|
|
(5 intermediate revisions by the same user not shown) |
Line 15: |
Line 15: |
| | 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. |
|
| |
|
| 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. |
Line 56: |
Line 56: |
| | 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. |
| | |
| | The input for this combo is simplified: Auto+H > Auto+H~ 2H > jc.2M > j.2M > j.236H. |
| | |
| | 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. |
| | }} |
| | |
| |-| Corner Wallsplat = | | |-| Corner Wallsplat = |
| {{TheoryBox | | {{TheoryBox |
Line 406: |
Line 422: |
| | 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. |
Line 450: |
Line 466: |
| | 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. |
| |- | | |- |
| | 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. |