MvC3: The Ultimate Thighs: The Chun-Li Thread

Its possible, but linking the second SBK is a really tight link, you have only just enough hitstun on the first c.H to get the next SBK off.
I gave this a try, and its easier if you do LMH c.H jc j.LMMHS xx j.SBK c.H xx H legs xx j.SBK c.H xx Super. Its still pretty tight, but its a little more forgiving if you screw it up. You might be able to get 2 Supers in if you use Hoyokusen, air combo, and Wesker to otg for Kikosho + DHC options, but I’m not sure what SBK does to hitstun deterioration.


some chun li matches from me at a tournament. match starts at 17:20 and there’s more.
Chun li…i Kept dropping combos on that tv though.

Finals from Brazillian nationals that we had here in this weekend. My chun-li is not exceptional but I think she is kind of OK at least.
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haha. shin shom. mvc2 chun li master

Lol, long time no see… ur Chun looks pretty sick!

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More Chun-Li comebacks lol… nothing exceptional though…

You should post these in the Chun-li video thread. And also, I love seeing the comebacks! Your Chun-li anchor skills are legit, and you make her range shortcomings seem non-existent. Any chance you could give us a description of your Lvl 3 X factor combos/strategies?

sorry for that.
The combos I use with her lvl 3 is pretty much simple… c.M, s.H, f.H, s.H, f.H, c.M. s.H, c.H, hcb+PP , launcher, sj.H, hyakuretsu.H, double jump, MMH, triple jump, MMH, hyakuretsu.H.
it does over 1.2kk if I remember correctly, maybe I am wrong for just a bit, but I am certain that the corner version, after the launcher, Stomp, H, hyakuretsu.H, stompx2, H, hyakuretsu and stuff, this is guaranteed 1.2kk+.

mm the strategies in general r based on chun-li from mvc2 I think…

For those of you that played chun in mvc2 and have a good handle on her in mvc3, what’s her basic game plan?

Primitive Goal: Get in the face of the opponent and put them in the corner.

  1. Instant headstomp into ad/f j.H will combo into Chun’s BnB.
  2. No where for opponent to run and struggle to try to escape corner.

Although scrubby, airdashing and just mashing legs works surprisingly well as some characters find it hard to beat with their normals.

Instant airdashing and j.M and j.H to start a hi/lo game with some assists thrown but your opponent will probably just be jumping around too much anyway for you to land any hi/lo mixups without an assist that can lock them down for a bit like Doom beam or Ammy cold star.

I just found a really cool mix-up technique for Chun-li that uses her Standing :h: and MVC3’s slide physics to slide under enemies who tech roll close to the ground. It even let’s Chun-li get behind enemies who are in the corner.

H-Kara Warp

*To appear behind your enemy, when the opponent is directly above you, dash under them, tap :d: and then do a standing :h: and cancel it into a Lightning Legs.
*
To appear in front of your enemy dash under them and then do a standing :h: and cancel it into a lightning legs.
*
*
This technique relies on the way Chun-li’s “center” moves forward during the active frames of her standing :h:, and then moves backward during the recovery, and the fact that you can cancel into a special attack at any time.

An easy set-up to test this on is to just hit the enemy with a Hard Lightning legs, then dash and when close to them use a standing :h:. This works on all of the characters, although the larger characters have to be higher than the normal and smaller characters. And it seems that you can only appear behind the smaller characters, not in front of them. This also allows you to get behind opponents in the corner for a left-right reset mix-up.

ryanblood are you any good?
you are finding amazing tactical stuff with her.

you plus desk. the possibilities.

There isn’t much of a fighting game scene where I’m from (which is Detroit) so I don’t get enough real world practice to be competitively good. I’m stuck being a training mode warrior until the Universities where I play at enroll for the fall.

Plus, I’m no desk. Not until I find a way to get some tutorial videos up so I can give examples of what I’m always talking about. I never really know if I’m explaining the techniques well enough for others to replicate it, and I really envy desk whose videos are always so god-like.

simple chun L/R crossup using assist:

regular jumpin M or H+ assist (unibeam) jumpcancel> air dash

simple as hell, many ways to stop it, but it is a good L/R to spring on unsuspecting folks. mix up with delaying the air dash so there is no crossup. chicken blocking beats this and its not the easiest thing in the world to make contact with a regular jumping m or h on a grounded person. lol day 1 stuff i know but i havent seen people doing it at all so i thought i’d post it, anyways these forums are dead :frowning:

-dime

Looks like Wesker/Chun/Dormammu and Wesker/Chun/Dr Doom will be my teams for now. I don’t get to play this thing as nearly as often as I do SF4. :sad:

Zero if there’s a way to make Zero/Chun/assist work.

Was talking to Demon Hyo @ the Break last night…he’s the lone Chun-Li I see still being repped in tournament and he usually does really well with her. He’s making me want to start using my Chun team in tournament rather than Spidey recently. Gonna get some sessions in with his Chun next week hopefully. Any new strats and technology I acquire shall be posted here hopefully.

I apologize in advance for the lengthy post.

So after deciding that Chun just isn’t a great character with this game’s engine and requires Wesker to even pose a threat, I channeled my inner Dime_x and came up with a new approach to Chun in MvC3. Here’s my initial thinking and results thus far:

Up to this point, the typical approach to Chun has been looking at her as an incomplete character, because she has so many ‘holes’ in her gameplay. So when building a team for Chun, the focus is filling these holes, which are: lack of an OTG, inability to spend meter effectively, getting zoned out, etc.
Most people use Wesker to fix these problems (at least the first 2), but I’ve been messing around with a new solution: Storm.

Before going into all that Storm brings to the table for Chun, here’s a quick scenario: you land a lengthy BnB with Chun and finish it with sj.S for flying screen knockdown. After Chun’s BnB, you’re left with at least 2 bars and a small window of time for an OTG. So what do you do? - Team hyper combo with Chun (y-assist) and Storm (a-assist) for an instant OTG (literally 1 frame…fastest in the game) and tons of damage…but wait, there’s more! (cheesy infomercial tactics huzzah) Hailstorm finishes just before Chun raises her leg for the launcher, so you’re left with an airborne opponent and a lot of hitstun deterioration. Continuing the combo is not an option, but you can still squeeze in a couple more hits, so you land sj.H into sj.S (with or without a direction). Without a direction, you safely end the combo with a flying screen knockdown and the opponent more or less dead in the corner (raw tag inc). With a direction, you can essentially turn the combo into 800,000+ damage plus a mixup that, provided they guess wrong, will kill the majority of the cast, because hitstun deterioration will temporarily reset while in the air after an aerial exchange.

This is basically Chun’s BnB while pairing her with Storm. The team order is very important; Storm must directly follow Chun, or things become a little sticky. It uses a lot of meter, but that’s a good thing. Once you can do Chun’s lengthy combos, you’ll be begging to convert that meter into damage and this does just that. Another thing to consider is how your 3rd teammate affects the THC, because you’ll occasionally have 3+ bars instead of the necessary 2. Luckily, a number of people can supplement this setup without destroying the combo or followup opportunity (Task and Dorm are good examples).

Storm’s whirlwind assist (a) is surprisingly useful for Chun too. It’s pushback is second to none, which is good because Chun needs to corner opponents. It also beats out every other low durability projectile in the game, so Chun doesn’t get zoned out for free. Just make sure the 3rd assist somehow lends itself to opening the opponent up in some way or providing cover fire. Task (a) does this well and I would imagine Sent (a) would also work, but I would have to test Sent’s THC synergy. Dorm works well simply because of the current metagame and countering Phoenix in particular. If there were a way to get Zero (b) to the last slot with his powered up assist, that would be great. Plenty more to explore here.

Phew that was a lot…opinions?

TL;DR: Chun + Storm has potential.

Good post Drowsy, that’s exactly what i do with chun. I like using chun/storm/phoenix. Chun storm is definitely good.
I’ve just now found Chun own DHC trick. So i can do with storm lol, the trick to this dhc trick is that you gotta start with chun herself. I won’t say too much now, I want to make a video, but if i can’t, I’ll let you guys know about it. Chun is awesome.

drowsy, nice post. yeah storm is definitely good for chun cause of the exact reasons you state, although i dont like whirlwinds pushback cause it means that chun has to work her way in again, but looking at it as a way to push into the corner isnt something i noticed. ive been re-thinking my chun teams. i still like chun tron ironman/sent cause of the amazing damage chun can do on that team and having tron assist can work wonders. but it still has issues like not having safe ways to get tron in on block (unless i spend 3 meters to go to sent) using tron 3rd gives me a safe way for sent in… but tron in XF3 isnt a good idea to me, just a piece of meat.

about your chun/storm formation: i like it.
have you thought about using chun 2nd so that you dont have to worry about incompatible dhc?

im thinking something like xxx/chun/storm

hit combo>thc otg>xfc kikosho with a nice ass level 2 chun +storm assist about to put in work against next character.

only prob is you’d need to run kikoken i think for thc compatibility with XF? cant remember off hand what her assist make he rthc’s into sinmce i dont use her thc much at all.

a non chun team ive been wroking on ( i mention it cause of your storm mention) is ironman/storm/sent this tteam has a fuckload of good things:

ridiculous dhc synergy
very compatible with dhc in to safety
multiple thc setups that do CRAZY damage
3 character thc auto kills ANY assist (even thor) flatout and does it in one frame, opponent has to split damage between point and assist to not have there assist die, meaning instant 1/2 damage to BOTH assist and point character.

and i also like this team with chun in front and like it with chun/storm/ironman

with chun on point and storm in the wings chun can turn ground throws into great damage via thc… etc etc. i think storm is a bit slept on in this game as well as iron man.

yo lud, chun having a DHC trick? WTF? DO TELL! i think i know what you are getting at, (trish?) but please let us know, its that cheese that chun needs!

-dime

nice try guessing, but trish is not involved int his dhc trick. I came up with nice team combo with chun/storm/magneto i wish i had a camcorder right now. but i’ll record it somehow. chun and storm are my favorite in the game.
I also found out that chun overhead forward H, is jump cancel-able. If they push block it i can air dash right away.
I need to go in the lab more often…