One thing to keep in mind with Chun imo is that you dont really have to focus on getting huge damage combos with her, she is more about getting CONSISTENT damage than trying to get a huge combo all at once. In addition her lightning legs assist is INSANELY good for otg combos (helped get my zero and chris combos up into the 500,000~600,000 range off 1 meter).
I can definitely agree with that but in that same regard though if you can do an insanely long combo that delays the lightning leg (and the damage scaling they incur which is the point I’m making) until the very end of your combo the way Buktooth demonstrates in that video, well look at the damage one big combo without LL’s does against someone.
When that combo becomes standard BnB it’s going to be 60-80% of average health in this game from 1 touch with no meter that can end in an Ariel Exchange to open more possibilities. I play Chun/Zero/Sentinel and after 2 exchanges, they’re going to be eating Sentinel’s Air Hyper and short of the 1.2m+ club (Sent/Thor/Hulk/Etc) they’re going to be dead.
I’m confident that Chun Li players will develop a philosophy about keeping LL’s at the very end of her combos whenever possible to maximize their damage output of her insanely good normals.
Oh yeah dont get me wrong youre not gonna see me arguing big combo=bad and Chun can definitely do a lot of damage, was just more saying my philosophy on her play style. I play Chun/Chris/Zero myself and can definitely agree with you on her combo potential.
Biggest problem right now though is that outside of ariel exchange ist hard to really do big damage with her since she really does not lend herself well to DHC (outside of characters like zero sentinel and a few others), hence my point earlier about consistency and her godlike assist, but now im just talking in circles lol.
Yeah I’ve been using her as a can opener for Zero and Sentinel to come in and secure death. She doesn’t have a touch of death herself but she sets up your assists to safely come in and end a match very, very quickly and without wasting a ton of meter on DHC and without X-Factor.
Sentinel is obviously my anchor and it’s pretty nice to have his part of a match start with him at 4 or 5 bars and lv3 X-Factor to burn.
Spam Hyper Sentinel Squad and get the Guac, we’re having chips.
Alright guys, sorry if this has already been asked, but I’m still stuck playing Theory Fighter here as my copy of the game hasn’t arrived yet (that’s what I get for ordering online), but I’m trying to figure out good teams to have with Chun on point.
At this moment I’m thinking Chun/Zero/Akuma, with Akuma for big damage late game plus his overhead assist, and being able to swap out to Zero to continue pressuring while giving Chun a break, plus being able to call in her Hyakuretsu-Kyaku assist for lockdown.
My concern is that all the characters have below average life, but I’m a fan of fast characters so that tends to often be the trade-off. Any comments/suggestions?
Well you have to keep in mind that, despite very few people actually talking long term strategy, everything is going to be revolving around getting 1 touch and landing a character kill (cuz it’s mahvel baby). One of the only problems you’ll have with Chun Li and Zero is their ability to get in unpunished. Both characters can start combos very quickly but they can also be push blocked across the screen fairly easily.
This is 150% based off of my experience but I use Sentinel’s Squad Assist (A) to give her some cover when getting in. She can do it on her own but the risk is pretty high since, like you mentioned, she’s fragile. I personally think the only thing that Akuma fails to provide as an anchor with that assist is some safer cover to tridash or squaredash in and start her combos. Zero suffers from the same problem as Chun but, like her, all it takes is 1 touch to do some huge damage. He can’t set up a kill as well as she does because his normal combos aren’t as damaging. With the amazing priority that Tatsu’s have in this game, especially Akumas, I think his Tatsu assist might be a better call to give them both a better way to get inside and start block strings and mixups. I personally don’t have an OTG assist in my team, I’ve found success without them. I think some teams with Point characters like Wesker, Ironman, Chris or Wolverine benefit more from OTG than Chun does since at the end of a touch of death combo Chun is less likely to be tagged in unless I go full circle with DHC (again, my experience).
All Chun and Zero really need is to get inside and start a block string to start the pain. They can both cancel out of their block strings and they both have amazing mixup while doing so but they’re both susceptible to being push blocked and kept out.
I don’t know if anyone looked at part one of the teamkhaos match vids, but there’s fair bit more of buktooth’s Chun Li. Several more instances of this particular combo (which is going to need a name before long), and one particular match in which she uses the Magic series -> Kikoken crumple -> JC Loop -> Tensei Ranka to nearly one-shot an Lv3 X-Factor’d Amaterasu. It’s around 21:10. Again pretty, and fair bit more practical if you have the meter. He attempts it at one point in part 2 but misses it, maybe it only connects in the corner.
http://shoryuken.com/f358/ultimate-thighs-chun-li-thread-244605/index10.html#post10261366
http://shoryuken.com/f358/ultimate-thighs-chun-li-thread-244605/index10.html#post10264557
You should read the thread you’re posting in, or at least the page you’re posting on.
jesus christ, ive been trying to do that buktooth combo for 2 days and ive only hit the first standing jab after landing ONCE. in 2 days ive only managed to juggle with jab ONCE. jesus that combo is hard. i wonder how long buktooth had to grind it and those doom and captain america combos out… at this rate i wont be able to approach getting it with any consistency for like a month.
frustrating when everyone says that the combos are easy in this game. :rolleyes:
-dime
Several of the combo notations are ending the JC Loop with j.E, but there’s at least one instance in which Buktooth omits j.E from the loop. In part 1, at the beginning of the match starting around 20:30, Buktooth either misses the input, or intentionally omits it. There’s a short pause and then Deadpool (and his assist) fall back into the s.A and the combo continues as usual. This may be character specific; I wasn’t able to find another instance of this combo being performed on Deadpool. I’m crossing my fingers in the hope that the j.E isn’t necessary, as the timing on it seems to vary from character to character, and it sounds hard enough to connect with s.A off of it anyway. Perhaps someone with a copy of the game, whose currently struggling with this can give it a try?
The conclusion of the aforementioned match suggests that character height doesn’t. Ammy gets comboed in the JC loop same as everyone else. Though I admit I haven’t found a vid of Joe yet.
If you’re going to repeat what I’ve already said in this thread and on that page, at least give me credit. Thanks brah.
The jump cancel loop works on Joe without any issues. If you go into c legs, level 3 instead of the launcher it does 767,400 dmg.
I find the legs help me combo the level 3 midscreen, I get them falling out of the 2nd part of the animation outside of the corner sometimes if i just go straight into level 3.
Here, here, man. The timing is right because I switched from Rufus to Chun in SSF4 and have been training her the past couple of weeks, and it’s real nice to see her repped well in this game, but HELL if that jump cancel loop isn’t hard. Maybe it’s because I’m an SF player, but no link in SSF4 has taken me as long to get as the beginning of this loop. I’m no master of the Fierce/Legs loop, but it comes out enough to see the light at the end of the tunnel.
I’m gobbige at this jump cancel loop. It’ll help to not do it from crouch so the Bird Kick doesn’t come out by accident. Can’t wait till you guys break this one down.
Note: Her double/triple jump shenanigans are pretty easy as long as you don’t hold up.
Granted your expressed uncertainty of the JC Loop’s viability on smaller characters was exactly what I was responding to. But the content of my last post, is as far as I can tell, new. My suggestion, which is further supported by dankxo’s success performing the JC loop on Joe, suggests that the loop will work on all characters regardless of size. I read the above posts concerning the JC Loop several times before making that last post. At no point does anyone suggest omitting the final hit with the possibility of securing an easier link into s.jab. If I had the technical skills snip out that particular match and post it to better show what I’m talking about.
Is the issue here that I didn’t quote your question from that post? Because I’d happily go back and edit it in.
Just picked up the guide last night: Buktooth says in the Chun section that her combos are much harder than most of the cast so don’t be discouraged if you can’t pick them up easily.
As for the combo (I’m assuming you’re talking about her air series after a crouching heavy that links into a standing series and launch), how late are you doing the j.E? After c.H, I’m essentially going as fast as I can with j.L, j.M, j.M. At this point I should be at the height of my jump with Chun. j.H comes out as I’m just starting my decent. j.E finally tags them as I’m roughly halfway towards the floor. Then hit s.A and proceed to speed up into s.B, s.C, and then launch them. Once you finally realize and get used to the timing, this becomes the easy part.
The hard part comes in JCing the Lightning Legs. You really cannot JC Lightning Legs AT ALL unless your input is EXACTLY 3 button presses (H, H, H for example. H, H, H, H has too much lag for me to jump out of). I’m having so much trouble with that… I drop so many combos cause of it that I’m thinking of just forgoing it and doing the old TvC ender (BBC, JC, BBC, JC, BBCE) and just OTGing with Wesker for follow ups.
This is how I feel about it right now. The TvC ender is what I’ve been using as well, and just practice the JC LL’s until it feels comfortable. other then tah, I would agree that the TvC Combo works as a great replacement for a more basic combo.
It really isn’t that hard. Delay the S. Like a lot longer than you think. You pretty much have to hit L M M H as soon as you jump cancel the c. C but after the last H just wait a sec and hit S. You will then be on the ground after the S and can combo into A B C S~ blah blah blah
lol im having trouble doing li combos need some help im using a xbox 360 controll for now until i get stick theres no way i can do any loops without a stick…pad is ass
Dunno if this helps, but I saw that a lot of people were having issues with Chun-Li’s jump combo off c.H. I capped a few variations. Once you get used to it, it’s pretty easy… 2 loops is where it gets hard!
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thats awesome bro, can you post up the individual commands? i’m a complete newb. Thanks