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== Picking an ender == | == Picking an ender == | ||
=== Midscreen === | === Midscreen === | ||
{{TheoryBox | |||
| Title = Spinning Bird Kick Enders | |||
| Oneliner = | |||
| Difficulty = | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = light normals/214P~LP > [2]8LK <br> medium normals/214P~LK/214P~MK > [2]8MK <br> heavy normals > [2]8HK | |||
| 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. | |||
}} | |||
{{TheoryBox | |||
| Title = Hundred Lightning Kicks | |||
| Oneliner = | |||
| Difficulty = | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = anything that cancels > 236MK | |||
| content = There's never really a good reason to use 236LK as 236MK combos from everything it does while having the same frame advantage and dealing more damage. This is only a combo to go for when cancelling into Serenity Stream is not possible and no down charge is available. Avoid if possible. | |||
}} | |||
=== Corner === | === Corner === | ||
{{TheoryBox | |||
| Title = Tenshokyaku | |||
| Oneliner = | |||
| Difficulty = | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = | |||
| content = | |||
}} | |||
== Extenders == | == Extenders == |
Revision as of 02:56, 30 October 2022
Links and Starters
Normal Hit
Chun’s best normal hit damage link.
Basic pressure string that doubles as a confirm. Chun can sneak in a throw after either of the first two normals. The last 2LP will whiff if Chun was not exactly point blank when starting the string, requiring 5LP in order to combo (which also loses down charge). She can also use 5LK instead which will not combo but instead build more space if the string is blocked.
4HP > 214P~HK
Shows some basic uses for 4HP in combos. Routing into 4HP will appear later on, as it requires situational awareness or Drive meter to be used effectively.
5HK > 214P~MK
An introduction to Serenity Stream conversions from pokes. This only works on somewhat close 5HP connects as 214P~LP has a tendency to whiff.
Counter Hit
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.
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.
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.
Far more consistent than 214P~LP due to 214P~LK's increased reach.
Punish Counter
In fact, it does. 4HP opens up a lot of potential routing options too, making this an excellent starter.
Picking an ender
Midscreen
medium normals/214P~LK/214P~MK > [2]8MK
heavy normals > [2]8HK
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.
There's never really a good reason to use 236LK as 236MK combos from everything it does while having the same frame advantage and dealing more damage. This is only a combo to go for when cancelling into Serenity Stream is not possible and no down charge is available. Avoid if possible.
Corner