This thread is for all commentary, critique, questions, and answers to my new chun li videos.
Vid 1 - New level of basic
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Basic Blockstrings
1.)0:47-0:49 - c.lk, c.mp, HCB + RH*
Hits storm low, low, reverse high. Rollable but better than no damage off a blocked string.
2.)0:49 -0:51- c.lk + (assist), c.mp, HCB + RH
Same thing as above, but use your pin down assist, drones, rings, rocks, what have you, to either force a block mistake, chip, add damage, or at the very least make a relayer 100% safe for your Chun.
3.)0:51 - 1:05 - (s.lp + drones, s.mp, s.RHxxHCB + RH, n.jump lk, j.down+RH, AD/F lk, FP, forward + RH)xN
*
Not the complete sent trap, but the idea of starting it off is there. Good basic blockstring; albeit escapeable, because with the correct timing you get the same low to reverse high mixup.
*
4.)1:05 - 1:10 - (j.lk, j.down + RH, AD/F lk, FP, forward + RH, s.lp + drones, s.mp, s.RHxxHCB + RH, dash up)xN
Once again, not the advanced pin down you can get on cable, but its still a really good blockstring to be so easy. Doesnt really mix up as much as the others, but it is great for pushing to the wall. You want them on the wall, so you can throw reset kill. Feel free to randomly go low/throw instead of re layering the semi-trap, just to catch people off guard.
Combos
5.)1:14 - 1:20 - { s.lp, s.mp, (SJC) AD/F lk, (pause) RH (one hit) } xN…then : { (land) s.lpxxDP+RHxxPP } xN*
The lower shom infinite, created by Shin. Can be set up from psy hit, wall throw, air to air lk, all kinds of stuff. More info on setups in the mixups thread. After you get to the super, you can dump as many as you want, as well as go back into the lower shom, or reset with a wall throw.
*
6.)1:21 - 1:31 - {n.jump AD/F lk, FP, forward + RH} xN (call sent on j.FP) land, s.lp s.mp (drones hit) QCF + KK*
The Chun Li ground infinite, a long time staple. Using an assist you can take this to 25 hits and link a super for big damage. 100% in fact with the right DHC. At the end of this combo I do the traditional sent unblock setup into:
*7.)1:31 - 1:35 (UB beam) Fast Fly lk+chun, DP RP, fly up, throw
*
Into the standard post throw combos.
*
8.)1:36 - 1:44 - {n.jump AD/F lk, FP, forward + RH} xN (call sent on j.FP) land, walk up DP+KxxPP *
The same setup as #6, instead of DHC, looking for solo damage. (save that DHC for the guard break) As mentioned earlier, after Kikoshou, you can lower shom xN to build meter, as well as keep dumping supers to your hearts content. I limited it to 2 for times sake, give it a shot and see how many you can get though.
*9.)1:45 - 2:01 - (ground infinite) xN, {s.RH, (SJC) sj.lk, sj.stomp, AD/F lk (pause) RH (one hit)} xN, (lower shom)xN,
s.lpxxDP+KxxPP, s.lpxxDP+KK, (DHC HSF), same unblock setup with sent.
*
A very lively combo. Ground infinite, to upper shom infinite, to lower shom infinite, to dump bar xN while building meter xN. Chun is broke.
10.)2:01 - 2:12 - (with sent on point) Launch, call chun, SJC, FP, RH, Rocket punch
70% easy mode sent/chun AA combo. Bread and butter for connecting the flames (s.RH) with sent. As you can see, on the wall this leads to the same wall combo, unblock, back into chun combo. Catching the unblock makes this a 100% combo with no meter used.
Resets
11.)2:14 -2:22 - {n.jump AD/F lk, FP, forward + RH} xN (wall) s.lp (tic) wall throw {s.lp s.mp (SJC) AD/F lk (pause) RH (one hit)} xN {s.lpxxDP+KxxPP} xN
Ground infinite, wall tic throw reset, lower shom, kikoshou xN, easy mode 100% with one reset solo.
12.)2:23 - 2:26 - {dash s.lp, s.mp, (SJC) AD/F lk, FP, forward + RH} xN dash up s.lp + drones/tron/whatever, s.mp HCB + RH
Ground infinite variation that makes it harder to see the cross up coming, since they are watching you SJC. Can also cross up with a SJC intead of Ninja Flip, both are covered by drones and lead into them. Variations are the key to successful resets.
13.)2:27 - 2:31 - {n.jump AD/F lk, FP, forward + RH} xN Launch + drones, AD/F (cross up) RH into drones,
{ s.lp, s.mp, (SJC) AD/F lk, (pause) RH (one hit) } xN
Ground infinite, cross up, RH into drones, lower shom infinite. Here you actually have several options, as showcased in the next 2 clips. The main reason to use RH is because people are scared of throw into drones in this situation, and will attempt to stick out a tic to stop your throw. Chuns sj.RH beats most tics clean.
14.)2:32 - 2:36 - {n.jump AD/F lk, FP, forward + RH} xN Launch + drones, AD/F (cross up) Throw into drones, land, DP+KK
Same as above clip. Combining these 2 together provides a pretty solid midscreen mixup out of the ground infinite. This way, you launch + drones after ground infinite, SJC, AD, and watch. If they are blocking (which you will see because drones are on screen) you throw them into drones. If they are mashing jab, short, what have you, use the above mentioned RH to stuff the normal and knock into drones. Lower shom and Supers are both viable follow ups.
15.)2:37 - 2:40 - {n.jump AD/F lk, FP, forward + RH} xN Launch + drones, AD/F (cross up) Let opponent land, sj.RH (land) hit confirm drones, QCF + KK
Same as the above 2 clips. This is further mixup, as letting them land allows you to high/low as drones are rapidly approaching. Hit your hi/lo, hit confirm drones, super. DHC if you really wanna kill someone.
16.)2:40 - 2:46 - {dash s.lp, s.mp, (SJC) AD/F lk, FP, forward + RH} xN dash up s.lp + drones, s.mp (SJC) AD/F (cross up) RH, {dash s.lp, s.mp, (SJC) AD/F lk, FP, forward + RH} xN
Ground infinite on sent, reset with cross up into drones, back into ground infinite.
*17.)2:47 - 2:59 - {n.jump AD/F lk, FP, forward + RH} xN (call sent on FP), (land), sj. AD/f (pause) RH (drones) (land) {n.jump AD/F lk, FP, forward + RH} xN *
Similar to above clip. Instead of sjc though, just try to sj, dash to apex, and catch a turn around frame with RH. Go back into ground infinite. Next vid around, im making this into a 100% sent combo, one reset, no supers.
*18.)3:00 - 3:10 - {s.lp s.mp (SJC) AD/F lk (pause) RH (one hit)} xN s.lp +psy, s.mp, down + back + RH, wall throw {s.lp s.mp (SJC) AD/F lk (pause) RH (one hit)} xN {s.lpxxDP+KxxPP} xN *
Good simple wall throw reset out of lower shom/kikoshou xN, if you haven’t already used your assist call in combo.
*19.)3:11 - 3:20 - s.RH (SJC) sj.lk, sj.down + RH, AD/f sj.lk (pause) sj.RH (one hit) land, s.lp, s.mp, (SJC) AD/f sj.lk, sj.FP, sj.RH (OTG) c.lp, wall throw, {s.lp s.mp (SJC) AD/F lk (pause) RH (one hit)} xN *
A high level, somewhat difficult at first wall reset. I showed the example of wall throw, back into lower shom/ kikoshou xN, but lower mixup into assist, as well as IOH into assist both will bring you back into lower shom/kikoshou xN.
Invincible Frames
For the most part, these speak for themselves, and are already understood. This is however a basic chun video, and I know many new players have not been exposed to this, so its there. I will however mention the closing combo.
20.)4:00 - 4:06 - Call drones, wall throw, after last drone hits, DP+KxxPP
This is how you want to hit big targets with wall throw resets. Without an assist, sent and others fall to fast for follow up to wall throw. You can also c.lkxxsnap, and c.lk + psy into infinite on some sprites that cannot be hit with (falling) s.lp s.mp.
Thanks for watching, and feel free to post questions regarding the video in this thread.