Chun-Li Combos and Glitches

On the topic of hazanshu, cr.lk, ex legs, what I do usualy is that since I used to play a lot of ST where I used Chun I’m used to mashing one button really fast since piano for mash inputs doesn’t exist in that game. So for this combo I just time lk~mk, then mash lk+mk and it always works for me this way. Of course, sometimes I mistime the lk but it really doesn’t happen very often at all.

About her BnB I always use cr.lk, cr.lp, cr.mk as her bnb. First of all there’s more time to hitconfirm and on block you have better options than plainly doing cr.lk x2 or 3 since that’s only +1 on block while cr.lp is +3. Cr.mk after a blocked cr.lp is uninteruptable, it also has a very low hitbox so it’s likely to have the ability to duck under certain reversal attempts as well. It also has good options on hit and counter hit the no brainer followup is ex kikouken since it combos on all hits and ranges while being neutral on block, can’t be focus attacked through either and I’m pretty sure they can’t jump it.
The best universal followup to use is ex legs since it combos on all ranges and hits, is +1 on block, puts them into a juggle state and does more damage than ex kikouken while also working from all ranges. If you lack meter CH cr.mk, far hp is a combo from all ranges on normal hit without meter your best options would be to mix it up between mp kikouken, hazanshu and trying to bait a reaction from them, these are also your best options on block.

I have to go I might write more about this when I return if I can think of more to write.

Ah I get that.
Kinda sucks how “good” combos (long and flashy ones) aren’t much better than easier ones :<

Also another short question:

When do you use MP/Strong and when do you use HP/Fierce as a Poke?
Lately I started to use other Pokes than c.HK/RH…
Doesnt seem to make much of a Difference whether I use MP/Strong or HP/Fierce…

s.MP has slightly more range than s.HP.

s.HP is crouchable by some of the cast.

s.HP comes out faster than s.MP but recovers slower.

s.MP comes out a little slower but recovers faster.

Getting an accidental close s.MP kind of sucks unless you fast reactions to input EX legs and/or sitting on a charge.

Against focus attacks, you can s.MP them twice before the focus attack comes out from some of the cast. Fast ones like Cammy’s FA is pretty dangerous though.

^ also s.mp cancels into kikoken and hazanshu but s.hp doesnt

@magneto - are you saying that if timed right the hazanshu into the EX legs is an unblockable combo if hazanshu connects?

Yes, you can link into cr.lk after hasan shu which can be cancelled into ex.legs, the timing is tight but its a very nice part of Chun-Li’s arsenal. Major damage from a quick overhead that can cancel from a standing or crouching normal? Yes please! (I’m taking a bit of a liberty answering for MagnetoManiac -.-)

As everyone else is just listing ways that strong is better than fierce; I’d like to mention that s.fierce is good as an anti-air against characters with wide hitboxes, like Honda or Balrog. It can reach under their active normals and hit them.

Thats what I noticed about Fierce too :slight_smile:
Like a faster alternative to RH as Antiair (At least it feels faster)

The only way to FADC and ultra punish a fireball is if you’re doing it after they do say cr.mk xx hado or for some reason did it extremley close to you. The FADC full screen/far away only works if they throw another fireball which, of course, is confirmable during your dash. The match you’re talking about Sagat threw 2 tiger shots, it wasn’t in the recovery of the first shot if I remember correctly.

Another thing I like to do (but can not do it constantly) is Hasan -> C. Lp -> C. Mk -> Ex legs. It dose a tad more damage, if you can do a close roundhouse after the C. LP that would be even better, though you will most likely be out of range.

Something sexy for people try try out is Hasan -> C. LP -> C.Mk / cancel the C. Mk into another Hasan -> C. Lp -> C.Mk -> Ex Legs. the C. Mk to hasan will not combo but it still has been connecting for me, it is pretty cool to add this into your mix up game but be aware it is unsafe if they block the second Hasan.

Side Note: Dose Ex Hasan have invincible frames? When I used it last night I thought I seen it go through an attack, it was at 2 a.m though haha.

What do you mean it’s unsafe if they block LK and HK are just -1 on block which means only Zangief can punish those while MK is 0 on block, it’s a favourable situation for Chun against a lot of characters.
The only things to be afraid of is them hitting you out of it with a reversal move like shoryuken or focus attacking it, but none of those seem very likely to come out after cr.lp, cr.mk xx hazanshu.

yeah it has a few frames of invincibility on startup. very useful for “do it as you’re landing, it looks like an air-hasan-shuu” to punish fireballers and midrange pokers.

When opponent is in the corner jump straight stomp to set up:
J.RH before landing, C.FP->strong Kikoken, EX legs, EX legs, EX SBK

448 damage on Ryu, 3 ex bars. The neat thing is I think the straight stomp/C. FP sequence puts chun at just the right distance to be able to string off that kikoken. If anything it looks cool.

NOTE: The stomp does not combo into the J.RH, its just a setup for spacing.

damn ! This is some crazy stuff I’m reading here. I’ve been doing good ( I think) so far. But w/ this stuff, my old school chun has a new school attitude.:slight_smile: will definitly try this ish out!
P.S. Online 360 @4:00pt holla:)

i was wonder if there are different timings against characters to land the target combo to head stomp x3? sometimes i only land one, or all three or i just looking like a weirdo and miss completely the head stomps completely.

I land the same stomps on pretty much every character. I think it comes down to how deep your j.hp x 2 is when it connects. And someone here said the lower you start the stomps the better which is true i found out.

Low forward -> EX legs method:

mk~(lk)~mash mk+lk 3 times. Simple and effective, works all the time. I’ve been trying to footsie with this lately, it’s pretty nice to know.

^^ thats how ido it :tup:

funny little combo i do in training mode: B+MK,MK fadc forward stomp x 3.

combo looks really cool in the corner and can be done jumping AWAY from the opponent in the corner for 2 juggle hits…

totally not worth the meter though.

-dime

I was trying to connect ( charge fadc hasan to ultra) last night. Does ne 1 no if it connects? Cuz the ff hasan f kkk still gives the motions for ultra. I got it to come out twice but the comp. Blocked both. My timing may b off:( also tryn to head stomp delay close enough to the ground to possibly jump back up and start headstomps over( close but no cigar).do these work? Advise…

If I’m reading the frame data correctly (and I doubt I am -.-), you get +4 or +5 frame advantage after hitting hasan shu (+5 on mk.hasan shu). Ultra has a startup of 7, so they can block in time. You shouldn’t believe that until someone gives a second opinion though. No comment on your question about stomps… I don’t know ^^.

Yes you are correct, breaks even on Block… hmm i wonder about Zangief, 0 frame activation
but yes Ultra wont connect, super yes but Ultra no
Im not sure on counter hit though, it might be possible to counter hit HS and Ultra. But it would maybe be like a 1 frame window… better to just go for the Super.

I’m going to need some help here. I’m sure you’re all familiar with the AA j.FPx2 -> Headstomp correct?

Well I’m wondering if my stickwork is just shitty, or if there isn’t some subtle timing nuance to doing it that I don’t know of. I always get her standard MK instead of the stomps. I’m thinking I’m either trying to get the attack out too fast, or the stomps can’t be done until she’s airborne for a bit. Could someone enlighten me as to where I could be going wrong? (without the BS “hrhrhr praktise yo ececution bro”)