It’s easier/harder on dif characters. Practice on Wesker and it’ll be very easy. Then practice on Wolverine and it’ll be harder, etc. The best advice I can give is to delay the j.S for just a fraction of a second based on the character you’re comboing. Pay attention to their vertical location on the screen to see how they fall in relation to where her j.S comes out. Some (e.g. Wolverine) will need to fall a little bit before j.S will reach them, so the delay is necessary. Against Wesker, you can j.S with little/no timing and it’ll land. Once you know who requires a delay and who doesn’t, it’s extremely consistent; even against Rocket Raccoon. Hope that helps.
I wouldn’t go with Akuma, simply because Tatsu assist functions too similarly to Shopping Cart.
It’s a tough call though. I wanna say Doom, but tbh I think there’s a better pick in this case. Magneto maybe…? : /
In regards to the upkicks, S xx H.SBK, its a link you just have to learn. Not too difficult depending on what you’ve done before it. Generally after her HH fireball I do st.H xx L.upkicks and that gives me a large window to follow up with the S, but doing HH fireball, HH fireball, L.upkicks makes it a lot harder. You can do it on any character though, and technically you can mash S if you really want it to come out, but good luck cancelling into the H.SBK in time if you do that.
After quite a bit of testing I’ve determined that Chun + Frank is a marriage meant to be. Getting frank to level 4 with simple combos, without using any meter and one aerial exchange is very helpful. Tested several anchors and I am liking RR the best…then I came to realize it was basically team Kusoru but with Chun instead of VJ. The assists have great synergy for all of them, they DHC well and the characters are quite well rounded in their match-ups. Think I got my final Chun team as I really don’t foresee finding myself something better.
Not sure if this is the correct place to ask but I have a couple questions ~ I’m trying my hand at learning Chun-Li and as a visual learner I try to mimic whatever I see possible for myself from match videos however it seems theres alot more “timing” to Chun then meets the eye.
What are some basic combos to start me out with, I’ll be playing with her in all my matches now and would like to capitialize damage as much as I can on whatever hit I get.
Next question is the down M OTG, I can’t get it to work off grab or from an aerial combo (launching the character down with S … if that makes sense)
If anyone can lead me in the right direction that would be awesome
Umm cr.m > st.h > Kikoanken > cr.H > Air. SBK H > Launcher > Air. H > Air.S > Fall > (Before you are about to touch the ground ) > Dash > Headstomp > Mash lightning legs > Air.H/S > Cancel into EX SBK > Kikosho
you just need to practice more to get used to her combos. Btw the otg can work off grabs just need to dash and do it .
Somebody contacted me through my Youtube account, asking me to do a combo for the Chun-Li/ Vergil/ Akuma team. wow… I didn’t realized you made these video before i made mine. Very very similar…haha. sorry.
I’ve created 2 combos and I thought it would be a good sharing, so here goes:
I may have been crazy, but I remember seeing a corner Chun combo in one of the compilation videos where chun does over 800k w/o assists, and it involved 2 EXSBK at the end of the combo… Do you guys remember anything like that? I can’t find it anywhere.
I guess I should be more specific. I don’t remember the whole combo, but it ended with S > j.M, j.H, j.S > Stomp > Hyakuretsukyaku > (not sure if there was a j.S) EXSBK > H.Hyakuretsukyaku, c.H > IA EXSBK > Kikosho. I might be nuts. :\
That’s probably her best solo combo! Gonna try to improve it. I think it’s possible.
But I don’t think you can add assists do it… I mean, you can but… a few selected ones.
What do you think about hidden missles/beam and or jam session/crystal? I’m going to test it out myself later, but I want to theory some things beforehand.
that combo is hard to extend and really tricky too. I’ve been trying to find ways to store ex sbk during air combos…knocking the opponent down and then still keep the charge without using the tac. It works but…it’s funny.
I didn’t have trouble at all avoiding getting a tac. I don’t even hold down during the H legs before having to knockdown. The moment they get hit, I go to start charging. It’s a matter of timing the OTG on the way down. Time it, and just triple tap M into legs, time the ending of the legs to press M a fourth time for d.M H > S > Ex sbk.
My problem is hitting the c.H after H legs on the ground. I don’t know if my timing is off on something or what…
Lud, I was messing up with your TAC concept, and I think it’s character specific. I mean, I managed to hit Ryu with that, but after a few reps, he gets too high.
How often can you keep it going?
Hey, I’m trying to pick Chun up because let’s face it, she’s too awesome not to. I was wondering what was everyone’s suggestions for her go-to combos off of different throws and what not. Do I need an assist to combo after certain throws?
I’m currently in the process of trying to learn 800k solo combo but I’ve been doing this combo as my BnB: MH xx Kikoanken H xx L Up Kicks S xx H SBK Cr.HS HS Headstop xx M Legs S xx EX SBK H Legs xx Kikosho.
Are there any other combos I need in my back pocket?