Marvel vs Capcom/Chun Li: Difference between revisions

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= Introducion =
= Introducion =


= Basic Tips =
Launchers:
RK
Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series
AC Finisher:
FP, RK, Lightning Legs
= Move List =
= Move List =


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opponent to the other side of the screen.
opponent to the other side of the screen.


= Combos =
Easy Combos
1) c. FK, c. RK, cancel Lightning Legs (OTG)
2) c. FK, c. RK, cancel Senretsu Kyaku
The super should hit them before they can roll.
Intermediate Combos
1) j. JP, j. SP, SK, RK, sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku
This combo just hurts!  Way too easy to do for the damage it does.
2) j. JP, j. SP, c. SK, c. FK, c. FP, cancel Senretsu Kyaku, Lightning Legs
Do on the Lightning Legs afterwards so that when they get up they eat
enormous tick damage!
Hard Combos
1) j. JP, j. SK, j. SP, dash, SK, RK, cancel Hazan Tenshou Kyaku, c. SK
(OTG), RK, sj. JP, sj. SK, sj. SP, Stomp Kick, Stomp Kick, Lightning Legs
You don't have to add on the extra Stomp Kick and can just go into the
Lightning Legs.  The timing is a bit tricky on this one.
2) j. JP, j. SK, j. FK, dash, JP, SK, RK, sj. JP, sj. SK, sj. SP, Stomp Kick,
sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku
After the Stomp Kick quickly hit the JP.  This looks so damn cool!  Yes, you
CAN do an infinite instead but I HATE infinites so don't do them!
3) launch, sj. JP, sj. SK, sj. SP, sj. FK, sj. RK, sj. SK (OTG), SK, FK, RK
You have to of course, do this combo in the corner.  Wait literally, a split-
sec in between the SP and FK so that the the second hit of the RK will hit
them above you.  This is a pretty cool combo.
[[Category:Marvel vs Capcom]]
[[Category:Marvel vs Capcom]]

Revision as of 06:21, 3 May 2015

Introducion

Basic Tips

Launchers:

RK

Magic Series:

Ground Magic Series: Hunter Series

Jump Magic Series: Hunter Series

Super Jump Magic Series: Hunter Series

AC Finisher:

FP, RK, Lightning Legs

Move List

Command Normals

Flip Over Kick: DF + HK

Chun-Li leaps up to the air and lands behind the opponent.

Reishiki Kikoken: F + HP

Chun-Li unleashes a stalling projectiles which resembles a mini-version of her Kikou-Shou.


Special Moves

Hyakuretsu Kyaku: Press K rapidly

Chun-Li swings her leg rapidly.

Kikoken: HCF + P

Chun-Li throws a fireball from her palms.

Hazan Shu: HCB + K

Chun-Li does a flip kick which serves as an overhead and can advance her rushing or verticality on the move.

Tensho Kyaku: Charge D, U + K

Chun-Li rises up as he does vertical spin kick in the air.

Hyper Combos

Kikou-Shou: QCF + Px2

Chun-Li unleashes a large spherical projectile that surrounds her.

Senretsu-Kyaku: QCF + Kx2

Chun-Li moves forward fast as she does a series of Hyakuretsu Kyaku's and finishes off with a flying kick.

Tensho-Senkuu-Kyaku: QCB + Kx2

Chun-Li does an extended version of her Tensho Kyaku.

Seichisei Senkuu-Kyaku: QCF + Kx2 (only in air)

Introduced in MvC, Chun-Li does an air-dash and when it connects, does a strong aerial MK which freezes the screen as random chinese symbols come up which lands the opponent to the other side of the screen.

Combos

Easy Combos

1) c. FK, c. RK, cancel Lightning Legs (OTG)

2) c. FK, c. RK, cancel Senretsu Kyaku The super should hit them before they can roll.

Intermediate Combos

1) j. JP, j. SP, SK, RK, sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku This combo just hurts! Way too easy to do for the damage it does.

2) j. JP, j. SP, c. SK, c. FK, c. FP, cancel Senretsu Kyaku, Lightning Legs Do on the Lightning Legs afterwards so that when they get up they eat enormous tick damage!

Hard Combos

1) j. JP, j. SK, j. SP, dash, SK, RK, cancel Hazan Tenshou Kyaku, c. SK (OTG), RK, sj. JP, sj. SK, sj. SP, Stomp Kick, Stomp Kick, Lightning Legs You don't have to add on the extra Stomp Kick and can just go into the Lightning Legs. The timing is a bit tricky on this one.

2) j. JP, j. SK, j. FK, dash, JP, SK, RK, sj. JP, sj. SK, sj. SP, Stomp Kick, sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku After the Stomp Kick quickly hit the JP. This looks so damn cool! Yes, you CAN do an infinite instead but I HATE infinites so don't do them!

3) launch, sj. JP, sj. SK, sj. SP, sj. FK, sj. RK, sj. SK (OTG), SK, FK, RK You have to of course, do this combo in the corner. Wait literally, a split- sec in between the SP and FK so that the the second hit of the RK will hit them above you. This is a pretty cool combo.