Chun-Li Combos and Glitches

The frame data thread says cr.lk can be canceled into a special. If that has been proven wrong somewhere then I apologize for being a noob lol.

the frame data is wrong.

-dime

I think they made legs and ex legs the cancelable attacks for lk. From a design perspective, if your going to have check to cancel the remaining frames, you’d keep a list of inputs that would cause that cancel to occur. Example:

cr.lk > cancel check frame occurs, check if input to cancel is valid ? yes-cancel : no-don’t cancel

Most efficient way to perform this check would be to throw a flag on the cancelable frame, and check a list of ‘moves’ that will return true. This way all you’d have to setup is the cancel frame event, and each normal/special has a list of things that can cancel it. The case that all chun’s specials can be canceled by cr.mk is explained by this too.

As for why cr.lk can’t cancel everything would probably be balance, cr.lk has a short startup compared to cr.mk. Imagine cr.lk, cr.lk xx m.sbk > Super.

You need to link the super after the s. fierce hits. s. fierce is +3 on hit and Super I believe is 2 frames execution.

Aaahh~, no wonder it wasn’t coming out online. =p

Thanks for the clarification, Goof! I’ve always been linking s. strong at the end of strings to pull out the super, but this seems to be a better alternative.

Ain’t sure this is the right place to post but it is combo related.

I have alot of trouble executing S.HK => EX legs. I would like to use this combo whenever I dodge a missed shoryuken since it does some good chunk of damage. I usualy use thrown to not complicate things but input lag is evil so would like to do something that will hit for sure, lag or not.

Sometimes comes out, most time doesn’t. Any advice on easy execution for S.HK => EX legs?

I do HK, then quickly piano MK, LK, then press all 3 kicks at once. Prelly easy.

Piano method, and if you have a pad, get a stick, and do piano method.

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Make sure the knee pops up, then quickly piano.

Thanks a lot. Will practice when i get home from work. I would like to master this move since it is very usefull + powerfull.

What? I do hasan-shu, c.lk -> EX legs all the time.

So I’ve been practicing this in training and I can still only hit it ~10% of the time. I need to learn more combos that don’t use meter, and this seems to be the best one. Just to make sure I understand, are they all links, or just the C.LP into S.FP? Are there any visual cues to go by to know when to hit the next button?

Are there any other good BnB-type combos that don’t use meter?

There is always c.lk,c.lp,c.mk. It is abit tricky to get at first since it has to be done fast at point blank range but it also links into Chun’s kikoken and super (if you want to kill someone when their health is low). It took me a while to get the basics of it and I still don’t do very well all the time but I can do the combo about half of the time at least.

cr.LP into s.FP is the only link in that combo. The cr.LP’s can be timed as slowly or as quickly as you want into each other since they are not links but rapid-fire weaks. The timing for the cr.LP, far s.FP link is exactly the same as the cr.LP, close s.RH link, if that helps at all.

I don’t know if this has been said before but

FA, HK LL, EX LL, EX LL

Really flashy but not very practical. I’ve done it by accident while trying to do s.HK into EX LL. A lot of kicking though :razzy:

For Xbox360 players who have a hard time comboing into her EX legs i found that this works the best

j.hk , lk, lk, lk, kkk

Pretty much you have to land the j.hk while theyre standing and then on your way to the ground tap lk 3 times and as you hit the ground press kkk. Works every time for me and it can be comboed into the ultra easy if you hold :l: when you jump.

Does anyone else have a hard time doing her EX legs on the 360 controller? I try to do lk, lk, lk, lk, kkk but its tougher than it sounds cause you have to tap it fast and if you do 1 too many it will come out as normal legs.

Another strategy thats worked for me is against players that have no fireballs and / or just like to jump forward when you throw a kikoken.

Whenever you notice this pattern the next time you throw a kikoken dash cancel out of it and air throw them or hp , hp, hs, hs, hs

In order to successfully connect the ultra, do you have to immediately execute the motion while in the 2nd J. FP animation or when it ends and you have landed?
When I was trying to do it, I could get the super out when the other guy is in a hit stun, but when I do the ultra, he/she can go into a block state.

At your EX Legs: I rock the 360 controller, and everytime I want EX Legs I just hit c.lk(c.lk), c.lk(c.lk), LK+MK+HK

The parentheses indicate hitting c.lk while the c.lk animation is in motion. That way you get two c.lk for every one c.lk you see, and after seeing two c.lk, just hit LK+MK+HK and boom, EX Legs

Your other post is just Street Fighter basics that apply to any character with a projectile

For the Ultra, I find its more reliable if as soon as the second j.HP hits, you do the motions, and as soon as you hit the ground you mash LK+MK+HK

Stupid glitz that can confuse your opp.

FA>jump over and c.lk before flop>3+hk.

More mind f*ck options for Chun. :tup:

having a coupla issues reading the frame data and have a coupla questions…

on chuns super it says 1+1 for startup. the heck does that mean? what frame does the super actually hit on.

I’ll think of the other questions later.