ll outright kill 60% of the cast and cripple the rest of them.
now the good part is that if i down AE i will have exactly 4 bars before spending any meter so ill have 1 bar left after ironman does his thing. if i up ae’d instead i will have 3 bars. so basically at the beginning of the round im guaranteed 1 million damage if my opponent doesnt counter the AE.
assuming they didnt and i up ae’d ill have 0 bars when the next character comes in.
with chun on point:
:l::h: crumple, :h: crouch :h: jc. :l:
:h::s:, :l:
:h: crouch :h:(level 1 XFC):h: crouch :h::s: jc. :l:
:h: jc. :l:
:h: jc.:l:
:h: :s:+direction> tron j.
:s: (land) 3:h:+:a1: :qcf: +:atk: (1.38k, 1 bar, kills any character in the game)
ive now killed 2 characters for 4 meters and assuming that i did up instead of down or side exchange, i have 1 meter left. if i had used 2 down exchanges instead, i would have 3 meters at this point.
assuming this isnt some theory fighter game where the only meter i make is off of my own attack, its completely plausible to assume to be able to arrive at this point with as many as 3 meters… of course assuming that my chun and tron didnt get raped early.
if im able to hit both of those combos i now have chun with tron against one XF3 character with no XF for myself… but i still have tron assist.
anywho this team is looking and feeling more powerful than ever because of these easy ass tods that start from chun and tron… if i have 3 meters or more, i will likely have iron man on point at this time since hes great at running away… and if i happen to bnb an xf3 character with him i can go into lvl3 or dhc x3 since my meter will be so high… so basically i have million plus from every character as long as chun doesnt die. if she does tron can output a shit ton of damage with her bnb to otg> unibeam assist to lunch rush to ironman level 3 (chun died without killing anyone so that means that chun used no meter) if chun died after killing 1 character thats even better cause now tron will hitconfirm into lvl2 xf and save meter plus have lvl2 xf for incoming 3rd character.
and the last thing is that these combos are EASY.
so yeah im liking this team alot now and i dont feel so bad about not having DHC glitch. this may be the team that i end up sticking with for the longterm.
anywho the main thing to learn from this is the combination of AE to dhcx3 to kill the first character and then level 1 xf to ae to kill the second character. thats a chun strat that can probably be used for every team shes on point on.
i feel its kind of imperative to use it with chun to try and make the most of her damage output by using this games homogenous features. if the first ae is broken its no matter, chun cant outright kill any other way so basically its a free guess and you did did 400 k damage anyways. on your next open just stop at the the second crouch :h: and cancel into kikoken and then into tron (670K) thats a total of 1.1 k damage so basically theres NOTHING TO LOSE by trying an ae your first chance everytime.
weakest part of this strategy is the XF combo since it XF BEFORE the AE, making getting broken a huge liability, possibly a game losing one… to make the combo safer just xf after ae to tron while chun is hitting her assist after tron otgs (1 million damage iinstead of 1.3 million) but in my eyes GO BIG OR GO HOME. also this makes iron man better since he isnt the BEST anchor in the world and now since xf isnt used in an anchor role but instead in guaranteed situations, he becomes better assuming the team didnt just straight up get murdered before being able to xf… but if they did then he will still have lvl3 xf to try and crutch it out.
anywho to anybody using battery chun try out the mass dhc and early xf strat and see how you like it.
-dime
I picked up a new team, having Chun on point.
Chun-Li (Legs Assist), Trish (Low Voltage), Phoenix (TK Shot - isn’t used anyways)
Gameplan-FlowChart:
Chun+Trish kill two characters, with minimum Hyper Meter used - @3-4 Hypers: Try to get enemy in Ground Legs, all Hyper + XF to kill the last.
Chun dies early without doing any dmg, Trish tries to build meter for Phoenix, Phoenix destroys.
= Chun or Phoenix win the game
Chun-Li:
Constant Rushdown with Chun, Mixups with Trish’s Low Voltage.
I try to carry them to the corner with Dash Legs on the ground or Dash Legs after abcs.
I simply love her corner mixup game.
Trish:
She doesn’t need an Assist.
Great Assist - beats out every other assist from Range (Sentinel eats all 3 Bolts, Akumas Tatsu gets beaten clean)
Great Airgame, good resets after simple combos (better than her full combos imho)
She can reliably build meter.
Great Keepaway (hi@Ragequit Sentinels)
When Chun failed, I simply prepare my enemy for Phoenix with Trish.
Phoenix:
When everything else fails or I pretty much got stomped, I still have an ace up my sleeve, simple as that.
I’ve got an experimental team of Chun/Wesker/Akuma that I’m lab testing for comboability and synergy. The main problem I’m seeing with this team is that its very one dimensional, all you have is blitz rushdown and no real defensive options, and that Chun and Akuma bleed hard. Also, Chun can’t really get anything off a Tatsu hit, so you’re basically using Akuma as a brick wall to get in and then going for high/low mixups or unblockables. I’m considering replacing Akuma for Sentinel, drones would give her something to hide behind, plus its a hell of a lot easier to get combos off drones than Tatsu.
There’s still the issue that Sent and Chun bleed hard, but most good projectile assists are also attached to bleeders.
I’m thinking of using trish/chun/viper. trish can zone and trap, throw out round harvest, hard tag to chun, and then create an unblockable with viper… right? I don’t have to use wesker for an unblockble, right? the gournd pound otg assist will hit low chun can hit high with an overhead and they will also have the round harvest to deal with.
also to be annoying im thinking of a dumb ammy/joe (otg assist)/ chun or ammy/storm chun. the two slow super characters should make things interesting, zoning will be harder when double slowed. storm is just storm and is a good zoner. plus she doesnt say AUU every 2 secs anymore which rules.
my current team is chun/second(lol usually tron)/sentinel.
i had to drop ironman, hes just too much of a liability on point unless godlike with the skills.
drones are flatout the best assist in the game for aggressive characters, it option selscts better, and combo breaks a fair amount, is easy as hell to confirm off of, locks down longer and further ranged away than any other assist. its combination of spacial control, slow speed, 3 hits, and fullscreen just make it too good to pass up for rushdown characters that want to get in that ass.
i definitely think he benefits chun more than akuma.
-dime
seismo doesnt hit low, u cant use it for unblockables, use burn kick, it hits high
viper’s focus attack is great for unblockables, use lightning legs assist to put them in blockstun while you charge the focus attack, or throw out round harvest, hard tag to viper, call out an assist to extend block stun and charge the focus attack