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

You can shoot me a PM if you want so I can see what you’re working with. I might be able to find some stuff. Otherwise, take your time.

I actually found out more than I thought I would, but thank you very much for you support. Soon I’ll be sharing it, dont worry =)

A few pieces of technology that’s been serving me well the last few ranbats. 2 are combos from an instant overhead (on standing opponents) and one is a combo from a backwards air grab that allows you to call another assist before it’s end. What happens after the assist call depends on your chosen assist, though. And of course, the air grab combo requires either a Wesker or Crimson Viper OTG assist.

Instant overhead combo 1 -

Jump + instant j:l:, :l: hyaku, j:m:, land, standing :m:, standing :h:, crouching :h:,(X-factor here for a touch of death) jump, stomp kick, air dash, j :h:, land, crouching :h:, standing :s:, jump cancel, j :h:, jump cancel, j :h:, :h: hyaku, air ender.

If the opponent is not kept airbourne by the light hyaku, you didn’t input the :l: or the hyaku while close enough to the ground. This instant overhead combo is weaker, but works from full screen.

Instant overhead combo 2 -

Jump + instant j:m:, BACKWARDS jump cancel, air dash, j :m:, j :s:, land, standing :h:, Extended ground combo if you’re feeling brave or X-factor to guarantee a kill, otherwise pretend like it’s still day 1 and use Kikouanken, then do whatever post-kikouanken combo your skill level allows.

This instant overhead combo is stronger, but it is unreliable outside of the corner. Why? Because you are likely to dash over the opponent’s head when air dashing trying to chain from the original jumping :m:. Doing a backwards jump cancel makes it a bit more reliable, as does using a jumping :m: instead of a jumping :h:, but it is still difficult, which is why I don’t suggest doing so outside of the corner.

Air grab w/2 assist calls combo -

Backwards air grab, OTG assist, standing :h:, jump cancel, j :h:, jump cancel, air dash, air :h:, land, standing :h:, Assist call + crouching :h: (At this point in the combo you should be able to summon another assist. From there, you’ll have to customize your combo to suit your chosen assist.)

Put your opponent into blockstun with a jumping :h: or jumping :s:, let them assume you’re going to hit low next, then hit them with an instant overhead combo. Or use a lockdown assist.

For anyone using the raccoon with Chun, you can do cr.H + log assist at the same time canceled into a medium tk sbk and the timing works out perfectly for the wall bounce to connect.

As far as instant j.Down+M combos, I’ve just been using cr.M xx JC’d j.Down+M, Air Dash, j.H, st.M, st.H xx Kikoaken xx Followup

Been working on just using f.H into st.H, cr.H xx TK’d SBK loop as the current follow up for that combo so I can end it in the corner with a Hyper.

Anyways, I’ve been working on a work up for the OP in this thread during my lunch breaks at work. I hope to have it up by the end of the weekend. Just some thoughts/insights on her move list in general and just some applications from what I’ve found so far. Training hard this weekend with my friend from Brooklyn to get my weight up with Chun. Here’s to hoping it’s a success. He’s usually good at helping me discover new technology and setups so I’m really excited…good results always come when we’re grinding it out in training mode.

Sounds great! Thanks for putting in the time.
Because hitstun is more pronounced than in mvc3.1, I think it might be best to rework the starter/ender format. HSD is just too sensitive, especially now, to not have full combos listed. That’s my take on it anyway.

as a mofo that makes his living off the buktooth (i know i know… i need to update my bnb’s)

the BEST way to time buktooth FROM KIKOANKEN STARTER is as follows:

kikoanken s.H,c.H (immediate jump) DELAY slightly j.L then immediate MM, delay slightly j.H, eyeball position of opponent after jumping H… delay S as needed… sometimes its a bigger delay sometimes its a smaller delay. ALWAYS do the landed lmh immediately after landing, eyeball that landed 3 string and delay c.H as needed… sometimes the opponent will be higher than what is wanted to easily follow S into a launcher combo… also the S generally needs to be delayed as well… this is to land the S as close to the ground as possible in order to make the launcher followup as easy as possible.

the MOST IMPORTANT thing is delaying the jumping L at the beginning… if you hit it to early (rookie mistake) they will end up to high even with max delays on h and S and will end up flipping out. getting the right timing on the jumping L is what makes or breaks the combo when starting from kikoanken.

when starting from a raw c.H you can time the jumping L earlier since the opponent is closer to the ground (they are higher after the kikoanken cause the first standing h knocks them up and then the sweep juggles at a higher height)

anywho, that should make it so that anyone who is having trouble with that damned combo can get it easier… even though that combo is now outdated by a much superior charge storing one that im currently wotking on (its in the 2nd guide)

does anyone have the guide charge storing combo down? im getting more and more consistent with the starter but have yet to make it all the way to super.

also for anyone still having trouble with the buktooth… it took me a month to learn it… but im slow as shit… still it was the first advanced bnb i learned in the entire game and that was when i was still getting used to the stupid button layout. if you know the game and can do other advanced bnb it should take a week tops imho. especially if you take my execution tips to heart.

-dime

Updated OP sometime in the next day or so. I got sick this weekend from lack of sleep and such. Too much training in the lab all weekend.

Frank Shopping Cart X Chun-Li forever. Been doing crumple stun combos into raw tag Frank for big damage/pictures. So nice.

Updated OP with combos! Rest of special move descriptions, throw combos, and air-to-air combos are coming soon. Right now though I feel those BnBs are in a good place and I hope this really helps you guys out. These are all the combos I’ve been using during my gaming.

How much damage?

It might be a good idea to compile a list of assists that can hold opponents in hitstun long enough after an OTG stomp to allow Chun to land and follow up with a hyper. Like Dante-a for example.
Maybe certain wallbounce/groundbounce assists could work as well, but I imagine the timing would be extremely tight.

Due time. I’ll resurrect the Matchup/Team thread and do a run down of how I feel the character helps/hurts Chun as a partner and then the matchup…after I get a lot more matchup experience. Right now all I’ve got is Wesker/Mags/Sentinel/Nemesis/Arthur/Doom experience.

I’m getting really frustrated here.

To stomp OTG in the corner, you have to land the stomp deep to combo into LL, but the difference between hitting the stomp too early and just landing is so narrow I don’t see myself doing it at all reliably online.

Anyone else having this problem?

Here is a general air combo confirm string that I found is very stable and will allow you to do a general bnb off of almost any confirm, grab, or air grab as long as the enemy is not above a normal jump height. There is a corner version that does slightly more damage, but I’m going to post the all ranges version instead.

The combo is as follows:
air :m:, **start down charging now, *air :m:, air :h:, air :s:, hard legs, air dash, stomp kick, air :h:, hard legs, air :s:, EX SBK, land.

*At this point in the combo, the enemy should be falling back down to the ground, and you have several options as to how you want to finish the deal.

  1. Combo Finisher
    You could finish the combo and go for guaranteed damage in the form of crouching :h:, Hard Legs, Hyper Combo.

  2. Extended Ground Combo
    You could go for a slightly more difficult ground combo that might allow for another EX SBK while on the ground. Do this by beginning to down charge during the first EX SBK, then do Hard Legs, crouching :h:, tiger knee’d EX SBK, hard legs, crouching :h:, Hyper combo. This is difficult to do, but it does add significant damage to your combo.

  3. Launch
    You will (surprisingly) still have enough hit stun left in your combo to do a decent air combo if you wish. When you land, do crouching :h:, standing :s:, and follow up with an air combo. My preferred air combo in this situation is air :h:, air :h:, hard legs, jump cancel, air :h:, hard legs, air :s:, but there might be other possible combinations, so find what works for you.

  4. Reset
    You could reset if you wished. If you can’t kill the enemy with the combo, then sometimes this is the best thing to do.

The combo used to confirm off of grabs is similar:
grab, super jump, instant air dash, stomp kick, start down charging now, MEDIUM legs, air dash, stomp kick, air :h:, hard legs, EX SBK, land, hard legs, *refer to above options

Made a combo video with my Chun li. Most of these are practical and i have pulled them off plenty of times in a real match.
[media=youtube]CGjcGpIrYUw[/media]

I should have some time to hit the lab tomorrow so I’ll post my current BnBs with numbers then. Hopefully it’ll hold some people over till the good stuff from Lud and Brian.

Ok here’s my current BnB:

cr.:m: st.:h: xx Kikoanken, st.:h: cr.:h: (jump cancel) :d:+:m: xx Air Dash, j.:h:, (land) cr.:m: cr.:h: xx TK SBK H, (land) cr.:m: cr.:h: xx TK SBK H, (land) Lightning Legs H xx Kikosho Hyper

The combo builds ~1 bar and does ~650k. It works on every character and carries foes to the corner. The timing is surprisingly lenient and the combo can be improved upon as your execution level grows. I like the combo as a solid BnB because it’s flexible in many ways. You can add jumping attacks beforehand (like IAD j.:m: j.:s:) and even assists (sentinel, hawkeye, etc - many of the assists that she tends to pair with anyway) without HSD breaking the combo. You can also end it with a level 3 if you’d like (brings the damage to ~850k). There’s plenty of places to improve the combo as you become more proficient in the SBK loops and whatnot by removing the cr.:m:s after each SBK. This will free up some hitstun for other (more difficult) options.

Last thing - I think I’ve finally figured out the HSD system in this game. I might do a bit more testing with Chun specifically to see how she can use it to her advantage.

Hope it helps someone and happy new year to all in advance.

I am still terrible with chun li to the point of parody. I will now put all of my efforts into mastering this here combo. My thanks.

She’s a tough one to master. Lemme know if you have any trouble spots cuz I have tips for each step of the combo. My execution is mediocre at best, so believe me when I say the combo is extremely practical.

I’d also recommend it to anyone else looking for an intermediate combo, because it bridges very nicely into her more advanced stuff while teaching you many of the solid combo components that you’ll need (e.g. SBK loops, IAD stomps, etc).

Do you have any tricks for learning the timing for SBK loops? Whenever I go for it in training, I almost always either don’t TK it or I TK it too late and they fall out of the combo.