I was toying around with some of Chun’s headstomp shenanigans and was wondering if this might be useful at all.
As I’m sure you all know, her headstomp comes out fast and recovers fast. It recovers so fast, in fact, that you can hit another move almost immediately after connecting with a headstomp and your next air attack can combo.
I noticed that if you jump in and hit with headstomp near the front of your opponent and low on their body (like, on their front leg), you can set up a fairly ambiguous crossup situation with LK and HK, depending on how late you execute LK or HK.
If you use LK, you can actually perform a legitimate cross-up by delaying your input of LK until Chun-Li is a little past them. If you time it just right, you can hit them right at the top of their head and basically make it ambiguous. If you time it a little early, the j.LK will still connect but you will land in front of your opponent this time.
Also, if you use HK after the headstomp, with an early input you will end up still in front of your opponent. With a slightly later input, the j.HK will still hit the front of your opponent, but you will land behind them, giving you an opportunity to mess with their blocking. Unfortunately, using j.HK as a followup to the headstomp causes Chun to stay airborne just a little longer, making it impossible (or just very difficult from what I can see) to continue to combo on landing.
I don’t know how useful that information is. After all, unless your spacing is ON POINT, it’s going to be very hard to land that headstomp on your opponent’s front leg, and even if you land it, any character with an uppercut ability can probably uppercut you right out of it.
Anyway. I was just fiddling around in Training and thought I’d share. If anyone can think of a way to make this combat-viable, please advise!