Not bad stuff but I am avoiding any combo that has 3 lights at the start. I am only allowing myself two lights for hit confirm purposes if I was a better player I think I would limit it to a single light attack.
In the corner after ex kikoken you can use cl.HP into super for making it easier and more damage. It also branches into a LK hazanshu link LP b.MKx2 combo if you don’t have the meter for super.
I don’t know if this has been posted yet, but certain characters (Lili being one of my mains and the only one I’ve tested) can fit in two heavy punches after a tag cancel off of H.SBK. It’s execution sensitive and you actually have to tag cancel off the very first hit, do a St.HP xx dash xx St.HP, and Lili can combo into angel knee from almost full range off of her St.HP which is what makes this combo viable. As I said the execution is quite tricky, but not by any means impossible and I think with enough practice it could be turned into a very deadly combo. I was only able to pull it off once in my short amount of time practicing but I did 477 damage without any kind of jump in or HP at the beginning of the combo. The optimal combo would be J.HK xx Cr,Hp (cancel off first hit) xx H.SBK xx tag cancel xx St. Hp xx dash xx St.HP xx LK Angel Knee xx LK Angel Knee xx Cr.HP xx LK Sunflower Lance. I guesstimating that entire combo would do about 600 damage for one meter off the tag cancel based on my previous 477, and 600 damage for one meter is pretty dang good. I’d like to hear yall’s thoughts on my combo, thanks(:
Good tech hyyper. I will have to try and see what I can do with Juri using the same set up. I haven’t really been using SBK tag cancels even though every time I see the move I go “thats so good for tag cancels”.
Speaking of tag cancels. Standard chun punish (b.MK blah blah) with a JCed cl.HK into her 3 head stomps, on the third one tag cancel into Juri BnB anti air. (c.HP JC j.HP, HP, light senpusha. Leads up to 421 damage depending on jump in or not.
514 damage (no super)
Super situational (needs corner and jump in + 3 bars)
j.RH, RH, EX-FB, RH, EX-FB, 4MK, MK, j.RH, EX-SBK, RH, 3xHeadstomps
If you take out the beginning crouching light punches, you can milk this up to 309, as shown here:
[media=youtube]mYGuq1ty21Q[/media]
They’re there for hit confirming.
In my humble thougths – Mk Stomps are a better option than HSU in this scenario. More damage, More meter, Better Oki and tag cancelable options that with certain partners can lead to sick shit. I’m winking at you Juri.
This is slightly more reliable than some of Chun-Li’s higher damage bread and butter combos. I’m sure a more experienced player could get more damage out of it.
[media=youtube]gyVThMmruvg[/media]
A:hk: - :hk: (JC) Cannon Strike - :d::mp: - :d::hp: - Launcher - Kintekishu - Tenkukyaku (JC) - A:hk: - :hk:
More damage can be had for sure but not much with Chun alone.
You can cancel your Cl. St HK at the end with HSU, LLegs or Kikouken – in most cases HSU will net the most damage output. Inn the corner, however I go with LLegs which is timing dependant for the damage output. Do it too early (opponent above her knee) you only get a few reps – pause a bit till the opponent is in front of her knee you get a slight bit more damage.
The big key is swtich canceling back to (in your case, Cammy) on the Jump HK and let the little Red Delta chick do some more work. Unfortunately I can’t help in that area though. You can check out xCosmicwizardx (I think thats the name) He is on XBL and uses Cammy/Chun. I’ve personal not touched Cammy outside of 10 or so trials.
I haven’t been able to connect with Hazanshu after that, so I’m honestly not sure whether anything else would work. I might try linking the super for a bit of hilarity.
Dont think the hazanshu will connect after a launcher ( juggle limit?) Might be better going into footstomp, HP target combo, cl st HK after the mk, mk.
Back from DOA5 hangover
new to me Chun Li combo possibilities – absolutely yummy.
Cl.St.Hk xx Ex Kikouken (corner only) give you just enough frame advantage to connect another Cl. St. Hk
So what are your options? Here is a quick break down:
1 Bar/Cross Rush: Cl.St.Hk xx Ex Kikouken, Cl. St.Hk xx Lk HSU > cross rush with Cr. Lk>Mp>Hp(HP) free tag /or/xx Ex Kikouken back to cross rush, make your opponent burn with fury!
1 Bar/Combo: Cl.St.Hk xx Ex Kikouken, B + Mk (TC) xJCx J. HK, Cl. St. Hk xJCx Mk stomps
1 Bar/Combo: Ctl .St. Hk xx Ex Kikouken, Cl. St. Hk xx LLegs extended Hk (frame advantage) > cross rush with Cr. Lk >Mp>Hp(HP)
1 Bar/Mix up/Reset: Cl.St.Hk xx Ex Kikouken, Cl.St.Hk xJCx Nj HK - St. Mp xx LLegs (switch cancel to partner)
2 Bar fun shit/show off/crazy damage: Cl.St.Hk xx Ex Kikouken > Cl. St. HK xx Ex Kikouken, Cl. St. Hk xx LLegs (Switch cancel for stupid damage)/or/ Cross rush for free tag - good option if you don’t have enough meter for switch cancelling
I’m telling you fellow Chun Li players; Cl.St.Hk is a highly under utilized tool in Chun’s arsenal!
So after some more thinking on how I can better utilize the above posting for midscreen rush down/pressure tactics I’m finding some interesting scenarios
I look forward to pulling them off in matches
makes me want to make a video again of thigh rep’n’ action, but I suck at actually sitting down to make tutorials – I feel like rubbish and I hate my voice on recordings
Good combos but us Chun players might as well get use to not using JC. Since JC has been taken away, Chun’s tag combos will be pretty weak. Any Tag in combo suggestions that don’t involve JC?
Hey ISM good to see you on here. Still rocking Chun & Ken?
Anyway, you’ll still be able to use Chun’s jump cancels with both Cl.St.Hk and B+Mk TC but it is only on hit (which B+Mk couldn’t ever been jump canceled on block to begin with)
So for instance Chun’s most damage cross rush tag in of Cl.St.Hk xJCx Mk Stomp, J. Hk, Cl.St.Hk xx LLegs will still work
same for Anti-Air D/F Lk, B+Mk xJCx juggles will still apply.
It is in the unfortunate mix up of Cl.st.Hk cross up on block that Chun won’t be able to do anymore.
That takes away from her pressure game a little bit, I’ll certainly miss doing JC, J.Lk, Cr. Mk xx Mk Hsu semi-vortex and other options I came up with
It really made the opponent pay attention on how to block or risk getting hurt supplimenting my rush down style gameplay.
We’ll still able to do some of my favorite set ups though for potential resets such my personal favorite that carried over from the SF4 series
Cr. Lp, Cl.St.Hk — Flow chart (did they block? Yes - xx LLegs or Lk Hsu, Did you hit? Yes - Cancel into special of your choice or reset mix up with a jump cancel)
choices are still lurking but I do have questions that unfortunately can’t be answered yet.
Cl.St. Hk is a great counter hit tool and tech destorier, the question is with throws being increased in frame speed will Chun get thrown out of her Hk?
I’m not sure.
with Tech rolls being more punishable it is highly likely that my old tricks will still work even more so, but I’m uncertain.
I honestly haven’t played a lick since I won the Tag themed tourney a couple weekends ago, but looking back on it and thinking about just how many times I jump canceled ON block with Chun and Juri – I’m really going to miss it and I’m still quite salty over the whole patch update turned complete overhaul non-sense…
I know it’s probably annoying me quoting the entire post instead of addressing specifically what I want to respond to, but I’m not really familiar with the functions.
Anyways, I never really played Ken seriously. I probably was just using him. My main team is Chun Li and Abel.
I must have completely misread the Chun Li patch notes. I thought they took it out completely. Thanks for telling me that.
Jump cancel on block being taken away does take away some of Chun’s mix-ups and pressure. I think Chun Li will still be fine without it, though. Considering that throws are better, I’m sure she’ll be able to set up more counter hits with Cl. St. Hk. I had some really good setups in the corner off of JC. I will miss them =(.
[media=youtube]gSxJLiK0xlg[/media]
J.:hk:** > Cl.:hp: > :hcb::lk: > Cr.:lp: > :mk: ~ :mk: (JC) J.:hk: > Cl.:hk: > :hcb::hk:**
J.:hk: > Cl.:hp: > :hcb::lk: > Cr.:lp: > :mk: ~ :mk: (JC) J.:hk: > Cl.:hk: > :hcb::k::k: > :hcb::lk:
Was Chun always able to combo after regular LL, or is it a stealth buff?
As far as i know, you could combo from the extended hk version of lightning legs, before the patch.
Havent tested the other versions post-patch though…