I actually tried out mission 5 for Chun-li and it really helped me with the s.:h: c.:h: jump cancel j.:l: j. j.
j.:h: j.:s: I highly recommend mission 5 to anyone.
havennt seen this anywhere so i figured that i’d post it:
standard buktooth loop> s+hidden missiles>sj.LMH> double jump>LMHS> land>dash> kikosho 585 k damage, very consistent, damage may be lower sometimes 'cause sometimes not all missiles hit otg.
missiles otgs for chun and works anywhere on screen (mid or corner) so if you dont want wesker on your team but like doom, theres a way to make him work for chun.
this can probably be used for any lancher combo with chun and hidden missiles.
-dime
Some aerial hit confirms I found for Chun-li. These allow you to drag the enemy back down to the ground for a combo and a launch after hitting the enemy while he/she’s airborne. There is a combo for any number of air actions you might have left, so Chun-li can be quite versatile while in the air. These don’t work against enemies who are too high in the air.
2 Air Actions:
any normal aerial magic series (other than :s:), double jump, air dash, j:m:, j:s:, land, st, :l:, st. , etc…
1 Air Action:
any normal aerial magic series (other than :s:), double jump, j:l:, j:m:, j:m:, j:h:, j:s:, land, st. :l:, st. , etc…
Much like the Buktooth loop, this is an organic combo that changes depending on your opponent’s size and elevation. Discretion is advised.
0 Air Actions:
any normal aerial magic series (other than :s:), begin down charge, j:s:, Hard Legs, j:s:, SBK, land, Hard Legs, cr. :h:, st :s:, etc…
These combos can be altered to suit your needs using the j:s:, Hard Legs, j:s: combo to bring the enemy closer to the ground, so these certainly aren’t the only possibilities.
I just recently picked up chun-li because my hulk got exposed badly. For the love of god, since the release of this game, I can’t seem to Chun-Li’s Kikoanken crumple…even in training mode. I have absolutely no idea why. I can do Tron combos, Wolverine and Akuma Bnbs, but for the life of me, I can’t do Chun-Li’s crumple. I want to place her in the 2nd slot, but I need to learn how to do this crumple before I can start training. Am I doing something wrong here despite reading the command list over and over?
its really hard, ie takes a alot of practice. but once you get it you wont miss it very often. what situations are you missing it in? raw kikoanken or something canceled into it? raw kiko is easy to do after some reps, the timing isnt to difficult, but its difficult enough to miss if you dont know the timing.
me personally i do c.L,c.M,H xx kikoanken but i time it like im “linking” kikoken (then hit h with appropriate timing)… at least thats how i learned to do it… now i dont have to do that since i have the actual timing when i just lmh kikoken.
just practice man, the only real advice i can give you is that it IS hard and its something you are going to have to practice in order to master, its certainly not nearly as easy as lmh xx fireball, if you were thinking that.
-dime
Practice doing c.:l: c. s.:h: xx Kikoanken. The two most helpful things I’ve found are treating it like a link, as Dime suggested, and rolling the stick (assuming you use a stick) from down/back (input c.
) to back (input s.:h:) then make your half circle to forward (double tap :h:). Do NOT hit H until your half circle motion is completely done. I actually hold it at the forward position just to assure myself that I’m there before double tapping H. Pressing H too early or not making a complete half circle are the 2 easiest ways to mess this up. Hope that helps some.
When I first started playing Chun-li, Kikoanken was impossible for me, lol. I would do a half-circle forward, then mash :h: until it worked. But as it turns out, it wasn’t the :h: timing that was screwing me up, it was the half-circle. I was pressing :h: too early, or too late, and the move would fail.
But if you just practice doing a complete half-circle and double-tapping :h:, it should work out for you like it did for me.
so has anyone been playing with the separated ground and air hitstun yet (outside of the corner)? chun could really take advantage of this with her jump canceled normals.
like wouldn’t it be possible to do magic series> chk, iad normal seriesxx spinnning bird (xfc) spinning bird loop?
There’s a few videos out there of Chun carrying people coast-to-coast with SBK loops, but it’s harder to do without XF.
And generally speaking you can do anything with XF Chun because she’s so damned fast lol.
Saw during the ECT3 stream Executioner(sp?) playing Chun/Sent/Phoenix and had some interesting double jump cancel loops.
Sort of like: c.L-c.M-c.H-kikoukan, H-c.H, jump cancel, j.L-M-M-H legs, H-S, land, M-H and do another loop.
Anyone else have other loops similar to that?
Yea XAQshinor had some good combos. I’ve been working on a variant of it, but his was something like: c.M s.H xx Kikoanken, s.M s.H c.H, (jump cancel) j.MMH xx Legs H, air dash, j.H, (land), etc…
Yes, there is a thread with some extended Chun-li ground combos here: Alternative Offense: Kikoanken Crumple Strategies
The combos in that thread are also posted somewhere in this thread too.
So I spent some time in the lab trying to come up with an optimized Chun BnB and it’s quite a process. I think she’s a very in depth character and we’ve barely scratched the surface of her potential. I’ll post it up once I have something more solid, but here’s a couple things I wanted to share for now:
There’s typically no reason to start combos with s.:l: or c.:l:. This isn’t even necessarily to maximize damage, although that’s a perk. The range on her light attacks are average at best, don’t hit low anyway, and losing to an opponent’s attack at close range can mean death for Chun.
Crouching is your party starter, because it has great range, hits low, and gives an opponent only 2 hits to react with pushblock instead of the usual 3+ if you use jab(s) to make hit-confirming easier. Pushblock hurts Chun so don’t let them abuse it without a fight.
One more thing I wanted to add… the term “bread’n’butter” for Chun is misleading, because she can’t simply rely on 1-2 combos like many characters. Chun needs to be vigilant about adapting her combos on the fly to accommodate when and how she lands her hit. Being able to convert these situational hits into full combos is what Chun comes down to (as others have suggested with “abare”) and it requires great finesse.
So for example, learn how to create a full combo from different ranges, off different moves, and at different altitudes. Also keep your assist in mind, because players allowing their own assist to ruin their combos is their own fault for not knowing their team dynamics. Know when your assist will hit, for how long, how it affects hitstun deterioration, whether it pops opponents off the ground, etc.
I would agree with you when it comes to chun needing to know how to ad-lib combos. Even her “standard bnb” the buktooth requires timing changes character to character and one time to the next. I think it’s very important to get in training and try things. No matter how you start the combo with chun, you will virtually always be able to get to 450k if you understand how to use her moveset and where in the combo HSD will become an issue.
My problem is not the combos. I don’t know setups. If I can manage to land a clean hit I’ll find a way to hit confirm into damage.
Hell, watch footage of DemonHyo. It looks like all he’s doing is jumping and randomly mashing legs in the air. He makes it work for him. I personally only mash legs against hulk and sent because they’ve got that damn armor I wanna blow through.
Side note - anyone got any cool setups using neck breaker? You can chain out of st.h into neck breaker and it’s jump cancelable so I feel like there’s gotta be a good use for it.
Sounds like some guilty gear style fun to me :D. chun is so great. She seems so cheap and easy to people on the outside but she has so many tricks once you get to know her. Lol at the double meaning here.
Still, I hope this depth contributes to an upper mid or upper tier character eventually. Not a lot of her in this game.
Then again focusing on what’s popular detracts from a game. People need to be a diggin at this game’s engine, there is a ton more than what we see here. I hope it develops about as far as m2 did, and if so, then 2011 is just 2001. Only this time it isn’t just shin and risuno digging for some “low tier” gold.
ideally this game progresses to a vsav like level on blockstrings, where intentional holes are left to punish and set up attacks. We do definitely need some kind of assist to punish Pushblock. Interestingly enough you could do a string to bait pb, lock down with an assist, then go for a mixup. Viper is better at this with chun assist (and also freaking amazing on character depth) with the focus attack. another perk to my trish/chun/viper team. though some are suggesting gorath over trish because of his zoning assist which covers the whole screen. if i had to id hit up mags storm or dante. dante seems interesting because hes flashy, damaging, and also very deep and he can do it all.
I want to make a Chun-li tutorial video about everything I’ve learned so far about her, but I need to know what you guys think needs to be in it. Set-ups, resets, mix-ups, combos, block strings, frame-traps, etc.
Here’s what I have so far. This list is subject to change.
- Basic Capabilities
- Movement Techniques
- Bread n Butter Combos
- Air Combos
- Air Confirms
- Ground Resets
- Air Resets
- Assisted Set-ups
- Frame Traps
- Block Strings
What else do you guys think need to be in there? Also, since this will be my first video, what would I need to do to record such a video?
I think setups and hit confirms are really important. That’s where my trouble is. In particular:
- How to land that first hit
- If you get a random hit, how to turn it into a legit combo
- Bringing characters back to the ground if you hit them in the air
- How to combo into meter solo
- How to counter advancing guard
- Where her mixups are and what your options are
A few things with mag’s hypergrav assist.
- if you do the standard buktooth bnb and hit magneto assist with the st.l after the air loop hypergrav should hit them after lmh,cr.h
- any launch low enough to instant stomp you can hit S+assist then instant stomp, j.h hypergrav will catch them and you can fall and combo
- if you reset them at double jump height using j.l + assist then backthrow them on the reset hypergrav will catch them on the way down allowing you to combo out of the throw.
That sounds great, RyanBlood. Maybe consider adding a segment that shows some setups with optimal assists. You could look at specific ones based on popularity like Wesker-B or you could look at a general type of assist like beams. Best of luck with it!
Hey guys, I have uploaded a video right now, and there like 5 Chun Li combos on it.
Nice ones.
The fruits of my experimentation. Many of you may already know these things, but I think its worth having written down.
From the lowest height possible to air dash to the very tip of the hitboxes, Chun can chain j. j.
or j.:h: j.:s:, this is 2 possible overheads on anyone that isn’t Viewtiful Joe or Amaterasu(more obviously available on Sentinel/Hulk/Tron). j.:h: j.:s:'s 2 hits come out slower, but drop Chun to the ground faster, which gives your c.
the fastest possible startup. Also if the enemy chooses to pushblock your jump-in, your second attack will wiff and drop you to the ground faster. This has the added benefit of being completely safe on your part due to pushblock’s increased blockstun.
If the enemy eats the overhead(i.e. forgets to stand) Chun will land before the 2nd attack has a chance to come out. Fortunately this makes your hit confirms and block strings relatively brainless. (j. j.
/j.:h: j.:s: c.
s.:h:)
Kikoanken( :hcf::h:~:h:) is +4 on block, making it great for frame trapping with c.. If Kikoanken is pushblocked, you recover fast enough to air dash and keep your pressure up, so far the only assists that can get out fast enough to hault your pressure are Tron and Haggar(go figure). On the damage side of things, Kikoanken also slightly pushes an airborne opponent upwards, meaning with an assist you can add an additional Kikoanken prior to launch, or into Hoyokusen. I’m still experimenting to see if this is worth it in regards to hitstun and damage scaling.
TODO list:
Plinking an airdash from instant overhead j.:d:, is it possible? What options afterwords?
Eliminating j.:l: from jump-cancel loops, how practical is it?
Getting as much damage as possible BEFORE Kikoanken crumple, and seeing how far I can take this ground hitstun vs air hitstun concept.
Petitioning Capcom for Chun’s evening gown alt costume from SSF4.