New (and not so new) technology.
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Dash Kara Grab/Option Select
When in dash range:
Dash + :qcb: :h:
A very fast grab with the range and speed of Chun-li’s grab. Works by dashing, down cancelling the dash when in grab range, then grabbing, all in one very fast motion.
If whiffed, Chun-li will do either a standing fierce or a crouching fierce, which can be canceled into a safe kikoken or Lighting legs. If either the standing or crouching fierce hits, a combo becomes available. If the standing fierce is blocked, a mix up option becomes available.
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Double Dash (without plinking)
Dash, tap
, return stick to neutral position, Dash.
Get the effect of plink dashing without the difficulty of plinking. This causes two simultaneous dashes and maximizes the distance at which Chun-li can move. When mastered, this technique is very easy to do because it works by MVC3’s generous input delay, meaning you can input it at any speed and get the same result. Also, like with plink dashing, Chun-li moves farther and faster then she would by crouch canceling.
Works by inputting two separate dash commands within one “input chunk”. The dash commands are separated by a back input. The computer (or rather your character) dashes once, cancels the last frames of the dash by trying to walk backwards, then immediately dashes again. The usual cooldown between dashes is reduced dramatically. This can be repeated for as long as you have the skill to do so.
- Aerial Double Dash (Without plinking)
Simultaneously press 2 Attack Buttons and :s: twice while in midair
Get the effect of aerial plinking without the difficulty of plinking. Air dash twice without the usual cooldown in between air dashes. Cross the entire screen in only a second.
When high enough in mid-air, press any two attack buttons and :s: twice to do an instant double dash. These three buttons must be pressed at the same time in order to aerial double dash. MVC3 is usually very generous with its input timing, but not in this case. If those buttons aren’t pressed at exactly the same time then the double dash will not work and you will just whiff an attack. You will also fail if you are too close to the ground.
- **Aerial Exchange Dash Cancel **
The Aerial Double Dash shown above has strange properties when done during an aerial exchange. If Chun-li does an air dash by pressing two attack buttons and :s: while in an aerial exchange combo, the exchange flash occurs, but instead of striking the opponent and exchanging out, Chun-li simply air dashes if she still has aerial actions left…What exactly are the properties of Chun-li’s aerial :s: that causes all of these strange effects?
I haven’t found any strange effects of this action, so I hesitate to call it a glitch yet.
In order to do this, Chun-li must:
A. Have the enemy in a launch combo
B. Have struck the enemy at least once while in the air (standard for aerial exchanges, anyway.)
C. Execute the glitch after using the stomp kick or after double jumping (she must still have aerial actions after the double jump). The dash cancel does not seem to occur during a magic series combo.
- Crossup Overhead Lightning Legs
While in the air, Triple tap :l: + 
Cancels an air dash into a medium lightning legs. A very fast crossup that is also an overhead. Double jump and j:m:, j:m:, j:h:, j:s:, st. :l: in order to bring them back down to the ground and continue the combo. Helps in mix-ups when used with-
- Chun-li’s Aerial :s: Mix ups
Chun-li’s aerial :s: seems to have very strange properties. When it is done after an air dash that is close to the ground, Chun-li lands faster than she normally would. This can be used to shorten the time between the air dash and the landing. This seems to be because Chun-li’s body is upright during the animation, which puts her closer to the ground than normal. This is useful in cross ups, since it quickens the speed at which she can land and attack with a cr.
.
For a midscreen mix up, make the opponent choose between an :s: canceled st
or overhead lightning legs.
If the opponent is in the corner, you can jump higher to whiff an aerial :s: for a mix up. Make the opponent choose between an aerial :h:, a whiffed aerial :s: cancelled into a crouching
, or a grab.
- Chun-li Ground Combos/ Combo Half Theory
The Marvel Hyper Guide on this very website believes that combos have two sets of hitstun values: one for ground combos and one for air combos. If that’s true, which I think it is, then we as Chun-li players have only been using half of her combo capabilities since any attack that takes the opponent off of their feet is considered an air combo, and our bnbs all consist of a cr.:h: after the third or fourth hit. Because that, Chun-li neglects the first half of her combo in favor of doing almost nothing but air combo.
Chun-li is capable of doing more damage on the ground than we’ve been doing, and finding those combos is the key to upping her total damage. With her jump cancels, air dashes, and for some players, her assists, her ground damage can be maximized before her combo’s first cr. :h: or kikoanken. And her aerial hitstun does not get impacted by it, which leaves her air combo just as long as it was.
This theory also goes hand in hand with-
- Kikoanken Tag Out Combos
After hitting an enemy with a Kikoanken Crumple, there’s enough time to naked tag into another character and keep the combo going. You can even tag into an assist that you used, provided they are available ,which only takes about two seconds after using them.
If the combo half theory is correct, then there are certain characters with short or no grounded combos that would benefit from the extra damage or meter provided. Magneto, Crimson Viper, and Dante are characters with short ground combos but long air combos that benefit from the Tag Out, and characters like Dormammu, Hulk, and Sentinel have no ground combos and thus receive 100% tax deductible extra combo damage.