[A] Anti Air [G] Ground
a) c.fierce, close s.rh x 3, c.fierce x 2, twd + rh, mash twd + forward
x N, c.fierce when meter is low, xx kick super [G]
b) c.fierce x 4, fwd + rh 5, fierce Kikkoken, c.fierce, RH SBK, c.fierce
x 2 xx kick super. [G] <- fierce kikkoken makes sure that the SBK will hit.
c) (c.rh x 3, Short SBK) x 2, c.rh x 2, Short SBK, Kikoushou [A] [G]
d) c.rh, (close s.rh, whiff short, walk forward) x 5, s.rh, sj. forward
x N, c.fierce, Kikoushou [A]
e) c.rh, s.rh (sj. strong x 3) x 2, sj. jab x N, j. jab x N, c.fierce xx
NOTE: If the opponent is crouching, the above customs might not work on
all of the characters. Fierce kikkokens are inserted after the 7th hit
(ideal because all of Chun’s fierces will do the same damage after, so
it’s best to go through hit count) to make the opponent stand up.
SECOND NOTE: For speed/invincibility purposes, as well as using them as
tripguard-loss anti-airs, you should start the ground custom combos with
c.strong, unless of course, you are punishing a big mistake (whiffed dp,
whiffed super, etc.)
She can combo into custom off an:
- EARLY c.rh anti-air
- Traded c.rh anti air
- EARLY short SBK anti-air
- In corner, fierce kikkoken, while they try and jump away from you.
- Flip kick (oc. rh) works ANYWHERE.
- c.jab x 2 (CC) c.strong into whatever
- RH l.legs ( 2hits) activate into whatever
Whatever else you want to talk about A-Chun, post it here. If there are any other combo-into-cc stuff or any peculiar customs you wanna put in that you consider worthwhile using, please put them here and the reason why you would do them.