I’ve used chun li since I first picked up this game, and although her damage can be very good, I feel her meter building opportunities help out a lot more then going for the most damage possible. I run a chunli/arthur/phoenix team now, so I most obviously need a lot of meter. In a corner combo I can easily get 2.5-3 bars of hyper before doing a team aerial exchange with her head stomp lightning legs combo. I was wondering if anyone had some good combos that focus more on giving meter rather then just doing as much damage as possible?
edit: should this be posted in the combo thread instead? or is it fine here?
I use the M verison of legs, and that’s only cause I find M Legs, Dash, M Legs to be easier and also I’m able to just M Legs to standing M to a combo with the least amount of error. I’m sure in the long run, H Legs is probably the best.
And yeah I agree that Magneto is starting to look like a more fucked up version of Chun. Thing is, I think what you said is true. Chun-LI has one of the only really good reversals if someone is pressuring you off a knockdown. She’s also not mega unsafe like a lot of Mag’s shit can be. I still think she’s incredibly solid, just she really needs an assist to keep her mixups going. You can EASILY frustrate and lock down people when you get your assist/jump canceling game on point. A lot of people at my local scene who were hating on my team are now giving me a lot of props for using Chun-Li and Spider-Man as both characters can be incredibly frustrating to deal with…especially when you’re someone who doesn’t just use Chun for legs assist…you can actually land full BnBs to Team Aerial Exchanges. Wesker unblockable setup to full BnB to Team Aerial Exchange to Wesker Air Series to dash Chun Assist + OTG Gun xx Level 3 makes a LOT of people cry cause it builds the full meter from 0 cause of Chun’s ridiculous BnB.
Throws are underused though as you think. And lucky for Chun-LI, most people turtle up against her pressure so it’s very easy to actually go for some of those throws. Again (and I hate to beat the subject like a dead horse on these boards), you can Wesker assist for a full pickup and reset the same situation. It’s a necessary skill to get used to as it adds one more option to your bag of tricks, in addition to cross up, overhead, low, and unblockable.
I can suggest a similar mix-up tactic I’ve been trying to integrate myself, which you may want to try. Her j:h: and j:s: attacks function like the two hits of her SF4 target combo and chain together very fast; they both do 70,000. What you can do is air dash in with her j:h: and go into c:m:, s:h:, Kikoanken as the string to confirm (and go from high to low quickly between the j:h: and the c:m:) for big damage.
To mix that up you can air dash in and chain j:h:~j:s: together for a double overhead to catch them ducking for the c:m:, or to make them stand longer for the c:m: to catch them. The only difference in the string rythem is that you’re hitting :h:~:s: on the jump instead of just :h:. Sometimes the j:h: can be too low for the j:s: to come out before she lands, which can make it a more confusing mix-up for either player to predict.
I’ve been investing time out of proper gameplay to try and grind things like this into muscle memory in order to play a more disciplined Chun Li, because I’ve found it all too tempting to just hit derpy buttons (like basically everyone else online) from air dashes into vague strings and look to tag launcher somewhere at the end to confirm for ass damage. Chun Li, and Marvel itself is just so fast that the precision in what I’m doing in these strings is requiring training and muscle memory ahead of real time concentration.
I can’t say I’ve explored it in practice, so I’d like to ask about it:
Since it’s theoretically 7 frames and has no invincibility, shouldn’t it lose hard to pressure that isn’t loose? Is there anything that makes wake-up legs better against tight pressure than waking up with jab? I know it has a good hitbox and active frames, and a good position on block, but it’s slower.
Because of my Street Fighter mentality, I haven’t thought to try it on wake-up. Does it have anything special in terms of priority, or do you just use it for space when you feel that their pressure is loose?
Honestly? … No one’s punished me for it yet. lol I guess people are just intimidated by wake up legs into stupid easy Level 1/Level 3/Full Combo.
I think you might be (rather, I know you are) right that Jab is probably the safer tool. People go for setups/resets/mixup against me. No one really just mashes cr.L, which legs probably would lose hard to.
I was just concurring with the post above me that said it was a decent reversal, which it is…just yeah now that you mention it, it’s about as slow as her crouch mid. I guess I’ll keep rocking it as a mind game until someone beats me into the ground for it (keep doing it until people adapt basically).
Have any of you guys found any type of set up for forward throw + wesker assist. If you press assist and then do forward throw, Spencer’s gun picks them up and you can follow up for a combo. Kinda awkward to do but it gets you a free super.
Not that I’ve tested it but the legs probably work where if they meaty you with an attack you’ll probably get slammed. I’ll have to test. If not even better. Either way if they do anything but meaty you just do it. Gets them away and u get advantage on block and a combo on hit. Unless the characters can like shoot a lazer at you or use a sword based move there’s not much to worry about.
Yeah that’s like day one Buktooth stuff. Just press assist before you throw and it will give you the launch. It’s good to have to make her throw game stronger instead of just getting nothing but a throw. Either way she has solid knockdown games off throws so u could always make a throw lead to more damage with a good mix up. You just have to worry about them calling assist reversals after they roll up.
With the reversal stuff…yeah a perfect meaty attack or throw will stuff it out but if they’re trying to come down with a fake air dash to low short or u know they’re just going for some type of mix up that wont hit you the instant you get up just throw it out there. If they do anything other than block they get hit and if they block you get advantage. Swords and lazers will beat it clean no matter what you do but anything else gets traded or blown up.
H legs are more useful I find simply because it’s much easier to transition into her loop from it. I think her standard bnb should start from her legs into her loop since it’s just so easy to catch opponents with it due to its high priority.
I’m still working on penciling out some concrete combos on a notepad. My goal for the combo thread is to just clear up the clutter and present a few concrete, go-to-combos under the preferred section.
I’d like a basic meterless one, a basic meter, a corner, box jump, air/ground legs, etc.
I’m open to suggestions like I said in the thread. If you want to help me organize the Chun-Li section, shoot me a PM. I want to just make sure I present only the best information for Chun players here and hopefully some day provide some new information myself (I’m still learning just like everyone else).
Chun-li can use other attacks as well to mixup iad options. I like to use j.L-M.
j.L has a very odd hitbox also comes out faster than j.M. Another one you can use is j.M-M. The second j.M comes out very low to the ground. So there are times you can get that second j.M to whiff but still continue the combo.
I haven’t tried to do a iad > 3hits > ground combo yet. Maybe something like j.L-M-M, but haven’t tested something like that out.
So after getting bodied by MarlinPie and some others the other night at a tournament, I realized I need to up my Chun-Li game a lot as she’s now the weakest link in my team. This has lead me to rewatching the Desk combo video for some inspiration and there was one combo that caught my eye in particular involving SBKs. Problem is, it’s been a while since I’ve played Super so my charge buffering is essentially shit.
That being said, anyone have any tips to landing Aerial SBK, cr.H xx Aerial SBK, etc.? Or should I just practice charge buffering more.
Reason I’m asking is you should be able to perform Aerial SBK, cr.H xx Aerial SBK xx Level 3 instead of launching the opponent during her BnB, which would be a sizable chunk of damage. On top of that, most Chun’s use her as anchor and that’s essentially an infinite in X-Factor. Just land any hit then cr.H xx Aerial SBK your way to victory.
The down charge time is somewhere slightly longer than the time it takes to do c:m:, c:h:. I was playing around with it and I think if you do a full crouching ground string c:l:, c:m:, c:h:, SBK there should be enough time to get it out. As for the air version, I’ve found that you have to hold up longer than you think for TK’s and instant air SBK that I thought would be necessary. Should have plenty of time during the SBK to charge the next one. Is there enough time to lvl 3 after a ground SBK or do you need the faster recovery of the air version to hit the lvl 3?
Yes it is the aerial version and you can in fact do the level 3 from it. After reading what you wrote, I realized that Desk does indeed do the full crouching series, which makes for an interesting and powerful version of the BnB since you’d be able to Kikosho after it, the question is does it do more damage than the previous BnB?
Input would look like so:
[media=youtube]2Uv7Pr915QA&t=00m38s[/media] (DHC Optional at the end but damage scaling would kill it).
This also makes me wonder if before the 2nd SBK, can you launch someone and do an air series combo or will damage scaling pop them out? I would think the best you could hope for would be j.MMH, double jump, j.MMH, triple jump, j.MMH xx Hyakuretsukyaku H, j.S
Well, if you DHC out of kikosho into, X-23’s weapon X prime or spencer’s bionic maneuvers etc you could then DHC out of that for the scaling reset glitch and you should easily be in 100% territory. Considering that chun’s combos build a good deal of meter, getting the meter to do that shouldn’t be too difficult.
True. The saddest thing was actually messing around in training mode, the best thing seems to be to just do a basic BnB ending with Kikosho since it does about 600~625k and then just going for a mixup and doing it again to kill someone. You always build the meter you need to do it off the setup so it seems like at this time, this is the best thing to go for (at least for my team which doesn’t need meter for anything outside level 3).
And yes it would seem the best setup for the Level 3 I could come up with was the above listed combo.
Edit: Actually this doesn’t seem to be such a bad thing. Big damaging combos are good and all but if they don’t auto kill everyone for relatively no effort, resets probably come out on top. I’m gonna try and see if I can think of some decent setups besides the obvious LMH, Wesker Gun, j.M
Have any of you guys been trying team supers as endings after bnbs? I haven’t tried yet but I’m theoryfighting so far (school vs. mvc3 is a 10-0 matchup) but try to pop team up with Morrigan with shadow blade assist or chris with otg grenade hyper on the team hyper combo, would it continue the combo if you have legs assist (You’ll do Hyoukosen)? I assume the hitstun decay would be serious, but I think you can just spend the followup (if you can) to just try to build more meter (stomps + legs = currency ).
I got this idea after watching the fight for relief tourney where some chris player was using team hyper combos on the end and I was just wondering if you stick chun in there and see if she can continue.
edit: just tried it. Morrigan is good to go if you have 2 meters and team hyper combo after bnb. I basically did nothing fancy just ground chain into kikoanken, ground chain launcher mmh jump mmh jump mmh then E into team hyper. I could followup rather nicely, sometimes they did pop rather high but I could still hit them, so I think I can stomp to do it better.
The problem is the 3rd person may ruin it if you have 3 bars. I had arthur on 3rd and his super basically made it weird. Chris is also a no-go with how long the hyper is.
edit: I added 3 LL to the air combo before the team hyper and it makes them flip out in the middle of the 2nd air combo. I think I can do half of one and mash legs on the second time I got up and just send them back down.
Also the 3rd person is kind of hard to find to work with this. Hulk’s Avalanche works well in the corner because it’s rather quick so it won’t interrupt chun’s launch. x-23’s ankle slice team super knocks them out and so does felicia.
If I do the same thing except with chun in 2nd and Morrigan on point, it is hard to combo after chun is done, even though Morrigan recovers way before chun. I’ll need to see if I can do something like super jump and try a fly combo but it’s really weird.
Went 1-2 at my very first tournament. A couple of Chuns, but mostly at 2nd and for her Lightning Legs assist as a support for Wesker. A Wesker/Chun/Phoenix team made it to the finals though, and I think another Wesker-Chun combination in Top 8. Hope to have vids later.
Here’s the finals vid. Not much Chun-Li use outside of an assist to Wesker. Although, that was a nice reaction Level 3 to Spencer’s BIONIIIICC ARRRRRRM at 8:30.
Justin.tv - Xanadu Games: SSF4 Live! - Xanbats
I played chun li on that stream. She’s pretty fun. there’s a lot of gameplay of her in that stream.
I also entered the tournament but i play phoenix too haha.
I saw that. You have a very solid Chun Li with some nice setups that I’m probably going to have to steal.
There were a few options where you used legs too much to scale the damage of your combos but I know under pressure sometimes it’s just easier to use them. Still, awesome footage. Thanks…there’s so few Chun Li players, much less good ones.