I used to play Tatsunoko vs Capcom, and I ended carrying that notation with me. If more people would prefer I used L, M, H, I’ll switch it. Let me know.
Im a marvel noob so im having a hard time getting used to this game. Ive got a question about otg assists. If i do mmhs air combo in the corner and call in x23 otg assist sometimes I dont land quickly enough for it to hit. Other times it hits. Anyone got any tips for this or any ideas where im going wrong?. This feels like it should be a basic combo so im not sure why im having problems.
st.H>Legs>, rinse, repeat.
The st.H gives tons more damage, and carries them almost fullscreen if enough reps are applied.
I’ve been doing it since day one.
Very solid damage off of only one “hard” link.
As I see it.
Midscreen Combo: c.A, c.B, c.C, S, d.B, d.B, j.C xx C Legs, Dash, d.B, j.C xx C Legs, Dash, d.B, j.C xx C Legs, S
Corner Combo: c.A, c.B, s.C, c.C, S, j.B, j.B, j.C xx C Legs, d.B, d.B, j.C xx C Legs, d.B, d.B, j.C xx C Legs, j.C JC, j.B, j.B, j.C, JC, j.B, j.B, j.C…
afterwards:
S for Knockdown, OTG Assist, Kikosho
Aerial Exchange
Tenshokyaku (couldn’t cancel my last j.C into it… is there a special move limit in one aerial combo?)
Combos deal about ~375.000 to 450.000 without meter.
Against some characters you have to add another d.B or leave one out. Its really strange. Test some combos on Sentinel, then Dante, then Wolverine and expect a difference in timing and inputs.
IMO f.C is a good opener. It looks like a good jump-in to combo into (the timing is like A, B, C cancelling) and a nice shenanigan after resets.
I’ve been playing with her taunt for a while now, and I’ve managed to incorporate it into a BnB that does about 375,000.
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I’m sure you guys can do better if you mess around with it. Also, you can X-Factor cancel either of her level-1 hypers into a taunt. I SO can’t wait to KO like that. =P
Actually I found out my confusion was because I was viewing the forum on my phone. The small pics for A,B, and C don’t show up so it appears as “snka” in the line of text. When viewing this from a computer it makes sense. Though standard way of writing out combos would help.
I’m finding Chun’s abilities a little difficult to tap into as a Vs series (and chain/cancel intensive character) beginner. I’m sure a lot of these things are second nature to those of you who’ve played previous games like this; but I’m discovering that I’m bad at this, and by bad I mean… like… worse than the mind can comprehend.
I initially wanted to use her in the second slot behind my main character (3rd slot is taken) and provide cover with her lightning legs assist; but I’ve realised her Supers only seem to work for a ground series since if you take to the air, she has no OTG so she’s going meterless. More importantly, her Supers look brutally unsafe to DHC her in with. (is it possible to DHC from 1st to 3rd character?)
I’ve sided Chun Li in each Street Fighter game I’ve played, but I’ve never been more than an okay-ish low maintenance Chun in a footsie game.
For synergy, the natural step is for me to put her on point as a battery; but unless I can learn how to do some of her insane stuff, even just half of the stuff I saw Buktooth do with her on a stream, her damage and meter build won’t even be good and I won’t be able to maximise her launching Super either. I have an assist that might be able to OTG for her after her aerial shit, but I need more time than I get from a newbie single air series. If I can learn to use her triple jump stuff for BnB, then the gravity may give me enough time for it, and then she could finish off with a Super (and DHC out).
I’ve tried to practice using her jump ability from the standard j. B,B,C to go into a second air series, but I can’t do it. She tends to whiff the next attack (usually over their head) and if it’s not that, they are flipping out so that the next hit isn’t a combo. Haven’t managed it in the corner yet, let alone worrying about horizontal spacing in an open stage.
Do I have to time the air series a certain way to help? air series early/late? delayed/rapid? jump cancel forward or up? (neither has worked for me so far) hit the next series before you even see a jump?
Don’t think I’ll ever be a jump cancel~instant air dash~kara air legs magician. Just need some entry-level BnB air stuff with her that does solid damage.
I always find Chun forums intimidating because everyone already knows their shit and discuss really tricky techniques casually. Is it relevant to ask here how to do basic stuff, or would information be better concentrated if I opened up a “Chun Li 4 Dummies” thread?
Lvl2/Lvl3 X-factor combo with loop (Capable of killing Sentinel without using additional meter):
B, C, cr. C, [Jump forward, B, B, C, S, land, B, C] x 3 , cr. C, (delay) S, sj, B, B, C xx C Legs (mash!)
The timing of the loop on the Lvl2 XF is a little trickier than Lvl3 as you need to slightly delay between j.C and j.S on the first rep so you’ll land in time to hit with B, C. Then you gotta speed up your inputs for the 2nd and 3rd rep (no delay between j.C and j.S).
-Does around 1.3 million if you pull off the ender successfully with a nice clean hit on C Legs (I got 1,308,400 damage a few times)
With Lvl3 X-factor you can just rapidly input the whole combo.
-Does around 1.5 million damage
Still working on the character specifics, but in general it works well on bigger and average sized characters both mid-screen and in the corner.
-For characters like Chun or Phoenix’s size, it still works pretty well in the corner but is awkward and more likely to drop mid-screen due to Chun crossing over to the other side.
-It works in the corner vs Arthur, Amaterasu and Wolverine.
-It does not work on Zero or Viewtiful Joe.
-I might still have to test it more on other chars.
For all your combos, you can add s.L, s.M, s.H xx Kikosho (H)~H before them. Although I would take out the cr.L and cr.M in there and substitute it with just s.H to cr.H before I go onto the rest of the combo (for hitstun scaling and damage reasons). Otherwise I’m essentially using the same combos.
That’s really impressive stuff. I’m at work now so I can’t really update the op, but I’ll make perhaps an “X-Factor/Character Specific Combo section” and put this up there. If anyone has any suggestions to keep it better organized, let me know.
I need help with Mission 10. I can semi-reliably get j.:s: to combo into her st.:l:, but for some reason I can’t connect :h: xx Tenshoukyaku after the Hyper. I can get one to hit but the rest of it never connects.
Super Jump Straight Up if you aren’t already. Also, adjust the timing of when you jump after the SJ. I don’t remember if that particular combo requires a delay or if it requires you to jump immediately. Keep practicing. It’s not an easy combo to do reliably at all.
I cant seem to do her triple air jump combo when i try to it i end up higher than my opponent when i jump cancel so i cant combo.
Don’t immediately attack after the first jump; wait for a split second before starting the first BBC.
it’s not going to be the same timing every sequence. try to look at your position in the air relative to your opponent; slow your roll if they’re low, speed up if they’re gonna pop out the top. you have a lot of control in the air in regards to how much your opponent bounces before you hit them again. you put your opponent into x length of hitstun regardless, so learning how to play around that solid value has really helped me connect these combos.
the timings can change drastically based on the point in your superjump in which you input the first attack. I find it’s easiest (let’s just say in the corner) to let chun get up really high before starting the combos, but that’s because i pop c.legs in between each one. Hit up that training mode and figure it out!
Relax, Chun’s probably one of the most execution-heavy characters in the game. Like any other fighting game, the key here is to practice a lot.
If your air combos aren’t hitting, try experimenting with the timings. Do everything, from delaying the hits to jumping a little later or earlier after the launch. Since I can’t really see what you’re doing, this is just a guess, but if the hits after the second jump are missing, I’m guessing that you’re starting the strings way too fast. Give the enemy some time to get into the air, then start beating up on him. If you have some means of uploading a video, it’d be much easier to help you. If not, you should study videos of other people executing Chun combos.
I can’t hit Kikokenstun reliable in a match - haven’t found an easy way to execute it yet.
What do you think about dual aircancel Loop on the ground prior to the Air Combo? Is it worth the damage?
Note: Some numbercrunching on full combos would be nice in the first post. I’ll try to contribute some.
cr.:l: cr. :h: 41236:h:+:h: j.:l: j. j. j.:h: j.:s: :h: cr.:h: :s: sj :d: :d: j.:h: :h:.legs jc j. j. j.:h: :h:.legs jc j. j. j.:h: j.:s:
This is the BnB I’m currently using (thanks trag!).
Should I “learn” any other kind of devastating combos for her? Is there a more damaging combo for her? I use Chun to build meter so I wouldn’t want to waste any meter on her.
[e] I noticed I can add :d: x2 while on the corner instead of the j. j.. Dunno if it does more damage.
How many times is it possible to do that [st.BC, cr.C JC j.BBCS > st.BC] loop?
I’m looking for the most damaging combo Chun can pull off by herself. No assists and no DHCs, it’s looking like that combo might be the best for now, except replacing the launcher into air-combo at the end with either her Level 3 Hyper or Hoyokusen into air combo.
Note, this is for an internal competition I’m having with some friends, lol. Winner gets a box of instant noodles. =P
Thanks for acknowledging my post and offering some advice.
After a little more practice, I’ve managed to get some triple jump stuff going, but it’s still scrub level shit. I’m just doing jump B x3 since it gives me 2 mediums into medium legs and that nice little prop-up allows me to do a jump into another rep of medium~legs with some decent consistency now. Unfortunately, the damage is still crap.
I’ve tried to tack on a heavy Tenshou Kyaku at the end for a little extra but it’s not coming out at all and I’m not sure why. I’ve done an empty triple jump and Tenshou Kyaku works fine, so the triple jump isn’t taking the ability away, it’s also easy to do after air legs so that’s not stopping it. For whatever reason, I just get jump fierce every time I try to do it after the third rep.
I’m gonna put some more practice in to see if I can upgrade my current rep to do it with B,B,C into C legs and see if I can get a similar degree of consistency with that. The combos in this game all have different kinds of routes to access varying levels of damage though, and you need to train different skills to go each route. If you can recommend a staple combo that provides access to solid damage with the most simple relative input, then I could aim in that direction so that I’ll at least be able to do some damage in the meantime while my execution gradually developes as I spend more time with the game.
You can land her crumple stun Kikoken anytime you land a standing Heavy. (Well assuming you’re within range. I haven’t tested if you can whiff the move)
As for the dual loop, I haven’t really tried it. I’ve been pretty happy with just doing one jump cancel’d air series after s.L, s.M, s.H, Kikoken ~ Crumple, s.H, cr. H into a launch and then use d.M, d.M. H xx LLs, double jump, M, M, H xx LLs, triple jump, M, M, H xx LLs xx Team Aerial Combo/Tag (both of my characters after the tag have an aerial hyper combo to end for big damage)
I can’t really number crunch stuff since I use the Opener & Ender format. Depending on what you start with and what you end with, the numbers do different things. If you want I can either post just the damage for the openers or just list damage for “preferred” combos. (In the case of the one I just mentioned above, it does roughly 465k I believe and gives just shy of 2 meters. )