I agree with this. Chun has a jumping fierce loop in this game (just like in the last game one I believe?) and it has become a part of my BnB with her. Something like:
2a, 2a, 2b, 5c, 3c, C-legs, [forward jumping C, jump cancel airdash j.C, falling up canceled jump C] land and repeat brackets 2 or 3 times, land 3c, basic air combo finisher with either double jump c’s or j.b, j.c, C-spinning bird.
There are a couple of videos on youtube of the loop just search “chun Tvc combos” or something like that. I think it is pretty good because it makes your random j.b hits turn into a corner carry combo that does decent damage instead of like a double jump c early finish for knock down and no damage. Also like mentioned above this loop sets up other mix-up options with assists or letting the loop uncombo at certain points or even just adding some ground dash cross-ups. Definitely something to look into. It acts really funny in the corner though so I still need to figure that part out >_>
just replace the last up cancel C for up cancel A and then go for mixup, you have tons of options and mind games, as I use chun/souki, soukis assist hits late, so it makes a great mind games. Chun is still awesome here
I omit the J. B in this particular combo and just do J.C because if they haven’t megacrashed up to that point it’s too late. They eat the Lvl 3 anyway and lose two bars. J.B, J.C gives them a bit too much time to react imo.
2a, 2a, 2b, 5c, 3c, C-legs, [forward jumping C, jump cancel airdash j.C, falling up canceled jump C] land and repeat brackets 2 or 3 times, land 3c, basic air combo finisher with either double jump c’s or j.b, j.c, C-spinning bird.
whwy I like to think I’m a pretty decent chun but i have no idea how to do " [forward jumping C, jump cancel airdash j.C, falling up canceled jump C]" like i can’t get the airdash cancel after jump c. how the fuck do you even do that
after the 3c -> Lighting legs you jump forward and hit C. then you jump and immediately airdash and hit C again. Then as you are falling you press up and hit C again (sometimes it helps to hold the C down). Now you land with enough time to repeat the loop or just launch/reset the opponent. Hope that helps.
EDIT- has anyone figured out a way to cancel the DP super into Lighting legs and consistently only get the shortestlightinglegs to come out so you can combo after it?
After she does the little turn in the super I hold up and mash c around 8 times. There is probably some better timing for this since you only need 4 presses for legs but I get the shortest legs every time this way.
I’m actually still having trouble with this one (Mostly cause I’m using a Gamecube controller until I get paid, and then I’ll invest in a stick for this game).
What’s the ideal way to do it? Press 8 then A+B+C? Press 9 then slide the joystick to 6? I’m not having any real luck… I guess it must take a while to get the hang of it. (I was only able to get the entire combination off once in like 25 minutes of practicing)
I might just not be able to do it without the stick… I dunno. I still have difficulty hitting Baroques on the GC (Using a stick its no problem though) so this might be one of those things I might have to sacrifice until then.
If you are still using a GC controller, the ideal way to get the shortest Lightning Legs would be 3C and mash C QUICKLY 3 more times to make 4 C’s total. It would look something like 3CCCC which gives 4 hits before you jump. Then hold 9 to jump forward and hit C, then 9A+B+C (which should be L or R on the controller) for the jump cancel dash then C again for the second hit in the air.
Also I don’t think you can start the loop if you are starting the 3C in the corner because the Lightning Legs will push the opponent too far out for the Jumping C to land.
2a, 2a, 2b, 5c, 3c, c-legs, jump forward j.b, falling j.c, land [jump straight up immediate C, falling up canceled C land] repeat brackets 2 or 3 times 5b, 3c, aircombo
20K on Ryu for no meter starting with a 2a. This corner loop of jumping C’s is cool because anytime I do my midscreen variation I can immediately switch to this combo if I hit a corner. I also hit a funny reset in the corner that makes the opponent go out of the corner for a ground cross-up by doing a air dash b, but I’ve been unable to recreate it with much consistancy.
Oh and I found a corner loop involving multiple spinning bird kicks. It does OK damage and is difficult, but it is pretty lol to look at. Chun is fun in this game
EDIT- forgot to mention that this corner loop reminds me of Sol’s Dustloop from GGXX if anyone knows what I’m talking about. And that makes me happy
Umm…he didn’t freak out, dude. Don’t take the defensive so quickly unless you have something you’d like to share with the rest of the class. lol Let’s not start derailing, folks. Things are going quite smoothly in here right now. Do we really need to instigate back and forth with this “No, you chill out” crap?
@ the two ‘Omnis’: If you guys are the same guy, please stop if you wouldn’t mind. If not (which I’m sure you’re not), then forget it was ever even brought up, and let’s back to helping each other learn Chun. :tup:
That exact combo is still in the game, in fact. Except for maybe the lightning legs into air super finisher, I can’t say on that.
Chun has basic high-low mix-up: your main overhead being your air-dash j.B, your main low being 2B. Her j.B is one of the best cross-ups in the game, and this’ll net you more hits then anything in my experience. Her 2A is great for pressure and can catch people jumping, push-blocking or poking to net you some damage. You could mix throws in with that. I guess you could use her 6C for mix-up, I don’t, but you might find some success with it? One interesting cross-up is to jump over your opponent and mash C Lightning legs, only problem is that you need to Baroque or call an assist to combo off of it, and I don’t think you can combo into her air super off of it. Naturally you can use Baroque to throw people off, like blocked 5C xx BBQ, air-dash j.B. If you already landed a hit then you can pull out some nasty resets with her j.C loop by opting out the last j.C for a j.A and going for grounded cross-ups into high/low or aerial cross-ups.
For the most part I get hits with pressure strings mixed in with ambiguous j.B cross-ups. So, lots of 2A’s and j.B’s.
Found something interesting: you can link a 5A off of A up-kicks (623+A), so you can do stuff like 2A, 2B, 5C xx A up-kicks, land, 5A, 5C, 3C^ … Might have potential for a loop also.
I was looking for a good assist to my beloved Polimar and found that Chun-li meets my requirements.
Here comes my question : can you consistently cancel 2C into Spinning Bird Kick ? I’ve been simply trying to go like 2A-2A-2B-2C-SBK. I manage that about 10% of the times I try but cant say what makes me miss when I do, raging.