X-Men vs Street Fighter/Chun-Li: Difference between revisions

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some combos require that you dash in first.
some combos require that you dash in first.


== Basic ==
Beginner
2 hits- hp, kikouken
1) C.LK , C.HK XX HK-Lightning Kick (OTG)
2) C.LK , C.HK XX KikoShou (OTG)
3) D.S.LP , C.LK , C.MK XX SenRetsuKyaku
4) J.HK [2 hits] , HK-Lightning Kick


3 hits- lp, mp, hp
Intermediate
1) J.HP , D.S.LP , S.HK SJ SJ.LP , SJ. LK , SJ.MP ,
  SJ.MK XX MK-Lightning Kick
2) J.HP , D.S.LK , S.HK XX Hazan TenShouKyaku
3) AD.J.LK , J.MP , J.MK , D.S.LP , S.LK , S.MP ,
  S.HP XX SenRetsuKyaku
4) Get enemy in the corner.  C.HK XX KikoShou (OTG), C.LK (OTG) XX
  SenRetsuKyaku
  **Note: This combo makes no sense.  There are two OTGs in the combo, yet
          it still works if you can nail the enemy with the C.LK THE
          INSTANT the enemy lands on the floor.  For some reason, it still
          OTGs, even though its the second one in this combo.
5) Get enemy in the corner.  KikoShou, C.LK (OTG) , S.HK SJ SJ.LP
  , SJ. LK , SJ.MP , SJ.MK XX MK-Lightning Kick
6) Only works on wider characters.  AD.J.LK , J.MP , J.MK ,
  D.S.LP , S.MK, S.LP , S.LK , C.MP , C.MK XX
  SenRetsuKyaku
  **Note: Against thinner characters, omit the C.MP.
7) Have enemy near corner.  J.DN.MK, J.LP , J.LK , J.MP ,
  J.HP (FS) , J.T.HK (FS) , S.LP , S.MP , S.MK ,
  S.HP , S.HK
  **Note: Basically jump and IMMEDIATELY hit J.DN.MK.  From there, link
          a J.LP right afterwards and continue.
8) Have enemy near corner.  AD.J.LK , J.MP , J.MK , D.S.LK
  (, S.HK) XX Hazan TenShouKyaku, C.LK (OTG) , C.HP XX
  SenRetsuKyaku
  **Note: The Hazan TenShouKyaku HAS TO HAVE THE LAST POSSIBLE HIT CONNECT.
          The enemy won't hit the floor after the Hazan TenShouKyaku if the
          last possible hit doesn't connect.  Also, in order to ensure the
          last hit connects depends on whom you are comboing.  On smaller
          characters, it's better to do the D.S.LK , S.HK XX
          Hazan TenShouKyaku.  This usually ensures the last hit of the Super
          Combo connects.  However, against heavier, taller characters, it's
          better to skip the S.HK and just do a D.S.LK XX Hazan
          TenShouKyaku.  That helps make sure the last hit connects from the
          Super Combo.


4 hits- lp, lk, d.mp, d.mk
Expert
 
1) Have enemy near corner.  J.HK [2 hits] , D.S.LP , S.HK
4 hits- lk, mp, mk, d.hp
  SJ SJ.LP, SJ.LP, SJ.LP SJ DJ.LP , DJ.LK , DJ.HP (FS) ,
 
  DJ.T.HK (FS), DJ.T.HK (FS) SJ TJ.LP , TJ.LK ,
4 hits- lp, lk, d.hp, d.hk
  TJ.HP (FS) , TJ.T.HK (FS), TJ.T.HK (FS) , J.LP ,
 
  J.LK , J.MP , J.HP (FS) , J.HK (FS) , S.LP ,
various hits- d.lk, d.mk, d.hp, houyoku-sen.....mash buttons for more hits.....my max is 32
  S.LK , S.MP , S.MK , S.HP , C.HK
 
2) Have enemy near corner. J.AD.LK , J.MP , J.MK , D.S.LP
== Intermediate ==
  (, S.HK) XX Hazan TenShouKyaku, C.LK (OTG) , S.HK SJ
4 hits- throw, lp, mk, air throw.....opponent must be in corner.....this combo hurts, ouch!!!  NORMAL SIZED ONLY( anyone shorter than magneto)
  SJ.LP , SJ.LK , SJ.MP, SJ.LP SJ DJ.LP , DJ.LK , DJ.HP
 
  (FS) , DJ.T.HK (FS), DJ.T.HK (FS) SJ TJ.LP , TJ.LK ,
6 hits- hk, sj.lp, sj.lk, sj.mp, sj.mk, sj.hk
  TJ.MP , TJ.HP (FS) , TJ.T.HK (FS), TJ.HK [only
 
  first hit will connect] (FS) , J.LP , J.LK , J.MP , J.HP
7 hits- hk, sj.lp, sj.lp, sj.lp, dj.lp, dj.lp, dj.hk
  (FS) , J.T.HK (FS) , S.LP , S.LK , S.MP , S.MK ,
 
  S.HP , S.HK
10 hits- hk, sj.lp, sj.lk, sj.mp, sj.lp, sj.lk, dj.lp, dj.lk, dj.mp, dj.hk......only looks hard
3) Get Chun Li vs. Juggernaut. J.HP , J.HK [2 hits] , D.S.LP
 
  , S.HK SJ SJ.MP, SJ.MP, SJ.MP SJ DJ.MP, DJ.MP,
various hits- lp(x14), mk, houyoku-sen....only on crouched magneto in corner....keep pressing lp until you start to back up, then mk, super.
  DJ.MP SJ TJ.MP , TJ.MP , TJ.MP , TJ.HK (FS)
 
  **Note: Timing is real tough to land all 9 SJ.MPs. All I can say is
== Advanced ==
          just PRACTICE.
26 hits- lk, hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, dj.lp, dj.mp, dj.mk, dj.f.hk, dj.f.hk, tj.lp, tj.mp, tj.mk, tj.f.hk, tj.f.hk, land, mp, mk, throw, Hyper Tenshokya.....hits may vary, cuz you might not combo the throw.
 
various hits- lk, hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, dj.lp, dj.mp, dj.mk, dj.f.hk, dj.f.hk, tj.lp, tj.mp, tj.mk, tj.f.hk, tj.f.hk, land, ((j.lp, j.lk, j.mp, j.hp, j.hk)....repeat bracket for infinite.
 
39 hits- lk, hk, sj,lp, sj.lk, sj.mp, sj.mp, sj.mp, dj.mp, dj.mk, dj.f.hk, dj.mp, tj.mp, tj.mp, tj.f.hk, tj.f.hk, land, lp, mp, mk, throw, mk, hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, dj.lp, dj.mp, dj.mk, dj.f.hk, dj.f.hk, tj.lp, tj.mp, tj.mk, tj.f.hk, tj.f.hk, land, mp, mk, air throw.....very tough combo...hard part is comboing the throws.


= Infinites =
= Infinites =

Revision as of 18:32, 5 January 2016

Introduction

XvSFChun-Li.png

Chun Li, an agent of Interpol, is hot on the trail of the Shadaloo organization. She is intent of bringing M. Bison to just for the death of her father.

Moves List

Normal Moves

Yousou Kyaku (in air): {{#motion: d + mk}}
Tenshin Shuu Kyaku: {{#motion: qcf + hk}}
Sankaku Tobi: {{#motion: ub or uf near wall}}
Foward Kick : {{#motion: f hk (in air)}}

Special Moves

Hyakuretsu: {{#motion: k (mash) (ground and air)}}
Tenshokya: {{#motion: d (charge) u + k}}
Kikouken: {{#motion: hcf + P}}
Hazan Shuu: {{#motion: hcf + K}}

Super Moves

Kikou-Shou: {{#motion: qcf + P P}}
Houyoku-Sen: {{#motion: qcf + K K }}
Hyper Tenshokya: {{#motion: qcb + K K}}

The Basics

Combos

some combos require that you dash in first.

Beginner 1) C.LK , C.HK XX HK-Lightning Kick (OTG) 2) C.LK , C.HK XX KikoShou (OTG) 3) D.S.LP , C.LK , C.MK XX SenRetsuKyaku 4) J.HK [2 hits] , HK-Lightning Kick

Intermediate 1) J.HP , D.S.LP , S.HK SJ SJ.LP , SJ. LK , SJ.MP ,

  SJ.MK XX MK-Lightning Kick

2) J.HP , D.S.LK , S.HK XX Hazan TenShouKyaku 3) AD.J.LK , J.MP , J.MK , D.S.LP , S.LK , S.MP ,

  S.HP XX SenRetsuKyaku

4) Get enemy in the corner. C.HK XX KikoShou (OTG), C.LK (OTG) XX

  SenRetsuKyaku
  **Note: This combo makes no sense.  There are two OTGs in the combo, yet
          it still works if you can nail the enemy with the C.LK THE
          INSTANT the enemy lands on the floor.  For some reason, it still
          OTGs, even though its the second one in this combo.

5) Get enemy in the corner. KikoShou, C.LK (OTG) , S.HK SJ SJ.LP

  , SJ. LK , SJ.MP , SJ.MK XX MK-Lightning Kick

6) Only works on wider characters. AD.J.LK , J.MP , J.MK ,

  D.S.LP , S.MK, S.LP , S.LK , C.MP , C.MK XX
  SenRetsuKyaku
  **Note: Against thinner characters, omit the C.MP.

7) Have enemy near corner. J.DN.MK, J.LP , J.LK , J.MP ,

  J.HP (FS) , J.T.HK (FS) , S.LP , S.MP , S.MK ,
  S.HP , S.HK
  **Note: Basically jump and IMMEDIATELY hit J.DN.MK.  From there, link
          a J.LP right afterwards and continue.

8) Have enemy near corner. AD.J.LK , J.MP , J.MK , D.S.LK

  (, S.HK) XX Hazan TenShouKyaku, C.LK (OTG) , C.HP XX
  SenRetsuKyaku
  **Note: The Hazan TenShouKyaku HAS TO HAVE THE LAST POSSIBLE HIT CONNECT.
          The enemy won't hit the floor after the Hazan TenShouKyaku if the
          last possible hit doesn't connect.  Also, in order to ensure the
          last hit connects depends on whom you are comboing.  On smaller
          characters, it's better to do the D.S.LK , S.HK XX
          Hazan TenShouKyaku.  This usually ensures the last hit of the Super
          Combo connects.  However, against heavier, taller characters, it's
          better to skip the S.HK and just do a D.S.LK XX Hazan
          TenShouKyaku.  That helps make sure the last hit connects from the
          Super Combo.

Expert 1) Have enemy near corner. J.HK [2 hits] , D.S.LP , S.HK

  SJ SJ.LP, SJ.LP, SJ.LP SJ DJ.LP , DJ.LK , DJ.HP (FS) ,
  DJ.T.HK (FS), DJ.T.HK (FS) SJ TJ.LP , TJ.LK ,
  TJ.HP (FS) , TJ.T.HK (FS), TJ.T.HK (FS) , J.LP ,
  J.LK , J.MP , J.HP (FS) , J.HK (FS) , S.LP ,
  S.LK , S.MP , S.MK , S.HP , C.HK

2) Have enemy near corner. J.AD.LK , J.MP , J.MK , D.S.LP

  (, S.HK) XX Hazan TenShouKyaku, C.LK (OTG) , S.HK SJ
  SJ.LP , SJ.LK , SJ.MP, SJ.LP SJ DJ.LP , DJ.LK , DJ.HP
  (FS) , DJ.T.HK (FS), DJ.T.HK (FS) SJ TJ.LP , TJ.LK ,
  TJ.MP , TJ.HP (FS) , TJ.T.HK (FS), TJ.HK [only
  first hit will connect] (FS) , J.LP , J.LK , J.MP , J.HP
  (FS) , J.T.HK (FS) , S.LP , S.LK , S.MP , S.MK ,
  S.HP , S.HK

3) Get Chun Li vs. Juggernaut. J.HP , J.HK [2 hits] , D.S.LP

  , S.HK SJ SJ.MP, SJ.MP, SJ.MP SJ DJ.MP, DJ.MP,
  DJ.MP SJ TJ.MP , TJ.MP , TJ.MP , TJ.HK (FS)
  **Note: Timing is real tough to land all 9 SJ.MPs.  All I can say is
          just PRACTICE.

Infinites

(Air dash, hk)....this is not easy at all....you have to cancel super jump into an air dash.....perfect height should be at opponents head.

(Air dash, lk, mp, mk)....another tough one....same concept.

(J.lp, j.lk, j.mp, j.hp, j.hk).....check the advanced combos for setup.....j.hk should only hit once.

Hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, (lp, mp, mk).....repeat brackets.....ONLY ON CAMMY

Lp, hk, sj.lp, sj.lk, sj.lp, sj.lk, dj.lp, dj.mp, dj.f.hk, (d.mk).....ok, after f.hk, you will start to fall, halfway down, hold down and mash the shit out of d.mk........there are many ways to setup this combo, so be creative.......ONLY ON JUGGERNAUT.

Match-ups