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

Found a way to improve upon one of the combos from the first post

(built off this combo)Meterless BnB - Damage: 465k (Builds roughly 2 meters)
Damage: 513k (not sure on meter little bit more i believe)

s.m,s.h,kikoanken,s.h,c.h,j.l,j.m,j.m,j.h,j.s,s.l,s.m,s.h,s.s,j.m,j.m,j.h, double jump, j.m,j.m,j.h, triple jump,j.m,j.m,j.h,j.h(x3 for lightning legs), down j.m(x3 for 3 headstomps),j.m,j.h,j.h(x3 for lightning legs), Team aerial exchange. The amount of hit stun makes it impossible to do any more specials or even an aerial exchange despite having 1 more special availiable to use.

lemme know if anyone has any questions.

also, How do I make the symbols instead of having to type out each move since it is harder to read like this?

For those who play Chun Li at the anchor spot for level 3 X-Factor craziness, she can combo :h: into :f::h: 2 times when x-factor level 3’d. A basic combo would look like:

:d::m:, :h:, :f::h:, :h:, :f::h:, :d::m:, :h:, :d::h:, :s:, jump, :h: xx Lightning legs etc. By the end of the first lightning legs, it’s around 850k damage, and it’s very easy to do (unlike many of her combos with super level 3 x-factor speediness).

Put :'s around the letters. You can also find it in the smiley list in advanced posting mode.

for example, : s : = :s:

Thanks for the BnB combo. Does this work off a f.:h: at the beginning (or any random move) as well? Where would you have to cut off the combo to land a flying screen :s:?

Just figured out some things with this combo. For one it can be done after any random move even if they are not in the corner, however, In the middle of the screen the third jump has to make chun li be above the opponents head and you have to use lightning legs instead of doing j.m,j.m,j.h to lightning legs or the following headstomps will not connect.

In the corner is the easiest place to do the combo though. This combo is easier to do on smaller characters, where some timing is required for the larger characters where you have to delay the j.s in the beginning of the combo so that chun li is at head level after the super jump

To end the combo with a flying screen S, the best time would be directly after doing lightning legs, if you find your timing was off for the jump combos, then just go into lightning legs to :s: Otherwise right before the triple jump where the combo seems to be very timing dependent would be the next best time.

To even further improve on said combo, corner only;

c.M>s.H, kikoanken, s.H>c.H>s.S, sj up, j.M>H, dj up, j.M>H, dj. forward, j.M>M>H>H legs, (headstompx3>j.M.j.H>H legs)x2, j.S/TAC.

You can follow this with otg assist into super if the super is done before the assist hits them. There are some character specific things going on with this combo, as well, but I haven’t quite figured any of those out yet :P.

Dunno if it’s been mentioned but you can connect kikosho after a grounded H SBK

That’s something new. o_O

However it’s not incredibly useful as ground SBK is very punishable so it’s best to delay slightly and use the aerial one which is safe. Off of an aerial SBK, you can pretty much perform any combo of your choice.

So I was messing around and
c:l:, c:m:, :h:, Kikkoanken, :h:, c:h:, jc, j:m:, j:m:, j:h:, :h: Lightning legs, jc, j:m:, j:m:, j:h:, :h: lightning legs, jc, j:m:, j:m:, j:h:, :h: upkicks
does like 430k
It’s pretty close to the “standard” BnB in damage but is FAR easier since you don’t have to worry about the height of the opponent when you launch or whiffing your air combo after the launch. Seems like a nice fall back BnB if you get nervous or can’t get the hang of delaying the j:s: in the air string so you can land the ground combo. It builds about 1.5 meters, so it only builds about 70-75% as much meter. It’s just another option.

I read in the MVC3 wiki that light attacks cause a lot of hitstun deterioration, which seems especially true in the case of Chun-li. I noticed that the :l: and the j:l: in Chun-li’s bnb’s are enough to prevent any repetitions of her ground-to-air-to-ground bnb combo.

However, I’ve found that a c:h:, j:d::m:, instant air dash, j:h:, s:m: can be used in her combos instead of j:l:,j:m:, j:m:, j:h:, j:s:,s:l:. This removes the :l:'s from her combos and allow two loops to be done instead of one. It does a little less damage, 100k rather than 150k, but the lower amount of HSD should make up for that.

I’m afraid I don’t have a lot of info like meter gain and damage on this combo yet, but when I get it down, I’ll provide an update.

Update: I’ve finally gotten the combo down, more or less. It does more damage than chun-li’s current bnb, it does allow for two loops, and it can be ended with a hyper or a launcher/air combo, whichever fits your fancy. A standard magic series combo causes about 346k before the launcher, a grounded combo with a kikoanken in it causes about 376 damage before the launcher. Chun-li’s current bnb’s cause 296k and 336k before their launcher’s.

Standard combo: s:l:, s:m:, s:h:, c:h:, j:d::m:, air dash, j:h:, s:m:, s:h:, c:h:, j:d::m:, air dash, j:h:, s:m:, s:s: = 325,300

Here are some general tips I’ve found while trying to master this combo:

-The j:d::m: to air dash must be done very rapidly, otherwise you might fly over your opponent’s head or be too close to the ground to do the j:h:. One way to do it faster is to hold :d: and press :l:+:m: x 2, this way you’ll do the head stomp and air dash as quickly as possible. It’s also a lot easier this way, too.

  • If your air dash is taking you over the opponents head, try doing a backwards diagonal jump instead of a neutral jump when chaining the c:h: to the j:d::m:.

  • If the j:h: isn’t coming out after your air dash, you are pressing j :h: too soon. The j :h: won’t come out if pressed in the opening frames of the air dash. Try to delay the :h: if you find this happening to you

There might be many more possibilities to this than I’ve listed. I’ll keep working at this combo and post another update if I find anything later.

Update 2: I’ve found that, with quick enough fingers, you can chain c:h:, j:d::m:, air dash, j:h:, s:h:, c:h:. This means that we might be able to rid Chun-li’s bnb’s of both their :l:'s and :m:'s! We might even be able to make a Magneto-like Rom Combo. I’ve only done it on Magneto and Arthur, but being able to do it on Arthur implies that it might work on the entire cast. I’ll work at it and see if I can maybe do multiple loops of this.

Edit: You can indeed chain c:h:, j:d::m:, air dash, j:h:, s:h:, c:h:, but it’s success depends on the enemy’s elevation, making the combo nearly luck-based. It is much easier, however, to chain Kikoanken, forward :h:, st :h:, c:h:, j:d::m:, air dash, j:h:, s:h:, c:h, because the enemy will be much higher in the air. Also, the j :h: can be chained into the st :h: on at least the second revolution any stomp loop combo (c:h:, j:d::m:, air dash, j:h:, st :m:, s:h:, c:h, j:d::m:, air dash, j:h:, st :h:)

This is pretty good stuff. I’ll have to try it in the lab later.

In the mean time, try Hoyoukusen after the cr.:h: as short combos using only Heavies are the best way to maximize the damage of the super, which might make for a reliable way to burn meter and deal decent damage.

I’ve been testing this combo out and have a hard time getting the s.:h: but I have been able to easily get the c.:h: after the j.:h: because of the 2 frame difference between them. Also Instead of doing hoyoukusen I use :h: Spinning bird kick to s.:h: by delaying the :h: of spinning bird kick. I do that because it is only 4 hits instead of lightning lets 8 hits

edit: after more playing around I can guarantee that at the minimum 3 loops of c.:h: j:d: :m: air dash j.:h: can be done however I was only able to do it 3 times like twice because my execution skills are not consistent at all :frowning:

Wow, great stuff there RyanBlood! All those heavies… Starting to look like a ROM or dog combo O.o
Just when I get the “standard” bnb down… Looks like I’ve got a lot of training mode ahead of me.
Also, if you can get enough heavies and build the meter that should go into lvl 3 off the cr.:h: at the end fairly easily for a nice ender. How’s the “all :h:” bnb for meter compared to the standard bnb?

with the loop I have going I get over 300k damage at the 8 hit mark I have a hard time getting the j.:h: to connect the 9th hit but the meter gain at that point would probably be about 1/2 a hyper bar(meter gain is the unscaled damage of each attack you use 1 bar = 1,000,000 damage). I could say that If my execution was better with this combo we might be able to pull off a full hyper bar before any hypers/launchers and the bonus to this combo, we can call an assist at any point during it.

Well, if you can land it
cr:l:, cr:m:, :h:, kikkoanken, :h:, cr:h:, j :l::m::m::h::s:, cr.:l::m::h:, IA :h: SBK, cr:h:, IA :h: SBK, cr:h:
builds just over a meter and should go into a hyper fairly easily. I have trouble with instant air SBK’s so I haven’t finished that combo into a hyper, but I have connected all of that. Fair damage too.

It does seem like the reduction in hits from the air series and following ground series would lower the meter building. You’re giving up
j:l:, j:m:, j:s:, :l:, and :m:
The addition of the second jumping string and following ground string may make up for that meter though since it adds
j:d::m:, j:h:, :h:, and cr:h:

Now that I think about it you’re trading a jumping and standing light for a standing and crouching heavy, the two jump mediums both become head stomps, which do 10k more damage, and the jump S is replaced with a jumping heavy, so the meter should be better at the end of the day. Would require being able to hit at least two loops and still be able to launch, but it’s a similar number of hits so HSD shouldn’t be any worse.

It is comparitevely very easy to get 2 loops, 3 loops are possible but the j.:h: requires different timing then the previous 2 almost frame perfect id say but im not too sure no more then a 2 frame link after the iad. SPK is very easy to connect after a c.:h: granted the timing is down to continue the combo otherwise lightning legs is more then easy enough to connect although giving more hsd. dispite that doing a launcher is also just as easy

how much damage do you do right before the first SPK and also right after the first medium hit of j :l::m::m::h::s:
technically the 9th hit of the combo?

awesome tip thx! :tup:

-dime

Can someone get a vid up of that new heavy version of the bnb with inputs shown? I want to see how someone else is inputting the c:h:, stomp, dash, j:h:
I’m currently trying to do: :d::h:, :uf:, :d::m:, :m:+:l:, j:h: which connects the last hit JUST above the ground, but I’m not fast enough to get the st:h: followup and I don’t know if I’m too low or too slow or what.
Sidenote: standard bnb into wesker OTG assist into level 3 does 880k… who said chun can’t do damage? :wink:

Mhmm. I already know about that but I was trying to do solo damage (compared to the other characters I use). Taskmaster can deal like 650~850k solo damage with 1 meter. Spider-Man can do like 750k~850k solo damage with 1 meter or reset into 1.3 Million with 2 meters. Wesker can only really do about 600k or so on his own(again with 1 meter or less, otherwise he does like 950k) but it puts you in a reset situation that is in his favor for sure, with the follow up killing the character for sure. Chun-Li? She caps out around 580k solo with 1 meter and it doesn’t give that awesome reset ; ;

I’m trying to find a way to squeeze some more damage out of her. If I could get to 625k BnB with 1 meter with her and it puts them in a good reset situation (hard knockdown, air tech) I’d love her even more.

As for the combo, I’m having the same problem. I’ve been doing st.:m:, st.:h:, :h: Kikoaken, st.:h:, cr.:h:, j.:d::m:, :l:+:m: , j.:h:, whiff

I can get st.:m: to connect and go for another rep but after the second head stomp from this point, the character pops out. I haven’t had much time to test why this is or figure out ways around this as I’ve been busy with work and the time I do have for Mahvel has been spent trying to learn Taskmaster (I just picked him up 2 days ago as my Spidey/Wesker/Chun team doesn’t work so I had to change to Chun/Tasky/Wesker and Spidey/Tasky/Wesker depending on the matchup).

what solo combo can chun do for 580 k with meter? my damage with meter for her is only slightly higher than my non metered damage.

my highest no meter solo combo for her is 501 k.

-dime

How much does her standard BnB do if you use Hoyokusen to launch rather than :s:? I know I’ve done it but I can’t remember the damage. I think I got like 540k or so with the standard BnB but after landing the air string going into c:l:, c:m:, c:h:, instant air SBK, c:h:, instant air SBK, kikoken. Might have had a c:h: after the second air SBK but I don’t remember.
How are you getting 501 solo with no meter?
Also, a large part of the reason that Tasky and Wesker are so good is the combination of damage, options, and the positioning after the combo. They both have tricky mobility and spacing options combined with good damage output and followup situations.
I think we really need to investigate tricky resets off of BnB’s using HSD and different normals to trigger a reset at odd times. Anyone tried ending a launch combo in upkicks and going for an air reset while the opponent is falling?