If I may add, the trick to the consistent safejump is doing the first Stomp as soon as possible, then doing the second Stomp right as the opponent is midway through the air (visual cue is when they kinda start to flip upside down towards the ground) and then just mashing HP.
There is also another way to do a very easy safe jump by doing a specific combo that ends with medium lightning legs in the corner it auto sets it up. I might make a video about it.
Beautiful. This is gold. Not enough people doing updated combo/tech content. Everything is either old beta/day 1 stuff or things you figure out on your own with replays. It's nice to have it spelled out for you explicitly like this. Makes it 1000x easier to learn so thank you This is gonna level up my Chun so much
For the safe jump combo I've found that the best way to get all the hits is to hit the opponent with one yaso kick while they're at the highest point right after you jump, then wait until they're just about to touch the ground, then you hit them with the second yaso kick and then you follow up with the two heavy punches.
That's a good pressure loop towards the end that I need to learn. I noticed that Chun is actually really good against characters like JP, Guile and Juri. Hazanshu is projectile invincible and two versions are safe on block at the right range. Air throw is another resource that is underrated un this game. Medium Kikosho is also a menace because people want to jump in on her while she charges. Her mind games are there and she has throw loops and resets on top of it. She's underrated and she's up there with Ken and DeeJay imo. She's more suited to doing smaller increments of damage rapidly while maintaining the ability for burst damage when the opportunity presents itself.
Hazanshu requires a read (even ex) and puts you minus in their face even if its safe which means you're gonna eat a throw/strike/shimmy mixup. Compare that to other anti fireball tools, let's say cammy, heavy knuckle can be done on reaction. It's worth noting that chun does have other tools against fireballs that can be done on reaction, stance mp, her own fireball, instant air legs at close range or against fireball dr's, lvl 2, etc.
@@robinv1485 I don't know why making a read is such a problem for people. Not everything useful has to be safe. Wake up reversal is one of the most powerful tools any character can have and it's also one of the most risky things you can do. You might as well say DP isn't good because if you mess up it's a full combo punish.
after 3 months, just sticking to one character can become boring. unlike sf5 now i'm actually planning to play every character and get them to atlleast platinum. this guide is super helpful to quickly get started. doing this will make you understand every character better and you can be aware of how and when to punish your opponent.
OD bird kick into light lightning kicks and heavy DP does more damage than the combo you showed with the drive rush and light punch, the only difference is that you have to be a bit closer to the wall. The one you showed when far from the wall, only does like 200 more damage than OD bird kick into heave DP, i don't really think that it's worth the drive bar, and even if you want to finish someone you would better use the rest of the bar on OD kicks to combo into a super.
I realize this is an old comment, but just wanted to add in case anyone reads. Damage isn't the only factor when determining whether a combo is better or not, in this case, the DR variant has much more wall carry, and in most fighting games, wall carry is super important. Getting your opponent to the wall heavily limits their options and enhances some of your own (drive impact/fireballs/anti-airs/wall only combos) And also, tacking on more hits usually builds more super meter, so even if the wall carry is not needed, the meter gain can be useful.
You're one of the resources I'm thinking might make me switch from Manon since I'm actually a Karin player. So much conversions and good buttons on neutral is way better than Manon in some regards. At least in terms of whiff punishing and controlling space!
I dabble a bit with manon too, she is a really cool character design but also has a very unique approach to how she does things. I think manon is what Chun would be if she was designed as a grappler character.
highest damage ender is most likely ex spinning bird kick - light lightning legs - heavy tensho kicks but you have to be close to the corner. You can do this with any combo starter that you can think of.
I watched EleJB (Chun-Li) do instant air lightning legs to counter throw into 5lp > 5mp > 2mp > DR > 2HP stance cancel > 2mk > EX fireball > 5lp > DR > 5lp > 4HP stance cancel > 5hk > stomps/hits into level 3
nice vid!, just to add a little more info, the set up "loses" to light dps (5f start up), you can make it safe against those, but the timing is kinda hard, basically you need 46f knockdowns, this set up can give you between 45f to 48f advantage and that's why is difficult to time it right against light dps. same goes for the double LL ender in the corner. m2c
yes that's true, also JP counter and Honda headbutt beat this too (maybe some supers too haven't tested them all) but only IF the enemy knows that you are coming down with a button. The RPS is horribly skewered in chun's favor.
Max damage combo needs some caution. It only works on standing opponents which they are not because they are holding down back after you safe jumped them.
I'm pretty sure there is a lot of combos using stance moves in this video. but mainly you try to combo a normal into one of the three kick moves from serenity stance depending on where each one works. This also makes me think about making a video on the stance itself only and how to apply it. But, The next video that I'm thinking of doing will be about how to do frame traps with Chun.
Question, so for the two Head Stomps & Double Air Punch, when do you start doing the QCB (x2) + K for her CA? I'm trying to figure out a consistent timing so I can get the feel for it? Thanks!
You just have to time it by feel, I messed it up a lot as well, but generally the higher the enemy is in the air the more consistent the super connecting is.
That's good enough. I prefer consistency over damage, also, there is probably a way of getting a bigger max damage combo by adding a full screen fireball but that's impossible to do in a real match.
@@mr.richard3715 I labbed a combo that does 6854 as well so I'm assuming we have the same combo. Unfortunately it's a punish counter 4HP starter so it won't be part of your bread and butter, but it's usable as a DP punish. Inputs are: DRPC4HP xx 214HK 2MK xx DR2HP xx 214P MK xx 46PP 5MP 2MP xx DR2HP xx 214P HK jc dj2MK dj2MK jHP > jHP 214214K
Practice, It's mainly a combo tool so you know where you have to use it. Unless you are doing stance cancel mix ups there is nothing really hard about it.
Do tou always do the cancel drive rush mid combo or sometimes do the hold parry drive rush mid combo, looks like your drive guage only goes down a little?
ideally you would like to the one that costs less drive gauge. You basically input a regular dash forward and as you are tapping the forward direction the second time you press the parry button at the same time (you should assign a button for parry) The input for the less expensive drive rush should look something like this --> into (--> + parry) at the same time. It's not difficult to do just requires some practice.
@@king_lvr mid combo I thought you hold parry during animation of previous move then as soon the move finishes input dash to go into drive rush? I know about the instant drive rush from neutral do you do the same instant drive rush mid combo?
@@thecafelifestyle any normal that you can cancel into a special move you can cancel into drive rush by just dashing forward(that one costs 3 bars of drive gauge) the 1 bar drive rush is only from neutral though. I don't think you can do a cheaper drive rush mid combo.
First stomp you do immediately in the air, then you do a slight delay and then stomp into HP HP as fast as possible. Once you figure out the timing it's fairly consistent.
by the time I finish the safe jump I cant heavy kick ryu on the ground because he gets up too slow... the timing doesnt work even if I execute and get -2/-3 frames after the safe jump. How do you keep the loop going? delay the safe jump by a few frames? I guess the heavy kick is coming out too early, I have to do it right above the ground.
The only 2 things that I have with Chun Li is that they made her uncessarily difficult to master and serenity should be able to connect crlk, crmk, and to crhk to make it more useful. Also, serenity stream should be able to execute immediately after st bk hp, st. mk, or, st hk. Often time hazanshu comes out instead...very annoying.
Is the launcher combo head stomp head stomp then medium punches or heavy punches? I can't figure it out. I just do triple stomp because I Don understand the punches. Also what is the difference in damage between the punches, stomps, and air legs (and is it light or medium legs?)? Sometimes I do the easier combo because the damage difference isn't much or you're playing down your skill level in a real match or their connection is bad. It doesn't look like air legs finishers are common.
after the 2nd air stomp it's either heavy punches target combo or light air legs. You want to use Light air legs because it gives you better oki and you land faster so even if you mess it up you are safe. Also, you can end with air medium legs but it requires a bit of timing to get all hits to land. The main point of both of those enders is oki not max damage. It's more valuable to get pressure/mix on knock down then 5% extra damage literary in any case with any character.
@@king_lvr ah that makes more sense on the air legs. I never use them but sometimes they come out when I'm mashing (as does serenity stance). Do you ever use medium punches in air? Or light punches? Thanks for your response. I'm new to modern fighting games but did play the hell out of super sf2 on sega for years, but things got way more complicated and competitive.
@@jrg305 you can use air medium punches as an extention into a super. Once you launch them in the air just do the air medium punch very late and you can extend it into a lvl 2 or tensho kicks if you are on the ground. Also, air medium punch into heavy lighting legs is probably max meterless damage if you only count the air portion of the combo.
@@king_lvrI got down the launch yosu yosu soaring eagle punches combo now! It is like 46 or so advantage whereas the yosu medium punch one into heavy legs is like 20s advantage I think. Not much more damage. I am still trying to understand the heavy kick safe jump. I am guessing I'm not jumping immediately. I also read that yosu kick is a whiff on them if they dragon punch so you can punch counter after they whiff that. But if they block your bounce away which isn't as ideal...but you can medium kick on the way down to keep pressure up.
If you are talking drive gauge and you never played classic controls the game should have combo trails that show you how to do it with your character. The main mechanics usually use two buttons + special move for ex versions of a move, drive rush for example is both medium buttons(parry) + dash. If you are still confused just pick classic and go into combo trails.It should solve your problem.
If the armor doesn't start up in 4 frames it should work, but honda might be privileged for now. I guess that might be a reason why he doesn't have throw loops.
If they block too much mix it up with a throw or tick throw, also if you know how to space it well try the down forward hk cross up. The thing about offense is it's very easy to modify it into something else.
In the training menu window, same spot where the frame counting bar and input display is turned on. Although that's not a charge bar it's displaying hitstun/recovery frames.
I've seen only one useful one but it requires precise timing, after Drive impacting someone you can side swap with down foward hk but it requires practice.
@@VPNAnonymous DI + 3HK + light sbk if you want more meter use you can go for a drive rush version you do DI + 3HK +Drive rush into 2P into 214P + med kick into 22HK
@@JaiOfManyNames i added a video link to the combo video that you posted in the description, idk why youtube hid your comment,but it should be fine now.
Well I got good news for you, I actually have a real easy one that I just uploaded. Btw, talking and executing at the same time is not easy for me and this was a single take recording. I didn't want to re record.
The problem with Chun Li is, she has the same move sets since SF3 New Generation. The only change I see in her character development in this game is her drive and finishing move.
yo, if youre going to TEACH people you cant just give people “maybe it works” info… then continue to drop it. You didnt do it properly at all… not once
If I may add, the trick to the consistent safejump is doing the first Stomp as soon as possible, then doing the second Stomp right as the opponent is midway through the air (visual cue is when they kinda start to flip upside down towards the ground) and then just mashing HP.
There is also another way to do a very easy safe jump by doing a specific combo that ends with medium lightning legs in the corner it auto sets it up. I might make a video about it.
You can also just do stomp on the way up and stomp as soon as you start to go down.
Yep very good explanation..
@@Beenyadmany ways to do this, just find what’s comfy for you. I do first stomp on the highest point, second stomp half way down
@@king_lvrplease do the other one, I can't get 4 hits reliably on this no matter what
Beautiful. This is gold. Not enough people doing updated combo/tech content. Everything is either old beta/day 1 stuff or things you figure out on your own with replays. It's nice to have it spelled out for you explicitly like this. Makes it 1000x easier to learn so thank you
This is gonna level up my Chun so much
same this dude is awesome
just recently started maining chun and WOW, this vid is gonna help me out so much!
thanks for such a great tutorial!
Thank you for this! I’m new at Chun Li, and it’s crazy how many option she has with serenity! Keep doing more Chun Li videos ❤
For the safe jump combo I've found that the best way to get all the hits is to hit the opponent with one yaso kick while they're at the highest point right after you jump, then wait until they're just about to touch the ground, then you hit them with the second yaso kick and then you follow up with the two heavy punches.
That's a good pressure loop towards the end that I need to learn.
I noticed that Chun is actually really good against characters like JP, Guile and Juri. Hazanshu is projectile invincible and two versions are safe on block at the right range. Air throw is another resource that is underrated un this game. Medium Kikosho is also a menace because people want to jump in on her while she charges. Her mind games are there and she has throw loops and resets on top of it.
She's underrated and she's up there with Ken and DeeJay imo. She's more suited to doing smaller increments of damage rapidly while maintaining the ability for burst damage when the opportunity presents itself.
She doesn't have throw loops, Chun and Honda the only characters without them.
@@shadman5978 not if you just walk forward off of back throw or forward throw in the corner?
@@hubbles117 That microwalk is actually a gap that loses to wake-up jab.
Hazanshu requires a read (even ex) and puts you minus in their face even if its safe which means you're gonna eat a throw/strike/shimmy mixup. Compare that to other anti fireball tools, let's say cammy, heavy knuckle can be done on reaction. It's worth noting that chun does have other tools against fireballs that can be done on reaction, stance mp, her own fireball, instant air legs at close range or against fireball dr's, lvl 2, etc.
@@robinv1485 I don't know why making a read is such a problem for people. Not everything useful has to be safe. Wake up reversal is one of the most powerful tools any character can have and it's also one of the most risky things you can do.
You might as well say DP isn't good because if you mess up it's a full combo punish.
Thank you for this video!! I am currently learning chun li and this is basically my 1st SF since SF2 lol
that's cool to hear, chun is a very hard character but personally I think she is the most fun character in sf6
after 3 months, just sticking to one character can become boring. unlike sf5 now i'm actually planning to play every character and get them to atlleast platinum. this guide is super helpful to quickly get started. doing this will make you understand every character better and you can be aware of how and when to punish your opponent.
Great video. Weirdly enough I was practicing this safejump as green chun li last night after watching sakonoko do it
seems like a lot of people love the green chun li color, myself included and I don't usually go for green colors normally.
Thank you so much. I was waiting for this!👍
absolute dummy here, found not all in-game trail are effective, thank you for you video, I will practice this all the day.
good stuff im really starting to fall in love with chun in 6
OD bird kick into light lightning kicks and heavy DP does more damage than the combo you showed with the drive rush and light punch, the only difference is that you have to be a bit closer to the wall. The one you showed when far from the wall, only does like 200 more damage than OD bird kick into heave DP, i don't really think that it's worth the drive bar, and even if you want to finish someone you would better use the rest of the bar on OD kicks to combo into a super.
I realize this is an old comment, but just wanted to add in case anyone reads.
Damage isn't the only factor when determining whether a combo is better or not, in this case, the DR variant has much more wall carry, and in most fighting games, wall carry is super important.
Getting your opponent to the wall heavily limits their options and enhances some of your own (drive impact/fireballs/anti-airs/wall only combos)
And also, tacking on more hits usually builds more super meter, so even if the wall carry is not needed, the meter gain can be useful.
You're one of the resources I'm thinking might make me switch from Manon since I'm actually a Karin player. So much conversions and good buttons on neutral is way better than Manon in some regards. At least in terms of whiff punishing and controlling space!
I dabble a bit with manon too, she is a really cool character design but also has a very unique approach to how she does things. I think manon is what Chun would be if she was designed as a grappler character.
@@king_lvr I love this comment since Chun/Manon are my main/alt.
Thanks for sharing.Outstanding work.But I have a question...can modern control do the 2:37 combo? I try it after drive rush can't hit anything
try standing jab if you don't have crouching jab the rest should be doable in modern as well heavy legs into heavy tensho kicks is the ender btw.
@@king_lvr That works .Thanks.
Love this. I'll be tuning in to see if you can share any other optimal combos 👍
highest damage ender is most likely ex spinning bird kick - light lightning legs - heavy tensho kicks but you have to be close to the corner. You can do this with any combo starter that you can think of.
I watched EleJB (Chun-Li) do instant air lightning legs to counter throw into 5lp > 5mp > 2mp > DR > 2HP stance cancel > 2mk > EX fireball > 5lp > DR > 5lp > 4HP stance cancel > 5hk > stomps/hits into level 3
nice vid!, just to add a little more info, the set up "loses" to light dps (5f start up), you can make it safe against those, but the timing is kinda hard, basically you need 46f knockdowns, this set up can give you between 45f to 48f advantage and that's why is difficult to time it right against light dps. same goes for the double LL ender in the corner. m2c
yes that's true, also JP counter and Honda headbutt beat this too (maybe some supers too haven't tested them all) but only IF the enemy knows that you are coming down with a button. The RPS is horribly skewered in chun's favor.
Max damage combo needs some caution. It only works on standing opponents which they are not because they are holding down back after you safe jumped them.
Any tips for using stance moves in your combos? I find it kinda hard.
I'm not good at the game, but I'm trying to learn...
I'm pretty sure there is a lot of combos using stance moves in this video. but mainly you try to combo a normal into one of the three kick moves from serenity stance depending on where each one works. This also makes me think about making a video on the stance itself only and how to apply it. But, The next video that I'm thinking of doing will be about how to do frame traps with Chun.
A video on stance alone would be amazing
Question, so for the two Head Stomps & Double Air Punch, when do you start doing the QCB (x2) + K for her CA? I'm trying to figure out a consistent timing so I can get the feel for it? Thanks!
You just have to time it by feel, I messed it up a lot as well, but generally the higher the enemy is in the air the more consistent the super connecting is.
Nice vid. Highest damage i got was 6854 i think thats her most damaging. At least for now
That's good enough. I prefer consistency over damage, also, there is probably a way of getting a bigger max damage combo by adding a full screen fireball but that's impossible to do in a real match.
Share Inputs plz but please dont let it start with a punish counter thats to Situational depended
@@mr.richard3715 I labbed a combo that does 6854 as well so I'm assuming we have the same combo. Unfortunately it's a punish counter 4HP starter so it won't be part of your bread and butter, but it's usable as a DP punish.
Inputs are:
DRPC4HP xx 214HK 2MK xx DR2HP xx 214P MK xx 46PP 5MP 2MP xx DR2HP xx 214P HK jc dj2MK dj2MK jHP > jHP 214214K
how do you do serenity stand input and then attack so quickly? i struggle with that on controll lol
Practice, It's mainly a combo tool so you know where you have to use it. Unless you are doing stance cancel mix ups there is nothing really hard about it.
Great vid! thanks!
Do tou always do the cancel drive rush mid combo or sometimes do the hold parry drive rush mid combo, looks like your drive guage only goes down a little?
ideally you would like to the one that costs less drive gauge. You basically input a regular dash forward and as you are tapping the forward direction the second time you press the parry button at the same time (you should assign a button for parry)
The input for the less expensive drive rush should look something like this
--> into (--> + parry) at the same time.
It's not difficult to do just requires some practice.
@@king_lvr mid combo I thought you hold parry during animation of previous move then as soon the move finishes input dash to go into drive rush? I know about the instant drive rush from neutral do you do the same instant drive rush mid combo?
@@thecafelifestyle any normal that you can cancel into a special move you can cancel into drive rush by just dashing forward(that one costs 3 bars of drive gauge) the 1 bar drive rush is only from neutral though. I don't think you can do a cheaper drive rush mid combo.
Am I the ONLY one that cannot get the timing right for Chun's target combo in the air?? I always miss the second HP.
First stomp you do immediately in the air, then you do a slight delay and then stomp into HP HP as fast as possible. Once you figure out the timing it's fairly consistent.
@@king_lvr Giving it a try. Thanks 🙏🏾
by the time I finish the safe jump I cant heavy kick ryu on the ground because he gets up too slow... the timing doesnt work even if I execute and get -2/-3 frames after the safe jump. How do you keep the loop going? delay the safe jump by a few frames? I guess the heavy kick is coming out too early, I have to do it right above the ground.
ty
The only 2 things that I have with Chun Li is that they made her uncessarily difficult to master and serenity should be able to connect crlk, crmk, and to crhk to make it more useful. Also, serenity stream should be able to execute immediately after st bk hp, st. mk, or, st hk. Often time hazanshu comes out instead...very annoying.
hago el mismo combo pero solo consigo 6386 de daño. No sé donde está mi fallo, hago todo exactamente igual.
Is the launcher combo head stomp head stomp then medium punches or heavy punches? I can't figure it out. I just do triple stomp because I Don understand the punches. Also what is the difference in damage between the punches, stomps, and air legs (and is it light or medium legs?)? Sometimes I do the easier combo because the damage difference isn't much or you're playing down your skill level in a real match or their connection is bad. It doesn't look like air legs finishers are common.
after the 2nd air stomp it's either heavy punches target combo or light air legs. You want to use Light air legs because it gives you better oki and you land faster so even if you mess it up you are safe. Also, you can end with air medium legs but it requires a bit of timing to get all hits to land. The main point of both of those enders is oki not max damage. It's more valuable to get pressure/mix on knock down then 5% extra damage literary in any case with any character.
@@king_lvr ah that makes more sense on the air legs. I never use them but sometimes they come out when I'm mashing (as does serenity stance). Do you ever use medium punches in air? Or light punches? Thanks for your response. I'm new to modern fighting games but did play the hell out of super sf2 on sega for years, but things got way more complicated and competitive.
@@jrg305 you can use air medium punches as an extention into a super. Once you launch them in the air just do the air medium punch very late and you can extend it into a lvl 2 or tensho kicks if you are on the ground. Also, air medium punch into heavy lighting legs is probably max meterless damage if you only count the air portion of the combo.
@@king_lvrI got down the launch yosu yosu soaring eagle punches combo now! It is like 46 or so advantage whereas the yosu medium punch one into heavy legs is like 20s advantage I think. Not much more damage.
I am still trying to understand the heavy kick safe jump. I am guessing I'm not jumping immediately. I also read that yosu kick is a whiff on them if they dragon punch so you can punch counter after they whiff that. But if they block your bounce away which isn't as ideal...but you can medium kick on the way down to keep pressure up.
Good shit
How do u use meter in classic. Can't figure it out it happens random sometimes.
If you are talking drive gauge and you never played classic controls the game should have combo trails that show you how to do it with your character. The main mechanics usually use two buttons + special move for ex versions of a move, drive rush for example is both medium buttons(parry) + dash. If you are still confused just pick classic and go into combo trails.It should solve your problem.
2 buttons at once
Alright nice 👍
Nice combos max is 6850
Nice, do you have a clip of that max damage combo I'd really like to see it.
My hands hurt just from watching....
Does this work on all characters? I can get it on Ryu, but Honda's OD Headbutt seems to beat it. I can still block if I empty jump instead though.
If the armor doesn't start up in 4 frames it should work, but honda might be privileged for now. I guess that might be a reason why he doesn't have throw loops.
@@king_lvr yeah that makes sense. I'd presume it's armor from frame 1.
Yep f1 armour.
if you use jab it'll work on Honda. Or you can just empty jump throw, it'll beat all his usual wakeup options except Super.
I can't do the "BnB" in a real match, people be blocking after the rush thing, why does that happen? Am I no fast enough?
If they block too much mix it up with a throw or tick throw, also if you know how to space it well try the down forward hk cross up. The thing about offense is it's very easy to modify it into something else.
I still find it funny that Chun is the only fighter with a wall jump. Not even Blanka the jungle man has one.
She had it in every single game that I know of, except maybe the power rangers battle for the grid one, although I'm not sure about that one.
Rashid can wall jump too
@@DTM1006 Yeah, Rashid can wall jump without a wall.
@@king_lvr That's crazy man. Anyway nerf Gief
How do you turn on the charge bar?
In the training menu window, same spot where the frame counting bar and input display is turned on. Although that's not a charge bar it's displaying hitstun/recovery frames.
no notations?
no, but the input history is turned on it's on the left side of the screen.
The air hp combo after stomps is mad hard send help
Do first stomp immediately, then delay the second one and do rapid 2 heavy punches as fast as possible.
@@king_lvr I've been trying but I can't get it down. Also would you like to play at some point? My name is my CFN
What’s her side switch combo?
I've seen only one useful one but it requires precise timing, after Drive impacting someone you can side swap with down foward hk but it requires practice.
@@king_lvr notation?
@@VPNAnonymous DI + 3HK + light sbk if you want more meter use you can go for a drive rush version you do DI + 3HK +Drive rush into 2P into 214P + med kick into 22HK
@@king_lvr u da bess
@@king_lvrthey nerfed this huh?
Looks like Xuses combos from his ranked matches to me. I learned from his channel and this was video is a knock off.
My comment disappear ?
might be a certified youtube moment, I can't see the first comment but this one seems fine.
@@king_lvr I just asked why you couldn’t shout me out for my TH-cam or capcom ID and the comment disappeared
maybe a youtube issue just type it in another comment I can pin the info to the top
@@JaiOfManyNames i added a video link to the combo video that you posted in the description, idk why youtube hid your comment,but it should be fine now.
@@king_lvr thanks
You say the safe jump is easy but you keep missing it yourself. I don't find it easy at all. I keep missing the timing
Well I got good news for you, I actually have a real easy one that I just uploaded. Btw, talking and executing at the same time is not easy for me and this was a single take recording. I didn't want to re record.
Here is the link to the easy variations that I just created
th-cam.com/video/WDwKado6Zxc/w-d-xo.html
@@king_lvr Hey thanks for the link. You're very helpful. Suscribed
@@king_lvr you're a good man, thank you
The problem with Chun Li is, she has the same move sets since SF3 New Generation. The only change I see in her character development in this game is her drive and finishing move.
What are you talking about, she has a stance. QCB+P that effectively doubles her normals
she's able to get some really neat mixups at the corner with her new stance. Idk if I agree with your statement.
We could say the same from ryu, but chun li has the stance that gives an extra flavour plus some moves from the alpha series fells good
yo, if youre going to TEACH people you cant just give people “maybe it works” info… then continue to drop it. You didnt do it properly at all… not once