The First Lady of Fighting - General Chun-li Discussion

Thanks Cill. That tip really helps. I already new about using LL to get a followup, I just wanted to try to use a combo that gave me the benefit of a full air combo without too much hitstun deterioration for them to flip out, while at the same time saving and building meter.

The cr.M into stomp kick is too hard to land. One adv guard and its all gone.

… lol yeah. ive never even tried to use it in match… thats why i said it was a stupid little string… basically use it when you clownin’ it misses most little crouchers anyways so it was never going to be all that great.

anywho im back on chun… liking her much more now since i can actually get in (though i havent exactly figured out why its easier to get in with her) i just know that it is. anywho a couple of gimmicky resets to clown, they should hit the first time you use them unless your opponent is a baddy masher:

buktooth loop ending in c.H> jump cancel airdash x2 land behind opponent (thats a crossup)

basically it works if the opponent back techs and then expects to block regularly. it will lose to morons that mash L attacks no matter what and people that like to hold up as they recover. against others its golden. if you think they will expect the crossup, dont jump forward as you do the double airdash… just neutral jump then airdash x 2 and you will stay on the same side as the opponent. this reset/mixup is available anywhere where chun lands a juggle c.H

if you expect them to recover forward just wait till you recover from the c.H and immediately backdash… you will cross them up.

they are gimmicky but have alot of options, all restes not wesker/ command grab based are gimmicky imho though and if you land one of these resets its a dead character generally if you dhc x 2 at the c.H or further in if you wanted to extend the combo. combo before reset does like 334 and combo after does like 550 add in an extra “mashable” dhc and that combo goes up to 730k so all total it does about 1.1 mil… enough to kill most characters.

oh and heres a brief synopsis of what im currently doing with chun:

her command overhead is a ridiculous AG beater… they will ag and she will be sailing over there heads and get a free combo… this is the main reason why i dont have much problems with AG with her in general. it also doubles as a great overhead that catches people slipping WAAAAY more than it seems that it should. on paper the move is bad… in actual play ive found it to be GODLIKE. unfortunately once opponents get used to it it becomes less godlike cause of things like haggar lariating it on reaction and bitch asses like magneto standing jabbing it x 4… but theres counterplay against those as well.

anywho once my opponent gets used to the over head and starts using those types of counters i start mixing in wavedash (s.H +beam assist) jump cancel airdash (beam crosses up) free combo and its the reason why i dont like doom… he juggles people out of my kikoanken. anywho its a sweet crossup and luckily the natiral pace of playing chun makes it viable down the line once people start respecting her command overhead as a blocking/ag beater.

if you guys arent using her command overhead i suggest you do… i havent yet found an opponent that it just DOESNT work on so i think its bad advice to tell people to stay away from the move since it opens up OTHER avenues of damage from respect and fear alone.

my current team is chun/sent

im having a problem finding a third… its between hawkeye/doom/ironman and arthur

any suggestions? i know doom or hawkeye are the obvious choices. but i dont like doom, for whatever reasons and hawkeyes assist misses alot of crouchers.

im looking for a strong fullscreen horizontal assist on a decent anchor… any suggestions? arthur is good but gimmicky.

-dime

If you’re in a character crisis over this, Iron Man’s beam and Chris’ gunfire assist keep the opponent in a standing position. Not the best characters, obviously, but both fun in their own right.

hmmm… i hadnt thought about chris… will definitely give that some thought, thanks!

i was just theory fighting uses for ex sbk and i think i found one that could be REALLY good. ex sbk is air and ground able so i was thinking… it might be REALLY good for those times against wesker (or against any super obvious reset) where he goes for an air/ground reset.
on ground resets i was thinking that while rolling call some slow to start assist (sent drones, firebrand hellfire etc) to cover for missed ex sbk.

on paper it will be pretty good simply cause chun will protect the assist and the assist will protect her. there will obviously be counters… i could think of many right off the bat… but it gives chun something PROACTIVE against reset/waking mixups besides just forward and backwards tech.

well, next time i play ill make sure to try it out and see how good it can be/whether or not its actually a viable strat.

-dime

I’m in a similar position and I’ve found that Chun basically requires either Sent-a or Doom-a. Certain matchups (Ghost Rider, etc) are just not feasible without it.
I like that you use Sent 2nd instead of anchor. I think Doom is, as you’ve noted, the obvious choice, but I can see why you have mixed feelings about him.
Maybe try looking at it from this angle: Chun/Sent is nearly self-sufficient, because let’s be honest…when you’ve got Chun on point and Sent-a is available, what other assist are you really gonna call? lol
On the other hand, Chun can get gibbed. It just happens. So let’s say you’re down to Sent plus your anchor and Sent is on point. What assist backs him up nicely?
I think you need to find an assist that rounds out your team by focusing on Sent more than Chun tbh, but that’s just my opinion.
I’m not well versed on Sent’s needs, but I think he generally likes an assist that can cover his ass b/c half of his tools are unsafe w/o an assist backing them.

Give Ironman a shot. The dude is in your avatar so you must like him, right? Worth a shot imo. :slight_smile:
Maybe try to the raccoon too. Chun/RR/Sent. I can see that being interesting. Rocky needs a long range assist (sent) and a pinning assist (chun) so it works on paper I guess.

ah im much to obvious i see! the team is actually based on sent. it doesnt look like it with chun in the front but it is. pretty good of you to pick up on that. im using sent as a stand in for ironman, since i feel like sent on point (outside of anchor) is a powerhouse in this game and is being slept on hard.

RR is a GREAT suggestion!!! damn i didnt think about him at all… but i wanted to pick him up. i basically need a horizontal assist to help sent when chun inevitably gets bitch slapped, but i also needed someone good for using for chuns left right… only character i could think of was arthur… ironman unibeam scales waaaay to much and hawkeye misses alot of crouchers. also coons beam assist is a lockdown so even better… maaan, thanks drowsy! i think i will be running RR at anchor though… not that he will be the GREATEST anchor at all… but any lvl3 character is decent at least. this team is really about making use of the chun/sent duo while also giving sent an assist that he can use well and one chun can use situationally for a quick left right.

my chun really needs the left right cause its the end of the yomi string that i use with her (ie its what i use when ive got people sitting there looking for an overhead but not wanting to try and chicken block cause of the threat of c.M)

nice, ima try this out… hopefully rocky doesnt absolutely stink in the anchor position.

OH MY GOD… spitfiretwice is ridiculous for chun up close and allows sent to combo off of midscreen command grabs… i think ive found my third :slight_smile:

now i just have to figure out how to play RR…

-dime

I’m not sure about him as an anchor but who knows. XF3 makes dreams (and nightmares -.-) come true. He can still do some decent stuff though like spitfire M twice then teleport mixup and his own beam covers his approach (the fireballs dont disappear if he gets hit).

And yea I think RR might be the hardest character in the game…lemme know if you find anything good. I’m trying RR/Storm/Sent.

Maybe try playing with the log trap assist too. I’ve already found some insane sentinel combos with it. Plus he can confirm off it easily with a ground bouncing frying pan.

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harassment.

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saucy.

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saw it coming a mile away.

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ammy’s big blue sword.

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arthur: princess prin prin who?

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triplejumps, air joe/lightning legs, supers that launch, tac infinites, LL’s for task unblockables…oh my.

Been messing around with Chun, X23(ankle slicer), Hawkeye(greyhound arrows).

Very fun to play. You don’t get a very much damage DHCing into X23. So Chun’s best used as a battery for getting X23’s lvl3 silent kill, going for more resets/unblockables rather than trying to do raw damage. Take a simple string like: c.L+hawkeye-c.M-H. If they push block you, greyhound assist will lock them down long enough for Chun to get back in. If chun or greyhound hits, you still get to dash in for your full kikou crumple combo. With Doom plasma beam you have to do a different combo. Ironman unibeam will do the same thing as greyhound but Hawkeye is a much better anchor.

So I think Chun/Hawkeye is a decent pairing.

Hawkeye is, in my opinion, one of the 3 “Just Add Water” characters. Doom, Wesker, and Hawkeye make any team better. They can pretty much go anywhere on the team, too.

He is pretty awesome for Chun for sure as he has really good DHC synergy, something that’s a rarity considering how bad Hoyokusen is as a hyper (besides invincibility) and Kikosho’s awful angle that it spits you out at (45 degrees up sucks for DHC synergy unless it’s a long dashing super like X-23, vertical super like Tasky Arrows/Sphere Flame/Spirit of the Dragon/etc. or a tracking hyper like Maximum Spider). I haven’t really tested it but I don’t see why it wouldn’t work: Kikoaken, Raw Tag Hawkeye, Net Arrow Loop xx Combo. Seems pretty awesome to me.

Try dashing into your opponent first. Dashing at close range changes the properties of some of her attacks, and the sprite overlap makes possible some instant overheads that wouldn’t usually work.

EDIT: Oh, the fun never stops. Found a new piece of technology (Well, it’s actually a very old piece of technology that just wasn’t too useful when used in marvel before, but now is.) Basically, it’s just charge partitioning. It’ll allow you to keep your EX SBK charge while wave dashing across the screen.

Long story short, you can.

EDIT 2: Okay, maybe an explanation is in order.

For Chun-li’s EX SBK, you notice she has a rather pesky visual indicator of her current sbk charge. If you’ve played with her for a while, you’ll have noticed that it isn’t very accurate. Namely, you often have EX SBK charged before the visual indicator. That is because the indicator doesn’t actually show your EX SBK charge; it just starts to glow if you hold down for 2 seconds without pressing up, regardless of whether or not you are actually capable an EX SBK.

Long story short? You may be able to SBK even when not glowing. That pink glow only shows the time of your latest charge, but not your overall partitioned charge.

So, you can charge partition while wave dashing and have a fully charged EX SBK at the go, even if you aren’t glowing pink like a radioactive flower at the moment. Add in assist calls for an invincible set-up attempt.

The fun has indeed been doubled.

Just got my first perfect online, felt so great.
If Chun’s got you in the corner and you know what you’re doing, my god it can be scary.

Is it possible to make a good team with Iron fist and Chun-Li? That would be so epic haha!. Anyways can anyone explain to me why Ironfist when talking to Chun-Li says “The Daughter of the Dragon called, They want their everything back” What exactly does he mean lol

Well, I’m running Chris/Fist/Chun and it’s working out for me so far. Well, sort of. I am still running up against the brick wall that is bad matchups. I still need to work them better.

But I’m willing to say that if you throw Doom in there with hidden missiles for the air control you’ve got something going there. You can run Chun or Fist first depending on matchup and then just switch between them until the wheels fall off. Then you’re working with a great anchor and a ton of meter.

Debating whether to run Chun on point or 2nd with Strider as anchor, and Deadpool wherever’s left.

With that team, I think Chun on Point is a good spot. Our teams are pretty similar (Vergil, Chun, Deadpool)
Strider is far better off as an anchor than on point or 2nd, and you could use Deadpool’s OTG assist to help finish Chun’s stuff whenever needed so you might want him on 2nd.

I don’t like running Chun 2nd because she has no safe DHC. I don’t particularly like her as an anchor either, but others will disagree. I really think she shines on point.

I finally managed to get my touch of death combo with Chun Li.
It deals 1.100k at the corner, and requires 2 assists and 2 meters. I believe she builds 2 meters during the combo.

Chun has a couple of things as anchor on a team. Lvl3 XF SBK infinite, this still works in Ultimate and if you catch a character with legs you can automatically go into the infinite. Kick super invincibility, because of the time adjustments on XF, I’ve observed a lot of 1v1 scenarios where no one had XF. So having a mini bionic-arm super is great for clutch situations. Lastly, Chun has triple jump and double airdashes. This makes her one of the best runaways in the game since they made blocking after airdashes impossible, Chun can still maneuver much of the stage and still be able to block. This is extremely important in low time scenarios where you have the life lead or are up against characters with instant supers(Hawkeye, Doctor Strange, etc).