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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. |
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| | {{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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| | 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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| | 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 counter-hit 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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| | 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. |
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| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = |
| | Meter = 2 to 3 Super | | | Meter = Variable |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
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| | Title = Hoyoku-Sen Launcher | | | Title = Hoyoku-Sen Launcher |
| | Oneliner = Starting from 236236K | | | 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 |
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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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| | 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. |
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| | 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. |
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| | 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. |
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| | 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. |