Learning to Kick @$$ (Literally)! - The Chun-Li Combo Thread

Special attack is basically the launcher correct? And thank you soo much. Although I might ask a couple more questions on this topic after I try and give this a wack. Jump cancel is dashing the other direction A.K.A. away from the opponent? Thanks a bunch!

I’m trying to learn how to pull off a Chun-Li BnB combo but I’m not sure if my brain is just not crazy enough but learning them is really hard. It will probably take me months or even a year. And then there is the fear of forgetting the combo.

I pull off kikoankens but sometimes they don’t come out and I just had a habit of doing roundhouses and I always do a roundhouse when the combo doesn’t even state one at that part.

Any tips on mastering combos? Or is it just keep practicing and practicing then it’ll be finger memory or something A.K.A. the hard way :D? Also am I the only that’s having trouble practicing combos as in it’ll take me months to master or is it not normal?

For the c:m:, :h:, kikkoanken starter:
If you’re getting a roundhouse instead of kikkoanken you’re doing 2 things: you’re hitting :h: while in :df: instead of completing the motion and you’re not double-tapping :h:. If you hit :h: before you’ve completed the motion you’ll get the beginning of c:h: which you can then cancel into kikkoken, but either it won’t combo or you won’t get kikkoanken. I’ve found you almost have to link the kikkoanken after the st:h: too. If you cancel st:h: into kikkoken too early it tends not to cancel into kikkoanken. Finish the motion, have a very brief pause, then double tap :h:.
If you get the :f:+:h: flip kick command normal it means you missed an input in the half circle for kikkoanken.

Which air string ar you using for the BnB?
For c:h:, j:uf:, j:l:, j:m:, j:m:, j:h:, j:s:, land :l:, :m:, :h:, c:h:, :s:
You have to learn how to delay the j:h: and j:s: so you’ll be on the ground in time to connect the ground combo after the air combo. Then the ground lmh has to be fast then delay the c:h: and :s: so they’re low when you launch them so you can connect the air combo.

After the launch NEUTRAL super jump, :d:+:m:, :d:+:m:, j:h:, :h: lightning legs, jump :uf:, j:m:, j:m:, j:h:, :h: lightning legs, jump :uf:, j:m:, j:m:, j:h:, j:s:
You have to be quick going from j:h: to legs but don’t do it too fast or you won’t get the :h:, just legs and they’ll air-tech out.

For c:h:, :uf:, :d:+:m:, airdash, j:h:, land, :m:, :h:, c:h:, :s:, same aircombo
I’d recommend double tapping :d:+:l:+:m: when you jump to gaurantee a stomp then an airdash. It makes a nice rhythm to do that and the j:h: followup. It’s a nice triplet beat. Then delay a bit for the st:m: to make sure you’ve landed. Again, delay the c:h: and :s: so they’re low when you launch them.

Keep practicing, it takes a lot of muscle memory in your fingers. If I go a day or two without playing it takes me a good half hour in training to get consistent again through the whole combo. Her main BnB complete with air combo is pretty hard. To the point where I’ve found sub-optimal combos that are personally easier to do that I can use in the mean time.
And I practice the combo half an hour a night every day just about. Keep at it and it’ll become natural. My execution isn’t that good and I’ve got it at about 75%.

Yeah I had a feeling that I wasn’t the only one :D. But my kikkoankens thats not where the roundhouse comes. You know how after you do the kikkoanken you do a standing Hard then c:h:, j:uf:, j:l:, j:m:, j:m:, j:h:, j:s:, land :l:, :m:, :h:, c:h:, :s:. I keep doing a crouching hard AKA roundhouse. I have a habit of using my roundhouses a lot. Looks like I have to break my habit now. And this part c:h:, j:uf:, j:l:, j:m:, j:m:, j:h:, j:s:, land :l:, :m:, :h:, c:h:, :s: I find the most challenging.

I’m practicing two segments. The easy kikkoanken part which I have trouble with my habit of the crouching roundhouse. And I actually find the jumping part :d:+:m:, :d:+:m:, j:h:, :h: lightning legs, jump :uf:, j:m:, j:m:, j:h:, :h: lightning legs, jump :uf:, j:m:, j:m:, j:h:, j:s: a lot easier than the kikkoanken section. Is this normal lol?

I have the hardest time getting the c.:h: into jlmmhs online. So to ensure I dont screw up combos I skip that part and just got for :m: :h: c :h: :s: into her triple jump combos end with an otg into super. Might be something you look into doing as well. (still include the part before that though as her stun is great.)

OMG I find that part hard as well too!! And literally I’m doing the samething. Except I don’t end with a super I just perform the m-h-c.h-s into j.d.m j.d.m hhh then j. then m-m-h then j. then m-m-h-s

Yes, :s: is the launcher, its X on a PS3 pad and A on an xbox pad.

No, jump canceling is just jumping, i.e when the move hits hold up+forward. You’ll cancel the recovery of the animation and jump in the air. Its no different than hitting S and holding up as far as the mechanic goes, the timing for the combo is a little more difficult.

We don’t use the word roundhouse and stuff like that.

You don’t have to do :h: to c.:h:, you can just do c.:h: into the jump cancel series. As far as the j.:l::m::m::h::s: goes, its less about delaying the :s: and more about getting a rhythm for the whole combo. Most people describe it as j.:l::m::m:…:h:…:s: or listening to Chun during the combo, every time you hit them Chun yells, so you wait for the yell to end then hit the next button.

Once you get a good rhythm down, you can start omitting the :l: after the j.:s:.

Here’s a slightly more advanced combo for you.

c.:m: :h: :hcf::h:~:h: :h: c.:h: jump cancel j.:l::m::m::h::s: land :m: :h: c.:h: :qcb::atk::atk: (Hoyokusen) super jump cancel j.:d::m::d::m::h: :h: Hyakuretsukyaku double jump j.:m::m::h: :h: Hyakuretsukyaku j.:s: Call otg assist :qcf::atk::atk:

This is my damage dealing bnb for Chun. After the Kikoanken, depending where you are onscreen you may need to dash into them a couple times, or use f+:h: to get over them in order to put them in the corner.

i find it easiest to delay the first jumping :l: just a bit after hitting with crouch :h:… reason being that doing it that way achieves perfect fall spacing and makes sure that chun hits the ground before the opposing character… the earlier she hits with jumping :l: the more she has to stagger her air combo, thus making the air combo much harder. also the timing i use is:

:l::m::m:…:h:…:s: (bigger dealy on:h: than on :s:) thats only when i time my first jumping :l: to early though. if i hit it just right, or near that, my timing is more like :l::m::m::h:…:s: so basically only the :s: gets noticeably delayed.

after that i always use :l::m::h: cr.:h: without ommitting the :l: cause the opponent characters position can be extremely random making the :l: either very hard to land or very easy… imho its just best to stick to using :l: first. the last part of the combo that can be hard is that if :l::m::h: cr.:h: hits to high, the ender air combo becomes REALLY hard to land… so when doing the :l::m::h: cr.:h: i usually visually confirm opponent height and delay the cr.:h: if they are high so they have more time to fall thus getting closer to the ground and making the followup much easier.

that combo is REALLY organic, there is no best timing that works all the time, you have to visually change timings based on locations of characters heights. also another thing making it harder is it has wildly different timings versus certain characters (like haggar)

hope that helps “someone”

-dime

Interesting analyzation. Is Chun-Li one of the characters with a hard BnB combo?

well, in the strategy guide it says that chun has some of the hardest combos in the game, if not THE hardest. however, imho there are characters that have harder combos, such as vipers stupid stuff. combos are hard for many reasons, its not always about timing, some are hard cause of wierd joystick manipulation, some are hard cause of need to hold buttons while simultaneously hitting others. chuns is hard cause of timing, and being so organic in its differing timings. that buktooth combo is i think the hardest chun one in the guide book… but the ones that ryan blood has been coming with seem even harder to me.

basically, chuns basic bnb is one of the hardest BASIC bnb’s in the game…

id say its a 7/10 in hardness… definitely doable, but when most other characters basic bnb’s are around a 4 or 5… chun seems like a heavy execution character.

sorry for the long answer to an easy question, i just like being precise in my explanations.

if it means anything to you i practiced that combo for about a month 2-3 hours a day 3-4 days a week and i still to this day am only able to hit it fully in match about 70% of the time… and i still pop in training mode and practice it at times (i just love that combo). so yeah, its pretty difficult, but definitely doable.

-dime

I have found that after practicing Chun’s BnB for about an hour a day every day for a month I’m about where Dime is. It’s to the point where I use a different BnB that is suboptimal just so I can do it more reliably. I spent about 20 minutes with V. Joe and had his BnB down except for the super cancel off of air joe… and after 30 minutes with Magneto I was doing his flight H loop fairly well. Chun’s “basic” BnB is hard. The trouble is you have to get good at playing around with the timing of your air string to you land at the right time.
Get a video of her BnB and listen to the rhythm of the air series, that’ll help a lot. But if you have the meter ahead of time you can get almost as much damage doing c:m:, :h:, kikkoanken, walk back a bit, :f:+:h:, :h:, c:h:, hoyokusen, air combo which does around 550k damage and is pretty easy.
Her BnB does a little more than 450k on it’s own and goes into the low to mid 600’s with an otg assist and meter. It’s fairly easy to get to ~400k with suboptimal combos and if you tack meter onto that you can get around 550k pretty easily.

I never thought about doing the combo that way (without landing after the first j:h:). I will definitely try that combo out. How is the timing for the air Buktooth series? I ask because I’m having a hard time with it. I keep on delaying too much dropping it. Sad, when you think about the fact that it was the first combo I learned on this game…

Also, you can have two lighting legs in that combo if you triple tap :m: + :h: near the end of the first set of legs. You’ll dash and then cancel the dash into another hard legs. It’s very fast, and your combo won’t drop if you do. It adds a little bit more damage, just enough to make the level 3 hyper combo kill Magneto(850k) if you do the the hyper at the very last second. Totally worth it, in my opinion.

And here’s some new(ish) combos. I’ll have more precise damage values up soon. I lost my internet and I’m over at a friend’s house right now free-loading on his connection.

  1. Cr:m:, st:h:, Kikouanken, (if you’re not near the corner, dash cancel the enemy towards it) walk back a little (if you had to dash cancel to the corner, instead of walking back, back dash once), Neck Breaker :f::h:), st :h:, cr:h:, instant air stomp, d:j:m:) instant air dash, j:h:, land, st :m:, st:s:, super jump, j :m:, j :h:, jump cancel, j :m:, j :h:, (depending of the enemy’s size, you might only be able to do one jump cancel. It’s up to you.) jump cancel, j :m:, j :h:, Hard Legs :h: x 3), stomp kick x 2 :d::m:), Hard Legs, stomp kick x 2, Hard Legs, j:s:, land, OTG assist, jump, Hard Legs.

Does about 650k depending on how many times the final Hard Legs hits, makes 2.3 bars, and doesn’t spend any of it. You can replace the final jump - Hard legs with a Kikoushou to do about 727k off of one bar, or do a Level 3 for about 940k. Without the OTG assist, this combo does about 537k (since you can’t do the final Hard Legs without the OTG).

This combo can be turned into a touch of death if you’re willing to use Level 1 X factor. The string for that is:

Cr. :m:, St :h:, Cr :h:, X factor Level 1, St :h:, Cr :h:, etc, (see combo above).
Does 1.27 million in Level 1 factor.

  1. This combo is dedicated Magneto. May he roast in Hades.

Jump, instant air dash, Air :m:, Air :s:, land, cr :m:, st :h:, Kikoanken, cr :h:, instant stomp kick, instant air dash, j :h:, land,*** st :m:, st :h:, cr :h:***, jump, (Begin down charge here), j:l:, j:m:, j:m:, j:h:, j:s:, Hard Spinning Bird Kick, land, Hard Legs, Dash Cancelled Hard Legs (Press :m: + :h: three times right before the first Hard Legs ends), Shichisei Ranka (Level 3 Hyper)

Does 851k damage. Kills Magneto with only 1000 damage to spare…and it uses no assists. Not even one. Who’s low tier now, Mr. Master of Magnetism? Huh!? HUH!?

/salt

A note about this combo: When I first did it, I was without any means of recording the button inputs at the time so it might be mistaken about the exact combo. But I do know if you hit the enemy too many times before the air Buktooth series, the enemy will fall out of it after the first j:l:. That’s why after the Kikoanken, you go straight to a crouching heavy instead of doing the standing heavy first: to lower the number of hits in the combo. So if the combo doesn’t work for you, take out some of the attacks in between the asterisks to shorten the combo. Start with the standing medium, of course, and just take out attacks until you can successfully chain the j:l: and the first j:m:.

The first chance I get, I’ll retest this combo and edit this post accordingly.

And lastly, for TsuKiYoMe, since we use a very similar team, here is a combo dedicated to your Chun-li, Wesker, Taskmaster team. (I use Chun/ Task/ Viper)

  1. Cr. :m:, st :h: + Taskmaster forward arrows assist, - Hark Kikouken, dash towards the enemy if you aren’t in the corner, st :h:, Kikouanken, (wave dash the enemy into the corner if he isn’t already there) st:h:, cr:h:, instant air stomp, instant air dash, j :h:, st :m:, st :h:, cr :h:, st :s:, jump, j :m:, j :h:, jump, j :m:, j :h:, jump, j :m:, j :h:, Hard Legs, Stomp x 2, Hard Legs, Stomp x 2, Hard Legs, j :s:, land, OTG assist, Kikoushou.

Deals 807, 900 damage (with Viper’s assist. I don’t know how much damage Wesker does) builds two bars, spends one. All thanks to the damage Task adds with his arrows (162k? Whoa.) You can DHC into Taskmaster (only if your OTG character is third) to do about 1mil damage if you time it right.

When I was working on that I kept hoping I could get high enough damage out of it to one hit characters like mags and zero, thanks for that tip.
I usually do the lmm part fairly quickly and try to adjust the :h: and :s: to get to the right height before the air SBK. If you do it too high they’ll air tech before you can hit them with the legs. If you do it too low they’ll be behind you and it’ll mess up the timing at the end, again leading them to tech out of it.
Overall that combo is easier for me now than her more standard BnB and goes into a super no problem. I always have trouble with the air combo after launching in her standard BnB. Either I only get one stomp or I kara-cancel the :h: into legs so they tech out. Lameness.
With the combo above you may be able to land and re-jump, but I don’t think there’s room to add any grounded hits due to HSD so you may as well double-jump.

EDIT:
Got 880k solo with no assists.
j:h: j:s: c:m: :h: kikkoanken, walk back a bit, neckbreaker (:f:+:h:), :h:, c:h:, jump :uf:, instant stomp (:d:+:m:), instant dash, j:h:, jump :uf:, j:l:, j:m:, j:m:, j:h:, j:s:, air SBK, land, :h: legs, dash canceled legs, mash :h:, lvl 3

YEsterday I managed to squeezee a ittle more damage then that… 910k if I remenber correctly.

c:m: :h: kikkoanken, f:+:h:, :h:, c:h:, jump :uf::h:, double jump, instant dash, j:m:, j.:h:, land, :h:, c:h: jump :uf:, j:m:, j:m:, j:h:, j:s:, Hyakuretsu.:h:, j.:h:, double jump, j.:h:, j.:s:, Hyakuretsu.:h:, j.:h:, j.:s:, land, Hyakuretsu. :h:, lvl 3.

U have to cancel really early the lvl 3 or else it will not conect.

Love it. Gonna update the OP for the Video & Combo threads sometime this week. Lots of drama with friends and family this week after the holiday weekend, also work. I’ll get around to it and make it look all nice and neat very soon, probably Saturday.

Oh also, fun fact: Chun-Li is voiced by Laura Bailey, who also voices Shin-Chan.

Small world isn’t it?

So my combo above can be adapted into a BnB that’s great for building or burning meter.
c:l:, c:m:, :h:, kikkoanken, :h:, c:h:, jump, instant stomp, instant airdash, j:h:, double jump, (begin down charge) j:l:, j:m:, j:m:, j:h:, j:s:, air SBK (low to ground), BREAK
at the break you can EITHER
:h: legs, dash canceled :h: legs, (sometimes a second dash canceled legs) super - builds just over a meter does around 590k
or
:s:, jump, j:m:, j:m:, j:h:, :h: legs, double jump, j:m:, j:m:, j:h:, triple jump, j:m:, j:m:, j:h:, j:s:, land, OTG assist, super - builds around 1.9 meters and does 651k
I used sentinel’s rocket punch assist and had time for it to connect but I’m not sure it’d connect from mid-screen. The combo is ALMOST corner to corner too.

For Chun-li’s BnB combo at the jump cancel j.:l: j.:m: j.:m: j.:h: j.:s: When I get to j.:l: I either do it successfully like 1out of 10 and the failures are me jumping, jumping and hitting the opponent with a L kick, then the most common one I get is a spinning bird kick. Any solutions on how to bypass this part?

The SBK means you built down charge and didn’t release it.
One way to avoid that is to only hit down for the moves you need and leave the stick in neutral otherwise.
Personally I always put the stick in neutral while the c:h: executes to dissipate my down charge.
Just for reference, it takes slightly longer to gain down charge than it takes to execute c:l:, c:m:, c:h: so if you never do that entire string holding down, or if you have s:h: before c:h: you shouldn’t have down charge for the SBK.

Started to Update the OP. Hopefully it is a bit more current with her metagame. Tell me what you guys think I should add and such.