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| # (236LK) 22HK | | # (236LK) 22HK |
| # (236LK) 236236P | | # (236LK) 236236P |
| # 236236K | | # 236236K (236KK is better) |
| # (236LK) 214214K | | # (236LK) 214214K |
| | content = LK SBK technically works here but deals less damage and has the same amount of corner carry. 236LK can be inserted before 22HK in the corner, and [2]8KK can link into a super of Chun's choice. If possible, it's better to use 236LK before going into lvl1 or lvl3 in the corner. | | | content = LK SBK technically works here but deals less damage and has the same amount of corner carry. 236LK can be inserted before 22HK in the corner, and [2]8KK can link into a super of Chun's choice. If possible, it's better to use 236LK before going into lvl1 or lvl3 in the corner. |
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| | Recipe = ... > [4]6PP, 5MP, 2MP (ideal) <br> ... > [4]6PP, 5LK (poor) <br> 2LK 5LP 5LK > [4]6PP, 2MK (spaced) | | | Recipe = ... > [4]6PP, 5MP, 2MP (ideal) <br> ... > [4]6PP, 5LK (poor) <br> 2LK 5LP 5LK > [4]6PP, 2MK (spaced) |
| | content = OD Kikoken is +5 on hit at close range and heavily spacing sensitive, even if the links themselves aren't all that difficult. However, they're very good for extending combos wherever possible as Chun gets much more on grounded hits than she does from juggles. It's also very helpful when converting from Serenity Stream as she doesn't have to worry about charging. | | | content = OD Kikoken is +5 on hit at close range and heavily spacing sensitive, even if the links themselves aren't all that difficult. However, they're very good for extending combos wherever possible as Chun gets much more on grounded hits than she does from juggles. It's also very helpful when converting from Serenity Stream as she doesn't have to worry about charging. |
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| | Routing into OD Kikoken is the most difficult part. Ideal starters into OD Kikoken will leave Chun close, like 2HP or anything into 214P~MK due to its forward movement. There's a bit of a deadzone where Chun is +5 but too far for even a 5LK to link afterwards before she gets into a +7 range for 2MK. After that, she hits another deadzone and nothing is fast enough or long-reaching enough to pick up a combo. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = Further Extending Combos |
| | | Oneliner = Keep them grounded. |
| | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ground starter > OD Kikoken/DRC > ground sequence > (OD Kikoken/DRC) > launch > ender <br> |
| | Example 1: PC 4HP > 214P~MK > 46PP, 5MP, 2MP > DRC 2HP > 214P~MK > 46PP, 5MP, 2MP > [2]8MK <br> |
| | Example 2: DI (stun), j.HK, 5HK > 214P~MK 46PP, 5MP, 2MP > DRC 5MP, 4HP > 236HK, 22HK |
| | | content = Chun wants to keep her opponents grounded as long as possible if she wants to dump meter after something like a DI stun or DP punish. Her juggle options, while strong, are generally more limited than her grounded combo options. |
| }} | | }} |
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