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

Edit: Whoops, you guys are talking about something completely different. Sorry about that! Anyway, I’ve found out the trick for hitting the j:h:, st:h: part, and it is definitely not easy. It is still based on delaying, though. In order to make the j:h: hit, the enemy must be just above chun-li’s head her j:h: hits. This is not as easy to do as it sounds because of the way her j:h: moves the enemy in the direction that SHE is moving. Because of this, a simple st.:l:, st:m:, st:h:, cr:h:, stomp, airdash, j:h:, st:h: will not work because the j:h: will push the enemy downwards towards the ground and make them recover before the st:h: hits.

BUT, if you use a kikoanken, then the crumple status will make any further attacks cause the enemy to go airborne, and will allow a sufficiently delayed j:h: to st:h: to land. The biggest worry is delaying too long and whiffing the j:h:, but with enough practice, it becomes easy.

Here is the combo I’m currently using to get a 75% success rate on this combo:

st:l:, st:m:, st:h:, Kikoanken, st:h:, cr:h:, stomp, instant airdash, delay to let chun-li fall below the enemy, j:h:, st:h:

It is a bit more difficult to incorporate a :f::h: into the combo, but I’ve been able to do that a, too. If you want to know how, read on.

I’ve had this problem for a while, but I have found a way to extend the combo a bit. The trick is in delaying chun’s standing and crouching :h:s. After the kikoanken, you can hit the enemy with :f::h:, st.:h:, cr.:h:, but you’ll notice that the enemy is quite a bit high in the air. It’s this elevation that causes the st:h: to whiff further in the combo. By letting the enemy fall a bit before hitting them with the cr.:h:, you will prevent the whiff later in the combo. This tactic of delay can be applied to a few of her other combos which end in cr.:h:, :s:, since sometimes chun-li can launch the enemy too high to get a proper air combo on.

Also, all of Chun’s :h:'s cause a massive amount of hit stun on the opponent, so you can delay these attacks for much longer than you might think (except her :f::h:).

its pretty hard actually… its my hardest hitting combo, but its her most finicky* as well.

its just standard buktooth combo to air string ender:

lmh crumple, H c.H. (jump cancel)

jumping lmmhs

(land) lmh, c.h, s

down +M x2, H xx h legs (repeat 3 times) h (jump cancel) H,S

if you hit all of that its 501. but only corner as its impractically hard to do in midscreen.

but i dont consider that to be my standard bnb my standard one is the same starter to launcher to a different air series:

lmh (jump cancel) lmh (jump cancel) lmhs

most of the time only jump cancel once if i used the big starter cause hitstun deteriorates like stupid. if i did a naked launch though its easy to just add more stuff.

the thing that pisses me off most about the long corner one is that ive been unable to make the most of the fact that she has even more jump cancels in her but i canrt make use of them cause of hitstunscaling going through the roof.

  • i have no idea how to spell that word.

-dime

Ask and you shall receive!

IAD j.:h:, j.:s:, st.:m:, st.:h:, :h: Kikoken ~ :h: Crumple, st.:h:, cr.:h:, j.:l:, j.:m:, j.:m:, j.:h:, j.:s:, cr.:l:, cr.:m:, cr.:h:, Instant Air :h: Spinning Bird Kick, cr.:h:, Kikosho

It does 570~580k off of a Jump M, which is why I said about 580k above since landing IAD j.H j.S isn’t practical mid match due to reach and the speed it needs to come out. If you’re having trouble figuring out when to charge for the SBK, you can see my inputs at the bottom for when I start charging it.

If you use the same setup but tack on a level 3 at the end instead of Kikosho you get this. (Ignore the input on this one. It’s terribad and I still don’t know how I got the level 3 to come out. The link is really tight on this one)

Sad to say, this might end up being her new BnB due to it being simpler to use than than her aerial series and allows her to spend meter solo. Still, mastering the air series combo gives more damage for one meter with an OTG assist.

Edit: I can’t get it to work so maybe someone with better execution than me can try but I know it is possible to land another Aerial SBK after the cr.H… just the timing is stupidly strict. And assuming you land it, it may be possible to super after it, which would push the damage of the combo up another 30 ~ 50k

Other Notes: You can Hoyoukusen after this same setup but I have not been able to get anything more than just j.:d::m:, j.:h:, :h: Hyakuretsukyaku to connect. Damage is like 550k. Not worth it imo but might be worth it if for whatever reason you can do like a j.:h:, j.:s:, OTG Assist, Super follow up.

Tsuki that’s the same combo I’ve been working on. I’ve been having serious issues getting that second IA H SBK in there. If you tack on the second SBK it builds just over a meter, which is why I’ve been trying to do it. Makes me feel better that it’s actually somewhat strict and not just me sucking.
I have landed the second SBK once or twice and you can even land another c:h: after that, but I’ve only managed to get that to happen once. I’m still having trouble with the IA SBK timing by itself. However, the HSD is CRAZY near the end of the combo so you gotta be fast and precise with stuff.

Found another version of the BnB that does 468.8k meterless
c:l:, c:m:, :h:, kikoanken, :f:+:h:, :h:, c:h:, :s:, sj, :d:+:m:, :d:+:m:, :h:, :h: legs, dj, :m:, :m:, :h:, :h: legs, dj, :m:, :m:, :h:, :h: upkicks
does 451k if you end with an :s:
It’s 5 or so hits fewer than the more standard bnb which does 464.5 ish if you end with the upkicks.

Also, if you’re fast enough after the air series (do it higher than usual) you can do an air sbk after the air :S:. I am still trying to see if I can land and kikosho after that, but it’s promising for a solo combo into hyper since I can’t get the c:h:, jc, j:d::m:, j:h: stuff down instead.

Would you guys be willing to use completely different characters in return for doing 1m+ damage with Chun-li?

Have you found something? Or is that just a rhetorical question?
And it’s not Ammy and Vjoe for the double slow is it?

It depends. If you have some info, by all means share it. The combo I just posted is pretty good considering it can net you 580~830k damage by herself. . . which is respectable. I’m starting to think that I may just use that BnB from now on for my Chun team if I intend to spend meter, and just work on some serious resets and setups with her. I’m already really liking her with Tasky as calling arrows at point blank and going for a cross up deals serious damage as the arrows do like 100k+ on chip and don’t cause enough hit stun deterioration to stop her BnBs should the cross up be successful/the arrows connect.

I’ve found that Chun-li’s Kikoushou hyper seems to do extra damage, or to suffer from reduced damage scaling, when done in a Team Hyper Combo. When coupled with a character capable of an OTG Team Hyper, Chun-li can do about 850 - 950k damage depending on what characters are in her team. If you use her lightning legs hyper, you may be able to launch your opponent and team aerial exchange into further damage.

Anyway, the first team I used to do this was Chun-li(a), Storm(a), Chris(y) (Chris does massive damage in Team Hypers) and after doing a bnb for 430k, I Team Hypered and did 950k, and I was even able to do a hyper right afterwards to do 1.1m. That’s a lot more than I’d ever thought to get from Chun!

I think that, instead of pairing Chun-li with an OTG assist, using an OTG Team Hyper would dramatically increase her damage and make her as dangerous as any higher tiered character. You can even Team Hyper after a grab and do about 673k from 3 meters.

Choosing between a low hitting assists for the unblockables and OTG Team Hypers for the damage is a tough decision, but I’ve also seen that Wesker doesn’t mess up Team Hypers too badly, so you may still be able to use him. Anyway, I just wanted to know what your opinions were, and to ask you to give this a try. The damage is really, REALLY incredible, and it makes Chun-li seem more powerful than ever.

Kikokanken combos don’t really seem practical to me because of advancing guard. cr.:m:, s.:h:, cr.:h:, j.d.:m: seems like a much better string on block.

Thus why we have hit confirms.

On the subject of team hypers, very good find. Who else has an otg team super besides Storm? I know Tasky vertical arrows, but that is way too slow.

Zero has an OTG that’s a bit slower than others.
I think all of Hulk’s are OTG, but with different speeds. And his Gamma Quake is actually unsafe on hit when done with Kikoushou!
Chris’s Grenade Laucher OTG’s when close to or in the corner, but whiffs everywhere else unless another hyper otg’s. Did I mention that he does crazy damage?
I think Jill’s OTG’s, but I haven’t downloaded her so I can’t comfirm. Same for Shuma, too.
One of C. Viper’s OTGs.
All of Hsien-ko/Lei-Lei’s.
Morrigan’s Shadow Blade Hyper OTG’s.
Ammy OTG’s, but it can whiff in weird ways, so be careful. She generally screws up the entire Team Hyper by making the enemy tech. :frowning:
And lastly, Magneto’s Shockwave.

Edit: Shuma’s Mystic Ray OTG’s. Oh boy, does it otg. And it’s a very stable THC addition, too.

Is there a specific place I should be putting resets? I’ve begun looking for them and there’s a pretty nice one off the standard bnb.

bnb blah blah c:h:, jc, j:l: wait

This puts you above them and when they air tech you have the option of hitting :h: slightly early to hit them with the attack, or delay slightly longer to catch them with an airthrow. Obviosly you need a fast OTG assist to capitalize. But airthrow, Deadpool OTG, hoyokusen super got me around 330k. Obviously off the hoyokusen you should be able to land some sort of air combo but i was out of time and haven’t had more time to experiment with it. I’m not sure what you can get off the air :h: part of the combo, but at the very least you can get :h:, :h: hyakaretsukyaku etc.

Resets should be at the END of combos or in the middle at least. Especially throw resets, with your deadpool assist. If you just did cr.:l: cr.:m: s.:h: cr.:h: :s: ^ :m: :m: :h: double jump :m: :m: :h: triple jump :m: :m: :h: :s: call assist -> Kikosho that would probably do more damage than both your initial combo that you drop and your reset.

I remember trying THC with Chun and Morrigan (before freaking finals hit) and you can usually followup when Morrigan comes out, that is unless you had a lot of hits that screw up the combo due to hitstun deterioration. Also if Chun is your second stringer and Morrigan is on point, Morrigan would be done with shadow servant before chun is done with her LL super and you can do some damage after, but I didn’t make anything decent as of yet, though once I have time I’ll test some stuff out. I was thinking of throwing in an exchange after the supers since they probably won’t expect it. Also I have to take in account a 3rd person who may or may not screw this up. I had a few candidates but I also sort of wanna pick someone cause of more reasons than just THC.

i was experimenting around with the thc’s in training mode and even though it is good tech, it has the major flaw of always using up all your meter… (of course)

when used with zero he actually pulls the opponents character out of chuns kikosho super.

also weskers super besides not doing a whole lot of damage tends to sometimes lose alot of hits or pull people out of chuns super.

the best synergy right now seems to be chun with kikosho, storm with otg hail, some beam hyper.
this suggests deadpool as a candidate since he has a low otg assist, and has 2 hypers that contain the opponent where kikosho would be hitting.

/endtheory.

-dime

I’m beginning to see a patter with THC’s, and it seems to me like there is an actual system to how they behave. I don’t think this is the place to put a thread about it though, so I’m going to put this in the main mvc3 forum. I’ll provide a link later.

I really think THC’s are going to be very important aspects of future mvc3 play.

If you want to THC without using an OTG you can do
c:l:, c:m:, :h:, kikkoanken, walk back, :f:+:h:, :h:, c:h:, jc, hold :d: to charge for sbk, j:l:, j:m:, j:m:, j:h:, j:s:, air SBK, land, THC. They should be just about the perfect height when you land. You have to do the air string a bit faster than normal, but this allows you to use a THC without needing one of them to OTG.

D’OH! I never considered actually activating the SBK in mid air! I feel so dumb…but this gives me a few new ideas for combos and setups since I no longer need to SBK off of a crouching series. Thank you for this!

I have serious trouble consistently doing c:h:, jump cancel, instant air SBK and getting the SBK to connect. I figured why not try and hit it off the air string. I think it’s technically a link off of the j:s: since I don’t think it’s special cancellable but I could be wrong there. As long as you aren’t too low to the ground when you connect the j:s: it’s fairly easy to do and get it to connect.

Hey I think Chun’s game would get a lot better if you can help her “abare” off air to air situations to take advantage of stuff like air LL. I noticed in my matches I can tag them with it and try to get some stuff off but I think finding ways to maximize damage off these glancing blows would definitely help her game. Usually I try to take them to the ground some I can get a launch to do stuff I normally do, though its not possibly to do that in many situations. I wanna see how you guys maximize damage off of something not started on the ground. Though i don’t expect Wolverine’s random dive kick into combo damage :rofl:.