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

I just found a Chun-li relaunch that works. Here’s what I did:

s:l:, s:m:, s:h:, cr.:h:, :s:, jump, instant stomp kick, pause, j:h:, pause, j:s:, land, s:l:, s:m:, s:h:, cr.:h:, :s:, jump, etc.

It worked in the corner and at mid screen on Spencer and Tron. I haven’t tried it on small characters yet. Just like with the Buktooth bnb, the trick is to be lower than the enemy when you hit them with the j:s: in order to land first and catch them with the st.:l:.

I tried it off of Hoyokusen too, it still worked. I was able to Hoyokusen, launch, drag Spencer back down to the ground, then Hoyokusen again. I’ll see if I can do it off of the Buktooth bnb tomorrow, then I’ll try it off of the new stomp/dash bnb.

Note: I notice that when you launch and enemy and bring them back to the ground, the enemy is still in a “launched” state as long as the combo is going, meaning that any aerial :s: that hits them will cause a “Swoosh” animation and hard knockdown as if it were done during an aerial launch combo. This can allow for some pretty clever combos if you tag out into someone like Dr. Doom.

Wait, so there’s time to land and juggle them before they hit the ground after the aerial :s: finisher if you’re low enough?

Yes. Just like with the buktooth bnb there’s enough time to land and juggle them if the aerial :s: hits while Chun-li is low enough.

Hey Ryan, do you have damage on the full bnb with the new air string you posted a bit ago? And what about the relaunch combo? I’m just curious what type of damage these do compared to the old stuff we had.

I’m still trying to work in a relaunch with the bnb’s, but I have the info on the other stuff, though.

Standard bnb (Buktooth Loop) without kikoanken nets you 295,400 before the aerial combo. The stomp kick loop gets you 325,300 before the aerial combo.
Standard bnb with kikoanken (Buktooth/Kikoanken Loop) gets you 356,500 before the aerial combo. The stomp kick loop with kikoanken gets you 376,300 before the aerial combo.

Here are the example combos I used:

Buktooth loop:
st :l:, st :m:, st :h:, cr :h:, j :l:, j :m:, j :m:, j :h:, j :s:, land, st :l:, st :m:, st :h:, cr :h:, :s: = 295,400

Buktooth/Kikoanken loop:
st :l:, st :m:, st :h:, kikoanken, st :h:, cr :h:, j :l:, j :m:, j :m:, j :h:, j :s:, land, st :l:, st :m:, st :h:, cr :h:, :s: = 356,300

Stomp Kick loop:
st :l:, st :m:, st :h:, cr :h:, stomp kick, instant air dash, j :h:, land , st :m:, st :h:, cr :h:, stomp kick, instant air dash, j :h:, land, st :m:, cr :h:, :s: = 325,300

Stomp Kick/ Kikoanken loop:
st :l:, st :m:, st :h:, kikoanken, back up a little, f :h:, st :h:, *cr :h:, stomp kick, instant air dash, j :h:, land, st :m:, st :h:, cr :h:, :s: = 376,300

*If your opponent is too high in the air, the next j h might whiff. To avoid this, delay the stomp kick that comes after this cr h a little bit to allow your opponent time to fall.

I feel as if the Stomp Kick/ Kikoanken loop might be able to be extended due to the fact that the final st h does not whiff like it does in some longer combos, but I haven’t been researching Kikoanken combos.

I’ll also add in meter gain in a later update.

Edit: I found that for the standard stomp kick loop, you can substitute the st :m: in the second stomp kick rom for a st :h: to get a bit of extra damage. Doing so changes the total damage done by that combo to 332,000. I decided not to change the combo shown in the post because I haven’t tested the stability of this yet.

Hey Ryan, have you tried putting all your new technology together? The relaunch air series after the kikkoanken stomp bnb… so

c:l:, c:m:, :h:, kikkoanken, :f:+:h:, :h:, c:h:, jump, stomp, airdash, j:h:, :m:, :h:, c:h:, :s:, jump, stomp, j:h:, j:s:, :l:, :m:, :h:, c:h:, kikosho

Should be good solo damage if you can get it. I’m not consistent enough with the stomp series or the relaunch but it seems like it should work. 20 hits before kikosho so you may have to shorten the last series to like :l: :m: kikosho or something, but there should be a way to do it.

I can’t do it. :frowning:

The relaunch is pretty bad by itself, honestly. It needs a lot of time to work, and with most bnbs, there’s too much hitstun decay for it too work late in the combo. However, it does work off of a hoyokusen, so it is worth learning for the bit of extra damage.

Anyway, I can’t do that combo. Too much hitstun by the time you reach the relaunch. I think relaunching needs its own bnb in order to work. I’ll keep looking, though.

I have the same issue, except it’s during this combo after the air string: cr.LMH>IA SBK, cr.h>IA SBK. For some reason, the second IA SBK loves to miss. Then again, the SBK is usually quite high at this point, so I’ll try and IA the SBK lower or something.

Also having some issues doing the stomp loop midscreen but I can get it in the corner alright. I’ll go back and read the stomp loop details, I just have to delay the stomp a bit right? The all H version of the stomp loop I can’t do at all lol.

Don’t delay the stomp or the air dash; you have to do those as fast as possible. Delay the j :h: input so that you don’t press it during the air dash. If you press j :h: during the air dash, it won’t come out.

^
Ah, right ok, thanks!

Looking at the relaunch, it looks like it should scale hitstun less than the standard bnb but more than the stomp air series bnb. Perhaps instead of two loops of the stomp series you can replace the first one with the relaunch setup.

Solo-wise, managed to get 622K with one bar with Chun ripping off Desk’s combo. :frowning:

J.H, cr.M, st.H>Kikoanken, st.H, cr.H, jump cancel, J.LMMH(slight delay)S, cr.LMH>IA SBK>cr.H>IA SBK> Hard Hyakuretsu Kyaku>Kikosho.

In the corner, there’s a small stomp loop you can do: j.H, air D+M, ADF+J.Hx2. However, for some reason, it’s difficult to hit Kikoanken off a ground chain after 2 reps so I stuck to one. Using one rep as a jump-in starter and ending the above combo with her Level 3, I got 877K solo.

^^^
What kind of spinning bird kicks did you use, light, medium, or hard?

And also, there’s a thread that has a lot of Kikoanken combos like the corner stomp loop you mentioned. You can check it out for more information. It’s named “Alternative Offense”.

Also, your corner loop combo seems to be a lot more reliable than mine. Do you mind if I post it in the other thread? I’ll be sure to credit you for it.

I don’t mind at all, you don’t even have to credit me lol. I’ve checked out the thread and I’m sad for not even realising haha, nice stuff!

And I use Hard SBK for the combo, sorry forgot to mention that haha. I think that combo’s pretty useful to learn, mainly because it puts them straight in the corner from virtually anywhere if you end it with Kikosho(IMO, ending with Hyokusen isn’t worth it, hitstun decay kicks in badly unless you TAC) and is the optimal combo to use if you want to combo into her Level 3. I believe Chun’s offence is a lot stronger in the corner as well.

EDIT: [media=youtube]wvORHtL1Co8&feature=channel_video_title[/media]

Don’t think it’s not even worth tagging on a hyper at the end. Just let the the combo carry them into the corner and work from there.

I think that combo is probably the best solo Chun-li combo I’ve seen so far. It’s really good, and it get’s them into the corner. Why do you call it pointless? Also, I saw the version 2 of it on your channel, it’s really good.

Here’s a quote from the Kikoanken Combo Thread. I should have posted this here first, but I wasn’t thinking. Anyway, here it is.

This is the basis of the combo I was trying to get a few pages back. Anytime you land j.H, you can also land j.S pretty much…even off an IAD but the timing is super strict… I’d still go for it cause even if you attempt it, the worst that happens is it doesn’t come out and you land and can still continue the ground string. If you change the first cr.M to st.M, you’ll get more damage out of it by the way. j.H has less range than st.M so any time you land it, you should be able to land st.M which nets you slightly more damage. The execution on the IA SBKs is a real pain…well not so much the first but the second for sure. Still this is good damage for Chun since she lands a hit so easily compared to other characters (unless the character you’re fighting is amazing at keep away like Dante/Mags/Storm/Trish).

Yeah, I never really thought to add J,S after J.H haha, and it’s good for the reasons you said and also, it’s pretty much an auto high-low mix-up. Thanks for the tweaks!

And as for the execution on the IA SBKS, it’s really annoying, but there’s some leeway between the IA motion and the button press. I perform them like this: qcb, ub, slight delay, H, if that makes any sense.

And RyanBlood: IMO, the reason why I thought they were pointless was because the damage and the meter building wasn’t enough IMO(you could do Buktooth’s Kikoanken BnB loop and net more damage and meter), but on second thought you’re right, it carries them all the way to the corner. And I feel Chun’s offence gets much better in the corner. It’s a matter of sacrificing damage and meter for a corner position really.

[media=youtube]_Ml_R1k__Pk[/media]
I found this BnB combo by trag13. I’ve been playing Chun-Li since the release date of MvC 3 and thought it was about time to learn the advanced combos then doing simple no brainer 10 hit combos. Does anyone happen to know the inputs for this? Also I am very terrible at reading inputs where it says j.L and j.B or something and then xx.

c:l:, c:m:, st:h:, kikkoanken, walk back a bit, :f: + :h:, st:h:, c:h:, jump forward, immediate stomp, immediate dash, j:h:, double jump forward, (begin down charge) j:l:, j:m:, j:m:, j:h:, j:s:, air :h: SBK, land, :h: hyakuretskyaku, kikosho
builds just over a meter and does 581.1 k, 814.7 k if you use her lvl 3.
I could get ~575k with hoyokusen but it may go higher. All I could tack on after the launch was j:h:, :h: hyakuretskyaku.
Isn’t the most damaging combo in the world but it is a solo combo into meter unassisted that also builds that meter. It’s also easier than trying to time the instant air SBK’s
You get around 20k less damage if you omit the :f:+:h: but the air combo is far easier to perform that way.

c.:m: :h: :hcf::h:~:h: :h: c.:h: jump cancel j.:l: j.:m: j.:m: j.:h: j.:s: :m: :h: c.:h: :s: super jump cancel j.:d::m: j.:d::m: j.:h: j.:h::h::h: (Hyakuretsukyaku), double jump cancel j.:m: j.:m: j.:h: j.:h::h::h: triple jump cancel j.:m: j.:m: j.:h: j.:s:

:l: :m: :h: :s: refer to light, medium, heavy, and special attack. On a PS3 pad, this corresponds to Square, Triangle, Circle, and X. On a 360 pad. :l: :m: :h: :s: corresponds to X, Y, B, A.

“c.” means crouching, or holding down on the Dpad. “j.” means jumping. If there’s no “c.” or “j.” that means you should be standing, or not holding any direction on the Dpad/stick.