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A comprehensive guide to all Chun-Li's most optimal combo's after a jump-in attack and to punish a baited DP. All combo's shown are ordered depending on how much meter you have available. 0:19 New light BnB's 1:02 Max damage after jump-in 4:20 DP punishes Pastebin to all the combos: http://pastebin.com/iT8SScqA Legend: "Difficulty" speaks for itself. "Importance" means how efficient the combo is (using few resources and dishing out a lot of damage) and how important it would be to learn it. Obviously the more difficult a combo is, the longer it takes to learn it. So you have to decide for yourself if it's worth the time investment. lk: Light kick mk: Medium kick hk: Heavy kick lp: Light punch mp: Medium punch hp: Heavy punch fwd: Forward st: Standing cr: Crouching b: Back j: Jump Legs: Chun-Li's trademark lightning legs move. Kikoken: Chun-Li's fireball SBK: Spinning bird kick DP: Dragon Punch (a.k.a. Shoryuken). Very unsafe on block and will grant the opponent a free opportunity to land a crush counter combo. The trade-off is that it beats anything except blocking. =============================== F.A.Q. 1. What does xx input mean? It means the move is cancelled into a special. 2. How do you charge the st.mp, cr.mk into Spinning bird kick? The trick is to down charge as SOON as you press st.mp. It's even easier doing from a cr.lp first, because you can press st.mp pre-emptive and it will still combo, giving you more time to get down-charge. So you go cr.lp, st.mp--INSTANTLY GO DOWN (almost like plinking it: st.mp--DOWN). Then the second trick to doing it is that you can cancel the cr.mk really late. So you don't really cancel it anymore, you just kinda link the two moves together. You do it so late that the cr.mk is almost recovered and then you go up+medium-kick. Don't feel bad if you can't get it consistently at first, it is really tough at first! If this is too hard, try using light spinning bird kick first. It has the same charge time, but it comes out faster so even if you do it 'too late' it will still combo. 3. How do you do a standing normal into Spinning Bird Kick? You have to do the st.lp/st.lk as late as possible and then instantly go to up + light kick. Try it with st.lp first, I find that one easier to do. It remembers the downcharge for a split second, long enough for you to get Spinning Bird Kick out. That's why you have to do it fast, else you will have lost the charge. 4. How do you do EX Kikoken after st.mp, I always get the fwd+mp command normal! The trick is to go to neutral as late as possible, right when you're able to combo the st.mp from the cr.lp, and then instantly going forward + 2 punches. If you get the forward mp command normal then you're holding a directional while you press st.mp, meaning that you went to neutral too late. You HAVE to be in neutral when you press st.mp, followed by an instant forward + 2 punches input (it has to be an instant cancel, else the game will have forgotten your charge). And if you go to neutral too early, you won't have charge anymore when you're trying to cancel into EX Kikoken. In short: If you get fwd+mp, then you went to neutral too late. If you get st.mp, but no EX kikoken, then you went to neutral too early. It's pretty tough, but it just comes down to practice. Know what you're doing wrong and adjust accordingly. =============================== Credits: Music was provided by NCS: First song: Elektronomia - Energy Original: • Elektronomia - Energy | Progressive House ... Second song: Elektronomia - Summer Vibes Original: • Elektronomia - Summer Vibes Third song: Street Fighter II Turbo - Staff Roll (Credits) Check out Elektronomia on: / elektronomia / elektronomia / elektronomia