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| | Recipe = PC 6HK, 4HP > 214P~MK > Ender | | | Recipe = PC 6HK, 4HP > 214P~MK > Ender |
| | content = 6HK crumples on Punish Counter, which allows this link to work. Unfortunately, 4HP > 214P~MK eats up a lot of juggle potential which limits Chun's effective follow-ups. 236236K can be used here but loses out on a ton of potential damage. | | | content = 6HK crumples on Punish Counter, which allows this link to work. Unfortunately, 4HP > 214P~MK eats up a lot of juggle potential which limits Chun's effective follow-ups. 236236K can be used here but loses out on a ton of potential damage. |
| | }} |
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| | {{TheoryBox |
| | | Title = Reversal Punish 2 |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = PC 2HP > 214P~MK > Ender |
| | | content = Doesn't limit the juggling potential as much and allows for better enders such as EX Spinning Bird into 236MK safejump. |
| }} | | }} |
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| </tabber> | | </tabber> |
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| | <tabber> Serenity Stream HK = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Hoyoku-Sen / Serenity Stream HK Extensions | | | Title = Serenity Stream Launcher |
| | Oneliner = Starting from 236236K / 214P~HK Launchers | | | Oneliner = Starting from 214P~HK |
| | Difficulty = {{clr|2|Easy}}/{{clr|4|Hard}}/{{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
| | | Damage = |
| | | Meter = Variable |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... > 214P~HK > jc.2MK delay j.2MK, j.HP~HP |
| | | content = |
| | Standard launcher combo. Very important to learn as not only does it deal good damage, it also routes into a safejump and Chun can link a lvl1 or lvl3 super upon landing. In order to get a safejump here, the magic number is +45. |
| | }} |
| | |-| Hyouko-Sen = |
| | {{TheoryBox |
| | | Title = Hoyoku-Sen Launcher |
| | | Oneliner = Starting from 236236K |
| | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = 2 to 3 Super | | | Meter = 2 to 3 Super |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = 1. Launcher > jc.2MK~2MK > j.236HK <br> 2. Launcher > jc, delay j.MP(1) > [2]8HK/236HK <br> 3. Launcher > sjc.2MK delay 2MK, j.HP~HP | | | Recipe = button/236KK > 236236K > jc.MP(1), rejump j.2MK delay j.2MK, j.HP~HP <br> button/236KK > 236236K > jc.MP(1), [2]8HK/22HK |
| | content = Given how common it is for Chun to confirm into 236KK, it's relatively easy to extend that into more damage. Unfortunately for Chun, common juggles that work into her lvl1 or lvl3 don't actually juggle into her lvl2, meaning she'll have to spend Drive to get this unless canceled directly from a normal. Alongside 236KK, it's easy to link this super after [2]8KK, although doing so will limit her follow-up options afterwards. | | | content = |
| | The main difference between Serenity Stream HK and Hyouko-Sen is the j.MP(1) rejump Chun can get before continuing the combo as normal. This not only gives her a smidge more damage and corner carry, but also opens up some additional routing options. This must be performed right off the ground to only get the first hit. |
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| Chun can opt to spend more meter to secure a KO after 236236K by using her air lvl1 after stomps or landing and using the ground version, but keep in mind that spending 3 meter on CA will take more Drive meter from the opponent and deal slightly more damage. Lvl2 > lvl1 takes the same amount of Drive meter via supers as a normal level 3 but looks way cooler while doing so. | | Given how common it is for Chun to confirm into 236KK, it's relatively easy to extend that into more damage. Unfortunately for Chun, common juggles that work into her lvl1 or lvl3 don't actually juggle into her lvl2, meaning she'll have to spend Drive to get this unless canceled directly from a normal. Alongside 236KK, it's easy to link this super after [2]8KK, although doing so will limit her follow-up options afterwards. The additional juggle point will remove the ability to use j.MP(1) for an extension. More moves before 236236K heavily limits her juggles afterwards, which at worst will only allow for the second hit of j.HP~HP to connect. |
| }} | | }} |
| | </tabber> |
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| {{TheoryBox | | {{TheoryBox |
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| | 214P~MP || - || - || 214P~MP is entirely a neutral tool and does not combo to or from anything useful. | | | 214P~MP || - || - || 214P~MP is entirely a neutral tool and does not combo to or from anything useful. |
| |- | | |- |
| | 214P~HP || [2]8HK, 22HK, [2]8KK || DRC || Special cancelable overheads are always good to have. Especially when they're hitconfirmable. | | | 214P~HP || [2]8HK, 22HK, [2]8KK || DRC 2HP || Special cancelable overheads are always good to have. Especially when they're hitconfirmable. |
| |- | | |- |
| | 214P~LK || [2]8MK, [2]8KK || DRC 5MP || Pretty similar to it's big sister in 214P~MK. | | | 214P~LK || [2]8MK, [2]8KK || DRC 5MP || Pretty similar to it's big sister in 214P~MK. |