The First Lady of Fighting - General Chun-li Discussion

Yes, that’s the alt outfit of Trish. Though it turns out one of her regular colors would work just as well.

Hm. I was thinking Low Voltage for assists, but most of the casual matches I was looking at had her using Hopskotch to help with rushdown/discourage the opponent’s rushdown.

I’m giving one more team variation a try before I decide to drop Chun. I tried Chun/Storm/Sentinel and Chun/Storm/Trish and now I’m going to try Chun/Storm/Akuma. Here’s hoping it works out >.< (And yes I know Doom is probably the best third slot but trust me when I say he just isn’t a good match for me). Otherwise… I’ll have to drop Chun for Wolverine even though I don’t really want to xD.

Anyways my question is regarding comboing from tatsu assist. Brian makes it look so easy in his videos xD I’m trying to get that BnB of his down but I am running into a few problems getting it to work consistently. The times that I don’t pull it off successfully the combo drops when either the air stomp doesn’t connect because Chun falls just a tad bit short of reaching the opponent or the j.H punch before the air ex sbk whiffs. Anyone have any tips for keeping this consistent?

Yayy, I get to talk about my experience of trying to reproduce this combo midscreen.
Ok, landing the OTG midscreen consistently:
I don’t know why it works like this, but it seems to be the delaying the S after the cr.H and then going for the air HS immediately puts them right where you want them.
The second problem is easier, don’t go for a j.H before the ex sbk, it’s a j.S.

Thanks for the help! I’m landing the combo a bit more consistently now.

edit: Anyone have any tips for dealing with Taskmaster? If he decides to play lame and shoot arrows all day then I tend to do really badly. If I attempt to close in then he will use that shield charge move to beat mine and then touch of death combo me. If he manages to shoot arrows while I’m too close and I try to punish with a Super then he can cancel into that reversal super to punish me. Using my assist helps but depending on Taskmaster’s team and how smart he is then his assists can beat mine.

I think the metagame is fleshed out enough that we can begin to speculate about Chun’s optimal comps. I still believe that Chun should be on point in 99% of teams that include her. She needs to have teams built around her; not the other way around. So with that in mind, I just spent a lot of time in the lab trying out various teammates for Chun and a two stood out in particular. I’ll list these 2 for now and maybe add more later as things are discovered. Others should feel free to make suggestions about optimal teammates for Chun as well and give some details. Here’s my top 2 choices thus far:

Storm
Lud and I have probably beat this dead horse into oblivion already, but she really does complement Chun that well.

Pros:
-Whirlwind: The assist is mediocre, but it becomes better as you learn how to use it properly. Aside from beating other projectiles and pushing foes into the corner, I’ve recently discovered ways to use it to extend Chun’s combos. Lud has also been developing this idea further.
-Hailstorm: It’s the best DHC in the game and only becomes more powerful when coupled with Chun’s invincible Hoyokusen hyper. This can kill snipe assists and often kill 2 foes instantly if your reactions are good enough. It makes Hoyokusen similar to Chun’s super in SF4 in that it drastically reduces your opponent’s options. Once you have 2-3 meters, half of your foe’s options just became a liability that could result in a happy birthday.
-Lightning Legs: Chun’s LL assist helps pin people down for Storm’s high/low mixups via instant float.

Cons:
-Whirlwind: Yup, it’s also a con. It comes out slowly and Storm steps in front of Chun when performing it. The latter part is especially unfortunate.
-Damage: Storm’s damage is awful. She is more of a support character. If Chun dies, your 3rd needs to compliment Storm very well for her to be a threat.

Chun-y/Storm-a/_____ is definitely an archetype worth considering. The final spot must be able to anchor and make XF3 comebacks, because Chun and Storm both have low health. Aside from that, it is desirable for your anchor to have an assist that helps Chun open people up.

Sentinel
I’m becoming increasingly convinced that Sentinel is one of the few (if not only) characters that rivals Storm in terms of synergy with Chun.

Pros:
-Drones: I don’t think I need even need to get into this. Chun with and without Drones assist are different characters, period.
-DHC: Plasma Storm and Kikosho DHC perfectly together for combos; they’re both giant bubbles and both deal huge damage due to high minimum scaling properties. Hyper Sentinel Force is also a safe way for Chun to DHC out via Hoyokusen.
-Lightning Legs: A pinning assist is never bad, but LL can also create very easy ways to extend Sentinel’s combos.

Cons:
-There aren’t any major cons with this comp, which is part of its appeal. The closest thing would be Sentinel having some very bad matchups.

Chun-y/Sentinel-a/_____ suffers from the same need for a strong anchor as Chun/Storm, but is not quite as needy in the assist department. Definitely worth trying out.

OMG, James Chen has just mentioned my Chun Li on the Final Round stream! =O

CHUN-LI PLAYERS REJOICE!!! I’ve been in the lab with Chun/Storm and have finally discovered a BnB combo that deals anywhere from 900k-1million damage. Couple things to note before hand:

  1. Combo requires Storm as the second character.
  2. The combo utilizes an air tag (the type of tag you use doesn’t matter, but because of float you can’t use down tag, it’ll whiff)
  3. The combo builds exactly 2 meters and uses both of the meters
  4. You need some sort of assist that moves forward and hits horizontally (in this case, so Chun has time to dash after her Kikoanken in time to combo after it, anything like a tatsu, or beam assist a wall bounce assist can work, too.)
  5. Works anywhere on-screen.
  6. The Air Dash portion for Storm is different in the corner. You must so Air L, Air M, Air H, into Flight. Air L to air H whiffs.

Inputs:
Jump H, Jump S, Crouch M, Stand H, Kikoanken, Assist 2, Kikoanken, Dash, S, Headstomp, Headstomp, H Lightning Legs, Jump M, Air H, H Lightning Legs, Jump M, Air M, Air H, H Lightning Legs, Air Tag, (Storm) Air M, Air H, L Lightning Sphere, Air L, Air Dash Up Forward, Air L, Air H, Flight, Air L, Air H, Air Dash Forward, Air H(4x), Air S, Elemental Rage (fullscreen), Kikosho (mash).

If you’re just a sliver off two bars when doing this combo, try adding a crouching H after dashing after the kikoanken - assist part then chaining into launcher. Easily one of the more difficult BnB’s and air dashing and getting the L’s to combo with Storm can be a pain at first, but it’s really rewarding. Another positive to this combo is that the Elemental Rage should almost always put the opponent in the corner and have Storm right next to them on wall bounce. There’s no need to DHC early; you’ll get full Elemental Rage damage as well as Kikosho damage. With practice, this combo can really be consistent. the only negatives I’d say are the level of execution required and and the possibility of being air countered, and since you can’t down tag, you can’t simply trade off ending the combo early to get meter and kill anyway; you gotta do the whole thing.

Hope this helps anyone that. And on a side note, the airdash jig with Storm that I just explained puts them high enough to do the TAC infinite if you want to instead of using up your meter, in case no one knew. :slight_smile: Just replace Air S with M Lightning Sphere, Air L, Up Tag.

Your combo may be good, but it has a lot of problems to make it viable:

  • You don’t start combos with jH, jS. It’s kinda risky and you may end up doing an accidental launcher instead.
  • You dont use St.M in the beginning of the combo because it whiffs on a lot of characters and also has a smaller hitbox than her cr.M (wich has awesome reach) because it’s in the “hitconfirming” string
  • You can’t really rely on TAC combos if you want that combo to become your BNB. We all know why.
  • If you paid attention to what you did, you can use Doom, Magneto and probably more characters instead of Storm because they have big TAC combos and means to HC after them.

Well, perhaps I shouldn’t really call it a BnB combo, then :stuck_out_tongue: but it’s definitely something worth going for in a match.

It is true that this can work with other characters (minus the DHC part being perfectly replicated). I made this cuz like drowsy22 posted earlier, there is a LOT of great synergy between Chun/Storm. Obviously the biggest flaw to this combo is the tag portion, but since tagging isn’t guaranteed for either person, it can be used to you advantage, as you have a higher probability of succeeding than they do. (Plus, if you’ve hit them with the TAC infinite once, they’ll start seriously gettin mindf**ked about whether or no they should be going for up tag.)

Brian,
> I guess the j H, j S can be replaced with j M, j S. perhaps? I find this to be way more consistent off an airdash. I personally don’t usually get an accidental ground launcher.
> I actually did put cr M, perhaps you misread that as the st. H?

Feel free to point out any other possible holes in my combo, I appreciate any feedback.

I feel that Chun/ Storm had better synergy in vanilla, when Chun-Li didn’t have an OTG. I don’t see how Storm helps Chun-Li. People used to say her assist is good to push the opponent to the corners, but with the new BNB I’ve come up with (the one finishing with Ex SBK), the opponents are pushed really far and also allows you to finish the combo with a HC, wich was a real problem for her in vanilla.

I don’t think you should attack with with two normals at once. I might be wrong, but it can be risky. I usually go with j.H, but her j.M is better in range. BUT, whenever I use her air dash, I do it when I’m very close to the opponent. I don’t rely on airdashes to get in, it’s really risky and I see a lot of people doing it all the time. I don’t think that is how you’re supposed to get in with her.

And yeah, I’ve misread it xD. You did put cr.M. Im sorry.

I actually use Whirlwind assist for getting in. Yes, it does push back, but wavedashing can somewhat remedy this, and my main use for it is to plow through fireballs wars.

Then I use Hawkeye assist for staying in. Since Chun’s M buttons are now jump cancellable, I can visually see if they pushblock me, call Hawkeye assist to keep them pinned in blockston, jump and karadash right back in with a double overhead as if i was never pushblocked. :slight_smile:

If this stop working, I can just normally wavedash after Hawkeye assist and mix-up between cr. M and instant overhead headstomp.

What are your current thoughts about Chun-Li right now guys?

I still think she is absolutely terrible in Ultimate. She is high execution for getting the same amount of damage as a basic Wolvie combo. She also has none of the powerful and practical tools at her disposal that most characters in this game have and need to really be considered viable in theory. That said, she definitely has enough tools to work with, it’s just that everything she does, someone else can do better and usually easier.

First, I’ll name a few of her pros. She has good vertical air mobility with her triple jump and upkicks, but its slow for a game like Marvel. Besides attempting to run away from x factor or trying to make tricky situations involving assist calls, it doesn’t give her what she really needs: the ability to get in and do some damage. She is also an excellent battery and builds tons of meter in her combos. Combined with her average damage output, this can be enough for getting a DHC for the kill. She is deadly with a lockdown assist, but it’s difficult to setup that situation. Her LL assist is also great for lockdown. She also has a level 1 hyper with invincible startup, which is always good to have.

One problem for Chun is that most all of those pros are satisfied by other characters that are easier to use and/or get the job done better. Besides that, even with assists, it’s a nightmare for Chun to get in, especially against teams built around zoning and keepaway. She just simply loses outright in so many matchups its ridiculous. Facing characters like Vergil and Hawkeye with Chun is practically suicide. The only way you will even touch them is if they make a huge mistake.

A few last notes: Chun has a passable throw game, she has excellent pressure when she is literally in your face, she has Thor kill combos in level 3 x factor, her normals are fast, and she has decent normals for non-sword normals. She has all of the basics covered in order to be usable in this game if the player really pours in the lab time to make her work. The fundamental problem with her is her inability to apply solid pressure, and correspondingly, she has terrible matchups. What are you going to do against a team consisting of MODOK/Hawkeye/Doom? Or Vergil/Wesker/Magneto?

I’d just like to end this by saying I haven’t played much Chun since Vanilla (gotta give in to the derp lol), and I really enjoy playing Chun… when I don’t have to be inching forward through a sea of projectiles.

EDIT: I’d also like to mention that Chun’s reset game seems very unexplored, but I think it could be very strong, especially with assists.

I wonder, is a team with Chun Li - y, Vergil - y, and Wesker - b a viable team?

Just curious if anyone had tips for fighting Dante and Vergil. Their sword normals beat Chun’s normals and in the right position they can stuff her lightning legs and ex sbk. A lot of times their moves beat my Akuma assist too :confused:

I also just got thrown out of a tenshokyaku by a Vergil. I didn’t realize that I could be thrown mid-attack. I’m so salty about that.

Watch my matches @ my channel. There are matches where I face Vergils with Chun Li, but unfortunately I have not been able to record against Dante.
Anyway, keep jumping and wait for the right time to rush him down. And call Akuma while standing above their heads, so you can attempt a crossup by switching sides during your jump.

I’ve got a state of the Chun post in mind. Though I haven’t collected my thoughts 100% yet. For now, I’ll just bitch about something that’s been bothering me lately:

I hate the way her airdash works sometimes. The trajectory is nice, and the fact that it’s only one way is fine, really. The thing that pisses me off is the way the game decides which way the airdash goes. Is it always towards the opponent? No, no it is not. It goes in the direction the opponent was the last time you were on the ground. So if you jump over them, do you get the opportunity for a double crossup like many other characters? Of course not, because if you jump over someone and dash, you’ll dash away from them. I’m trying to figure out a way to make this useful (backdashing in certain circumstances can be quite useful, indeed), but mostly, I find that I spend a bunch of time in the air, find a nice opening, try to go in for the crossup overhead and dash in the opposite direction I want to. I swear, this and the lvl3 sometimes whiffing on hit feel like bugs that should be patched.

jM can cross-up a lot of crouching characters.
Air dash into Lightining Legs causes crossups
Stomp kick will crossup every single character after an air dash.
The jH can crossup Hulk, Nemesis and Sentinel.

This weekend I’ve decided to add Chun-Li’s overhead to my gameplan and it had a great success rate.
Basicaly, you can bait an adv. guard, and if they try to push after a Cr.L, for example, the overhead will jump above them and hit the other side.
Also, dash + overhead worked a lot too, since it causes crossup.

Hey guys, I found a way to do Chun-Li’s infinite with any character.
The problem is: One character must be down, and the tac combo starts with Chun-Li -> X -> Chun-Li.
Is that new?
As far as I remember, the Stomp Kick infinite can only be done using double jump characters…
I am ALMOST able to do it with any character (meaning everyone is alive). Im still working on it.