I don’t think that’s new. As far as I know, Chun infinite has always required that. Or being in the last slot. As for needing double jump characters… I’m not sure. I haven’t done too much work with the infinite since I run her on point and I generally try to avoid TACs.
BTW Brian, the last post you made… are you talking about her command normal or her instant overhead headstomp?
I was curious because I was fooling around a bit with Chun/Ammy in the lab and I found that Ammy holds an opponent blocking long enough to pull it off. You just can’t do it right when the assist comes out. I also found that you can go for a cr. M, jump airdash, j. H and do an overhead crossup on someone too. I’m not sure how good this would be in actual matches though because Chun doesn’t seem to have tools to cover her assists very well. Though it does make me curious about how a Chun/Ammy/Akuma or Chun/Akuma/Ammy team would work. But I refuse to drop Storm xD
I think it’s fun but at the same time it is the most infuriating game I’ve ever played. Especially if you are going to be playing Chun xD If you don’t mind being at bad odds all the time and 90% of the community tier-whoring… then I’d say to get it. Oh and if you are an online player expect lots of lag frustrations too. Netcode isn’t amazing. Not terrible… but you will lose because of lag often. As for costs, I’m not sure. Check online?
BTW that kind of question probably should go into another forum… not the character specific forums as this has nothing to do with Chun-Li in UMvC3
Yes, Amaterasu can lock down the opponent, but Akuma and specially Hsien Ko can do that better.
You can approach by multi-jumping and call them, so they will hit or lockdown your opponent. Hsien Ko makes an incredible assist in this situation, since she’ll give you enough time tofor you to to at least 2 mixups.
The airdash -> jH crossup usually will only work against Sentinel, Hulk, Nemesis and Haggar. jM hits more oftem, BUT you can switch those jumping attacks for a airborne Hyakuretsu Kyaku.
And about the Chun-Li infinite, I got ways to combo after her Tenshokyaku, but I’m still trying to make the infinite doable after one single upward TAC.
The hard part about Akuma lockdown is that he is pushing the opponent away too. I was trying to find a way to incorporate her instant overhead into my gameplan but she needs to be right next to them for that to work. If Akuma is pushing them away… then there’s no possibility for that. I haven’t tried Hsien-Ko for obvious reasons.
And I was able to get it to cross up on Wesker, Cap, Wolverine, etc. Just not small characters like RR. It was more of a good crossup for when you are approaching from a distance because on the outside part of her cr. M range it doesn’t crossup, the mid part does, and if you are up close go for the instant overhead instead.
Wasn’t there a second infinite that has her going across the screen instead of up? Maybe that one is doable for one TAC? I’m not sure though. I’m not very good at developing technology.
There is the Stomp Kick -> jH infinite, but I’m not very good with loops, and I drop it very often =/
You should call Akuma when you are right above them, so you can call him, jump forward and attempt a crossup with that.
Just wanting your opinions… Would you classify Chun-Li as an execution heavy character for this game? I got into a big argument with a friend about it so I’m curious to hear your opinions.
Yeah that is the one I was referring to.
And I can try implementing that. Kind of a boring crossup though xD
She’s obviously execution heavy. More than Zero, less than Viper.
Her combos, mixups, the fact that you need to keep holding the down button for the entire match, hitconfirms, infinite and TAC combos, comboing after a ground throw, her OTG etc.
I found a way to combo into her infite after 2 upward TACs. Akuma -> Ryu -> Chun-Li.
That’s what I was saying. It just annoyed me because it was said by someone who I played a lot of SF4 with when I was just starting to play fighting games at a level higher than “pick up and play for fun.” So of course I sucked then. Since UMvC3 came out I’ve really been trying to step up to that next level while that guy stopped playing fighting games for personal reasons… so he thinks I’m still the same scrub and doesn’t take my opinion seriously. He seriously believed that him being able to perform Desk’s Chun-Li combos after a few minutes in the lab in Vanilla gave him the authority to declare she isn’t a high-execution character as opposed to listening to the guy who has played her since vanilla and has played thousands of matches with her. Ah well.
And wasn’t that the standard anyways? 2 upward TACs? But if I’m wrong about that then hey, good work!
The upward TAC was standard for double jumping characters =)
You needed two double jumping characters, or only one of them, but the 3rd member should be knocked down.
And there is a difference between high execution character and high execution combo.
I finally found a way to start the TAC Stomp Kick infinite combo from my original team structure (Chun-Li/ Ryu/ Akuma).
I’m going to record it maybe next week =D
He makes the claim that Chun-Li should NOT be played on point and should instead be 2nd or 3rd for TACs into infinite. I disagree but what do you all think about it? Seems like most of us Chun players on SRK use her on point.
^ In my opinion it really depends…though I don’t agree that she should be placed 2nd/3rd solely for the infinite. Though it keeps her safe and allows the current point character to use her assists. It has its advantages/disadvantages.
If the main role for Chun-Li on your team is to start her infinite, then yes, he is right.
I’m really bad at executing her infinite, so I keep her on point.
Her assist is awesome, so she may be a viable character for the 2nd slot. But if you can’t do her infinite all the time, point is her best spot.
Dont know how much importance this may be, but its possible to link M into Medium Hyakuretsu i believe as many times as you’d like,( with the right timing)
and also she has a lvl 3 xf infinite, which is LMH Heavy Hyak, delay, and rinse and repeat.