The Chun-Li Combo Thread

Move List:

Special Moves

Hyakuretsukyaku (Lightning Legs)
:qcf: + :k:

Spinning Bird Kick
:d: (charge) :u: + :k:

Kikoken
:hcf: + :p:

Hazanshu
:hcb: + :k:

Super Art

**Senretsukuaku (Super Lightning Legs) **
:hcf: + :3k:

Combo Appendix (Brady Guide):

Cr. LK, cr. MK > :hcf: + :k::k:, cl. HK >:hcf: + LK (1 block, corner required)

Cr. LK, cr. MK > :hcf: + :k::k:, :hcf: + :k::k::k: (3 blocks, corner required)

Cr. LK, :b: + MK > MK > :d: :u: + MK

J. HP > HP, cr. HP > :d: (charge) :u: + HK (must use jumping forward HP to perform target combo)

:hcf: + LP, st. HK

Cr. LP, st. MP > :hcf: + LK

Cr. LK, cr. LP, cr. MK > :hcf: + HP

:df: + HK, cr. LK > cr. MP > cr. HP > :d: (charge) :u: + :k::k:

:hcb: + :k::k:, cl. HK > :uf:, (in air) :d: + MK, (in air) :d: + MK

Cr. LK, cr. LP, st. LP > st. MP > cl. HK > :hcb: + :k::k:

J. HK, cr. LP, cr. LP, cr. LP > cr. MK > :hcf: + :p::p:, :hcf: + :k::k::k:

J. HK, :b: + MK > MK > :uf:, j. MK, (in air) :d: + MK, (in air) :d: + MK, (in air) :d: + MK

J. HP > HP, st. LP > st. MP > cl. HP > :hcf: + :p::p:, cr. LK > cr. MK > :hcf: + :k::k::k: (must use jumping forward HP to perform target combo)

J. HP > HP, cl. HK > :hcb: + LK, st. LK > st. MP > cl. HP > :hcf: + :k::k::k:

J. LK, cr. LP > :hcf: + :k::k:, :d: (charge) :u: + :k::k:, cr. HP > :d: (charge) :u: + :k::k: (corner required)

Work in progress. :slight_smile:

Bread and Butter Combos without Meter:

  • cr.:lk:, cr.:lp:, cr.:lp:, st.:hp: [147 damage]
  • cr.:lk:, cr.:lp:, cr.:hp: xx :hk: Spinning Bird Kick [180 damage]
  • cr.:lk:, cr.:lp:, cr.:hp: xx :hk: Hyakuretsukyaku (Mash) [~200 damage]
  • cr.:lp: , cr.:hp: xx :lk: Hazanshu, st.:lk:~:mk:~cr.:hk: [224 damage]
  • cr.:lp: , cr.:hp: xx :lk: Hazanshu, st.:lk:~:mk:~:hk::hk: [244 damage]
  • cr.:lk:, cr.:lp:,:b::mk:~:mk: (JC) j.:hk:, st.:hk: xx :hk: Hazanshu [284 damage]
  • :mk: Hazanshu, cr.:lp:, :b::mk:~:mk: (JC) j.:hk:, st.:hk: xx :hk: Hazanshu [354 damage]

(by Kazuhiro)

Bread and Butter Combos with 1 Bar:

cr.:lp: , cr.:hp: xx :lk: Hazanshu, st.:lk:~:mk:~:hk: xx EX Kikoken, st.:mk:~cr:hk: [260 damage]
cr.:lp: , cr.:hp: xx :lk: Hazanshu, st.:lk:~:mk:~:hk: xx EX Kikoken, st.:mk:~:hp::hp: [300 damage]

(by Kazuhiro)

Bread and Butter Combos with 2 Bars:

coming soon…

Combos ending with Super Arts***:***

cl.HK xx LK HSU, s.LP, s.MP, s.HP xx Super (without Jump-in)

(by Chargi)

Combos ending with Cross Arts***:***

coming soon…

Work in progress…

Tag In follow ups:

cl. HK JC d.MK, j.HP, j.HP
cl. HK JC d.MK, d.MK, d.MK
cl. HK JC d.MK, d.MK [better Oki]
cl. HK, EX HSU, c.MP-c.HK

(by Chargi)

Situationals:

(Anti-air) CH st.:mk:, cr.:hk: [165 damage]
(Air-to-air) CH j.:hp::hp:, st.:hk: xx :hk: Hazanshu [276 damage]
(Air-to-air) CH j.:hp::hp:, st.:hk: xx Team Super [241 damage + assist]

(by Kazuhiro)

Mix Ups:

St. Mp xx Hsu
(Why? Force your opponent to block up once your opponent is blocking this or stopping this tactic in another means – Mix up st. Mp chained to cr. Hk for knock down.)

(credit to Rayartz)

Work in progress…

Tag in followup:

cl.HK JC d.MK, j.HP, j.HP
cl.HK JC d.MK, d.MK, d.MK
cl.HK JC d.MK, d.MK [better Oki]
cl.HK, EX HSU, c.MP-c.HK

Best Super Combo damage/scaling wise I found so far:
cl.HK xx LK HSU, s.LP, s.MP, s.HP xx Super (without Jump-in)

Starter string // Hit Confirm : cr.:lk:, cr.:lp:

Meterless BnBs:

  • cr.:lk:, cr.:lp:, cr.:lp:, st.:hp: [147 damage]
  • cr.:lk:, cr.:lp:, cr.:hp: xx :hk: Spinning Bird Kick [180 damage]
  • cr.:lk:, cr.:lp:, cr.:hp: xx :hk: Hyakuretsukyaku (Mash) [~200 damage]
  • cr.:lp: , cr.:hp: xx :lk: Hazanshu, st.:lk:~:mk:~cr.:hk: [224 damage]
  • cr.:lp: , cr.:hp: xx :lk: Hazanshu, st.:lk:~:mk:~:hk::hk: [244 damage]
  • cr.:lk:, cr.:lp:,:b::mk:~:mk: (JC) j.:hk:, st.:hk: xx :hk: Hazanshu [284 damage]
  • :mk: Hazanshu, cr.:lp:, :b::mk:~:mk: (JC) j.:hk:, st.:hk: xx :hk: Hazanshu [354 damage]

1 Meter Combo
cr.:lp: , cr.:hp: xx :lk: Hazanshu, st.:lk:~:mk:~:hk: xx EX Kikoken, st.:mk:~cr:hk: [260 damage]
cr.:lp: , cr.:hp: xx :lk: Hazanshu, st.:lk:~:mk:~:hk: xx EX Kikoken, st.:mk:~:hp::hp: [300 damage]

Situational:
(Anti-air) CH st.:mk:, cr.:hk: [165 damage]
(Air-to-air) CH j.:hp::hp:, st.:hk: xx :hk: Hazanshu [276 damage]
(Air-to-air) CH j.:hp::hp:, st.:hk: xx Team Super [241 damage + assist]

Very nice guys. I will update the posts and mention who contributed these Combos.:slight_smile:

Are you getting cl. MK or st. MK with these? If cl. MK how many hits? What I’ve seen from messing around in training you can let multi-hit moves (cl. MP and cl. MK at least) finish before cancelling with the higher strength button. cl. MP (2) combos into cl. HK easily for all of these. I think standard launcher combos should be something like cr. lp, cr. lk, st. lp, cl. MK (3), cr. HP (2), H (launch), but I can’t try it right now.

I’m mostly wondering if you’re cancelling multi-hit moves early, and we can get a little more damage out of these couple combos.

jab, back+mk mk, j.hk, hk, ex hasanshu, far hp (345) is a nice punish if they are close and -4 frames, but it’s notable that cr.hp startup is only 6 frames and you can do [FONT=Arial][SIZE=15px]c.hp, ex kikoken, back mk mk, j.hk hk, stomp stomp stomp for 385 or you can do c.hp, sbk (hk connects close, mk far), manual tag and get beefier damage. with HK sbk you get charge super on most chars I think. [/FONT][/SIZE]

In this particular combo, I can only get st.mk and not cl.st.mk, so that’s the maximum damage I can get.

Is this a good combo into super?

cr.:lk:, cr.:lk:, :b::mk:~:mk: (JC), early j.:hk:, st.:hp:, :lk: Hyakuretsukyaku (hold and dash cancel), st. :hk: xx Super

Damage varies very slightly depending on how low the enemy is when you hit the final st. HK. but at most you only lose out on about 15 damage.

I’m still new at this and the st.Hp -> hcf Lk (hold) dash cancel is still hard as hell to me. But it seems to be well worth the effort. Any combo into Kintekishu should be able to work in this way

EDIT: Alright after more practice I am hitting it consistently. The j.HK has to be done early and the st.HP has to be done early as possible once you land. I am getting 372 damage on this combo. Omit the cr.LK, cr.LP hitconfirm for more damage, or start the combo with something bigger for more damage as well.

The same combo is also possible into a Cross Art.

There in lies my current beef with Chun – that is a lot of buttons for only 372 damage…
Juri can do 500 + with half that effort. Damn Capcom, what have you done with my girl? Scared she’ll be a beast like 3rd Strike?
Side note: Dash Super Art is hilarious even known 99% of the time you can punish fireballs or whiffed specials on reaction without it; but if you are full screen – Dash Super Art baby! I do miss Hosenka though…

Well to be fair, I did start the combo with a c.LK c.LP hit comfirm. Just the most practical way to land it. I’m sure you can crack the 450 range with the right combo starter. The 500+ Juri combo probably starts with a jumping Heavy into more heavies or something

Starts with Cr. Hp jump canceled into jumping Hp (which causes ground bounce!) That is just sick.

Specifically Chun/Asuka synergy combos here (don’t have the numbers on me):

Hit confirm BnB:
c.LK c.LP [b.MK > MK] Jump Cancel, j.HK, Land, cs.HK, Jump Cancel, Stomps x3, Tag Cancel, (Asuka) f.LK f.LP c.MP Onikubigari, Tag Cancel (Chun) cs.HK, Stomps x3 Tag Cancel… keep looping for as much meter you have for cancels.
(If you want to end in Hard KD, you cs.HK xx Hazanshu with Chun or you end with a Sweep after the Onikubigari with Asuka)

Easy super hitconfirm without CADC:
c.LK c.LP [b.MK > MK] Jump Cancel, j.HK land c.HP xx Super/Cross Art

422 damage hitconfirm off s.mp:
(Chun) s.MP xx HK Legs, Tag Cancel (Asuka) s.HK xx Upkicks, j.HK, s.HK xx Onikubigari, Sweep
(Cost 1 initial bar for Tag, but you build half a bar with Asuka’s combo… Damn good for s.MP)

Either way, I just wanted to post the loop for now. I think loops are some of the best ways to kill a character without spending a lot of meter.

Doing Chun-Li’s trials, and I’m having an issue with #16: J. HK, cr. LP, cr. LP, cr. LP > cr. MK > :hcf: + :p::p:, :hcf: + :k::k::k:

I can’t connect the cr. MK for the life of me. It’s supposed to be chained to the last cr.LP, right?

Yeah, it has to be chained. Just be sure to be as close as possible to the dummy when you land the j.HK.

Also, cr.lp, cr.lp, cr.lp can be chained/mashed.

After certain juggles when tag cancelling into Chun, you can do s.HK, SDC (supercharge dash cancel) into another s.HK. It’s fairly tight execution wise so I haven’t been able to properly test what’s possible after a 2nd s.HK, so I’m throwing it out there to see if anyone can find something with it.

Sweet, thanks for all the info Sckoh!

I’ve been punishing with

close st.HK xx HCB LK > cr.LP, b+MK, MK xx Jump Cancel > j.HK > HK xx HCB HK.

Does a lot of damage.

I am currently unable to do jc tag in combo is there a simple one I can do for now that’s reliable like a poke to legs until I get her combo down


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