As we all know, Chun’s jump cancel loops are the best way to maximize her damage. The thing is, they’re incredibly hard to pull off. Indeed, I’ve seen several on this board asking about the best, most reliable way to land these things outside of training mode. I say we share what we’ve found to make our lives easier when attempting these flashy, effective combos.
To start us off on our journey to combo mastery, I (and many others before me) found that the first step is delaying the j.H and j.S whilst in the jump. After this, I can very occasionally last a s.L into the next rep, but I’ve yet to land the double loop.
Ideally, there’s a hands video out there showing us the rhythm that works, but alternately, we can also share strategies (maybe cancelling into headstomp works better? maybe removing all the light attacks to avoid the hit stun decay?) or even other ground chains that lead to big (for chun) damage that can be routinely landed in a match.
That combo is kinda outdated. You should look for better combos, there are a lot of them around.
And I believe there is already a topic with some compiled infos and videos.
I’m getting better at Jump Canceling now I was wondering though how many times could you jump cancel off another jump cancel O_O is it 3 times like Hyakuretsu in the air?
Yep, no reason you can’t just triple jump right on through the whole combo. I’m trying to figure out a thing where she ground chains and jump cancels into a double jump combo (just lmmh jump lmmhs at this point) and then the opponent falls on Chris’ machine gun assist. It’s tricky (I barely every land it), but it’s flashy and fun and has some nice damage.
Getting the rhythm down is the battle. I keep just wanting to mash it out and I can’t get my fingers to slow the fuck down. I have a feeling that once I can get that dexterity up, things will start going more smoothly.
If you’re asking if you could do another set of LMH jump canceled into LMMHS, the answer is (in most cases) no due to hitstun deterioration.
If you want to do multiple jump loops, then replacing the initial j.L with a headstomp seems to be the key thing to learn. Watch Brian Kasugano’s videos; his combos are best in show atm. Chun should not use L attacks unless she has to (and because he cr.L doesn’t hit low, you don’t have to very often anyway).
Finally got it. The timing is extremely weird but there are tricks to help with various parts. No jump cancels needed off the stomps.
If anyone has questions about performing certain parts of the combo, I’ll try my best to offer advice.