X-Men vs Street Fighter/Chun-Li: Difference between revisions

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=== Combos ===  
== Combos ===
some combos require that you dash in first.
some combos require that you dash in first.



Revision as of 18:29, 5 January 2016

Introduction

XvSFChun-Li.png

Chun Li, an agent of Interpol, is hot on the trail of the Shadaloo organization. She is intent of bringing M. Bison to just for the death of her father.

Moves List

Normal Moves

Yousou Kyaku (in air): {{#motion: d + mk}}
Tenshin Shuu Kyaku: {{#motion: qcf + hk}}
Sankaku Tobi: {{#motion: ub or uf near wall}}
Foward Kick : {{#motion: f hk (in air)}}

Special Moves

Hyakuretsu: {{#motion: k (mash) (ground and air)}}
Tenshokya: {{#motion: d (charge) u + k}}
Kikouken: {{#motion: hcf + P}}
Hazan Shuu: {{#motion: hcf + K}}

Super Moves

Kikou-Shou: {{#motion: qcf + P P}}
Houyoku-Sen: {{#motion: qcf + K K }}
Hyper Tenshokya: {{#motion: qcb + K K}}

Combos =

some combos require that you dash in first.

Basic

2 hits- hp, kikouken

3 hits- lp, mp, hp

4 hits- lp, lk, d.mp, d.mk

4 hits- lk, mp, mk, d.hp

4 hits- lp, lk, d.hp, d.hk

various hits- d.lk, d.mk, d.hp, houyoku-sen.....mash buttons for more hits.....my max is 32

Intermediate

4 hits- throw, lp, mk, air throw.....opponent must be in corner.....this combo hurts, ouch!!! NORMAL SIZED ONLY( anyone shorter than magneto)

6 hits- hk, sj.lp, sj.lk, sj.mp, sj.mk, sj.hk

7 hits- hk, sj.lp, sj.lp, sj.lp, dj.lp, dj.lp, dj.hk

10 hits- hk, sj.lp, sj.lk, sj.mp, sj.lp, sj.lk, dj.lp, dj.lk, dj.mp, dj.hk......only looks hard

various hits- lp(x14), mk, houyoku-sen....only on crouched magneto in corner....keep pressing lp until you start to back up, then mk, super.

Advanced

26 hits- lk, hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, dj.lp, dj.mp, dj.mk, dj.f.hk, dj.f.hk, tj.lp, tj.mp, tj.mk, tj.f.hk, tj.f.hk, land, mp, mk, throw, Hyper Tenshokya.....hits may vary, cuz you might not combo the throw.

various hits- lk, hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, dj.lp, dj.mp, dj.mk, dj.f.hk, dj.f.hk, tj.lp, tj.mp, tj.mk, tj.f.hk, tj.f.hk, land, ((j.lp, j.lk, j.mp, j.hp, j.hk)....repeat bracket for infinite.

39 hits- lk, hk, sj,lp, sj.lk, sj.mp, sj.mp, sj.mp, dj.mp, dj.mk, dj.f.hk, dj.mp, tj.mp, tj.mp, tj.f.hk, tj.f.hk, land, lp, mp, mk, throw, mk, hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, dj.lp, dj.mp, dj.mk, dj.f.hk, dj.f.hk, tj.lp, tj.mp, tj.mk, tj.f.hk, tj.f.hk, land, mp, mk, air throw.....very tough combo...hard part is comboing the throws.

Infinites

(Air dash, hk)....this is not easy at all....you have to cancel super jump into an air dash.....perfect height should be at opponents head.

(Air dash, lk, mp, mk)....another tough one....same concept.

(J.lp, j.lk, j.mp, j.hp, j.hk).....check the advanced combos for setup.....j.hk should only hit once.

Hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, (lp, mp, mk).....repeat brackets.....ONLY ON CAMMY

Lp, hk, sj.lp, sj.lk, sj.lp, sj.lk, dj.lp, dj.mp, dj.f.hk, (d.mk).....ok, after f.hk, you will start to fall, halfway down, hold down and mash the shit out of d.mk........there are many ways to setup this combo, so be creative.......ONLY ON JUGGERNAUT.

Match-ups