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| == Links and Starters == | | == Links and Starters == |
| === Normal Hit === | | === Normal Hit === |
| {{TheoryBox | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | Title = Damage-Optimal Link | | |+ Links and Chains |
| | Oneliner =
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| | Difficulty = {{clr|2|Easy}}
| | ! Combo !! Notes |
| | Damage = | | |- |
| | Meter = | | | 5MP, 2MP || Important combo piece, as it lets Chun build charge for Spinning Bird Kick. Unfortunately, not very good for pressure as the gap is big enough that 4f normals will beat 2MP clean. |
| | Anchor =
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| | Youtube = | | | 5LP/5MP, 5LP/5LK || Doesn't give Chun a knockdown anywhere near as easily, but is a lot better when it comes to pressure and still links on normal hit. 5LK will not link from 5LP if it's used as a link after a three-hit light chain. |
| | Recipe = (5LP,) 5MP, 2MP | | |- |
| | content = Chun’s best normal hit damage link. Has enough time to charge Spinning Bird Kick if [2] is input immediately after pressing 5MP. Forms the core of most of Chun Li's combos, as her grounded extenders will usually route into this. 5LP will combo into 5MP at absolute point blank range. | | | 5LP/2LP/2LK > 5LP/2LP/2LK > 5LP/2LP/2LK || Chun's light chains are incredibly open-ended, but both 2LP and 2LK will whiff as the third part of a chain if it's not started at absolutely point-blank range. |
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| | | | 5LP, 5MP || Only works at point blank range. |
| {{TheoryBox
| | |} |
| | Title = 3-hit Light Confirm | |
| | Oneliner = | |
| | Difficulty = {{clr|1|Very Easy}} | |
| | Damage = | |
| | Meter = | |
| | Anchor =
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| | Youtube =
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| | Recipe = 2LK > 2LP > 2LP/5LP
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| | content = Basic pressure string that doubles as a confirm. Chun can sneak in a throw after either of the first two normals. The last 2LP will whiff if Chun was not exactly point blank when starting the string, requiring 5LP in order to combo (which also loses down charge). She can also use 5LK instead which will not combo but instead build more space if the string is blocked. | |
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| {{TheoryBox | | {{TheoryBox |
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| | Youtube = | | | Youtube = |
| | Recipe = 4HP > 214P~LK <br> 4HP > 214P~HK | | | Recipe = 4HP > 214P~LK <br> 4HP > 214P~HK |
| | content = Shows some basic uses for 4HP in combos. Routing into 4HP will appear later on, as it requires situational awareness or Drive meter to be used effectively. | | | content = Shows some basic uses for 4HP in combos. Routing into 4HP will appear later on, as it requires situational awareness or Drive meter to be used effectively. 4HP > 214P~HK can lead to a safejump or a super depending on routing, but going into SBK from 214P~LK is usually easier and more consistent. |
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| {{TheoryBox
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| | Title = Far Poke Conversions, Part 1
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| | Oneliner =
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| | Difficulty = {{clr|2|Easy}}
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = 5HP > 214P~LP <br> 5HK > 214P~MK
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| | content = An introduction to Serenity Stream conversions from pokes. This only works on somewhat close 5HP connects as 214P~LP has a tendency to whiff.
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| {{TheoryBox
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| | Title = Poke Confirms for 2 Drive
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| | Oneliner = Costs 2 Drive for everything and the kitchen sink.
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| | Difficulty = {{clr|1|Very Easy}}
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| | Damage =
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| | Meter = -2 Drive
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| | Anchor =
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| | Youtube =
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| | Recipe = 4/6MP or 2MK > 236KK~KK
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| | content = This does everything. Swift Thrust is a quick, far-reaching poke that is safe on block. OD Kicks is also safe on block without the follow-up, and easily hitconfirms itself. For the cost of 2 Drive, Chun gets a knockdown and good damage from one of her best pokes. It's hard to get better than this.
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| 2MK is also very strong for combos into 236KK but has two distinct downsides. The first is its far more restrictive cancel window. Whereas Swift Thrust has a 17f window that is possible (albeit very difficult) to confirm, 2MK's cancel window is 13f. Secondly, 2MK scales combos much harder than Swift Thrust.
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