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

Just for my reference…since you know I’ve never done this stuff before:

How is the layout for this thread? I’m trying to clean it up and I’d like some suggestions to try to make it easily accessible/readable/clean. Im one of those crazy people who only keeps the Recycle Bin/Trash on their desktop and nothing else…so I feel the OP is somewhat cluttered and I’d like to take some feedback to try to make the Chun boards the best I can make them.

So as to not cluttered this thread too much, just shoot me your suggestions via PM, otherwise keep it short and the thread on topic. Thanks :slight_smile:

What are the conditions to combo after spinning bird? Sometimes there’s a weird little hit that lets you continue afterwards. Is it possible to work this in to combos such that the continuation enabler happens every time?

Quick question: Does this combo work mid-screen?
I’m trying to do it mid-screen, and having a lot of trouble landing the second part of the air combo after legs. Doing the double jump puts me too high, and just doing down B isn’t close enough to the opponent’s body.

Corner, I get this combo all day, no problem!
Mid-screen… erm… can’t seem to get this to work.

Hey guys;
Here is a video with my main team:

[media=youtube]pxSgz-JlKuM[/media]

There is one Chun Li combo in it; I hope you enjoy it!

:h: Spinning Bird is a better follow-up than Tenshokyaku in my experience with it. I’ve always had them eat half of Tenshokyaku and then flip out of the rest of the hits. Ground or air Spinning Bird work and hit in full, giving more damage (I believe it has more raw base damage as it is) and there’s a reset/tech situation to work with after.

It should work. Your timing on d.M changes a lot of things when it comes to her air combos. Try adjusting your timing (for d.M, go faster, usually). Alternatively, you can sneak a j.M after the stomps and before the j.H and it may work. My execution isn’t 100% yet with Chun as her combos are much harder than my other two characters. I’m still working on getting this combo to 100% myself (I’m like 80% or so atm) and I usually find changing the timing drastically changes things, also the height of their body before launch, how late you jump, the angle of the jumps all have effects on the combo.

I will say the most common “drop” points are the j.S mid combo before the launch, the j.H after the first set of stomps, and JCing the aerial Legs. Practice practice practice.

It was the same way in TvC but I didn’t have success using SBK (I couldn’t get the timing down) during Week 1. And the game/guide was listing Tenshokyaku as an ender so I figured “Hey this must be the preferred ender!” I’m willing to take your word for it, especially considering the awesome position you’re in after aerial SBK. You can instantly apply the pressure again on landing.

I cant seem to get air legs to jump cancel to follow up to continue combo, im inputting the :H: x3 and trying to jump cancel it.

Try this.

c.:m: s.:h:(hold :h:) :hcf:(hold :f: and let go of :h:), double tap :h: after hit confirming s.:h:

A bit of negative edge just in case they block s.H you won’t throw out an unnecessary kikouken which could get Chun killed. Sometimes you also want to double tap the kikouken too early and get a sweep whiff cancel into a kikouken. This method also helps me not spaz out which sometimes results in random legs, which can also get you killed.

Yes this combo does work mid screen you just have to change the timing when you get to the j.m j.h j.s for me its a bit easier to do mid screen than in the corner cause there is no wall

In this game when you spike them into the corner with air :s:, you can just hold :d: while she’s falling and mash assist so it comes out when she lands. Then sit their crouching as the assist comes out and time your :u: or :uf: :h: to connect. It’s easy-going enough that you can think about whether you’re gonna do ground Spinning Bird or air Spinning Bird. I haven’t spent much time checking to see how beneficial ground or air really is in this case.

I had this problem at first too. ‘Jump cancel’ is a bit misleading, as you do not try to cancel the legs with a jump; she won’t jump if you do that. You have to wait for legs to recover before you jump. If you do legs with minimum kicks, the moment of recovery is consistent and timing is quite simple to get down after a bit of practice trying to do it twice per combo.

Air will probably always be more beneficial due to it’s 2 frame recovery window versus the like… I dunno 8 or so on the ground one? It doesn’t matter how many frames the ground one has, all you need to know is you can theoretically follow up the air SBK, assuming hitstun allows it.

I dunno if you guys have seen Trag’s Chun apprentice combos.

[media=youtube]4ALPFTTyN30"[/media]

I can do the bnb in the OP, I just cannot figure out combo number 2’s timing. I can get to the third jump and get one jB off of it, but I can’t get anything else, it all whiffs. I’ve tried varying speeds and still nada. Anyone get any farther?

What happens when you whiff? Is your opponent too low, high, far?

Question. When using Wesker’s Shot for OTG, WHEN do you call it. I try calling it after j.S but he doesn’t come it in time to combo.

You can’t call assists during super jump (I’m assuming the j.S you mentioned it the last one in the air), so you have to time it just as you land.

They are too low. I can do the combo if I do jABBC jump jABBC jump jBBC. It doesn’t seem to make a huge difference that way.

I can never get Shulk’s Torpedo assist to OTG after a simple MMH trijump combo. Any reason why? Shulk always misses it and the opponent just gets up.

I just tried to replicate your results, and I can’t figure out how you’re doing it wrong. Try slowing down your inputs, since that seems to keep your opponent a bit higher.

You know for chuns instant over head do i just do jump and quickly press :d: :m: or instant air dash and :d: press :m:, because im trying to do a corner combo from brady games guide which is instant air :d: :m: into air :h: cant get the air :h: to hit.

For the corner instant headstomp into j.H here’s how I manage to do it. I jump :uf: or :u: then hit :d: immediately. Then press :m:+:h: the same time you hit down. The game will headstomp first then an airdash will follow. The game registers the headstomp instantly first and then picks up the airdash. To follow up with :h:, you must pause slightly after the airdash.