MvC3: The Ultimate Thighs: The Chun-Li Thread

Not sure if anyone’s mentioned this, but another reason Wesker fits well with Chun is that he’s one of the only assists that lets Chun do throw into assist. Chun gets a free launch/combo if she calls Wesker right before a throw.

I made a mistake when checking out the inputs for double air dash, you can actually do Tsuji (p-link) style inputs from ascending strength as well as descending, so it works if you do :l:~:m:.

I’m doing :h:~:m:~:l: as it has boosted my consistency pretty well.

I personally think this double air dash will be essential technology. You can get quick jump-ins that cover 2/3 of the maximum possible distance between characters. In real play, you’ll most often see it as a full screen jump-in.

Never had the idea to call assist before a throw. Now OTG with Akuma’s dive kick is possible for Chun.

I definitely agree on the double dash. I’ve been applying it in matches a lot already and its super helpful. Someone will call a beam assist like Iron Man or Mags to try and keep you out, then you hop over it, double IAD and catch both chars for a full launch. On knockdowns at your feet, you can crossup their back rolls… etc.

Also,the Assist -> throw thing works for air throw too. Chun can like Call sent, Air throw them into the drones, then jump cancel and pick up a decent size combo

Edit: Nice, was messing with :h:~:m:~:l:~:h:~:m:~:l: and its the exact same timing as my Vsav tech hit string and perfectly double iads every time.

X-23 OTGs on a throw, but it doesn’t pop up to any significant extent so I’ve never been able to combo off of it. Then again I can barely combo off of j:s: with it either so maybe I just suck too much. It looks like they’re invulnerable way before she recovers though.

Can anyone direct me to some good Chun-li footage? Is there any player looking good with her?

I’m kinda lost with her…it’s really hard not to get unwanted legs in a match lol…execution-wise it’s the hardest character in the roster, in my opinion.

Justin.tv - teamkhaos -

This is like day 1 footage, but even so BUKtooth here is probably the most ridiculous Chun I’ve seen. Haven’t seen any other footage of him in tournaments or anything since this stream though.

Wow thanks, Buktooth’s Chun is definetly the best I’ve seen (which is a shame, considering that was before the game was even launched lol). But it didn’t help my problem…he always does abc, kikosho, c and then hit confirms into the sick ass combo, but this only works if the opponent doesn’t pushblock. I also did that in the beggining, but against pushblocking opponents the kikosho really kills offensive momentum. Maybe I need to be faster hitconfirming after the normals and only doing the kikosho if they connect =(

Chun is hard.

Hey folks what do you think is Chun Li’s best attack after an aridash forward?

I would definitely say air M. It has the best range.

Try staggering c.L’s. Like: c.L x2, wavedash(dash then down to cancel dash recovery), c.L again. People who advance guard at the wrong times(when their not actually blocking something) will either backdash or throw out a normal which will get beat by Chun’s fast c.L.

Empty instant airdashing can help too by people anticipating the j.M to come out. Some people have a habit of trying to advance guard the first normal you throw out.

im guessing no one has seen xaq’s chun by far the best chun in the world

Xaq? Never heard of him.

XAQushinor (sp?) is a top Melty Blood player who uses Chun in this game. Forgot who else he uses.

Yeah this is important to staying in with Chun. Delaying your strings or making your air dash normals whiff (or just dont do anything at all during the air dash) so they push you out at the wrong time and get something they dont want. It also helps to have a nice assist to cover you to help get in. Assists are immune to advance guard so you can do something like pre-emptively press Doom beam assist while you are moving in and starting a block string. If the opponent tries to push block you out you will get pushed out but just as that happens Doom’s beam will come out and force them to block again and put them in big block stun that they can’t do anything about but regular block. Then u can wave dash or air dash in during that time and continue pressure or throw them.

Is there any footage of him (Xaq) in this game?

The thing wil punishing Advancing Guard is that Chun’s combo usually starts with the kikosho and, to me at least, hit confirmming the normals before doing the Kikosho will almost always result in it being done too late and getting blocked. Lately I’ve been doing just c.a, c.b, s.C. If it hits I can easily input c.C and then jump combo, if it misses and opponent uses advancing guard I can jump cancel > airdash and if they don’t pushblock I can maybe go for the overhead.

Also a question regarding her combos: is it possible to do a double jump loop (like whatever, c.C, jump cancel, j.a, j.b, j.b, j.c, j.s, s.a, s.b, s.c, jump cancel, etc)? I’ve been bothering with her poor meter usage (she’s anchor in my team) and wanted to know if it’s possible to extend a ground combo and hit Kikosho at the end. I’ve been trying that in training but had no luck at all.

[media=youtube]B1DczSW1Nok[/media]

Tragic shows the double loop possible, but this is extremely hard. The hitstun scaling for the second jump cancel rep makes landing it into anything useful hard.

Chun-li as an anchor is extremely difficult by herself.

How do I deal with runaway Magneto w/ Sentinel Assist? It’s not necessarily a matter of me getting close, it’s a matter of him getting close to me when I close the distance and using his amazing air mobility to set up a free mixup.

I REALLY want to use Hoyokusen to blow through his beam but Sentinel appears too far back on the screen and he’ll hit me out of it. Kikosho works but the range isn’t as good.

Do I basically need a beam assist? My team is Chun/Dante/Phoenix right now. I think Dante does better because of his Air Play, teleport, and divekick. And I’m not putting in Phoenix without 5 bars vs mag-fucking-neto.

Is my team too dysfunctional to work? Is that the problem? If I could anti-air Magneto better it would make the matchup better I think. Also I feel like in general Chun is weak air to air specifically BECAUSE of her triangle jump dash and her short range on all her normals outside of air dash j.:m:. On the ground I’ve started doing random legs and dp:l: in order to pre-emptively anti-air. Kikosho anti-air seems good at making them think twice about doing stuff but my team has phoenix so I can’t do it.

i dont think chun is that good in this game… really hope im wrong cause i love the character, but she seems to have some serious problems like getting in, dealing with pushblock, mixing up the opponent. she seems to do much better versus other offensive characters… but turtle /keepaway seems to really get her down cause unlike mag or even IM she cant really use stalling tactics via fireballs/beams to make her approach less obvious. wolverine is kind of the same way, but he has a divekick and an invincible charge attack…

how are you guys circumventing the weaknesseses i described? people just generally run away from me all day when im chun… its frustrating to get run away from all day long.

-dime

I don’t think she’s a bad character at all. I think she just has a higher learning curve than most. It isn’t terribly hard to open up an opponent with Wesker OTG assist at all, considering how easy it is to time with Chun-Li’s j.M. The problem I’m having is the same actually with Chun-Li on anchor. If she’s by herself, I’m having a really hard time opening people up. F+H only really works once a game if you’re lucky so that’s not too reliable. I think box jump d.M is really the key. I’m not great at landing follow ups off of it mid match but it feels like the key to opening up a lot of people due to it’s speed and combo-ability.

If you do manage to stick your opponent, I will say your primary priority is to keep them in the corner, whether that’s backdashing to try to make sure they don’t tech roll past you or anti-airing their attempts to jump over you.

The only other option I’ve been using, and it may or may not work at really high level play, is to just empty jump. People get so used to using Advancing Guard on me that if I just come to a halt, it throws off their rhythm and they twitch and I can punish it. I wish I had more to offer you but so far I’m still trying to learn the ins and outs by getting beat up myself. I’ve spent the last few weeks just practicing combos and now that I’m starting to play real matches, I can see some obstacles I have to overcome.

Edit: Oh and on the subject of getting in: Triple Jump or Kikoken L + Wave Dash. You’d be surprised at how effective Triple Jump is at getting in on the opponent. It’s so basic and no one does anything about it. You can jump forward twice and then neutral jump once, or forward, back, forward. You have a lot of options…just anticipate getting thrown or anti-aired that’s all. It takes a bit but you can get in there with some creativity a lot easier than most of the cast.

I think that your two options are to ditch Dante for a beam/projectile assist, or ditch Phoenix, which will give you more flexibility with team building as a whole. If you are set on playing a Phoenix team, you have to understand you are going to have to make some sacrifices, because for the most part you are going in all-or-nothing on Dark Phoenix. It’s tough to give you much more advice than that without seeing your play style, but Phoenix is all about gimping the front end of your team for big payoff at the end; you have to decide if you are ok with that.