SFIII:3S Chun-Li Practical Combos and Set Ups

แชร์
ฝัง
  • เผยแพร่เมื่อ 26 ม.ค. 2025

ความคิดเห็น • 48

  • @clg8979
    @clg8979 6 ปีที่แล้ว +56

    Yatta!!

  • @dayaan3s632
    @dayaan3s632 5 ปีที่แล้ว +25

    Awesome vid! Really pulled together my Chun strats. Now I can destroy Ken and Alex as much as I want. Thank you!

    • @SeaLeafDojo
      @SeaLeafDojo  5 ปีที่แล้ว +5

      Glad it helped! Remember to use far HK combo against Ken's trying to hit you with that 2MK!

  • @TemkaUwU
    @TemkaUwU 3 ปีที่แล้ว +4

    Thanks i just started experiencing street fighter after playing gg for some time and these types of videos help me out quite a lot. Cheers!

  • @Polymathically
    @Polymathically 6 ปีที่แล้ว +11

    4MP into SA2 works as well. I use it whenever I feel like finishing my opponent in style. If you get the timing right, you can even cancel to SA2 after just the first slap, or do a slap followed by Kikoken and then SA2.

    • @SeaLeafDojo
      @SeaLeafDojo  6 ปีที่แล้ว +2

      4MP makes hit confirming easier but lowers damage quite a bit compared to 2MK/4HP. Can't deny it's quite satisfying to see though.

    • @joyuz6583
      @joyuz6583 3 ปีที่แล้ว +2

      Maybe a bit impractical, but the shlaps are pretty funny lol!

  • @RaamiahMorris
    @RaamiahMorris 8 หลายเดือนก่อน

    Thanks for this! Very helpful

  • @joyuz6583
    @joyuz6583 3 ปีที่แล้ว +1

    Uoh into super works on standing opponents, just a little trickier than normal, and some of these combos aren't very common but other than that great vid!

  • @lordronn472
    @lordronn472 2 ปีที่แล้ว +1

    It is like they made this game so hard that people won’t play it!

  • @Lizarius
    @Lizarius 3 ปีที่แล้ว +7

    Question of ignorance: Does she have anything to do without meter aside from spinning bird combos? Or is it literally just poke in neutral until you have super? Clearly, that's enough for her to be insanely good, just...surprised, I guess.

    • @SeaLeafDojo
      @SeaLeafDojo  3 ปีที่แล้ว +1

      What you see here is pretty much most of her practical combo potential. Most players will focus on pokes/throws/supers since that is generally the most effective way in dealing damage (her Houyokusen damage is just too big to ignore).

    • @Lizarius
      @Lizarius 3 ปีที่แล้ว +2

      So basically, the poke gameplan is the go to strat due to safety and reliability with the super as the finisher. She *has* other tools, but they just aren't as reliable. Does that sound about right?

    • @SeaLeafDojo
      @SeaLeafDojo  3 ปีที่แล้ว +2

      @@Lizarius Fighting games such as these are not that simple. It will all depend on your/opponent's playstyle and skill level. Experiment and see what works best for you.

    • @Lizarius
      @Lizarius 3 ปีที่แล้ว +5

      Okay, I did oversimplify that a bit too far. Lemme put it differently.
      I looked up the video because in the matches I've been watching, it seemed like the only moves I ever saw Chuns linking together were normals, usually low ones, into super. It had me wondering why they never did any meterless combos, and subsequently, if she had a primary objective or gameplan before getting enough for super. Of course, reacting and adjusting for your opponent's tendencies is important, but I was mostly wondering what she does when she gets a hit, or what she's trying to do when she throws out a move. For example, if Ken lands a low forward, he can go into tatsu, shoryuu, or super, or he can be content with the poke damage and space he gained from it. I've never seen a Chun make use of any option in a similar case except super or gaining space. That's the core of what I meant.
      Naturally, "I've never seen ___" means "need to watch more ___" but that's not really what I mean.

  • @gabriellogan8710
    @gabriellogan8710 5 ปีที่แล้ว +4

    How u jump after super art of chun-li?, you press up button? How u do it?

    • @SeaLeafDojo
      @SeaLeafDojo  5 ปีที่แล้ว +7

      You cancel the launching kick recovery with a super jump (29).

    • @gabriellogan8710
      @gabriellogan8710 5 ปีที่แล้ว

      @@SeaLeafDojo ohh, thx u bro, this help so much •u•)-b

    • @slmptrip
      @slmptrip 2 ปีที่แล้ว

      @@SeaLeafDojo thanks I just got into 3rd strike picking akuma and her up this was one of the things I was fucking up i didnt know super jumps were in the game😂

  • @maximilianbacquet5972
    @maximilianbacquet5972 6 หลายเดือนก่อน

    One question what is the utility of combo 2,3 and 4 in a real match with comfirm into a SBK but thank you that help me to progress

    • @SeaLeafDojo
      @SeaLeafDojo  6 หลายเดือนก่อน

      One common way is to use them as meterless punishes.

    • @maximilianbacquet5972
      @maximilianbacquet5972 6 หลายเดือนก่อน

      But isn’t it to slow with the charges required the combo?

    • @SeaLeafDojo
      @SeaLeafDojo  6 หลายเดือนก่อน

      @@maximilianbacquet5972 I would imagine there would be ample time to charge if you block attacks with long recovery such as Shouryuukens and Super Arts. Have you tried using this combo? Experimenting would give you a better idea when and where you can use them.

  • @transcendingthedyad5663
    @transcendingthedyad5663 2 ปีที่แล้ว +1

    After the special I can't get her to jump to follow up in the air, any tips?

    • @SeaLeafDojo
      @SeaLeafDojo  2 ปีที่แล้ว +2

      You need to do super jump input while she does her last upward kick. You can check the general timing by looking at the inputs or virtual stick on the left.

    • @transcendingthedyad5663
      @transcendingthedyad5663 2 ปีที่แล้ว +1

      @@SeaLeafDojo Thank you, I truly appreciate it! :)

  • @Williamvoncannon
    @Williamvoncannon 9 หลายเดือนก่อน

    I can’t jump after the super. Can someone explain how I can do it ?

    • @SeaLeafDojo
      @SeaLeafDojo  9 หลายเดือนก่อน

      You need to super jump (↓↗) while she kicks up. If you're having trouble, look at the inputs that are displayed on the left side of the screen.

  • @edinsopotato5084
    @edinsopotato5084 4 ปีที่แล้ว +1

    Excuse me, when I try do the movement 4HP and the spinning bird kick together I don’t get the movement, I play on keyboard, well I don’t know if I do the movement too low, also the majority of the movements with spinning bird kick without previous crouch don’t get it.

    • @SeaLeafDojo
      @SeaLeafDojo  4 ปีที่แล้ว +2

      Charge is retained for a period of time even it you're not holding down/back (So 1[charge], 4HP, 7MK)). We have a video explaining this mechanism if you want to know how it works.
      th-cam.com/video/XfR5Y4vknUM/w-d-xo.html

    • @edinsopotato5084
      @edinsopotato5084 4 ปีที่แล้ว

      @@SeaLeafDojo thank you so very much

  • @blagd
    @blagd 2 ปีที่แล้ว

    I've been watching old tournament videos and Chuns seem to go for Legs after SA2. Why is that?

    • @SeaLeafDojo
      @SeaLeafDojo  2 ปีที่แล้ว

      Hyakuretsukyaku does more damage than her normals so some players opt to go for that when they don't have meter for another SA.

  • @c4ffeineaddict
    @c4ffeineaddict 2 ปีที่แล้ว

    For SA2 Combo #4, what's the the throw and parry OS you're referring to? SGGK?

  • @tonystarks5098
    @tonystarks5098 2 ปีที่แล้ว

    Man i love fighting games but when I look up videos on how to get better never understand the terminology and I back out again lol

    • @SeaLeafDojo
      @SeaLeafDojo  2 ปีที่แล้ว

      Which ones are you having trouble with? If you haven't already, checking out the abbreviation list at 0:11 might help.

  • @TonyDGunner
    @TonyDGunner 3 ปีที่แล้ว

    Where da song from?

  • @hl-felix1353
    @hl-felix1353 3 ปีที่แล้ว +1

    Can you make another video like this but for kabuki

  • @grass324
    @grass324 2 ปีที่แล้ว

    this is almost my exact set lol

  • @bestsnowboarderuknow
    @bestsnowboarderuknow ปีที่แล้ว

    Bro it's Street Fighter A REAL FIGHTING GAME. We don't use the number pad system.

  • @ecobayguesthouse5971
    @ecobayguesthouse5971 9 หลายเดือนก่อน

    Why do you use the bullshit number system .