I sometimes do that on purpose because it’s just so damn fun hah.
Whats the best way to break the defence of a turtling player, i can only do the instant jump dash medium attack and using her overhead.
Personally, executing a rush-down against a turtling player is pretty rough. Depending my placement on the screen, a air-dash while charging dn for Spinning Bird Kicks once you hit the ground will close the gap between you and the opponent. Throwing a L Kikosho would allow for faster recovery time if the opponent hasn’t slipped up out of blocking. Hell, you can possibly throw Lighting Kicks in there for some chip damage and wishful thinking. Had a few days to play extensively, so my Chun-Li is a bit rusty but I love what they’ve done to her.
Easiest way to stop someone from turtling? Unblockable setup. Easiest way to apply it is to just do a standard ground string (L, M, H) and call in a low assist as you hit H and just jump cancel it into airdash M. That breaks defenses pretty quickly at point blank range.
To get in on a turtling player, I usually throw Kikoken L and a Projectile Assist (You may not need it if you are using an assist like Iron Man) and just dash in behind the wall of projectiles. You can also call in a projectile assist like Ironman and use a delayed Spinning Bird Kick to travel the whole screen and land on top of someone safetly (Has to be delayed. Jump ever so slightly then hit Up+H otherwise you’ll receive tons of landing lag). Super Jump double air dash works too but you’re prone to being run under. Triple Jumping also works to get your way in vs. turtlers as you can reach almost super jump height but can easily change your trajectory if they try to dash under you at any time.
Lastly, you can just throw them. If they wanna keep blocking, throw them. If you have Wesker’s assist, you can call his assist at the same time as your throw (Forward+H+Assist) and as soon as they get thrown, Wesker pops them up for a BnB of your choice.
Just got a quick question. Ive been using chun for a bit and it seems the priority on her legs is like really really good. Like its got a hit box in the back good. Like when she goes for legs in the air can she only be hit by projectile attacks or is there a way to poke her out when she’s doing legs? Seems like i can just stuff anything physical with it half the time.
My team is currently, Chun, Ammy and Dante do i need Wesker in my team for it to be a better team?
I need someone to explain to me what the f* is going on in Desk’s new video.
Is Akuma’s overhead assist any good as an OTG? I haven’t tried but I like Akuma on my team so I don’t want to have to use Wesker for my OTG combos because he feels so… spammy.
yeah I know wesker is a good fit too but I don’t like how he plays. Maximum wesker is such a dumb hyper - just bounce around for free push away and that damn samurai edge is so easy to spam from full screen. I know you don’t have to play him like that but some matchups it’s his best options.
Well Wesker doesn’t really have much other way to get in or control space other than what u just mentioned. His jump is super slow and floaty and he has no air dash. That’s how he’s designed to get around. Using his teleports at the right spacing to get in since they dont track and always land in a specific spot. Good use of it can create ambiguous cross ups and open up avenues for you. At the same time though its kind of a risky play style to employ because any character with good normals is going to lame u out for a while and make it hard to get in and do what u need. Of course with his huge damage output though when u finally get in its worth it.
Ladies and gentlemen…
We’re hitting the lab tonight…
Desk’s Chun-Li combos
[media=youtube]2Uv7Pr915QA[/media]
The Kikoken causes crumple? (vs Magneto at 0:39-0:40)
And oh hey. Did she get back her MvC/XSF stomp infinite at 0:55? It looks that way. :party:
[media=youtube]i8E9_sy64po[/media]
[media=youtube]n9lNwi_Xzmk&feature=related[/media]
Mind = blown.
Also, I would guess that the stomp infinite at the top of the screen can only be done via characters with double jumps or, if there is any other character with a triple jump, then that character.
My best estimate would be:
[Chun] Ground combo into launcher, air combo, double jump, air combo, triple jump, air combo, Aerial Exchange UP [Double jump character] air combo, double jump, air combo, Aerial exchange UP [Chun] air combo, double jump, air combo, triple jump, air combo into stomps.
I know I’ve gotten pretty close to the top of the stage using a bunch of upwards Aerial Exchanges, but never did it in the corner with Chun so I never thought about trying an endless headstomp combo.
EDIT:
Also, it can probably only be done against characters with really big hitboxes.
Do you guys think Hulk’s Gamma Wave assist is good enough to cover while rushing in?
I’ve only tried to rush with it a couple times and failed, but maybe I’m doing it wrong.
I’ll try it out in training when I get a chance.
Also, is Deadpool’s Katana-rama assist pretty much the same effect as Wesker’s low shot?
I haven’t tried Wesker yet, and probably won’t for a little while.
I wanted to ask, we all know Chun’s rushdown is really good, but what have you guys been doing for defense when you’re being rushdown yourself? I feel bad because I’ve just been sticking Lightning Legs out there and hoping for the best, and while it has netted me surprising results, I still feel really uncertain and inconsistent with it.
I tend to hide behind Dr Doom Molecular Shield and Dormy black hole assists. Considering how vulnerable assists are in this game compared to MvC2, it might be a (bad) habit I picked from MvC2. :lol:
imo Advance Guard looks to be pretty good in this game too, compared to the older games.
Yeah that’s what I’ve been saying. Air legs especially just has like broke priority it seems. It loses hard to push block obviously and doesn’t overhead or anything IIRC but its free chip once in a while and the hit box is really derpy, hits on both sides and the hit box seems impervious to air throws or certain types of grabs like X23’s hooligan grab move. If you’re fighting against a shoop da whoop character they can just shoot em down but if its like a close ranged melee character it seems like they just have to deal with legs sometimes.
Right now my rushdown with Chun is basic. Just typical air dash M or fake air dash M to low forward stuff. Sometimes throw out wesker’s low shot assist to create unblockable of the air dash M. Occasionally mix it up at close range with her f+H since its overhead and crosses up smaller characters easily. Now that I’ve been watching Desk’s combo vid stuff I’ve seen some of the more creative stuff she can do. Like air dash cross up stomp to air legs to launch juggle.
Yeah Wesker and X23 are really good assist for chun however i prefer Wesker, but chun seems to do a hell of a lot of damage and level 3 Xfactor is scary
Im having problems relaunching with x23 otg assist after chuns stomps and legs air loop. It seems random whether or not I land quick enough to get x23’s assist off in time. I asked around and havent gotten a clear answer on this. Should chun be in a certain position in relation to the other character or what?
Damn it! I clicked the wrong button and lost the entire message I typed…
Long story short… In casuals I wrong way LL’d an opponent (like desk did in his video against felicia) and dragged them all the way across the screen. I’m guessing LL has inactive frames beause they dropped out eventually (I forgot which version of LL I used… are they the same in this game?)
Desk’s video gave me lots I want to try, but my disc got destroyed so I won’t be able to try for a while…
I did however record me doing a few reps of the dash cancel loop with an actual dash as well as a few reps with a kara hp into H. LL
it was an hour long lab session, So i’ll edit the segments out within the next few days and post them…