MvC3: The Ultimate Thighs: The Chun-Li Thread

I had 2 charters locked into legs last night playing a friend. One in front and one behind, was pretty funny looking. I combod into kikosho but the assist character fell out when I tried to xfc into another one.

Any Chun Li vs Sentinel strats?

I would watch these vids first off to see a lot of the stuff Buktooth was doing vs. them.

http://shoryuken.com/f362/castle-doom-doctor-doom-video-thread-265167/index5.html#post10323507

Just scroll through till you eventually find something in each vid with him vs. Sent. I think the best way to approach him is generally to have a solid beam or projectile type assist backing you up. If you dont you can still get in if u play smart but it’s rougher becasue Sent will have an easier time just beaming you and j.HPing you down. I generally like to have a character like Doom with his beam assist like Buk to help me fight his projectile game as I’m air dashing or wave dashing in. Once I get close I try to air dash M to start high low mix up or use air dash H to cross him up on the other side for pressure.

Once you get in you can do tricky stuff like air dash in with M or H then instant overhead with air stomp then air dash cross again with H which will cross him up or M which will whiff and can help you start another mix up. While you’re trying to get in on him if u have a beam assist out and he gets hit as you’re dashing in basically just press buttons and its free combo into launch. If the Sentinel player gets super armor normal happy like they usually do when you get close dont be afraid to mash legs on them to blow them up which can lead to combos as well. If you have level 1 at closer range or level 3 from pretty much any range u can use that to blast through any of his projectiles. Not sure how well her level 3 does vs. his Hyper Sent super but it’s worth testing.

So for the longest time I’ve had no execution-related problems with Chun, but now suddenly whenever i try to do cr.A+cr.B+cr.C jump cancel A+B+B+C+S, cr.C into jump turns into a spinning bird kick. Not sure what I’m doing differently, but I can’t really do it with any consistency now. Anyone run into this problem/find a mental, executional solution?

Yeah, I was doing that for quite a while. Basically I just did cr.A, cr. B, cr. C over and over again returning to neutral as soon as I hit C and long before the attack actually came out. Intuition tells you that you have to be holding down while she does her sweep even though it doesn’t actually work that way, so you just have to retrain yourself not to (which should be easy since Chun does a lot of cr.A, cr.B, C, cr.C anyway which requires the same sort of motion).

yeah after the c.B just do a standing C first then c.C. Takes care of that problem. The mission mode bnbs force u to stay crouching which is random when its easy to just add stand C to break your charge.

Came up with this in training

[media=youtube]DvmcwBnsBGk[/media]

Kikosho is no longer totally invulnerable. I’ve been knocked out of it twice so far, once by Hyper Charging Stars and once by Hulk Anti-Air assist, which was a huge WTH moment. Now I’m curious about whether Gamma Crush would penetrate it too. Just learned how to record in training mode, so I’ll have to test this soon.

I never assumed it was invincible to begin with. Just most physical attacks don’t have invincibility frames and since it is a high priority projectile, it beats or trades with every other projectile. That’s why you assumed it was invincible. You can easily go through it with something like Dante’s lvl 3 (at least I assume). If Gama Crush has invincible frames, then yes it will beat it.

I assumed it was invincible because it was in MvC2, and every vs. game before it IIRC. Chun had no hitboxes while doing the move. She was always punishable after Kikosho, but never during.

If anyone here has access to the Brady guide, (it’s not available to buy where I live) could they leave some of the information it has about the properties and suggested uses of her Spinning Bird Kick?

I’m currently making some use of it to challenge the horizontal space in front of her (fierce range and beyond) that would normally only be gained by dashing forward. I’m using it mostly for punishes when Chun’s pushed out too far for anything outside maybe a Super. I’m making a little random use of it instinctively. I don’t think it’s normally safe on block, but I’m covering it with a projectile assist and that’s helping me get in. I’m using Chun Li as a battery, so even just getting off a few blockstrings is good.

It’s also a decent meterless follow-up for her if you have an OTG assist, but I think it’s probably more favourable to look for a reset there anyway.

What sort of information does the guide give about the move? Does it explain the intended purpose of it or any extra combo options into and out of it and such?

I once had Kikosho straight lose to what I’m pretty certain was a Morrigan standing H. Strangest damn thing I’ve ever seen. Super invulnerability is weird in this game in general, sometimes it’s like a SNK game or C-Groove level 1.

Has Chun’s double IAD been discussed yet? Gives her some really good options to evade zoners, as well as allowing you to crossup backwards tech rolls.

[media=youtube]gRCq_5goUrE[/media]
Excuse my slack ass video. Just tossed something up when I was screwing around with it

Quoted straight from the guide:

SBK can be used in tandem with a long ranged crosssover assist to quickly cover a lot of distance while attacking. The air version of SBK recovers much more quickly if done low to the ground, allowing combos afterwards if it hits successfully. Most characters can crouch completely under a SBK done in the air, however.

The air version of SBK only has 2 frames of grounded recovery. This can make it very difficult for any opposition to catch Chun Li if you are employing SBK to run away.

Only other thing of note is using H SBK with wall jumps to stall.

gotta ask the same thing. I feel like I might as well be using pheonix with how stupid sentinel seems. I run Chun/Ironman/Wesker. And wesker is pretty much the only person on my team who can even hurt sent. His armor pretty much stops any air dash j.M. His ability to shoot both beams in quick succession keeps you far away. Trying to use ironman beam assist to help me get in actually causes some hits on him that give him meter and all of sents supers cause massive chip. And if I get caught in a single sentinel combo chun is dead as long as the guy doesn’t drop it. (so unless playing terrible players).

This forces me to risk a swap in to wesker which is super punishable. Or figure out a way to get through him. All I have so far is double jump to get close to him, while the camera is on me in the air, call in ironman. however with out near perfect timing he recovers in time to block/catch me with standing S.

Nah, Chun vs Sent isn’t too terrible because shes so insanely mobile.

When the robot has you full screen spittin at ya use the double IAD I posted to close in. If hes really far do Jump double IAD airblock, then land and jump over the spit again.

When you’re trying to land a hit, you can do more than 1 normal per airdash. So if hes trying to armor you out with c.B you can just IAD MMH or similar and stay high enough above him during the armor frames. If hes trying to s.S armor you, Chun is fast enough to get in there before armor frames start on it (Not until frame 12 on Sent’s s.S)
Also if you do hit sentinel, Chun gets big fat LLegs jump cancel combos on him because hes so big. Builds a lot of meter and helps deal with the bot

Cheers.

Is there any information about start-up speed?

All 3 versions of SBK have 9f startup

I’m starting to appreciate SBK more and more against some characters. Once you get used to doing SBK slightly off the ground (so it counts as Aerial and not grounded) in tandem with a long range projectile assist, you can get in there from full screen pretty fast and mix it up. The best part is if the SBK does connect, you get a full combo which is very nice.

2frame recovery makes it insane. If you get really good at doing the delay on SBK in X-Factor lvl 2/3 (I know 3 works…not sure on 2), you can pretty much do it from anywhere on screen into itself repeatedly and take them to the corner for a decent chunk of damage. I find it a little easier than dash canceling LLs in X-Factor lvl 3 for corner carries.

Thanks for the start-up info.

I found the double airdash video a bit blurry on the inputs, so for anyone who’s not able to tell how to do it: you jump and air dash and then do two attack strengths in a p link style input. It has be higher strengthinto lower strength however; eg :h:~:m:. Lower strength to higher strength will just give an attack.

Btw Kajoq, could you elabortate on the extended legs combos against Sentinal? I just tried some out with full mash and then trying to jump after him, but it pushes him up far and high and the next jump is quite tricky to time so the next option seems restricted.

The best I was able to do was launcher~jump :m:,:m:,:h:~legs (full mash), jump :m:,:m:,:h:, jump :m:,:m:,:h:~legs (normal), Tensho Kyaku. Which is slightly more damaging than what I would usually do, but I find it somewhat difficult.