Here are some bnb hit strings that can lead into a Kikoanken. Note that Kikoanken only causes a crumple status against standing opponents. If an aerial opponent is hit by it, they will suffer only a soft knockdown. Also, most of these combos outside of the standard magic series will not work on an opponent that was hit while in crouching.
NOTE: M.O.D.O.K. counts as a medium sized character. This is because he shrinks backwards to about half his normal size after being hit.
NOTE: Amaterasu has a very unique crumple animation that will require special consideration when using crumple combos against her. For fun, try using a forward :h:, st :h:, cr :h, against her while she’s crumpling. Hilarity ensues when this is done in a match!
NOTE: Wolverine is the shortest medium sized character in the game, so most of these combos are more difficult to do on him. NOTE: Spider-man is also a medium sized character when in standing hit stun animation.
Standard magic series:
st :l:, st , st :h:, Kikoanken = 199,300
Nothing fancy there. This won’t be winning you any combo exhibitions. The st:l: and st can be substituted for cr :l: and cr .
All characters corner, Medium and Tall characters midscreen:
St :l:, st , st :h:, jump, air dash (*NOT instant), j :l:, j :s:, land, st :l:, st , st :h:, Kikoanken = 265,600
A cool looking, but unimpressive combo. This is the only special combo that works on small characters, since Chun-li simply blows right over their heads otherwise. Jump backwards before air dashing to hit small characters. The only small character that can be hit by this at midscreen is Zero.
*Chun-li has to be at a minimum elevation in order to air dash. If you input air dash too early, you will just whiff an attack.
Medium and Large size, Midscreen:
St :l:, st , st :h:, *jump, instant j , *jump, instant air dash, j :h:, j :s:, st , st :h:, Kikoanken = 299,600
A slightly harder combo. Nets you an extra 100k damage. Works midscreen on characters as tall as or taller than Wolverine.
*The greatest danger in this combo is shooting right over your opponents head and landing on their other side. Surprisingly, this works well as a reset, so stay on your toes just in case your opponent isn’t blocking! In order to make sure the combo hits, you might have to adjust the direction that you jump depending on the opponents size and position.
Medium size, corner:
St :l:, st , st :h:, *jump, instant j :h:, *jump, instant air dash, j :h:, j :s:, st , st :h:, Kikoanken = 310,100
The exact same as the previous combo, except that the last combo’s j was replaced with a j :h:.
Sentinel, Hulk midscreen, corner:
St :l:, st , st :h:, jump, j , j :h:, jump, instant air dash, j :h:, j :s:, st , st :h:, Kikoanken = 315, 600
This combo only works on the biggest of the big, Hulk and Sentinel. You’ll have a surprisingly difficult time getting the Kikoanken to hit, and that is because there is literally no time to spare in doing that move. Kikoanken is a slow attack, and Chun-li players have probably never had to do a Kikoanken in such a short amount of time. In fact, it has to be done before the end of the st :h: animation, which is about 8-9 frames long. If you aren’t confident of your abilities to do a very, very quick half circle motion, you would be safer using one of the other combos.
All of these combos assume that the enemy you hit is in a standing position. Only the standard magic series works on crouching enemies. Except in the case of Sentinel and Hulk since everything hits those guys, standing or not. No Kikoanken works on aerial opponents.