Chun-Li (SFIV)

From SuperCombo Wiki
Revision as of 22:01, 26 August 2009 by Forte (talk | contribs) (→‎Combos)

Combos

I'm not going to try listing every combo Chun has, just the important ones you should know. Ultra setups will be in their own section. Obviously you can land most of these off a jump in so I wont bother listing those either.

Basic

  • cr.LKxN xx EX Lightning Legs

The most basic BnB, 2 or 3 crouching shorts into Ex legs, for decent damage & a knockdown

  • cr.LP, cr.LP, s.HP

A basic meter less punish. Fierce can be linked after both crouch & stand jab.

  • cr.HP(1 hit) xx MK Spinning Bird Kick

Another meter less punish, obviously you need to be sitting on a charge. MK bird setups up a close range mixup situation that you can utilize for more damage.

  • Air-to-air j.HP, HP, EX Spinning Bird Kick or j.d+MK x 3

If you manage to knock someone out of the air with the target combo you juggle with an ex bird or legs when you land, or jump & juggle w/ 3 headstomps. Usually it's better to go for headstomp, as it doesn't cost meter, but if you hit this particularly low to the ground, ex bird is the only option.

Intermediate

  • s.HK xx Ex Lightning Legs

A strong punish for 1 bar. It's pretty much necessary to use the piano method to input the Ex Legs.

  • MK Hazanshu, c.LK xx Ex Lightning Legs

Other versions of hazanshu work but this one is most likely to leave you in range to combo afterwards. Honestly this is pretty basic if you're aware enough to actually go for it.

  • Ex Lightning Legs, Ex Bird (Corner Only)

Again, not particularly hard, just be aware of where you are on the stage, and hold a charge during Ex legs.

  • s.HP, Super (Senretsukyaku)

Note this means you have to link the super, not cancel into it.

Advanced

  • cr.hp(1 hit) xx HK Lightning Legs, Mk Lightning legs, cr.HK

This is another one you'll need to piano for, this is Chun's best meterless combo, and probably her best combo overall (practical combo at least)

Ultra Setups Note that Chun's ultra can only juggle in the corner, and the launching hit will almost always miss on some characters. The timing & distance of the ultra can change how it hits & slightly affect the damage. These setups are corner only unless otherwise noted. Also keep in mind how far Chun actually travels for her ultra, you can actually hit ultra from pretty far away.

  • Ex Legs, Ultra
  • Ex Bird, Ultra
  • Air to Air j.hp, hp, ultra
  • Tenshokyaku Sequence, Ultra (After 2nd or 3 attack)
  • Jump in j.hp, hp, ultra (Hits Standing, somewhat tight timing)
  • Counterhit s.MP, Ultra (If you're some kind of messiah, hits standing)