MvC3: The Ultimate Thighs: The Chun-Li Thread

I just heard back from Kota813 about the headstomp/air fierce loop. He says that it works after an aerial exchange. That would explain why I’m having such a hard time doing this after a full air combo.

so i was right!

(fistpumps)

-dime

I go away for one weekend and you guys drop all this knowledge on this thread? GOOD SHIT!

To the lab after work today until I go to this play session later tonight.

Going in the lab today and tomorrow… I found some interesting mix-up using her light version of upkicks, and another option of doing thc trick with chun on point with having to exchange into storm. I’ve getting that infinite little by little.
Air fierce is kinda weird, i’ve found some new ways of using it.

I’ve never posted in the Chun forums for MvC3 but after reading this page of posts, I just wanted to thank you guys for sticking with her and discovering stuff. I’m looking forward to some training mode to learn some of these new tricks… good stuff guys!

^Same here. Dropping by again to say thanks for the teambuilding tips and that instant overhead thing. Working on making Zero/Chun/Dormmamu and other Zero/Chun teams work. I suppose it wouldn’t hurt to try Chun/Storm either.

Found two or so good players so I’m finally getting back into this semi-regularly, but I still don’t play this as much as I do SF4. I kinda wish I did.

Legs in the air is great. One of the many things that can stuff “MORTALS ARE SO…!” and even the startup of some beams if you’re close enough.

Conversely, if you do it too much, Wesker can catch it with his counter super. I’d imagine Taskmaster can do the same.

I’ve been working on a way to fit Zero into a Chun team too, but it’s not easy to take advantage of Zero’s powered up B assist (hadangeki) without a way to safely DHC Sogenmu into Chun. Easiest thing I’ve found so far is level 3 buster during a launcher combo then hienkyaku L to the ground where you can DHC Sogenmu into either of Chun’s supers and they will connect.
You’d probably still need an OTG assist for the 3rd spot though…Damn you Weskerrrr!

If you’re willing to use Chun/Zero instead of Zero/Chun, you would have a safe DHC set-up by using either Chun’s Hoyokusen or Kikoushou into Sougenmu. Hoyokusen has start-up invulnerability and Kikoushou can act as a barrier against Beam Hypers. Both Hypers allow for a safe DHC into Sougenmu. And if you play Chun/Zero, you could use a Level 2 THC instead of an OTG assist, which will free up your 3rd spot.

Using a Chun/Zero THC will require you to use slightly altered Chun air combos since Zero’s OTG THC is so slow. You’ll have to end your Chun-li air combos with an air dash xx air :s: in order to reach the ground fast enough.

Good ideas, thanks. I don’t think the speed of using Chun/Zero THC as an OTG is a problem because Zero’s hyper takes on the speed properties of Chun’s. The real bummer is that Rekkoha hyper knocks people up and away from Chun’s Hoyoukusen hyper so it prevents full damage, followups, etc.

After messing around with it for a bit, I think there are way better partners out there for Zero (and Chun for that matter).
I dunno about anyone else, but I have a hard time imagining a successful Chun team without Storm or Wesker (Phoenix is probably the only exception… Wolverine/Akuma doesn’t count because honestly they don’t even need a 3rd -.-)

Some on the Zero subforums say Dante Jam Session is almost essential for him, kinda like how Chun needs Wesker gunshot. I think a Zero/Chun/Dante team is way too frail though, so I guess I’ll see how I can make Dormammu or Sentinel work.


It’s Chun li Again.

Good stuff. Didn’t get the opportunity to try that infinite yet but seeing now that it can go on longer then the earlyer vids is something isnteresting to look up, but u didn’t find any more damaging combos then those? =/… dam… chun-li is making me sad XD

I liked Lud’s vid and thought it contained some very practical setups.

Until we discover something amazing, we might just have to accept that Chun’s damage is low compared to the rest of the cast. I honestly don’t think it’s that big of a deal though. She has other strengths that help. Gotta stick with her! : ]

Well, I didn’t want to use too much xfactor or level 3 in the combo vid. But most of the combos i did, take about 500K-600k and builds good meter…

but its possible to do 500k+ without super… but its not that flashy… and maybe its possible to go a little bit far with some good assists…

Those combos do ~800k once you add the Chun/Storm THC.

Speaking of THC, I’ve been trying Chun with her upkicks assist to get Kikosho as her THC because it scales less than Hoyoukusen. Can be worth it depending on your 3rd.

been using chunh li for about 2 weeks and yesterday i decided to use her at a session with top nyc players. and dam shes really hard to get in. Im picking her on point and its very crucial if i get to pressure them before i get hit. i swear if i didn’t land the 1st hit i would loose her without doing any damage. but if i somehow got them to the corner with more than 50% health i would usually kill there character. i think she needs tatsu assist to keep them grounded for the high low mixup. i remember when i played Xaq and all i did was bunny hop instead of blocking against his chun. Im picking Chun/Task/Tatsu btw. I’m not going to stop playing her but im not sure about using her in tourney. i feel like she has to work alot harder than most of the cast but it is worth it when u get in\


Best chun li combos I’ve seen so far.

Wow those combos are sick. We still have so much to discover with Chun.

It was interesting that he didn’t use crumple stun kikoanken in any of his combos and lately I’ve been trying some setups without it too. I think it causes an inordinate amount of HSD and prevents lengthy ground combos before launching.

We really need to crack the code on the HSD formula in this game. All I know is that it’s a combination of factors and some weigh more heavily than others. It’s some combination of the number of hits, the strength of the hits (L, M, or H), the length of the combo in terms of seconds, where the hits are performed (air/ground), knockdown time before OTG, etc… Sooo complicated :sweat:

I those combos are pretty cool, I’m able to do them… Lucky me.