MvC3: The Ultimate Thighs: The Chun-Li Thread

i hate mashing… but i’d be lying if i said that mashing legs like a damn newb wasnt an integral part of my chun game… legs are so good, its just a good idea to get them on screen as much as safely possible (while taking consideration on how to convert them into bigger damage and looking for better opportunities for kikoanken combos)

i never really though of doing her legs super early in her combos… into exchange or just otg. i will have a look at that.

-dime

My friend plays Chun and he literally does just mash that shit all day after a cr L and he gets me in an air exchange for FREE every time and goes to Amaterasu. He plays Morrigan-Amaterasu-Chun. And as weird as it sounds…its a great team.

Anytime he lands me in a combo with morrigan he does air s to end and then does otg hyper to amterasu either slow down or fire-ice-lightning one to begin that bullshit pressure w mashing H. lol. And if chun goes in he just does an air exchange back to morrigan after mashing H some more and then repeats the process. Its like a circle/recycle team. its so weird. lol

amterasu and chun build meter, amaterasu can play defense or offense, chun can burn or spend. its a solid build imo.

I think Chun and Spiderman are two of the games most underrated characters right now because nothing beats chun legs. Period. Random hypers dont even beat that shit out at close range. It stuffs everything. lol

lol, ive found lots of shit that beat out chun legs.

i disagree with you on chuns strength though. i dont think shes very good. she has alot of weaknesses that have to be addressed through assists. to many that can be. she is a solid character ie definitely mid tier. but to say shes underrated basically means that she should be high mid or top… and im just not seeing it.

characters like wolvie,sent,dorm etc are vying for those spots.

to be fair some technology might be found that makes her better. but i havent seen much that makes her higher tier.

her weaknesses as i see them:

hard to get in without a beam assist (so she needs a beam assist)
lackluster damage without a quick otg assist (needs wesker)
no air hyper combo (one of the reasons why her damage is small)
no hyper combos that even approach being safe on block.
hyper combos have little range so it can hard finding a good fit for her for dhc’s
her high low mixup has little range (F+h is react blockable D+M has no range)
not much in the way of being able to projectile zone, projectile doesnt go full screen or have good durability.
cr.:l: isnt a low.
her airdash game can be very predictable since she has no real threats outside of it… which forces her to be a little smarter with her airdashes which can result in missed opportunities or her inadvertently being put on defense.

and more, though its already started to get redundant.

she also has many strengths such as a VERY good boxjump, probably the best one in the game.
a silly ass crackmode XF3.
easy unblockable setups with wesker…

cant think of much else.

still i love her and i am maining her. she certainly isnt bad enough to not be playable… she can win.

-dime

Chun Li’s high/low game should be focused around her tri dash/square dash. Her cr.m is 6 frames. She also can cross up with j.m or j.l. Both s.h and cr.h are jump-cancellable so if they advancing guard you can get back in immediately. I don’t see how her high/low mixup has little range. f.h really shouldn’t be used outside of unblockable setups and Xfactor in my opinion.

perhaps im being unfair to her high low game… but when i compare what one character has to another character i ALWAYS compare it to the best version of itself… high tier or go home imho.

so comparing chuns high low game gets compared to mags trijump high low which has the most range in the game… they arent even in the same league.

i compare chuns kikoken to mags L disruptor and arthurs ground lances… like i said, i could be being too hard on her… but meh, i dont think so. i have to play against magnetos and weskers and wolverines and the like… i dont get to play against cap and hsien ko and joe… which is where lower ranged high low/ weaker fireball would actually still be a benefit.

like i said, she isnt shit by any means… but her tier ranking is spot on. unless people in here think she can go toe to toe with the high mids/tops/s-tiers and come out ahead or even most of the time…

i dont think she can and i havent seen any video or heard of any technology that makes me think differently.

shes a decent, fun character, not slept on.

-dime

Hm. I think I agree with the mid tier designation.

From the casual hours I logged in here, and the vids, it’s like she’s the new Psylocke for the players here. Mostly an assist, in the scoop-them-up-to-continue-combo sense for the better rushdown character. She’s also used as an anchor at times, but mostly the only times I see her in if she’s the survivor/a DHC in/snapped in by the opponent. So she’s not really in unless she absolutely needs to. Maybe when we (the players here) learn the advanced stuff and ways to bring pain thanks to the Wesker assist, that will change. :lol:

I rarely ever see her on point/as a starter, but I would love to see more matches of her in that position. LL’s are good and all, but they only get you so far. I def agree with the low damage output observations.

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On that note, would a Tron Gustaff Fire or Haggar Lariat assist help Chun when she’s on point?

You’re trolling, right?

That’s easily the best assist in the game, period. It’s a defensive or offensive assist. Whenever it is not on screen…you’re playing your team wrong. Its insanely hard to knock tron out of that thing. W haggars…you can duck it…you cant with tron.

Nope, not a well-versed Tron user so no trolling meant. :sweat: I’ve seen it more on defense, but not on offense outside of She-Hulks in tourney vids.

I tried playing chun for like two weeks in this game but she is just ass. Almost every other rushdown/pixie type character does what she does better. I think she’s just not suited well to a quick mixup high damage game like marvel. In traditional SF she does well for zoning with good normals and such but that doesn’t matter when characters like wolverine are flying in at her at every angle with sentinel drones behind and can kill her in one hit with a basic bnb/DHC.

Dante, Wolverine, Wesker, Magento, Zero, and Ammy can all get in better and do better mixups and get better damage than her without needing to learn easy to drop jump cancel combos and all her tight timing combo extenders.

Tron and Dante have better up close assists than legs, imo.

She gets nice benefits in level 3 xfactor but putting her on anchor is like using phoenix without 5 bars. she’s just gonna die in one hit anyway. Maybe “ass” is too harsh but I don’t understand why anyone would use her vs another point character that does it better at this point. I see no benefits to using her over any of the aforementioned characters.


I see exactly where you are coming from man. IMO when it comes to this game the balance should be about risk vs reward. Example the risk you take with chun li is her 800k health, strict timing best combos, mandatory otg assist, meter burn for great damage, and difficulty getting in. It doesn’t make up for the reward of a very good assist (but not nearly best), mediocre damage, and team crippling.

IMO chun deserves ryu health. This would make her weak damage more acceptable, and make her a much more solid anchor.

I didn’t even mention how bad she is to DHC into

give her a hazanshu OTG with a tight timing combo link for more flexibility and put her at 900k. Maybe a small damage buff as well to improve her meterless combos.

New (and not so new) technology.

  1. 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.

  1. Double Dash (without plinking)
    Dash, tap :b:, 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.

  1. 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.

  1. **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.

  1. Crossup Overhead Lightning Legs

While in the air, Triple tap :l: + :m:

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-

  1. 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. :m:.

For a midscreen mix up, make the opponent choose between an :s: canceled st :m: 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 :m:, or a grab.

  1. 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-

  1. 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.

sorry, i dont have the game or console. so i cant record it.

but i was playing it for the first time yesterday, and i noticed she kinda has a long ass loop. you can do medium lighting kicks, get it to about 6 or 8 hits, then when it’s over, dash in s.medium cancel into mk lighting kicks, repeat.

i got it to over 30 something hits yesterday. it also works pretty good as a lockdown. someone else let me know what they think.

[media=youtube]WCstXMjfKKo[/media]

It caps out at about 50 or 60 hits in the corner before they fall out. It also scales the damage for any follow ups to almost nil damage. It’s basic uses seem to be for a corner push, to wait out X-Factor on an opponent, or charge meter (for a level 3, a big meter spender like Dormamu/Storm, or Phoenix)

I’m having trouble getting the legs to cancel with a dash. Are you actually waiting the legs animation out and then dashing in and catching them with a s.m or is the dash actually supposed to cancel the animation of the legs?

I have trouble with the H kick version. I can get Medium to about 30 hits. Id like to get the heavy to 48 and then use the meter you just built up into a super (preferably level 3)

im trying maybe I need to actually dash instead of wave dash? I wish the video had button press showing on the bottom of the screen.

Sigh.

You really need to insert st.H inbetween leg reps to make this do substantial damage.

c./st.H>Legs(9 hits - 1 from H, 8 from legs)>st.H>Legs(at 15 hits)>st.H>Legs>et al.

But when you do it like this, it hurst quite a bit.

Note #1: the 10th hit H is a link.

Note #2: there is no dash cancel here - it is based on the forward movement of st.H.

As I see it.

Actually I found a weird what i think might be an infinite. So I was playing my main team currently (team pimpbot Chun,Felicia,Sent (sent voice) DONT-MESS-WITH-MY-HOES) and the other guy was using Bionic, Wesker and Dante. He was in with Bionic and crossed me up while calling out Wesker’s butterfly assist I spammed lighting legs (as im normally doing) and got both of them Bionic in the air in front of me against the wall and wesker behind me with that weird too close behind lighting kick hit… anyway it went up to 160hits before the guy rage quit… i assume it would keep going until both died as it was still doing damage up until the end…

it’s also annoying when someone rage quit it take you back to the xbox live screen and not back to wherever you were in arcade mode.

Sorry dude lighting legs isn’t an infinite. I tried with and without X-factor, you can get a lot of reps but they get out eventually unfortunately.

That’s just because you caught wekser as an assist. You can continue that and kill off the assist in that manner