Over the last few days, I have been documenting Chun vs. specific character information, and have a general idea now of how to apply these tactics universally.
I play chun/sent/psy and chun/sent/capcom, although I tried to make much of this apply to any team choice you may have for chun, high or low tier. If anyone would like to add or dispute anything let me know and I will edit after testing. I hope people find this useful.
Universal Chun-Li mixups:
Type 1: call assist, n.jump stomp, AD, short, (slight pause) RH, (land) s.jab, s.RH, Upper Shom
Type 2:call assist, n.jump short, stomp, AD, short (slight pause) RH, (land) s.jab, Hazan Tenshoukyaku
Both types work with CapCom, Psy, and Cammy AAA. Combo can be slightly altered for Cyke, just wait untill you land from stomp and SJ into the upper shom. Tron and Storm -projectile types also work to continue combo with the proper timing on assist call.
Type 2 is used to break super armor. Ironically enough, the characters Chun cannot upper or lower shom as of right now are the same ones with super armor; we call them the big 3. (Juggernaut, Sent, Hulk) Other than these three, Upper Shom works midscreen and Lower shom works in corner and close to corner on all characters.
Type 1 therefore works on all other characters. The only exception to this is if you are using psy in which case kobun and roll will not be picked up after stomp. In the event type 1 connects, your best damage option is as follows.
IOH — Assist hits — upper shom to wall — lower shom — TenshoukyakuxxKikoshou xN (lower shom in between to build meter) — DHC or Reset — Guard break incoming char
Once again, this works on everyone but the big 3, remember some characters must be hit with the 3 hits in the air during upper shom instead of 2 to be taken to the wall. I use sj.short, sj.strong, stomp.
c.lk + capcom, s.mp (SJC) upper shom
c.lk + capcom, s.mp (SJC) AD (pause) lk (pause) RH lower shom
c.lk + psy, c.mk , s.lp, s.RH upper shom
c.lk + psy c.mk , dash in, lower shom
c.lk + cyke, c.mk , (pause) SJ, upper shom
Try calling your ground zone assist (Sent drones, Storm typhoon) when or before you c.RH. If c.RH connects, SJC and homing AD toward your opponent. Good opportunity for mixups, crosses, and mind games. For example with storm, no roll = launch or super, yes roll = pin down on wakeup with you on top of them.
Many people dont seem to know this, but a wall throw with Chun can reset many combos into the lower shom. This can be done on anyone but the Big 3, with some degree of difficulty on certain hitboxes such as cable. (on characters you find it difficult to lower shom on the wall, you can always do one rep to Hazan) Methods are as follows:
- wall throw, s.lp, s.mp while opponent is falling (works on 80% of the cast) lower shom
some opponents push you back to far to get the s.mp in after the throw, here you have options;
2a) wall throw, s.lp, walk up wall throw (faster than you think)
2b) wall throw, c.lk (juggle not rollable) s.mk (SJC) lower shom
some opponents push you back to far to get even a s.jab in…for many of these you can:
- c.lk (juggle not rollable) + psy, dash up, lower shom
Some opponents push you back to far and fall to fast for a juggle. sent is a good example. Are these characters safe from high damaging wall resets? Hell no. Call the drones before you throw and immediately start TenshoukyakuxxKikoshou after the last drone hits.
So what does that leave open for discussion? Teching throws. j.lp + psylocke and tech hit guard break the fool that tried to escape a chun li wall reset.
As mentioned before, lower shom on wall leads to;
TenshoukyakuxxKikoshou xN, (lower shom to build meter) DHC or Reset, GB incoming char.
There are many options here, just be creative. Lower and upper shom can both be reset all over the place, use assists like drones, rocks, and typhoons to your advantage. My personal new favorite reset as previously mentioned in the vid thread:
Ground inf, or Shom dash under cross into:
Launch + Drones SJC AD under opponent
at this point you will either see them blocking (drones onscreen), not blocking, or mashing jab or short
Blocking: Throw into drones (land) Kikoshou
Not Blocking: Neutral RH into drones (land) Kikoshou or Hazan
Mashing: Neutral RH into drones (land) Kikoshou
If the opponent has alot of life left and is not a member of big 3 you can go to upper shom instead of super out of this reset. If the opponent techs the throw you can tech hit guard break with j.short (land) Hazan.
Spidey, Venom, Strider, Roll, Chun, Kobun, Rockman, Wolvie, B-Wolvie, Son-Son, Marrow, Jin
-N.jump/SJC AD, lk, FP, (pause) neutral RH (works better on short ppl):
Bulleta, Ryu, Hayato, Morrigan, Sakura, Ken, Dan
-N.jump/SJC AD, lk, FP, (forward) RH:
Everyone else =)
Ground infinite hits Sent and Juggernaut while they are crouching. If ground inf connects a few good options are as follows. Keep in mind this does alot of damage untill around 20 hits, so don’t stop the infinite too soon.
-Ground infinite — reset midscreen ---- super
-Ground infinite — reset wall throw ---- supers
-Ground infinite — call drones ---- QCF + KKxxHSF
QCF + KK invincibility
Activating this super will net you several frames of invincibility as you are moving forward rapidly. This can be used to bypass alot of stuff. You can go through Shockwave, Drones, and ground typhoons to name a few. Get familiar with recognizing a good situation and you will find yourself punishing typhoonxxhail, and sent chip attempts.
When sent is trying to chip you with HSF, keep in mind you can not only go through the super with QCF+KK, but also DHC before the first wave hits with Hazan to make the DHC character safe while punishing sent. HazanxxHail works just like tempestxxhail in this regard. HazanxxProton Cannon comes to mind.
Dont forget you can DHC to chun with this super to completly negate chip from many sources. Storm trying to HS your capcom when its just capcom/chun left? Negate the chip and get chun out there with a quick Captain Sword xx Kikoshou. Many other ways to use this to your advantage if you use your noggin’.
-j.jab + psy ,launch, upper shom to wall, lower shom, kikoshou xN
-s.jump/n.jump AD, lk, (pause) (Guard Breaks) RH, (land) s.jab, s.RH, upper shom to wall, lower shom, kikoshu xN
I hope this is enough to get many started on Chun. If you have any questions feel free to PM me about specifics, or if you want the actual list of what works on every char in the game. I tried to make it where no one would need to wade through it, but some ppl like to have stuff like that on hand. Other than that, there is still much more to be discovered with chun, Shin Chan and I are working on ways to upper shom the Big 3, which could change her game plan significantly against these characters. There are an untold number of wonderful midscreen resets to discover, even though the wall throw one is pretty much broken as hell if you get the tech hit guard break down. People need to play with chun more! She has one touch death! She is good! More in depth look at vs. Top tier coming soon!