Chun-Li Combos and Glitches

Great combo I discovered with Super (not sure if mentioned but not on front page):

With some small practice, you can easily hit confirm s. HP into HK super. Which leads to:

  • Hasan Shu, c. LP, s. HP, HK Super = 12 hits

  • Jump in (of choice) HP + HP, c. LP( or LK), c. LP, c. LP, s. LP, s. HP, HK super = 16 hits.

The more jabs you add, the less the damage. Two to Three jabs seem best for damage to hit confirmation ratio.

cool tnx, i was able to do it last night. first time i’m seriously using a charge character ever, i shoulda realized this earlier.

Ultra punishes dhalsim teleport. I don’t know the specifics but 2 times last night I fired the ultra as dhalsim teleported behind me. It auto turned me around & blasted him in the mouth with my ULTRA. Can someone verify this.

Pretty proud of myself. Practiced Tensho Kyaku -> Ultra and EX Legs -> Ultra and I can pull them off almost 100% now. I absolutely love that ou can almost be half of the Stage away from the corner and still combo into the Ultra out of the Tensho Kyaku

What I want to focus on now is what Ultras Chun can Counter Ultra. Ive been practicing in training and so far Ive been able to successfully Counter Ultra Ryu, Ken, Sagat, Rufus, C.Viper, Guile, Balrog and thats all Ive tested

Do we have a full list yet posted somewhere? I used the search function and came up with nothing.

I’ve actually been working on a list that Chun can punish with both her ultra and super, but I’m going to do ultra first. Also includes blocked normals, normals that are possible to react to on whiff, projectiles, head to head clashes with the ultra etc.

edit: I’m also working on putting down gameplay strategies against certain things. More like a tactical approach for match-ups and what you can and cannot do. I have most of this stored in my mind already but I wanted to share…this will be later on though, will be hard to complete.

Will you try the stuff from crouch and stand block too? Always feels like there is a difference (havent done my homework on SF4 rules, but I know in GG, ST, cvs2 > like, stand = less pushback then on crouch, which leads to punishment move hitting faster etc)

chun_li1

What I absolutely love about this Counter Ultra shenanigans, you dont even have to be charging before they start theirs. As soon as you see the animation, start charging then let it rip at the end :rofl:

Tested the teleport punish. Wirhs every time as far as I can tell. As soon as you see him start it just do the ultra & you should connect it even if hear behind you.

One thing that I’m not sure of is if crouch blockstun applies to crouch blocking then instantly standing up.

But normally, I would be blocking high, say for Honda’s headbutt, if I’m out of range for any low attacks.

With her super it’s so quick that I’ll do it off of anything.

Ultra is a close call…I use it mostly for going through projectiles anyway…but I’ll see what happens when I test out more later on…I’ll keep you updated.

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i tested this out in training mode… totally dont see this being applicable…

you have to KNOW that sims going to teleport… and even then 98% of the time i got no auto flip and instead got a ex hasan shu that wiffed over him… the few times i did get ultra i had to throw it out early ALMOST on anticipation and even then, even tho chun auto flipped… she went THROUGH HIM…
and once i did it so early that she didnt auto flip and instead blasted her ultra at the nether regions of the screen hitting not a god damn thing.

hopefully i’m missing something…

but most sims TK teleport so the point would be almost moot anyways 'cause he’ll be in the air and your ultra will bounce him for a miss…

i tested this on sims ground teleport using forward srk with punches as thats the only one that i’m interested in punishing like this atm.

although yeah i’m pretty sure chun can punish a backwards wakeup ground teleport if shes in range and has ultra… but that almost goes without saying…

am i missing something?

-dime

I set the dummy to all block the recorded the DP>PPP teleport & as soon as I see him do it I fire the ultra. U do get hasanshu some times but from what I can tell it works but I could be wrong.

I need to know the properties of ex legs into ultra in the corner. Sometimes when I land it the last kick doesn’t connect and I’d like to know if this combo doesn’t work on some characters or if it’s only about timing and distance from the corner. I know I could test it myself but it would take me a lot of time and probably bring unclear results since my timing and execution are not perfect. And I’m sure that many of you already know everything about this combo, right? :wink:
Thanks in advance.

@huge balls: when you record you have to block manually(so hold b or d/b after executing the move), if you set the dummy to all block or auto-block it won’t work

the charactors the ultra will connect on is a few pages back. It also gives some info on distance and timing. Basicaly small people fall out.

tested it some more.

vega (claw), honda, chun, sakura, and gouken all walk through it.

cammy, akuma, and viper automatically block while trying to walk through it.

everyone else gets hit.

tried to see if the glitch works off a combo’d attack but no luck everyone takes the hit regularly. at least its something to use on wakeup if they dont spam shoryus

^ thats what I was getting at. Ive had a few Ryus and Akumas do EX Tatsu on wake up and thought this might help :smiley:

In regards to the Dash Ultra, i’ve been noticing that once a good opponent knows I can do it, they throw EX fireballs in the mix and they often screw up the dash ultra with their faster speed… tips?

just be careful and watch for the fireball type really. if you can get good with it enough you can punish on the first try thats what im working on now myself cuz its frustrating getting it in training but not in a real match.

I was wondering, which way is it better to connect an Ultra with …

  1. b+mk,mk,u/d+mk > Ultra
  2. b+mk,mk, EX Legs > Ultra

I currently prefer number 2 because I usually beat the gun with number 1 … More importantly though, I won’t be able to test this out (won’t be near my 360 for a while D:) but I think the damage scaling in number 1 (as a result of the number of hits) makes it do less damage.

Does anyone know for sure?

I’d imagine number 2 without ex-legs. I’m not entirely sure on the damage scaling with that combo, but I’d imagine you’d have a better result just doing 4+mk,4+mk,(watch the pause, you need one)Ultra.

When do you whip out the super through the standing fierce? I’ve been having a difficult time executing this through combos.

ok guys … this is something thats been bothering me lately:

how in the hell is cr.lk xx ex legs possible as a combo?

cr.lk isnt cancelable

cr.lk is only plus 2 on hit

ex legs have a 4 frame startup.

this combo shouldnt be possible when throwing those rules into the mix, but it is.

the only thing i can speculate is that we’re kara-canceling one of the lk’s into ex legs…

(i doubt this cause i cant “see” the kara cancel, whereas on ST i can see the renda kara cancels) and i can see the throw karas easily as well.

or its a special case where only regular legs and ex legs are able to cancel the cr.lk animation
which would mean that capcom programmed this combo on purpose… but thats just redundant… they could just make the cr.lk cancelable.

any thoughts?

-dime