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

@brian. Tac works on most characters… just different timing since they all fall differently… for the corner one i usually only do 3 reps then go for air series… doing a lot reps of that loop is difficult… You have to do the stomp late and not instantly for more reps. It’s hard though, I just wanted to show it out. I have my own stream now. I should be own tomorrow around 5pm eastern time. http://www.twitch.tv/Ludthinks

Sorry, man.
Been playing SxT all week, didnt even come by.

Im not really focusing on Marvel anymore. It’s too stupid.
Not throwing it away, but I’ll probably become less active from now on.

I have some quick questions for you guys. I’m trying to research the character during my free time and figured I would ask to see what answers I can get from some different points of view while I’m learning.

Regarding Chun-Li’s combo theory, it seems like her combos are based around three facets:

1] Soft knockdowns or heavy hitstun knockdowns like c.:h:, EX j.SBK and Kikoanken
2] Multi hitting trap moves that the opponent usually cannot escape once tagged like j.SBK and Legs
3] Jump cancels into loops with c.:h: or ending launch combos early with [sj.Yosokyaku, ADF, sj.:h:, sj.:s:, s.:l:, etc…] or ending launch combos early with [sj.:h:, sj.:s:, sj.Yosokyaku, Legs, sj.:s:, EX sj.SBK, etc…]

Creativity seems to be the name of the game here since Chun looks like she needs assists to break into the 800 and 900K range with a meter. I’m wondering if there are any other nuances of her combo theory specifically that I should be looking out for. I love playing characters with different combo routes, but when I’m learning the different routes, it’s easy to mix one up with the other; thankfully Chun seems to have moves that let you kind of ad-lib off of these mistakes without really hurting the overall damage too much while ignoring (or attempting to ignore) HSD as much as possible.

Do Chun combos get sticky in corners, on smalls, or at specific parts of the screen or camera position? I find that I can take some regular sized characters to the corner pretty easily from midscreen with the basic [Tenshokyaku, j.:s:, j.SBK, etc.] combo route but Magneto, for instance, tends to drop out during the EX j.SBK portions after that while other characters his size do not (Magneto may just have a weird hitbox). Trying to stress consistency at first while learning the character before I try to delve into matchup specific and character type specific combos.

Most of chun combos work on Magneto. There’s a lot of room for creativity with Chun, but if you want the damage, you’ll go for the most common damaging combos she has.

I see. I’ve been adjusting my timing for Magneto–turns out I was just being too impatient to learn where I had to delay my timing.

Also gotta work on dash instant Yosokyaku after flying screen. So tough. x_x

Do you still play Chun/Storm? I’m also using that duo and was wondering what you think of it. I’ve got my own opinions, but I’m notorious for not seeing the whole picture as I should.

Also, I’m sure you guys know about dash Legs linking into each other.

It seems you can cross under an opponent depending on the camera position mid-screen.

What this also means is that you can cross under opponents in the corner with correct timing.

You can also use this with an assist call to cross under an incoming opponent.

Trying to currently convert off of Jam Session with crossunder dash Legs after a snapback and then putting opponents back in the corner.

The spacing for this is tight enough to make it obnoxious to defend against once the opponent figures out what’s going on.

The part that sucks is you have to call Dante early because of how far in front of you he travels. The good thing is that if buttons are pressed coming in, Jam Session will most likely trade with the attack even if you get tagged (that’s how close to Dante you’ll be). I’m sure it’s not foolproof but it seems extra annoying.

I like this mainly because I get tons of confirms from dash Legs for some reason.

I still use storm here and there. I know about to h lighting legs cross up. brian uses sometimes in his videos. Chun Storm is still good i think. Storm def help chun in the happy birthday department so chun doesn’t need to use xfactor. storm with chun assist is also good.

I’m definitely enjoying the birthday party that Storm opens up when Chun gets in. Even off of reaction, pretty much any special involving her legs will net a birthday as long as the assist isn’t Haggar or something, which is nice. Their THC is also extra good in the corner. Definitely a fun pair. Legs assist of course providing that great ability to do whatever you want with Storm since she doesn’t have Magneto’s j.:h: to throw around.

Played a lot of matches with the Chun/Storm/Dante team over the past two weeks and definitely seeing a weakness for Chun in these matchups where the point characters can just swing haphazardly more or less. Just comes with the territory for a character without weapons, but I’m finding myself having to play exxxxxxxxxxtra patient as time goes on. Kinda cool, actually; forces me to pay more attention to what’s going on.

I guess I should post about combos since this is the combo thread and I happen to be talking to the masters of Chun at the moment. When it comes to getting a confirm, what is it you or Brian try to land the most in terms of risk/reward and the probability of you actually landing the hit? I think my punishment game with Chun is kinda okay right now, but getting the offensive confirms straight up is a bit harder for me. Ideally for damage I would want [j.:h:, j.:s:, c.:m:, etc…] and for speed/range I would want to tag someone with [dash c.:m:, s.:h:, etc…] which I’m sure you know has absolutely dumb range, but for a good deal of characters, they just aren’t in the same place long enough for the slower confirm to work or they’re jumping around too much for the second confirm to work.

This is one of the reasons I get so much mileage out of dash Legs at the moment; I’m able to move around the screen while putting out a high hitting move that is extra easy to confirm off of but obviously cutting the damage of the combo kinda low (well, with the basic combos I’m doing at least). Trying to get better at air throw combos, but outside of that, landing a clean hit offensively is proving a bit unintuitive for me. Maybe I’m going about this wrong? Should I be using her mobility to kinda play the bait and whiff punish game? That would seem to be her best shot if I were using her in any position but point, LOL. With so much junk filling the screen, seems hard to play that sort of wait and bait game. What are your thoughts?

P.S. - Also found out why my combos were dropping on certain normal sized characters. Turns out I was just doing the combos too slowly, even though I was doing them correctly. Time to mash harder!

getting clean hits aren’t that easy with her. So no don’t worry too much about it. if they jump around too much, try using air h spinning bird kick cover by an assist. They randomly get hit by it sometimes and you can get good damage off the air sbk.

Thanks, yeah I’ll keep trying some other things to see what happens.

If push comes to shove, I’m getting pretty comfortable with her movement and jump cancels, so I can at least keep moving in after pushblocks and such. I’ll probably start experimenting more with instant overheads to open people up just a bit more.

Most of my hits come from:

  • instant overheads -> jL -> L Hyakuretsu Kyaku or Stomp Kick -> air dash -> jH
  • cr.M
  • cr.L frame traps
  • M Kikoken frame trap
  • Super jump -> jL -> jH -> H Hyakuretsu Kyaku.

So far that’s what has been working the most.

Thanks, I appreciate the advice.

I’m working on pinning people down with Jam Session so I can start rinsing my close range game with Chun. Since people don’t like to respect point Chun, I want to definitely learn to get max damage confirms off of anti-air Jam Session so they can stop jumping around so damn much.

This character definitely needs people to clam up at least a little bit before she can work her magic, or so it seems.

Just popping in to thank everyone for their advice. Slowly starting to wean myself off of dash Legs and rinse some more j.SBK.

I’m getting a retarded amount of birthdays (unable to convert as I’m not terribly comfortable with on-the-spot decision making with her yet) and my playstyle with her is generally improving, I just have to be MORE patient UGH.

It would be really sweet if Chun could just swing on dudes like some other characters; I really think that’s the only thing holding her back.

Si after all the theory, what is the actual (updated) bnb’s chun use of common confirms?

Anything into c.:h:.

From there, the common routes are JC into

  • Yosokyaku loops (c.:h:, JC, j.Yosokyaku, j.:m:, j.:m:, j.:h:, j.:s:, land, c.:m:, …)
    or
  • TK j.SBK carry (c.:h:, JC, j.SBK, land, Legs, c.:h:, JC, j.EX SBK, land, c.:h:, …)
    or
  • Yosokyaku relaunch combos (c.:h:, :s:, SJC, sj.Yosokyaku, sj.:h:, sj.:s:, land, s.:l:, s.:m:, …)
    or
  • Corner launch pickups (c.:h:, :s:, SJC, sj.:h:, sj.:s:, sj.Yosokyaku, sj.Legs, sj.:s:, sj.EX SBK, land, c.:h:, …)

These are the basic ones. The answer may be off-putting, but there are tons of different combo routes depending on what you’re trying to achieve. Some are good for TAC setups, some are good for corner carry, some are good for meter gain, some are good for actually stalling time (LOL), so there are just a lot of different routes you can take. I would go into more depth, but I am not solid enough on everything just yet to be able to say “these are the definitive BnBs you should use for X situation”.

Need help with mission 5 for chunni and connecting off her fireball move to the knockdown, also im having trouble following up after a stomp but i guess both of these stem from the issue of not knowing her frame data

Neither of these sound like frame data issues. I wouldn’t worry about frames too much; sounds like you’re a little green and frames can’t really help you at this stage of the game.

If I’m not mistaken, is Mission 5 just doing Kikoanken into Tenshokyaku? Not sure what you’re having trouble with there, but I can imagine if you’re having trouble with Kikoanken, this is just something you have to grind out in practice. Kikoanken is just doing a normal Kikoken and pressing the button again to make it a different attack; the window for the second button press is kind of small, but it’s definitely something that becomes exceptionally easy once you’ve practiced it. Since Kikoanken gives you a crumple stun on a standing opponent, you have pretty much all day to connect Tenshokyaku after that, so no need to rush if that’s what’s happening there.

Regarding following up after a stomp, how are you using the stomp? Is it as an OTG after a throw? Is it as an OTG after an air combo? Is it as a TAC combo? How are you using it? There are different ways to follow up depending on how you use it.

Have you guys found out a reliable Air to Air combo for her? Especially if I hit a j.L or j.H.

What I usually do is just j.H > H.legs > dash j.H, j.S > land > s.M blahblah

But this isn’t reliable because the time I hit the ground varies on where I hit them in the air. I can’t get the s.M to connect all the time, so I’m wondering if there’s a better version somewhere. I’ve tried dash > j.H, j.S > SBK > s.S, but that misses sometimes.

Your best bet (from what I can tell) is to either chain into Legs multiple times if you’re higher up…

(to use your example)
j.:h:, j.Legs, dash, j.:h:, j.:s:, (if you still haven’t reached the ground yet) j.Legs, (followup with j.:h: or j.:s: and repeat as necessary to get closer to ground level) etc.

…or to use EX Spinning Bird Kick…

j.:h:, j.Legs, dash, j.:h:, j.:s:, j.EX SBK, land, etc.

…or to use both in conjunction depending on how high you are off the ground. I haven’t tested how many reps of Legs I can get in an air to air combo and the HSD timer is different when you start off the ground, so I would recommend that if you’re finding a lot of air to air confirms that you super jump when you expect to intercept someone, as the hitstun will be a bit greater until you touch the ground, making it less difficult to put together an adlib aerial Legs combo. If you’re closer to the ground, you should be consciously charging for EX Spinning Bird Kick because of its fantastic soft knockdown property; this lets you get to the ground at the same time as your opponent or slightly earlier and either go right into a launch, a sweep, Legs or a super.

Chun Li spencer iron man touch of death combo

https://www.youtube.com/watch?v=Ct_vpeJzkys&feature=youtube_gdata_player

A slight variation to combo most be done on Strange and sentinel for the combo to work