Found a possible use for the SDC (supercharge dash cancel) post launch you can do s.HK, SDC, s.HK xx Super. Gets full animation, and lands quite a few of the initial hits because the enemy will be pretty low after the 2nd s.HK.
Found a way for Chun to avoid the 30% damage penalty of boost comboing into a launcher.
Chun’s launcher has 13f startup and EX Kikoken is +14 on hit. You see where I’m going with this. Also the linked launcher does 100dmg, which is higher than any of Chun’s normals.
Sample launcher link: st.:mp: xx EX Kikoken, Launcher
It’s a 2 frame link, so it’s not that bad. And the damage…the damage…!!
The st.Strong is just one variation with a lot of potential. Just buffer in the kikoken motion. Handing off a 240 damage combo with only 3 hits is hella nice for your partner. Load him/her up with power gems that activate when their partner launches and you’re set for 500+ damage easy for 1-2 bars.
Couldn’t you just mash HP+HK after you see EX Kikoken connect?
Just a thought.
Nice find. Everything seems to do a little more damage when you do that SDC st.:hk:, but it’s also a little harder to perform consistently. Been testing out some combos with it and came out with this:
Meterless
cr.:lk:, cr.:lp:,:mk:~:mk: (JC) j.:hk:, st.:hk: SDC st.:hk: xx :lk: Hazanshu (297 damage)
Off the standard BnB, this is the most damage I’ve been able to get without meter.
1 meters
cr.:lk:, cr.:lp:,:mk:~:mk: (JC) j.:hk:, st.:hk: SDC st.:hk: xx EX Kikoken (306 damage)
EX Kikoken does the most damage compared to EX legs (which does 294) and EX Hazanshu doesn’t work here. You can also tag in after the second st.:hk:, but of course damage depends on the character tagging in.
2 meters
cr.:lk:, cr.:lp:,:mk:~:mk: (JC) j.:hk:, st.:hk: SDC st.:hk: xx Serentsukyaku (~376 damage)
As mentionned earlier in this thread, damage depends on how low you juggle the second st.:hk: and how many hits will land before her super’s animations
3 meters
cr.:lk:, cr.:lp:,:mk:~:mk: (JC) j.:hk:, st.:hk: SDC st.:hk: xx Cross Art (317 damage + partner)
Damage depends on partner.
Most of you seem to be getting the combos covered
I have a few that aren’t listed above that netting me easy 380-420 damage, most important they are very easy to pull off in a fight. I’ll post a video when I can.
For now some more Situationals and Mix ups:
Situationals: Just so everyone knows you can dash Super Art - no it doesn’t have the damage of Hosenka but its important to know
HSU over fireballs, (they are little weird had a Hadokuen actuall hit me in the air --GAY!)
Using Hk HSU causing a knock down but also a slight ground bounce and you can link a familar SF4-series move, Cr. Lp to St. Hp – now St. Hp will come out Cl. Hp from time to time depending on your distancing so be ready with another Hsu or Kikouken. I couldn’t seem to connect a set of legs or her SA would either fly thru the opponent or just do some bouncy shit that make Hosenka look perfectly normal. Still testing for more goodies though.
This can also be done off a St. Mp xx Hk HSU
A Nice and easy combo requires these links Cr. Lk, Cr. Lp, Cr. Hp xx LLegs Extended with Hk. Very nice damage no meter and tons of time to bring your partner. Or walk up and throw! haha!!!
A mix up off that is to go into an LK HSU off the Cr. Hp.
Another simple mix up worth mentioning is her Cl.Hk into LLegs instead of HSU. This will make your Cl. Hk into Lk HSU more likely to succeed later on; although I’m finding Cl.St. Hp more reliable into Lk Hsu, without proper timing the Lk HSU can jump over their heads!
All in all I very much treat Chun like a meter whore; which is no different than her SSF4 counterpart she just has to go about it differently. To get the most mileage out of her utilizing her Ex moves is important. So balancing simple hit confirms into Cross Rush is also important.
Still looking for nice combos into Super Arts or Cross arts.
more to come…
Keep in mind while you can’t do s.HP directly into a boost combo launcher, you can s.HP into a manual launcher (HP + HK) so after the EX Kikoken you can link an s.HP and go right into launcher. It’s a far easier link, and using an HP for 1 point of damage scaling ain’t too bad.
Here’s a roundup of post-launcher/switch cancel combos.
Damage values are based on doing the combo after a raw launcher, damage will vary depending on combo leading into them.
All combos were done mid-screen, I have not tested if they are possible in the corner.
** -0 Meter**
-cl.s.:hk:, JC, d.:mk: x3 (3 hits) (298 dmg, can switch cancel, lands behind opponent)
-cl.s.:hk:, JC, d.:mk: - j.:hp: (2 hits) (303 dmg, can switch cancel)
-cl.s.:hk:, SDC, cl.s.:hk: xx L Hazanshu (311 dmg, hard knockdown)
-b.:mk: + :mk:, JC, j.:hk:, cl.s.:hk: xx H Lightning Legs (324 dmg)
** -1 Meter**
-cl.s.:hk:, JC, d.:mk: - j.:hp: (2 hits), EX Spinning Bird Kick (323 dmg, creates distance)
-cl.s.:hk: xx EX Hazanshu, (walk forward slightly) cl.s.:hk: xx L Hazanshu (399, hard knockdown)
** -2 Meter**
-b.:mk: + :mk:, JC, j.:hk:, cl.s.:hk: xx Super (455 dmg)
** -3 Meter**
-b.:mk: + :mk:, JC, j.:hk:, Cross Art (338 dmg + partner)
-cl.s.:hk:, SDC, cl.s.:hk: xx Cross Art (327 dmg + partner, causes less scaling)
-cl.s.:hk: xx EX Hazanshu, (walk forward slightly) cl.s.:hk: xx Super (517 dmg, keeps Chun in)
There are certain situations where you could spend an extra EX bar to gain 5 damage (such as using EX legs as opposed to H legs) but I decided to just post what you would likely use in a match.
Keep in mind the damage here is based off a raw launcher. Different combos may end up doing more or less based on the scaling leading into them, so you will have to determine which is best for your team.
I’ve been as thorough as I could testing many different juggle possibilities and different specials and I feel this is optimized, but if you have found something better please let me know.
Has anyone found other alternatives for Chun’s tag in follow ups (Off of LMH(H) specifically) aside from Cl.St.Hk?
I’ve been trying and trying shit but nothing seems to connect. My timing at this game sucks right now though.
Fairly solid with Juri and Chun alone but I need to shift gears to actually “working” together.
So if any of you are using that team as well let me know some of your tactics in that regards.
Using a boost automatically scales the combo to 70%, so using st.:hp: would hand the combo off at ~40% damage whereas linking directly into launcher leaves it at 70% damage for followups.
Hm, interesting, good stuff. Have you been able to link the launcher mid screen? I could only get it in the corner. Also do you know if 1 move into a manual launcher counts as a boost?
If you’re having trouble timing st.:hk:, I think you can link off tags by mashing b+:mk:. So I’d do that into the followup then jump cancel into j.:hk: st.:hk: xx HSU
Unfortunately yes it does. Even 1 chained move (boost chained; target combos and rapid fire normals are okay) imposes the damage penalty.
Edit: And yes, I believe it’s corner-only. EX-Kikoken pushes them to the max distance that Launcher will still connect midscreen, so I think you could only add a jump-in midscreen and try to hit-confirm off that.
I don’t know if it’s me getting used to the timing, but in the cl.st:hk: SDC cl.st:hk: combo, it seems to me like doing cl.st:hp: instead of the second cl.st:hk: is easier to land because of cl.st:hp:'s hitbox being in front of her. And since all lows, mediums and highs do the same damage in this game, it deals the same amount of damage as if you would use cl.st:hk:.
If it’s the case, this might actually be Chun’s go-to BnB since it’s does more damage than the one noted in the 1st post and the hard part of the combo is removed.
Actually using that off of Juri’s senphusa – I suppose I have to hit it earlier off of Cross Rush
I also opt for late TC HP, flows right into Cr. Hp LLegs or Ex SBK (waste of meter unless you really need the screen positioning)
Yea the timing is a little tighter off a launcher. I think there’s a video on the front page of SRK that alludes to this.
Cool variation on your combo though, I always like to mix it up. Even if it’s a few less damage here or there, at the end of the day it makes things more interesting to vary things a little.
Last thing - it seems like different characters might launch opponents at different heights, which could affect how Chun follows up. Has anyone else found this?
Definately – and unfortunately
I find it WAY easier to link st.HP after the dash cancel, although I suck at this game atm so maybe its not but my success rate is far higher with st.HP.
Try doing cl.st:hp: SDC cl.st:hp: xx :lk: Hazanshu.
cl.st :hp:'s hitbox is so huge you have way more time to hit it. Almost never miss it now.
I’ve been trying to find Pandora applications. I’ve found that you can jump cancel Chun’s s.HK into Pandora activation, which for certain teams allows you to setup EX “infinite” combos, or combos into a high damage super.
For example, after being tagged in you can do s.HK, JC, j.HK, s.HK, JC Pandora Activation (Partner comes in) Super. Won’t work with all supers, but it will for some. Most likely useless unless you have the 30% damage in Pandora gem, though.
Another example is in the corner if you land a random Hazanshu you can follow it up with s.LP xx EX Kikoken (walk forward slightly), s.HK, JC Pandora Activation (Ken comes in) EX Tatsu loop.
As seemingly weak and situational Pandora may be, I’m oddly fascinated by it, and really would love to hear any findings you all have with it in training. I think the best way to write down Pandora combos would be pre-Pandora combos, meaning what you do leading into Pandora activation, and post-Pandora combos, meaning what you do after your partner activates Pandora.
The tag in combo I normally use is Kintekishu (B+MK), JC, J HK, cr. HP into HK Hyakuretsukyaku. That’s the best I could find.