Chun-Li Combos and Glitches

Nice find from KIRBYISM indeed!

Oh gosh, this makes the jab > fierce link sooo much more reliable. I’m even getting fierce > super now just cuz the combo doesn’t feel completely irrelevant to me lol

I wonder if there are more applications for this. I’m getting cr. fierce xx legs by taking advantage of HP over MK priority.

In other news, I was testing stuff against Sagat and was able to a far mp > jab (> fierce) link. This normally wouldn’t be possible because of the pushback, but since Sagat sticks his hand out during his stun animation, you can slap it while it’s in your range. This would probably work against anyone who sticks their hand out after taking a hit, like Abel, on whom I’m fond of doing walking jabs for the same reason + cuz I’m bitter about the infinite.

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there most certainly are more applications… get creative!!!

how are you doing this? whats your button mash if you dont mind me asking???

-dime

I just mash cr. HP + MK with my index finger and thumb as hard as I can. It works easier if I start mashing it after doing a jab first. I also get it tapping then doing a piano – i forget if I tap HP + MK twice or if I tap lk twice, but I think it’s probably the former. I can get light legs that way, but it’s sloppy (which probably has more to do with my own technique) and sometimes ex legs comes out.

Why is it that whenever I try to do JF.HP (x2), EX SBK, the opponent flies too far away for the EX SBK to connect? What am I doing wrong?

Also, a lot of the jump-in combos that start with JF.HP or JF.HK seem to require the jump-in to hit deep. Is there anything interesting you can do from a far jump-in?

If you’re looking for easy style points, this is a cool combo.

I actually made a few variations of my own:

jump hk, b+mk, mk xx FADC, d+mk x 3
jump fpx2, b+mk, mxx FADC, d+mk x 3
FA (level 1 - 3), b+mk, mk xx FADC, d+mk x 3

Will experiment with some more possibilities.

Ohhh those look neat. Going to have to experiment for sure. However, please forgive me, but what does the xx mean in “MKxxFADC”?

Thanks!

It means do the first 2 hits of the target combo so you get the launcher. Then focus & dash foreward to cancel it. Then jump strait up & get the 3 stomps. It looks really cool but not tons of damage.

I’m not sure if this has been discussed or if anyone’s aware, but since it’s not in the combo list I figure I’ll mention it here.

While messing around with a borrowed fight stick, I was practicing my combos into SBK when I recalled charge partitioning. Well I figured I’d try it out with Chun. Now I’m not sure if this is a glitch or the specific usage of partitioning, but you can do…

(down charge) s.RH -> EX SBK. Basically, hit the down charge, then go to a (back) position and hit RH, then go down and activate either EX SBK or RH SBK. Yes, it combos, but so far I’ve only tried it on Rog. s.RH -> EX SBK hits for 220 (5 hits) (more than c.FP or c.MK) but the fun thing is that s.RH -> RH SBK hits for 250 (6 hits) which will get you some nice stun without wasting your EX, but of course it doesn’t score the knockdown.

I’ll work more with this if it’s “new”, but if not, then sorry for wasting your time.

Update: Input-fail, sorry. You can do it as long as you hit s.RH directly “back” (or forward, technically, but that’d be odd) before you get to Back-Up (or forward-up), but it’s easier to do that by going up very quickly and then back down.

Sorry man, but it’s nothing new; especially to Street Fighter. You don’t have to go to a back position when hitting RH before the SBK, btw. You can charge down then go neutral and hit RH then finish the input for SBK by hitting up+K(KK).

Hey I just had an idea with P-linking + some posts from you guys.

Since cr.mk -> EX legs works on Blanka, our main combo should be…

cr.lk cr.lp c.mk -> EX legs + P-linking cr.mk~cr.lk for EX legs, and then just pressing the 3 inputs after it, since the P link will count for 2.

Ive done this quite a bit by accident with s.FP into EX SBK. In an attempt to do the cr.FP into SBK and just timed by FP wrong, but with the same/better results :wink: I just figured at the time that it was a neutral hit in between the charge that resulted in the combo.

I might be kind of late on this but since cr lp seems to have better hit confirm i use it to combo into EX Legs. You can get three cr lp’s in and then even a lk to EX Legs.

So basically cr lp, cr lp, cr lp, cr lk, EX Legs

I’ve been trying to work on ways to try to attack the opponent’s stun. My goal was to get to 900 stun so it wouldn’t require an additional mixup for some characters, but of all the things I’ve tried she’ still a little limited by the game. Plus the good ones start with J. RH in the corner (for maximum stun) so it’ll probably be hard to pull off if they know how to block properly. Here’s a few I’ve been working on:

A quick meterless one that can be done anywhere on screen:

lvl 2 FA, dash, cl. RH, RH Legs (4 hits), cr. jab (link), st. Fierce

Does 268 damage and 524 stun. Using Lvl 3 Focus instead would give you 318 damage and 574 stun

In Corner:

  1. (3 bars) J. RH, cl. RH, EX Kikouken, Lvl 2 FA, cr. Fierce xx MK SBK

Does 487 damage and 732 stun.

  1. (3 bars) J. RH, cl. RH, EX Kikouken, FADC, cl. RH, RH Legs (4 hits), cr. Jab (link), st. Fierce

Does 446 damage and 797 stun. If you go for a grab after the cr. jab link instead it should get you 812 stun. Then go for another mixup to finish the job.

  1. (3 bars) J. RH, cl. RH, EX Kikouken, lvl 2 FA, dash, cl. RH, RH Legs (4 hits), cr. jab (link), st. Fierce

Does 434 damage (I think… the middle no. is hard to distinguish on my screen) and 779 stun. If you go for a grab instead after the cr. jab it should get you to 833 stun.

  1. (4 bars) J. RH, cl. RH, Fierce Kikouken, FADC, cr. jab, cl. strong, Fierce Kikouken, FADC, cr. jab, cl. RH, RH Legs

Does 419 damage and 717 stun. Not sure if you can link cr. jab, st. Fierce after this because the RH legs hit kind of funky at the end and I gotta go to work soon so I can’t try again til tonight. Kind of arbitrarily hard to do too.

  1. (4 bars) J. RH, cl. RH, Fierce Kikouken, FADC, cr. jab, cl. RH, EX legs, EX SBK

Does 487 Damage and 830 stun (I think I got 845 before too). Note: If you don’t combo the cl. RH, EX legs, EX SBK after the cr. Jab but your opponent didn’t block it’ll get you to 1025 stun ('forgot to turn on Auto block when I found this out :sweat:).

I’m sorry if something like this has been posted already.

good shit darklight! yeah me and my friend were on the same trip with fuerte… lil fucker can post up some great stun in 2 to 3 hit combos (as much as 600 or so)

yeah unfortunately chun doesnt have that much going for her as far as stun goes… probably her best bet is to try to get off 2 to 3 high stun combos > dizzy

i REALLY like your first combo… thats a buttload of stun for chun with no meter, so following that with a lvl 3 or her hardest hitting metered ground stun combo would probably get then REALLY close to stun if not stunned.

problem is that if she stuns off of a big combo her resulting dizzy combo does jack shit damage.

oh yeah your first combo without fa does an impressive 500 stun!

also just checked it out and it seems that stun works like this:

after opponent has been hit, it takes about fifty frames till the stun meter starts going down, the only ways to keep the meter from going down is to knock down the opponent (throw/sweep etc)
or make them block something… so doing walking jabs can keep your multiplier up till you figure out what mixup you want to hit them with…

theoretically a good sequence would be something like: big bad knockdown combo, crossup short walking jabs into throw repeat until dizzy… or something of that nature.

another sequence that dizzies quickly is: st.hk or st.fp x2 (this doesnt have to be done super quickly or anything its not a combo) jumpin hk, land, cr.fp xx mk sbk… cr.lk x 2

if they didnt manage to block any of that and have 1000 stun this will dizzy them, then followup with jumpin hk, cr.fp xx mk sbk.

if you hit with that entire thing it does about 850 damage, also note that after the first mk sbk hits chun can throw, cr.lkx2, jumpback hk, or block… ALL of these options will dizzy if you guess correctly at this point. could definitely be a round ender.

now that i think about it i know i’ve hit people with this sequence before plenty of times… the REALLY exciting part of this is the mixup after mk sbk hits… if they guess wrong on throw, reversal, or high block, chun has a guaranteed dizzy.

-dime

So, j.rh does more stun than j.fpx2?

Good stuff on dizzy combo’s. I’m a little sad that alot of them include s.rh->rh.hyakuretsu-kyaku… I can’t really do that without a j.rh with the silly ds3 trigger. Maybe I can work out something with ex-kikoken->fa.lvl2 though, I can land that stuff pretty regularly anyway. I practised it alot in training room, just because its a pretty satisfying way to combo; I didnt think about cr.fp->m.sbk after, I should be able to do that one at least.

naw they do the same stun but hk has one less multiplier than jfp x2 so the next hits all do more damage and stun.

-dime

Oh, I didn’t realise the 2nd hit added to reduction, is that the same for tensho kyaku? I dont use that combo myself, but, seeing a Chun-Li use it to juggle into ultra from a video, it seemed like the ultra did very little damage (Well, the overall combo really). Although, it was a little hard to tell because the character being juggled was one of those which falls out of the ultra anyway.

Ive got 2 questions. First for the math wizs: I did a combo in training that got 548 damage. Now, training had my ultra and super full - but i wasnt able to duplicate those numbers for the rest of the night?! My guess is that it was something along the lines of j.FPx2 bs.MK, neutral MK, ex legs, ultra. It could have been that the moon and stars were aligned and that every part of the ultra hit, but every time i tried it after i wasnt getting over 507 etc.

second question, Blankas ultra/ex horizonal ball - every time i block then ultra punish I wind up going THROUGH blanka and not hitting but wind up finishing my ultra movements behind the character. Is it that Im just executing too early? I try to time it so that the ball coming off block is heading pretty close to the ground, but still every time i whiff it!??!

Thanks!

For Blanka balls he has to be very close to the ground on his rebound… If you are going under him (I think thats what is happening from your description anyway), you are using your ultra much too soon (If you are actually going through him, I don’t know whats up). When I’m close to the correct timing but not quite there, Chun-Li’s ultra only gets a couple of hits and Blanka gets knocked away. The timing is pretty tight, I suggest practising in training mode.

I’m not familiar with punishing ultra on block, I tend to just sweep him afterwards. Maybe someone else knows what’s going on there.