Chun-Li general discussion (SFxT)

Ken and Chun are going to have some sick tag combos…I’m really considering trying that pairing out Day 1 while I work on a tekken character in the lab… imagine these two with meter gems going off… and they can cancel into normal specials off their targets… something like

Ken MP HP x HK Tatsu
Tag
Chun Jump In TC x HK Bird
Tag
Ken jump in HK, TC x HK Tatsu
Tag
Chun Jump IN TC x HK Bird (should have another meter or nearly 2 by now)
Tag
Ken jump in HK, cl st mk jump cancel into a combo and go from their…

And of course you can go for links to increase that combo potential as well as build more meter.

Since damage scaling is just like ssf4 you can expect meter gain to get scaled during a combo too.

Wooo! Not-chargie, gdlk. Bring on the salt! :party:

I wonder if Chun-Juri would work. I would definitely love to use both on the same team, but I’m afraid that both fulfill the same role.

it seems like lots of overheads, command or special, look like they’re easy to combo afterwards in this game (as long as the OH connects on a crouching opponent). so mid-tag-combo you can probably sneak in an unexpected OH reset and put your opponent on life support or just outright kill them. something like, tatsu combo, tag chun, LL/SBK combo, tag ken, oh, combo, etc. you can also do an ambiguous empty jump low/jump-in mixup while your opponent is just about to recover from tatsu/LL or any other tag move that holds your opponent in place. once they get accustomed to the empty jump low, do an empty jump overhead to really mf them.

– where did you see that and is there any footage available?

From what I’ve seen, I don’t think team building is going to be as strict as it is in Marvel; I think you are going to be able to pick two characters you like to play, and not worry too much about how they compliment each other. The reason I think this is because you lose the round when you lose one character, so you aren’t going to be able to designate a ‘battery’ and ‘user,’ each is going to have to be self-sufficient, to a certain extent.

http://www.twitch.tv/leveluplive Stream archives in the “Videos” tab. The results themselves are from the 02-15 Wednesday Night Fights from LOLEventHubs.

Thanks a lot!
Just watched them (well skipped till I saw Chun or Juri anyway, haha!)
Unfortunately there wasn’t much to take away from it on Chun’s end.
She of course has more going for her than just st.MP xx LL. really bumbed JWong didn’t try much else with her.

One point of interest though was when she was tagged in. Not sure what button for HSU he was using but Cl.HK was noticeably different than Cl.HP.
the HP xx HSU looks like some more juggle potential is available versus the HK xx HSU.
Kikouken looks – dunno just slower than SF4’s? could just be the video. I know during my play time at SDCC it didn’t seem any different. Like SF4 though I’ll continue the tradition of rarely using it unless in block strings or super safe distance.

Good thing about the new Kikoken, you can easier move forward now. =P

You realize that tagging in the middle of a combo (switch cancelling) costs a meter, right? Also, like damage scaling, meter gain also scales based on how long your combo is.

Lastly, I don’t think any character has enough time to land any air attack after a jump-in, MAYBE unless you do it as you’re coming off the ground (which would eliminate combo potential since they would land before you).

Still iffy on Chun on this game sure she has commands now but when I see Justin play sometimes it seems little bit odd for her and no one wants to do anything out of the box with her besides her st.mp LL blockstring.

I think it’s because they all didn’t get much time with the game. Even if you get a full day with the game, you can’t explore everything about it. I am sure that we will see some crazy stuff two or three weeks after release.

Also, her Lightning Legs can still be extended via multiple button presses, so it’s possible (maybe) that an SF4 style Lightning Legs Loop still exists.

A lot of old favourites are being overlooked for characters like Poison or the Tekken cast. Give more people a chance to play. :slight_smile:

Oh?
So like some of the hyper combos in UMvC3? Mash the buttons for more hits and damage. That’s cool.

I love my Chun, always have and I’ll definitely be maining her in this game. That’s nothing new though. Still unsure about who my 2nd char is gonna be but Chun is definitely there.

[media=youtube]4pNvOjSGUEo[/media]
Wow Chun Li’s combo is so insane haha so much hits though I wish it didn’t get scaled that badly…

Okay so from Desk: http://shoryuken.com/2012/02/26/desks-street-fighter-x-tekken-solo-combo-exhibition/

J. HP (x2), Cl St. Mp xx LL > St. Lp xx Mp xx Hp xx Ex Kikouken > St. Mp xx LL > (repeat to St. Lp)
or St. Lp, B+MK (TC) ? Jump cancel? J. HK, St. Mp, St. Mp xx LL
Total 63 hits, pretty sure more can be had
Damage = Ass! lol

Some of this broken up on its own should net some nice possibilities.
If her B+MK TC was Jump Canceled, style points for MK Stomps would be awesome.
Any hoo – awesome to see and gives me more to think about for sure.

**Edit (unaware there was a transcript available)
Chun: This is last because it’s my favourite for obvious reasons. It seems that it’s not possible to get anything other than a Light attack after lighting legs now and even then, only after the HK extended version. Much more complicatd and difficult than it looks and largely a waste of meter. I didn’t initially think this would work but was hyped when it did. As chuns’s far HP can’t be cancelled, it’s pure luck that chaining MP-HP actually moves her forward slightly, giving close HP instead, allowing the cancel into EX.fireball and enabling the loop. The st.LP-back+MK link is tight but super useful because of what it can lead into. Especially considering the fact that if you chain (as oppose to linking) the LP into back+MK the upkick is no longer jump cancel-able.
j.HP-HP, st.MP xx HK.Legs-HK.legs, st.LP-MP-HP xx EX.fireball, st.MP xx HK.Legs-HK.legs, st.LP-MP-HP xx EX.fireball, st.MP xx HK.Legs-HK.legs, st.LP-MP-HP xx EX.fireball, st.LP, back+MK-MK xx jump, j.HK, st.MP, st.MP xx HK.legs-HK.legs

The jump off her target combo is really interesting…couldn’t you do headstomps right there? And I’m curious as to why he didn’t use Tenshoyaku either…maybe he’s just showing the mechanics for her. And also with his team combo vid tomarrow tenshoyaku might prove very useful because they fall straight down so it probably gives lots of time to cancel.

Wow this is sort what I’ve been waiting for [media=youtube]ah8A7ynldQo[/media] stuff like that looks really good :slight_smile: I wonder if her neckbreaker has better frame advantage now…and if off the double fierce can you do her target combo kicks…