Chun Li Beginners Thread: Don't Skip Leg Day

Wow, I knew her combos were difficult, but they are really difficult!

It’s going to take me a few weeks to get the timing on some of these down. I can’t even seem to pull off s.MP, c.MK, MK SBK at all, and that should be a very basic BNB.

Anyways, I’m in it for the long haul.

@KingCrimson - Not only is her (c. LP,) s.MP, c.MK, MK SBK one of her most essential BnBs, it’s also her most damaging. (not really saying much since her BnB’s don’t dish out more than 250 without the use of meter).

AT the end of the day, it’s all about practice, practice, practice. The more you practice, the better you get. But here is a video to help you with that combo.

https://www.youtube.com/watch?v=8EeMH-lKsCs

Also, welcome to the Chun side of life. We welcome any and all gamers looking to improve and master our queen of fighting games. Keep it up. :slight_smile:

@Chun-Li_Forever do you know if SBK has priority over Lightning Legs?

I can do the c.LP, s.MP, c.MK xx MK SBK combo about 60% of the time in training, but something I had come across (which I think is pretty cool), is if I cancel into SBK but do a very quick half circle from down to forward to up and then press MK, it seems like SBK will come out if I held the charge long enough, but Lightning Legs will come out if I didn’t charge for long enough… I ran out of time last night to lab it a little more thoroughly, but that’s what I seemed to notice in the couple of minutes I tested it out.

Yes, the charge motions have a higher priority than motion ones. 2369 with kick input either launches the SBK if there was enough down charge, or Lightning Legs if there wasn’t.

Guile doesn’t seem to launch sonic booms with down forward input, seems to me that Sonic Boom input must be provided horizontally. Drats, there goes my easy 5000 FM Vol.2 trial prize. So I’m not sure how relaxed the charge inputs are for other characters.

Hmm, I’ve definitely done her SBK from hitting Up+Forward, without hitting just Up, but it doesn’t surprise me that different characters have different input leniencies…

Even with Akuma, doing a DP is far more lenient that does his teleport, which is the DP motion + kicks. The DP could end on Forward only. However, with his teleport, I had to end on Down+Forward.

Hello guys!

Excuse my beginner’s question but what’s the deal with cr.lk, cr.lp, cr.mk xx SBK/ Kikoken combo?

I see some high level Chun players use this combination a lot even though it’s not an actual combo.
I guess it must be some kind of a frame trap, right? I think that cr.lp actually links with cr.mk only on counter.
So are they doing SBK or Kikoken on reaction? e.g. if they got a counter hit on cr.lp then they finish up with SBK. If not, then they safely finish with Kikoken? Is that the idea behind it or am i missing something?
Do you know more combinations like that?

That’s pretty much it… outside of v-trigger. With v-trigger active that actually combos without any counter hit required, so you’ll see it a lot more as a confirm when they pop v-trigger. Beware of using that string into kikoken on block vs certain characters like Balrog or Akuma as they will v-skill right through the fireball.

Here’s my question related to j.hp. What determines if it will hit twice or only once? It seems that Chun’s position with respect to the opponent does something, but so does the height when it’s initiated? I can’t get it to hit twice consistently if I jump in, only if I use V-skill then it tends to work most of the time.

The jump-in combo in question being: j.hp, b.hp xx M.Legs, cr.lk xx M.Legs [300/502], seems quite sensitive to two things: that the j.HP should hit twice, and that the cancel from hakkei is early so that the cr.LK links. Funny thing is that if j.hp fails to hit twice, standard BnB with j.hk starter deals more damage and stun. I think I’ll switch the j.hp to j.hk due to consistency, I’ll lose a little bit of damage, but it’s far more reliable this way.

Also, I can’t seem to link j.hk, b.hp xx EX Kikoken, cr.mk xx M.SBK [360/555] outside of a corner, seems to me cr.mk whiffs. Does anybody know if that combo is a corner combo, or am I being late at some point?

I believe that combo is corner-only combo. The EX Kikoken gives too much pushback for cr.mk unless there is a wall behind them.

Alright. Having started to play ranked (since Capcom decided for this week that rewarding players for actually playing the game as intended might be a good idea), here’s a couple of things that I noted:

Spinning Bird Kick is very integral to Chun’s play, it provides significant corner carry. The corner carry alone makes it worth it to learn Chun’s BnB, despite the increased risk. I think I actually managed to connect the M.SBK BnB in my first match. Moreover, if you are waiting down back charged, and opponent is walking closer, c.MK xx M.SBK or L.SBK alone works wonders.

However, I think I’m not using the s.HP to full extent if I’m doing the c.MK to SBK instead, but as far as I know, s.HP does not combo without V-trigger? So I suppose I should be using s.HP more instead of Kikokens?

Biggest question in my mind is: how is Chun’s V-skill supposed to be used? If the opponent is standing near and V-skill connects, that’s a launcher, but the damage done with an air combo without meter seems worse than with a grounded BnB? And the V-skill seems to trade a bit too often if used as an anti-air.