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| # 214214K | | # 214214K |
| | content = | | | content = |
| The main difference between 236HK and [2]8KK is that [2]8KK allows for a juggle after 236LK in the corner (and into lvl3 anywhere), making it a highly economical damage extension. 236HK typically needs the corner to juggle into anything that isn't a super. 236HK 236LK and [2]8KK 236MK both set up safejumps. OD SBK can link into 236236K (and so can 236HK if juggled into) but it leads to less damage and corner carry than cancelling into 236236K from 236KK. | | The main difference between 236HK and [2]8KK is that [2]8KK allows for a juggle after 236LK in the corner (and into lvl3 anywhere), making it a highly economical damage extension. 236HK typically needs the corner to juggle into anything that isn't a super. 236HK 236LK and [2]8KK 236MK both set up safe jumps. OD SBK can link into 236236K (and so can 236HK if juggled into) but it leads to less damage and corner carry than canceling into 236236K from 236KK. |
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| An important thing to remember is that juggling into 214214K instead of cancelling into it leads to much more damage if the combo was less than 5 hits. Any more then that and scaling is low enough for the cancel penalty to not matter. | | An important thing to remember is that juggling into 214214K instead of canceling into it leads to much more damage if the combo was less than 5 hits. Any more then that and scaling is low enough for the cancel penalty to not matter. |
| }} | | }} |
| |-| OD SBK Drive Extensions = | | |-| OD SBK Drive Extensions = |
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| | Youtube = | | | Youtube = |
| | Recipe = 1. Launcher > jc.2MK~2MK > j.236HK <br> 2. Launcher > jc, delay j.MP(1) > [2]8HK/236HK <br> 3. Launcher > sjc.2MK delay 2MK, j.HP~HP | | | Recipe = 1. Launcher > jc.2MK~2MK > j.236HK <br> 2. Launcher > jc, delay j.MP(1) > [2]8HK/236HK <br> 3. Launcher > sjc.2MK delay 2MK, j.HP~HP |
| | content = Given how common it is for Chun to confirm into 236KK, it's relatively easy to extend that into more damage. Unfortunately for Chun, common juggles that work into her lvl1 or lvl3 don't actually juggle into her lvl2, meaning she'll have to spend Drive to get this unless cancelled directly from a normal. Alongside 236KK, it's easy to link this super after [2]8KK, although doing so will limit her follow-up options afterwards. | | | content = Given how common it is for Chun to confirm into 236KK, it's relatively easy to extend that into more damage. Unfortunately for Chun, common juggles that work into her lvl1 or lvl3 don't actually juggle into her lvl2, meaning she'll have to spend Drive to get this unless canceled directly from a normal. Alongside 236KK, it's easy to link this super after [2]8KK, although doing so will limit her follow-up options afterwards. |
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| Chun can opt to spend more meter to secure a KO after 236236K by using her air lvl1 after stomps or landing and using the ground version, but keep in mind that spending 3 meter on CA will take more Drive meter from the opponent and deal slightly more damage. Lvl2 > lvl1 takes the same amount of Drive meter via supers as a normal level 3 but looks way cooler while doing so. | | Chun can opt to spend more meter to secure a KO after 236236K by using her air lvl1 after stomps or landing and using the ground version, but keep in mind that spending 3 meter on CA will take more Drive meter from the opponent and deal slightly more damage. Lvl2 > lvl1 takes the same amount of Drive meter via supers as a normal level 3 but looks way cooler while doing so. |
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| == Using Serenity Stream == | | == Using Serenity Stream == |
| Serenity Stream acts a little differently for each button it's cancelled into, but there are some common threads between buttons. 214P~LP is the most common button that will combo as a cancel, but also has the shortest reach. 214P~LK is typically more situational, but will combo on counterhit or normal hit with a gap on block. 214P~MK is the most difficult and usually requires a Punish Counter or juggle to combo properly. Buttons with especially important uses with Serenity Stream will be listed below, but it has at least niche uses from most if not all of Chun's buttons. | | Serenity Stream acts a little differently for each button it's canceled into, but there are some common threads between buttons. 214P~LP is the most common button that will combo as a cancel, but also has the shortest reach. 214P~LK is typically more situational, but will combo on counterhit or normal hit with a gap on block. 214P~MK is the most difficult and usually requires a Punish Counter or juggle to combo properly. Buttons with especially important uses with Serenity Stream will be listed below, but it has at least niche uses from most if not all of Chun's buttons. |
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| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
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| ! Starting Normal !! Special Moves !! Other Options !! Notes | | ! Starting Normal !! Special Moves !! Other Options !! Notes |
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| | 214P~LP || [2]8LK || DRC 5LP, lvl1, lvl3 || 214P~LP has a lot of pushback, typically making Kikokens safe on block or even plus. | | | 214P~LP || [2]8LK || DRC 5LP, lvl1, lvl3 || 214P~LP has a lot of pushback, typically making Kikoken safe on block or even plus. |
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| | 214P~MP || - || - || 214P~MP is entirely a neutral tool and does not combo to or from anything useful. | | | 214P~MP || - || - || 214P~MP is entirely a neutral tool and does not combo to or from anything useful. |