hm… this just gave me and idea. imma see if i cud do that while calling arrow assist and see if I could land in time to get a full ground to air combo.
your or whoever’s that is’s chun is very sexy… played u/him/her in a xbl lobby at like 4 am
:sad: That’s too bad. I always wanted to build a team with X-23 and Chun together… quite possibly my favorites from either side. :lovin: Both work well with Dr Doom’s plasma beam, but I can’t help but think that it’s redundant to have two of them on the same team. I might have to switch up my 2nd character.
I don’t think it’s redundant at all. I think it has some potential and you should roll with it.
Chun still has use for an OTG assist and Laura’s is faster in this game iirc.
lol that was the combo I posted months back in the combo thread to land a level 3 easily while still maximizing damage. It does like 700~830k if I recall, right?
You can make the combo better by doing a cr.H xx TK H Spinning Bird Kick, cr.H xx Legs after the first Air SBK to get the most out of the damage.
I can make it work. I really like the changes to Chun in this game. She is easily midtier.
First time poster, hello fellow chunners! I was playing around last night and figured out a few basic combos…don’t know if this is the place to post or if known already, but thought I would share and get some input.
Basic relaunch corner combo:
ground starter :s: SJ j.j.
j.:h:j.:s: ~ j.:d:
Legs j.:s: Land :h:c.:h::s: SJ (j.
j.
j.:h:)x3 j.:s: Land (Assist) IAD j.:d:
~Kikosho/lvl3.
The first OTG you want to hit before you touch the ground.
And saw the vid of EX SBK loops, found a way to incorporate it into a basic starter: …in corner
ground starter :s: SJ j.j.
j.:h:j.:s: ~ j.:d:
Legs j.:s: Land c.:h: TK EX SBK :h:Legs c.:h: TK EX SBK ~ Kikosho/lvl3
Couldn’t get much more without them popping out. You might be able to work an assist in there, but I’m not adept enough at pulling it off.
I was trying to get the relaunch to work midscreen, with a dash ~ IAD j.:d:
Legs j.:s: followup, but couldn’t pick them up with anything…still wondering if it works…maybe need to use an assist.
Any input? Just starting out but would like some opinions or if there’s better ways to refine these. And sorry if my notation is a bit off…hopefully its understandable.
Cool stuff! Chun has a lot of combo potential.
Its all about timing =/
Just give me some time to figure out more stuffs about her new toys and I’ll record a tutorial video.
I’ll try that cr.M -> stomp kick thing. Looks godlike…
for the OTG follow up from ground throw, I used to have difficulty, but then I realized you can act/buffer A LOT sooner than you think, like before the camera angle returns back to normal. When I started telling myself to input the super jump earlier than I think I should, I started landing it more consistently. Maybe that can help with people who are having trouble.
I agree with other posters on here. Chunli does seem to be a bit faster. When I first played her in Ultimate, I was like whoa… she got faster! Then in training mode this weekend, I messed around with her and found now that you can cancel her cr.m, it opens a lot more combo possibilities and all on a single button! It has been posted already, but cr.m, xx j.d+m, adc(air dash cancel), j.m, land [whatever…] You can also replace the j.m with a j.h.
When I first accidentally did ex sbk, I was like, what? That move is too good!
- Rotendo
Finally figured out some midscreen stuff with OTG. You can do something like
ground starter :s: SJ (j.j.
j.:h:)x1/x2 j.:s: Land ~Dash ~IAD j.:d:
Legs j.:h: Land :h:Legs xx Kikosho/lvl3.
You want to delay the OTG as much as possible to hit as close to the ground as you can, as well as cancel into Legs as quick as you can to keep low to the ground for best results. Not sure if you can do 3 reps of the air series before hand due to hitstun deterioration, but it may be possible.
From the same starter, you can do a relaunch midscreen:
ground starter :s: SJ (j.j.
j.:h:)x1/x2 j.:s: Land ~Dash ~IAD j.:d:
Legs j.:h: Land c.:h: :s: SJ air series j.:s: Land ~OTG/assist/etc.
Again making sure you hit OTG close to the center and as low as possible to the ground for best results. With the relaunch I find you cant do a full air series due to the hitstun, but its good to know.
You can also followup into a SBK to carry them to the corner. Been trying to get an EX SBK from midscreen after a basic starter, but no luck yet. They get pushed to far from :h:Legs after landing to connect into a c.:h: from my experience.
Maybe try sneaking in a s.:h: beforehand? It moves her forward a good amount. If you do it quickly enough you’ll maintain your down charge.
I’ve been busy, but I want you guys to try this combo out and see how many reps you all were able to get. My new Chun infinite.
[c. xx :d:
, ad :h:, land]
The trick is plinking to get the dash and :h: fast enough and low enough for you to land and perform another c:m: so that the hits connect, not resetting the combo meter.
- Rotendo
I found out more techs for Chun’s Cr.M jump cancel
You can jump cancel it into stomp kick, then double ump -> instant air dash -> j.M for crossup, then you do your favorite combo =D
You can use j.H in the corner.
I just found something that is freaking awesome. Its a motion that does an instant air stomp kick and then automatically chains it into an air dash, from which you can of course follow up with an air attack that will allow you to ground combo further. This motion, when done during a ground dash, will allow you to instant overhead any crouching opponent, EVEN CROUCHING SHORT CHARACTERS.
Yeah. That’s right. An instant overhead that works on crouching short characters.
Who’s your daddy, Chun players?
The motion is simple, but it must be done very, very quickly, and I mean QUICKLY.
Just press up, down+:m: + another attack button. In order to hit crouching short characters, you will have to dash into them so that your sprites overlap, then do the motion.
The input leniency of MVC3 will register both the stomp kick and the air dash, and because you are so close to the ground, you will do the stomp kick, and then the air dash once you are at the minimum height, which will also make it the fastest air dash possible. It is possible to instant overhead crouching characters with a stomp kick without using this motion, but it is much more difficult than it is practical. But with the motion, it’s as easy as pie!
Headstomp leaves you in neutral jump state anyway, you don’t need to double jump.
I do this by doing half circle down actually, :u::uf::f::df::d:, even better is if you dash with :h: all you have to do is double tap while holding down, which gives you headstomp first, then an air dash.
I don’t play Chun. No interest at all - well maybe a little but not right now. Just came to say that the Shadow Lady alt color is the best in alt in the game that I can recall. Freakin’ awesome.
Have fun.
Hey guys, I’m having a bit of difficulty with following up with a specific series after her throws. If you guys read the strategy guide, then you know after a basic air combo (when hitstun decay isn’t too bad yet) you can:
headstomp > j. M > j. M > j. H > j. S > immediate lightning legs > Hyper.
well after her air throws, she can do this too (replace legs to hyper with ground series to air combo). the problem is: I can’t find any consistency. sometimes the headstomp puts her on the other side, sometimes it doesn’t. I’ve been experimenting to see if it had to do with the timing to OTG, but still haven’t figured a the trick to make it consistent. I THINK it seems to work better if I air throw them from a higher altitude and OTG as late/deep as possible, but the timing is still a mystery to be solved.
if anyone could help me out on this it’d be greatly appreciated.
If you stomp on their head, you’ll cross over, if you stomp on their legs, you wont. You can replace the j.:h::s: probably with
legs, falling j.:s:
legs hyper. The automatic legs will make Chun face the right way and still give you enough hitstun.