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

I love when I spend 3h in training sweating like crazy to get Chun’s simple combos down for about 500k damage and then I switch to Doom and land 700k+ easy BnBs.

Jump immediately after launch and hit M twice. Delay the H slightly and cancel it immediately with jump and MM, repeat. The slight delay will bring them back up a little instead of dropping them down further.

IMO I dont really think Chun Li is a character you can rely on to be like the big match decider unless you put her in the back for X Factor. In X Factor she becomes the fastest character in the game which means she can no longer be lamed out by star wars shit and gets insanely easy access to near unblockable high low stuff with cracked out air dash M and faster f+H overhead. Her X Factor 100 percent combos on anyone with less than 1 mil health are ridiculously easy also. Without X Factor IMO she’s just good for meter build and strong as an assist to blow up advance guard or continue OTG combos.

She’s best used as an assist/meter build type IMO. Her damage without X Factor just isn’t big enough to warrant her going out there against the big guys with her 850k health and literally no zoning options or ways of closing the gap quickly without assist. That’s why i only tend to bring her out against characters with poor zoning options or those that must rely on assist to zone. Any star wars character I’ll probably just keep her in reserve or turn on X Factor.

^

This is the reason I have been putting Chun second. As much as I want to main her like I do in SF4, I just don’t see her being competitive on point.

Actually I think she’s strongest on point, since you can have two assists to help her and she doesn’t really use meter while building a crapton of it.

The only reason I have her as anchor is because she’s pretty much only in the team for the legs assist (although I’m leaning towards dropping it because of the huge drop in damage it causes) and is definetly better solo than Doom. She can somewhat lame people out with triple jump, airdash, legs to reduce fall speed, etc; can find her way him with the best airdash in the game and a reasonably good overhead; has a lvl 1 invincible hyper to punish poorly spaced stuff, bad assists calls, etc; and last but not least, Kikosho is the ultimate Phoenix scrub killer.

DevilJin, I sort of disagree. I recently picked up Chun, because i’m starting to feel that she’s not just an assist character, but has the potential to be one of the strongest characters on point without the need for X-Factor.

Her bnb doesn’t really make use of any meter unless you have an OTG assist, but 625-640k with only one bar is certainly respectable (same as Wolverine’s bnb). Not to mention her hypers are incredibly good at both DHC’ing out of and DHC’ing into, so she can extend her bnb into CKC combos against characters like Akuma and Ammy. OTG assist also allow her to combo off her throws and just boost her offense a whole lot in general.

As an anchor, she may not have a whole lot of use for meter in her combos being the last character, but utility-wise her hypers are still one of the best punishers in the game. Kikosho is amazing at punishing teleporters like Phoenix and Dante or chipping people out, it also works as a great tactic against stuff like HSF. Houyokusen can punish most naked hypers on reaction, this is very useful if Chun is your last character and she’s down to minimal health. If your opponent decides to chip her out, using this is a great use of meter as long as you’re within range. What makes it even better, is that you can XFC out of it quickly and link into her bnb since the opponent would still be in a grounded state. At lvl 3 X-factor, this could potentially even kill Sentinel. And with level 1 X-Factor, you can still score just as much damage if you use an OTG assist at the end of her bnb and hyper -> DHC. IMO, this works a lot better than the standard Dante bnb -> Million Dollars -> XFC Million Dollars, it’s much more damaging, and it’s much easier to land from Houyokusen hitconfirm which has invincibility from the very first frame.

Even without X-Factor though, I think she has big potential as an anchor. Aside from getting through stuff and punishing with Houyokusen, Kikouken L gives her a decent zoning game. It has more durability points than you would think, and beats out stuff like Zero’s hadangeki. It only travels about 80% of the full screen, but it’s strength is in that it’s one of the slowest moving projectiles, which is actually a good thing in this game. Most characters will be forced to jump, and you could score an air throw from here and combo from there with OTG assist, or mix it up with air lightning legs -> combo.

Just my two cents.

I wanted some thoughs on a combo I developed today… I actually never had the game so hardly I have time with trianing mode and toda I expectionally had 2 hours and came out with this… its not new new stuff norr that fancy, but I focussed on damage and I got 500± without bar… so… maybe some thoughs of improving it and all… so the next time I have with training I can try something different and better.

so the combo is like:

:d::snka:,:d::snkb:,:snkc:,:hcf::snkc:~:snkc:,walk back a little,:f::snkc:,:snkc:,:d::snkc:,:u::snkc:, double jump, Instant Airdash, :snkc:, land, :snka::snkb::snkc::s:, sj, :snkb::snkb::snkc:, double jump,:snkc:,:snkc:hyakuretsu, :d::snkb::d::snkb::snkc:,:snkc:hyakuretsu,:d::snkb::d::snkb::snkc:,:snkc:hyakuretsu,:s:.

That did 522k, but the ending is kinda hand to get all the time, changing the final, (right after the super jump) to:

:d::snkb::d::snkb::snkc:,:snkc:hyakuretsu,:d::snkb::d::snkb::snkc:,:snkc:hyakuretsu,:d::snkb::d::snkb::snkc:,:snkc:hyakuretsu,:s:.

with that I got 511k and much easyer and consistent. I did try finishing with super using wesker OTG and with kikousho did something kike 700 I think… lvl 3 did… mmmm 900+… don’t remember…

And I was trying some launcher cancels and figured out some funny stuff with chun-li, u can do like

legs super, launcher, kikoushou in jump cancel. it doenst do that much damage but it is funny, maybe it will have some uses.

OH yeah, both those combos are the corner, in midscreen I did with same execution I guess but the finisher was like

:d::snkb::d::snkb::snkc:,:snkc:hyakuretsu,double jump,:snkb::snkb::snkc:, triple jump, :snkb::snkb::snkc:,:snkc:hyakuretsu, :s:.

Did a little less… kinda like 480 or a little more… dindn’t like that… wanted to try a little more stuffs but I didn’t had the time… .well… next time I see what I can think of…

Sorry if this is old, but Chun can do :d:+:m:(headstomp) air dash:snkc:x2 on the ground. Tried to combo a crouching magic series into Kikoken crumple afterwards but didn’t work, I think I was too slow though.

Looks like it also has potential to be a decent instant overhead string too.

Nice stuff. What if you start her combo with her f.H instead of the light attack in the beginning, you’ll probably get more damage out of it. If you add in a low assist at the same time as her f.H attack, I think she has the potential to do upto 600k off an unblockable setup, though you wouldn’t be able to get that OTG at the end for a super, still really solid though. Also do you know how much meter this combo builds?

I don’t understand well that combo specially the double jump instant air dash part, can somebody make a video please?

He is cancelling the j.c with a double jump and immediately airdashing in order to get back to the ground.

o sure, but just wanted to make a start ouf of c.l or c.m since its the standard way to start a combo, but yeah, setup with unblocable or f.H is way more damaging, but I am confused of how to finish better this combo, with a better aircombo…

i don’t actually have an xbox or ps3, i trained that on a match so I am not sure how much bar this builds, when I get a chance I will try to see…

I really wanted to extend that combo on the ground and try to make a usable setup of hoyokusen into kikoushou, but still not sure if its worth it…

You can end that ground combo with hoyokusen instead of launcher to get some more damage. I tried it out and I found something like this:

:d::snkb:,:snkc:,:b::db::d::df::f::snkc:~:snkc:,:snkc:,:d::snkc:,xx jump,:snka:,:snkb:,:snkb:,:snkc:,:s:,land,:snka:,:snkb:,:snkc:,:d::snkc:,xx hoyokusen, sj, :snkb:,:snkb:,:snkc:, double jump,:snkb:,:snkb:,:snkc:,:s:,land, OTG assist, kikosho

I had to wait a little bit before doing hoyokusen after her :d::snkc:, otherwise the opponent ends up too high in the air to catch them with her air series. Also you could do a triple jump to add in an extra loop but the opponent kept recovering for me mid-combo, so I just sent them back down after the second loop.

Does 735k damage in total, though i’m sure it could be upped a bit with more tweaks. It can be done from anywhere provided that the enemy ends up in the corner at the end of the combo in order for the OTG assist to connect.

but that combo goest 2 bars right? I fugured a new version of my older one

:d::snkb:,:snkc:,:hcf::snkc:~:snkc:,walk back a little,:f::snkc:,:snkc:,:d::snkc:,:u::snkc:, double jump, Instant Airdash, :snkb::snkc:, land, :snkc:,:d::snkc::s:, sj, :snkc:, double jump,:snkc: triple jump, :snkc:,:snkc:hyakuretsu, :d::snkb::d::snkb::snkc:,:snkc:hyakuretsu,:d::snkb::d::snkb::snkc:,:snkc:hyakuretsu,:s:.

this is doing 550k. It builds 1.85± bars and with otg supper I think it goes over 700k, but I now prefere unblocable setup, dont know how consistente it can be done but… oh well… lets see XD, for now trying to make more damage as possible with chun, but not many ideas…

houokusen into Kikoushou is dam hard…

Yeah, it’s two bars but her combo can build almost 2 bars anyway lol. I think your version of the combo does a lot more damage. I’m going to give it a try. I’ll also try replacing :s: launcher with Hoyokusen to see how much damage boost I get. I expect it to do over 800k+ atleast.

Do you mean Hoyokusen > XFC Kikosho? Without x-factor cancel i’m not sure how you’ll combo the two one after another since Hoyokusen ends with a launcher.

You may not be able to use Hoyokusen in that combo Shin-chan posted just because the number of hits might push them out of the combo. The guide says something about how around hit 23 or 24, enemies are more likely to fall out unless the hits past that point are from hyper combos. So I would assume after Hoyokusen, you’d land the first j.:snkc: before they fall out of the combo.

Still test it (or I’ll try to after work today). The combo intrigues me and might end up being the new meterless just because of it’s increased damage. The execution needed is a bit higher though obviously.

I’ve got a general question about her combos. What combos are you guys doing when u hit someone with an instant stomp on the ground? Also, what’s the best combo to do if you catch someone with air legs when they are on the ground or just barely in the air (like when they try to jump away from an instant stomp or throw)?

After an instant stomp, I generally do follow it up with airdash j.H(land) cr.M, st.H Kikoken crumple and go into one of her loops.

For catching someone with air legs, you can do something like this: [media=youtube]T1HRMREc_9o&feature=channel_video_title[/media], but without the stomp. You can also airdash H then start a combo, XaqShinor was doing something like that in his vids. In terms of best combo damage-wise after air legs, dunno, sorry. :frowning:

Actually the hoyokusen into kikousho is hoyokusen, jump cancel, kikousho… I know it works cause I did that sometimes, but I am not sure how good it is or how consistent…

Doesn’t the air dash H whiff on a lot of characters when they’re crouching though? I can only get that consistent when they’re in the corner. I see in that video now the best thing to do is actually get behind then with the air dash first then stomp and mash legs.

Yeah, that’s the problem I forgot to mention, sorry lol. It’ll only work in the corner, or perhaps if you’re fighting a chunky character like Sentinel. Maybe you can follow up with airdash M, but I’m not too sure, I’ll test it out.