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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = j.HK, 2HP > 214P~LK > 28MK <br> j.MK, 5MP, 2MP > [2]8MK | | | Recipe = j.HK, 2HP > 214P~LK > 28MK <br> j.MK, 5MP, 2MP > [2]8HK |
| | content = The first combo may be easier to start with as you don't have to start charging during a standing move. That being said, 5MP 2MP is a very important link to learn. Both combos end with MK Spinning Bird Kick, which provides Chun with good okizeme and corner carry. | | | content = The first combo may be easier to start with as you don't have to start charging during a standing move. That being said, 5MP 2MP is a very important link to learn. Both combos end with either MK or HK Spinning Bird Kick, which provides Chun with good okizeme and corner carry. |
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| How do you actually do that second combo? Spinning Bird Kick will not have time to charge if you only hold down when you press 2MP. What you actually need to do is to is hold [2] right after 5MP is pressed. Doing that, you will discover it's actually pretty lenient. | | How do you actually do that second combo? Spinning Bird Kick will not have time to charge if you only hold down when you press 2MP. What you actually need to do is to is hold [2] right after 5MP is pressed. Doing that, you will discover it's actually pretty lenient. |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = PC DI, 5HK > 214P~MK > 28MK | | | Recipe = PC DI, 5HK > 214P~MK > 28HK |
| | content = Easy, consistent, and good damage. Not much to say about this route. Can be extended somewhat easily with 28KK instead of 28MK at the cost of more Drive. | | | content = Easy, consistent, and good damage. Not much to say about this route. Can be extended somewhat easily with 28KK instead of 28HK at the cost of more Drive. |
| }} | | }} |
| | {{TheoryBox |
| | | Title = Drive Impact (Modern) |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = PC DI, 2HP > 214P~HK > jc.2MK > j.2MK > j.236HK |
| | | content = For modern players that lose 5HK and access to the most rewarding DI combo. |
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| | The input for this combo is simplified: Auto+H > Auto+H~ 2H > jc.2M > j.2M > j.236H. |
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| | This takes advantage of Heavy Auto Combo automatically cancelling 2HP into Serenity Stream when pressed twice, allowing you to input 2H afterwards to replicate 2HP > 214P~HK. An alternative easier combo is 2H > [2]8H for lower damage in exchange for better okizeme and corner carry. |
| | }} |
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| |-| Corner Wallsplat = | | |-| Corner Wallsplat = |
| {{TheoryBox | | {{TheoryBox |
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| === Counter Hit === | | === Counter Hit === |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ Counterhit Links | | |+ Counter-hit Links |
| |- | | |- |
| ! Combo !! Notes | | ! Combo !! Notes |
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| | CH 5LP/5MP, 2MK/6MP || Useful for converting 5LP pressure or a meaty 5MP into a smidge more damage. 2MK has more reach than 2MP which makes this combo more consistent at longer ranges. Otherwise, there’s never a reason to go for this if it can be avoided. Swift Thrust also works here but does not lead to a knockdown without spending Drive. 2MP is not listed here as it always links from 5MP, but CH 5LP, 2MP is a unique, CH only combo. | | | CH 5LP/5MP, 2MK/6MP || Useful for converting 5LP pressure or a meaty 5MP into a smidge more damage. 2MK has more reach than 2MP which makes this combo more consistent at longer ranges. Otherwise, there’s never a reason to go for this if it can be avoided. Swift Thrust also works here but does not lead to a knockdown without spending Drive. 2MP is not listed here as it always links from 5MP, but CH 5LP, 2MP is a unique, CH only combo. |
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| | CH 2LP/2MP, 2MP || 2LP links into 2MP on counterhit, which is useful after her previously mentioned 3-hit light chain. 2MP also links into itself on counterhit. These combos also naturally build down charge for Spinning Bird. | | | CH 2LP/2MP, 2MP || 2LP links into 2MP on counter-hit, which is useful after her previously mentioned 3-hit light chain. 2MP also links into itself on counter-hit. These combos also naturally build down charge for Spinning Bird. |
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| | CH 5LP > 4HP || 4HP is an excellent source of damage, especially early on in a combo. Serenity Stream also helps it convert into good damage without relying on having charge. | | | CH 5LP > 4HP || 4HP is an excellent source of damage, especially early on in a combo. Serenity Stream also helps it convert into good damage without relying on having charge. |
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| | Youtube = | | | Youtube = |
| | Recipe = CH 236LK/236MK, 2LP/5LP/5LK/5MP | | | Recipe = CH 236LK/236MK, 2LP/5LP/5LK/5MP |
| | content = Lightning Legs hits at least thrice, which can blow through Drive Impact armor if timed correctly. This is usually a happy accident, but the resulting counterhit gives Chun a combo. She'll have to pick her follow-up carefully though, as distance is very important. Learning how to buffer charge specials from standing normals will go a long way when it comes to consistently converting this counterhit into damage. | | | content = Lightning Legs hits at least thrice, which can blow through Drive Impact armor if timed correctly. This is usually a happy accident, but the resulting counter-hit gives Chun a combo. She'll have to pick her follow-up carefully though, as distance is very important. Learning how to buffer charge specials from standing normals will go a long way when it comes to consistently converting this counter-hit into damage. |
| }} | | }} |
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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. |
| | }} |
| | |
| | {{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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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = light buttons > DRC 5LP, 4HP > 214P~LK > Ender <br> medium/heavy buttons > DRC 5MP, 4HP > 214P~LK > Ender <br> medium/heavy buttons > DRC 5MP, 4HP > 236HK > Ender (corner) | | | Recipe = light buttons > DRC 5LP, 4HP > 214P~LK > Ender <br> medium/heavy buttons > DRC 4HP > 214P~MK > Ender <br> medium/heavy buttons > DRC 5MP, 4HP > 236HK > Ender (corner) |
| | content = Chun Li gets excellent conversions out of Drive Rush. She can convert out of both lights and medium/heavy buttons, although heavier buttons tend to be more rewarding (especially near the corner). | | | content = Chun Li gets excellent conversions out of Drive Rush. She can convert out of both lights and medium/heavy buttons, although heavier buttons tend to be more rewarding (especially near the corner). |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = light normals/214P~LP > [2]8LK <br> medium normals/214P~LK/214P~MK > [2]8MK <br> heavy normals/Punish Counter mediums > [2]8HK | | | Recipe = '''Cancel Routes'''<br>Into {{clr|L|[2]8LK}}: {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|5LK}}/{{clr|L|Stance~LP}}<br>Into {{clr|M|[2]8MK}}: {{clr|M|2MK}}/{{clr|M|5MP}}/{{clr|L|Stance~LK}}<br>Into {{clr|H|[2]8HK}}: {{clr|H|4HP}}/{{clr|H|2HP}}/{{clr|M|2MP}}/{{clr|M|5MK}}/{{clr|M|Stance~MK}}/{{clr|H|Stance~HP}} |
| | content = Each version of SBK offers about the same okizeme, where they differ is in corner carry and damage output. HK SBK is the hardest to combo into by far, with only 2HP being able to combo into it consistently without requiring a counterhit or punish counter beforehand. | | | content = Each version of SBK offers about the same okizeme; where they differ is in corner carry and damage output. {{clr|H|HK SBK}} is the most restrictive, with the main BnB hitconfirm route being {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|H|[2]8HK}}. You can also hitconfirm directly from her 2-hit {{clr|H|2HP}}, though it's not always a good idea to pressure with a slow and disadvantageous button like this. Most other routes will usually require a Punish scenario or a {{clr|DR|Drive Rush}} confirm of some sort. |
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| A fun skill to learn for comboing into SBK is ''charge buffering.'' While not absolutely vital, it will let you combo into SBK for a knockdown and good corner carry in places that would otherwise look impossible. A simple example would be comboing 5MP > [2]8MK. While this looks impossible on the surface, it's really not as scary as it looks. To do so, you simply need to look at the input of the [2]8 charge. She needs to charge [2] for 30 frames, but going from [2] to 8K goes through 5, or neutral. All you're functionally doing is an input that looks like [2]~5MP~8MK. This will take practice, but the reward is worth it. Or you can just use 22K. | | A fun skill to learn for comboing into SBK is ''charge buffering.'' While not absolutely vital, it will let you combo into SBK for a knockdown and good corner carry in places that would otherwise look impossible. A simple example would be comboing {{clr|L|5LK}} > {{clr|L|[2]8LK}}. While this looks impossible on the surface, it's really not as scary as it looks. To do so, you simply need to look at the input of the [2]8 charge. She needs to charge [2] for 30 frames, but going from [2] to 8K goes through 5, or neutral. All you're functionally doing is an input that looks like {{clr|L|[2]~5LK~8LK}}. This technique can lead to hitconfirms from longer range or into stronger normals than would otherwise be possible. Or you can just use Tensho Kicks if close to the opponent. |
| }} | | }} |
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| <tabber> Lightning Legs Enders =
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| {{TheoryBox | | {{TheoryBox |
| | Title = Hundred Lightning Kicks | | | Title = Hundred Lightning Kicks |
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| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
| | Damage = | | | Damage = |
| | Meter = None to 2 Drive | | | Meter = 0-2 Drive |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = light buttons > 236LK/236KK~K <br> medium buttons > 236MK <br> heavy buttons > 236HK > juggle | | | Recipe = '''Cancel Routes'''<br>Into {{clr|L|236LK}}/{{clr|OD|236KK}}: {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|Stance~LP}}<br>Into {{clr|M|236MK}}: {{clr|L|5LK}}/{{clr|M|5MP}}/{{clr|M|2MP}}/{{clr|M|2MK}}/{{clr|L|Stance~LP}}/{{clr|L|Stance~LK}}/{{clr|M|Stance~MK}}/{{clr|H|Stance~HP}}<br>Into {{clr|H|236HK}}: {{clr|H|4HP}}/{{clr|H|2HP}}/{{clr|M|5MK}} (+ Juggle) |
| | content = LK and MK Legs are enders that should be avoided if possible. However, there are certain times where Chun has no charge and Tenshokyaku is out of range where this is her only option. Conversely, HK Legs needs a cancelable heavy button or a punish counter to be comboed into, but in exchange allows for a juggle afterwards. | | | content = {{clr|L|LK}} and {{clr|M|MK}} Legs are enders that should be avoided if possible. However, there are certain times where Chun has no charge and outside Tensho Kick range where this is her only option. Conversely, {{clr|H|HK Legs}} usually needs a cancelable heavy button or a {{clr|PC|Punish Counter}} to be comboed into, but in exchange allows for a juggle afterwards. |
| }} | | }} |
| |-| HK Legs Juggle Enders =
| | |
| | == Extenders == |
| | <tabber> Starters = |
| {{TheoryBox | | {{TheoryBox |
| | Title = 236HK Specifics | | | Title = General Juggle Rules |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|2|Easy}} |
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| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ... > 236HK, 22HK <br> ... > 236HK, 236LK (can be extended with 22KK) <br> ... > 236HK, 236236P <br> ... > 236HK, 214214K | | | Recipe = ... > 236HK > Ender <br> ... > [2]8KK > (236LK) > Ender |
| | content = HK Legs gives Chun quite a few options when it comes to extending a combo. Her two main meterless enders are 22HK for damage and 236LK for a safejump, but these only work in the corner. If she wants any kind of extension midscreen, she has to use her super meter. | | | content = |
| | | HK legs and OD SBK both launch opponents for a combo. HK legs typically requires a punish counter medium normal or Drive to set up a 4HP to combo into it. OD SBK requires charge and 2 Drive, but the charge requirement is somewhat lessened by Serenity Stream. Their juggle routes can be thought of in a similar way, but OD SBK typically gives Chun more options. |
| An important thing to note is that juggling into lvl3 will almost always do more damage in a combo then cancelling into it if the combo consisted of less than 4 moves before the super.
| |
| }} | | }} |
| </tabber>
| | |-| Enders = |
| | |
| == Extenders ==
| |
| <tabber> Routing into OD SBK =
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = OD Spinning Bird Kick | | | Title = General Juggle Rules |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | Damage = |
| | Meter = -2 Drive | | | Meter = Variable |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = anything that combos into [2]8LK > [2]8KK > ... | | | Recipe = Enders: |
| # (236LK) 22HK | | # 236LK (236HK)/236MK (OD SBK) |
| # (236LK) 236236P | | # 22HK |
| # 236236K (236KK is better) | | # 236236P |
| # (236LK) 214214K
| | # 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 = |
| | The main difference between 236HK and [2]8KK is that [2]8KK allows for a juggle after 236LK in the corner (and into lvl3 anywhere), making it a highly economical damage extension. 236HK typically needs the corner to juggle into anything that isn't a super. 236HK 236LK and [2]8KK 236MK both set up safe jumps. OD SBK can link into 236236K (and so can 236HK if juggled into) but it leads to less damage and corner carry than canceling into 236236K from 236KK. |
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| | An important thing to remember is that juggling into 214214K instead of canceling into it leads to much more damage if the combo was less than 5 hits. Any more then that and scaling is low enough for the cancel penalty to not matter. |
| }} | | }} |
| |-| Routing out of OD SBK = | | |-| OD SBK Drive Extensions = |
| {{TheoryBox | | {{TheoryBox |
| | Title = OD SBK Drive Extensions | | | Title = OD SBK Drive Extensions |
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| | Youtube = | | | Youtube = |
| | Recipe = ... > [2]8KK, 5MPMK~66 5LP/2LP > 214P~MK > ... (midscreen) <br> ... > [2]8KK, 5MPMK~66 5LP/2LP > 236HK, ... (corner) | | | Recipe = ... > [2]8KK, 5MPMK~66 5LP/2LP > 214P~MK > ... (midscreen) <br> ... > [2]8KK, 5MPMK~66 5LP/2LP > 236HK, ... (corner) |
| | content = Looks damn cool and gives a lot more corner carry while maintaining okizeme. | | | content = OD SBK also lets Chun extend combos with raw Drive Rush. These routes aren't that much of a boost in damage, but they are better in terms of corner carry and okizeme. |
| }} | | }} |
| </tabber> | | </tabber> |
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| | <tabber> Serenity Stream HK = |
| | {{TheoryBox |
| | | Title = Serenity Stream Launcher |
| | | Oneliner = Starting from 214P~HK |
| | | 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 | | {{TheoryBox |
| | Title = Hoyoku-Sen / Serenity Stream HK Extensions | | | Title = Hoyoku-Sen Launcher |
| | Oneliner = Starting from 236236K / 214P~HK Launchers | | | Oneliner = Starting from 236236K |
| | Difficulty = {{clr|2|Easy}}/{{clr|4|Hard}}/{{clr|3|Medium}} | | | 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 cancelled 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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| | Anchor = | | | Anchor = |
| | Youtube = https://www.youtube.com/watch?v=WDwKado6Zxc | | | Youtube = https://www.youtube.com/watch?v=WDwKado6Zxc |
| | Recipe = 1. Launcher (236236K / 214P~HK) > sjc.2MK delay 2MK, j.HP~HP <br> 2. [2]8KK > 236LK/MK <br> 3. 5HP/2HP > 236HK | | | Recipe = 1. Launcher (236236K / 214P~HK) > sjc.2MK delay 2MK, j.HP~HP <br> 2. [2]8KK > 236LK/MK <br> 3. 4HP/2HP > 236HK |
| | content = Any combo ending in her launchers or a juggled 236K is a solid safe jump opportunity for Chun-Li, so you can force the opponent to eat a jump-in normal on wakeup AND land in time to block any invincible reversals. Excellent for applying pressuring when opponent is in Burnout, but watch out for wakeup DI and command grabs. | | | content = Any combo ending in her launchers or a juggled 236K is a solid safe jump opportunity for Chun-Li, so you can force the opponent to eat a jump-in normal on wakeup AND land in time to block any invincible reversals. Excellent for applying pressuring when opponent is in Burnout, but watch out for wakeup DI and command grabs. |
| }} | | }} |
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| | Youtube = | | | Youtube = |
| | Recipe = ground starter > OD Kikoken/DRC > ground sequence > (OD Kikoken/DRC) > launch > ender <br> | | | 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 1: PC 4HP > 214P~MK > 46PP, 5MP, 2MP > DRC 2HP > 214P~MK > 46PP, 5MP, 2MP > [2]8HK <br> |
| Example 2: DI (stun), j.HK, 5HK > 214P~MK 46PP, 5MP, 2MP > DRC 5MP, 4HP > 236HK, 22HK | | 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. | | | 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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| == Using Serenity Stream == | | == Using Serenity Stream == |
| Serenity Stream acts a little differently for each button it's cancelled into, but there are some common threads between buttons. 214P~LP is the most common button that will combo as a cancel, but also has the shortest reach. 214P~LK is typically more situational, but will combo on counterhit or normal hit with a gap on block. 214P~MK is the most difficult and usually requires a Punish Counter or juggle to combo properly. Buttons with especially important uses with Serenity Stream will be listed below, but it has at least niche uses from most if not all of Chun's buttons. | | Serenity Stream acts a little differently for each button it's canceled into, but there are some common threads between buttons. 214P~LP is the most common button that will combo as a cancel, but also has the shortest reach. 214P~LK is typically more situational, but will combo on counter-hit or normal hit with a gap on block. 214P~MK is the most difficult and usually requires a Punish Counter or juggle to combo properly. Buttons with especially important uses with Serenity Stream will be listed below, but it has at least niche uses from most if not all of Chun's buttons. |
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| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
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| ! Starting Normal !! Special Moves !! Other Options !! Notes | | ! Starting Normal !! Special Moves !! Other Options !! Notes |
| |- | | |- |
| | 214P~LP || [2]8LK || DRC 5LP, lvl1, lvl3 || 214P~LP has a lot of pushback, typically making Kikokens safe on block or even plus. | | | 214P~LP || [2]8LK || DRC 5LP, lvl1, lvl3 || 214P~LP has a lot of pushback, typically making Kikoken safe on block or even plus. |
| |- | | |- |
| | 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. |
| |- | | |- |
| | 214P~MK || [2]8MK, [2]8KK, 22HK, [4]6PP || DRC 4HP || 214P~MK has enough forward movement that it'll usually bring Chun into range to link after OD Kikoken. | | | 214P~MK || [2]8HK, [2]8KK, 22HK, [4]6PP || DRC 4HP || 214P~MK has enough forward movement that it'll usually bring Chun into range to link after OD Kikoken. |
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| | 214P~HK || link 236LK, link lvl1, link lvl3 || jump cancel || Comboing into 214P~HK requires Drive 90% of the time. DRC 5LP, 4HP > 214P~HK works without any restrictions (but usually does more damage without 5LP if possible) and DRC 5MP, 4HP > 214P~HK only works on crouching opponents. | | | 214P~HK || link 236LK, link lvl1, link lvl3 || jump cancel || Comboing into 214P~HK requires Drive 90% of the time. DRC 5LP, 4HP > 214P~HK works without any restrictions (but usually does more damage without 5LP if possible) and DRC 5MP, 4HP > 214P~HK only works on crouching opponents. |