With a Chun Li/Bison team, I just keep imagining them having a conversation like this every other 2 minutes or so:
[media=youtube]W8FC-1vzdrc[/media]
Chun/Juri or Chun/Cammy. Just gotta learn those loops and post launcher juggles now that I’ve had hands-on experience of it…
Here is something fairly familiar for you 4Neqs
Do her Cr. Lp linked to another Cr. Lp then stand Lp chain to Mp and Hp(Hp) to make the launcher.
feels alot like her St. Lp to HP combo from SSF4, very reliable and easy to confirm into.
Good looking out. I think the Marvel players here are gonna pick it up too, because of the pace.
Fought a Gief/Hugo team and jeeeezzz, you gotta beat on them all day long. Dude really only hit me a few times but that was all it took.
Chun was so low on life I caught on opportunity to bring Juri and she damn near took both of them out but got chipped to death in the end.
we both yelled dammit together!
Hugo’s hurt box is funky, he’s so damn big but as far as hitting him goes its like THawk or Sagat.
I could be wrong, but I don’t think this is correct. I am 95% sure that any move that requires additional button presses counts as an additional level on scaling. I know for sure this is how it worked in SF4 but haven’t tested enough with SFxT to be sure.
you are correct thats how it is on sfxt as well. easy test; cr.mk xx hk legs to no followup = 100% damage, now do the same thing except extend hk legs and the followup gets scaled to 80%.
in other news, chuns stomp got a bit of a buff in that it is really easy to jump in with it and connect now. so you can do jump in deep stomp> crossup jumping mk…
depending on your spacing and timing sometimes it wont crossup… very tricky. use the jump in stomps at the places where you would empty jump cr.lk if you ever developed the ability to do those in neutral.
im not planning on using her… just practicing with her in t-mode.
-dime
The Chun-Li community misses you, Dime! lol
Word that up!
Frame traps…anyone got any good ones?
Ah alright, good to know. It’ll have to be assessed on a combo by combo basis, then. The particular example I gave earlier increased in damage, but if that’s the case certain ones may decrease. I’ll edit my previous post to reflect that.
Also, I’m going to put some combos into video format, starting with post-launcher/switch cancel combos. Do you all think I should put them all in 1 video, or each combo separately? 1 video would be more convenient, but if separate it doesn’t make you dig for the combo you want to see should some of the combos become obsoleted later.
oh well, so much for chun/ken/vega scramble mode infinite. haha team still works
Subscribing… good info so far.
I’ve been playing around with SBK switch combos and continuing combos after Hazanshu. Having a fun time with it!
Day 2. Getting the hang of chains and tag combos. This looks promising. I probably have to learn stomps all over again due to the jump cancelling/tag cancelling deal. I have the feeling I will still be playing SF4 more though…
Playing like 3s/CvS2 can somewhat get the job done. lol turtle and c. mk to super/cross art.
It feels so good being able to walk forward/walking forward with pokes while fireballing I tells ya. Bring on the 3s-level hate. :lol:
As for Scramble/2v2, well… Paul’s KO quote says it all.

Some funny stuff did happen at the scrambles earlier though. Have a melee character (e.g. Chun lightning kicks, or an aggro Tekken one) harass the other team when near, while having Akuma in the back continuously chucking red hadokens. So pro. :lol:
Hey thought I’d post here, first time I’ve bothered looking at the SFxT forum. So far I suck hard with Chun I’m just having issues wanting to play her like in SF4 lol.
I’ve spent maybe 4 hours on the game now and I am super scurbby lol, also the online is ass!!! Anyway what’s the basic gameplan to Chun in this game?
The footsies/zone/harass with pokes base from SF4 is still there. But now that she’s mostly motion-based + the new juggle system, she has freedom to do more rushdown. New life has been breathed into Lightning Legs, (EX) kikoken, :mk: / upkicks target combo, and stomps for example.
I would like to think she’s good as first on the team, where she can build meter, and she can help the larger/more damaging but less mobile characters in on the opponent thanks to tag combos/tag cancelling.
Anyone had any luck constructing Frame Traps? I’m having a hard time maintaining pressure without jumps ins and was hoping for a trap or two.
Yeah, I’ve been messing around with those as well. I’ve been able to do c.LK, c.LP, c.HP (1 hit) xx H SBK, switch cancel and do an EX supercharge and have enough time for it to be a super. Timing is pretty tight though, but it works. Also have enough time for a jump in pretty easily.
I’m running Chun-Li/Asuka, I’m having fun with both of them but I’m attempting to find some good synergy with them. the combo that Scykoh posted earlier is really helpful in getting that tag cancel combo I’ve been looking for (Originally I was using j.HP-HP, c.HP xx H SBK (tag cancel) into Double Lift Kicks). With this new combo I have a second option in case I can’t jump in on them.
If anyone else has any good Chun/Asuka strategy I would welcome it because I’m trying to take SFxT serious and would like to keep this team.
Story of my life.
I even try to dash before I super through a fireball. -.-