Chun-Li Combos and Glitches

Nice, Darklight. I know this isn’t Chun, but wow: [media=youtube]vw7NMObG0gE&fmt=18[/media]

Yea it doesnt do much damage, but I use it because in higher level play I dont see many opportunities to land the full Ultra. Also being able to do it from nearly mid stage is nice

Ex Blanka balls recover faster, so you need to be alittle more precise on the timing. Refer to [media=youtube]9jEtiq_Jweg&fmt=18"[/media]. You need to wait til Blanka is about half way or 2/3 done with his decent from the peak of his time in the air. I also punish another Ex horizontal ball with Ultra in the 3rd round.

For regular horizontal balls, you need o wait til he’s even closer to the ground, or he wil juggle out of it

Also, other than the Ultra punishing, dont pay attention to my play in that vid, it was absolutely atrocious

What do people think of the combo talked about in this thread when Chun has no meter? It scores big flash points, and does decent damage when I’m not sitting on anything else (I tend to prefer b+MK target combo + EX sbk in corner).

For those unwilling to click the link, the combo in question is FA (crumple), backdash, jump forward, one stomp at last second --> FPx2 (in air) --> 3 stomps (a 2nd jump).

I play mostly people that are easy to intimidate, so that could be a factor in me liking it so much. Posted it again in this thread because I didn’t see a lot of familiar names discussing it in the other one.

Definitely wow! P-linking would probably make that easier, too.

Edit: Bardic, I use that combo sometimes if I backdash after my FA unexpectedly hits or if the opp is dizzy and I feel like being flashy. I tend to do dash EX legs after landing from j.FPx2, but that’s just what I like to do. It does the same damage either way, so to each his own.

I’m finding it really difficult to p-link and do chains, but that might pass…

Chun’s frame data was updated. The first hit of legs is ex cancelable and ex kikoken has pursuit properties on both hits. Ex kikoken juggle might be viable after a sj. target combo or kikoken anti-air.

Ex canceling legs might work as a hit-confirm into ultra. 24 hitstun looks pretty good on paper at least, since dash ultra takes 22 frames, but I’m having trouble comboing a jab consistently out of the dash let alone ultra. :confused:

THis is one of my favorite bnb combos to use in a match. When executed properly (quite hard to time right online) it is really impressive and hopefully intimidating. Only because it looks like its doign much more damage than it is. Plus with meter you can ex legs after the air FP and then ultra after that if you have it. Now that impresses :wink:

I am new to SF4 and would like to ask you a few questions.

The method I use for her bnb combo c.lkx2 EX legs is c.lk (c.lk), c.lk (c.lk), K+K. I have learned the timing for this well and can pull it off 100% of the time.

The problem appears when I try to execute c.lkx3 EX Legs. I do c.lk, c.lk (c.lk), c.lk (c.lk), K+K using, after the first c.lk the timing of the first combo. Sometimes it works (30%), but usually lk legs come out. I can understand this because LLegs are triggered upon the fifth kick input, but when I try c.lk, c.lk, c.lk (c.lk), K+K it never works, though supposedly it should. I cannot understand the mechanism of how the game receives the five commands for LLegs at all.

Furthermore, after a hasan shu, if I execute the combo c.lkx2 EX Legs, the EX legs may or may not come out. How is this determined? Again I use the timing of the first combo and I can clearly see that I have input five kicks.

Hope that’s not confusing :rolleyes:

I highly recommend Ciddypoo’s method. Try to search his tutorial on youtube.

The method goes

c.lk (c.mk) c.lk (c.mk) lk+mk. It’s hard to get the timing first, but the key is to not do it too fast but make it clean. Usually I tend to press it too fast when I mess it up, but it should just be a smooth 1-2, 1-2, lk+mk. Practice that and it will work really good off of 1 low short, or jabs. If you jabbed twice try c.lk (c.mk) lk+mk x 3 (kind of mashy but hey it works lol).

After hasan-shu, I do (timed) c.lk (c.mk) mash out lk+mk to get the EX legs to combo.

I recommend Ciddypoo’s method, too. It takes some getting used to, especially during actual matches, but after that it’ll flow without you thinking about it.

Gotta surprise for yall once I flesh out this combo. :wink:

^^ cant wait! also we used to play a decent amount in remix back in like november/december… i remember you being a really good player.

-dime

Ack! I got so close to my stun (in one combo) goal. But I still have some stuff to share nonetheless.

Okay so it turns out that Chun’s cl. RH comes out a bit faster than I thought. So I’ll start off by revising this combo:

to

  1. (2 bars) J. RH, cl. RH, Fierce Kikouken, FADC, cl. RH, RH Legs (4 hits), cr. jab (link), st. Fierce

which does 422 damage (only a bit less) and still does 797 stun. Plus you have another bar to hold onto.

This also opened up the possibilty for some other corner combos:

1.(4 bars) J. RH, cl. RH, Fierce kikouken, FADC, cl. RH, EX Legs, EX SBK

That does 501 damage and 860 stun. That’s a good chunk!

2.(4 bars) J. RH, cl. RH, Fierce Kikouken, FADC, cl. RH, RH Legs, cr. short (link), EX Legs, EX SBK

That does 489 Damage and 867 stun. Plus it keeps your opponent in the corner. You can tack on an Ultra either after the EX Legs or EX SBK but the damage from it scales so much that it’s not worth it unless your going for the kill.

But it doesn’t end there…

This actually gave me an idea. It’ll cost meter though…

You know how Fuerte has runstop fierce right? Well Chun has runstop… roundhouse? :wtf: (Actually it’s FADCstop roundhouse but it’s close)

It turns out that close roundhouse is fast enough and has enough hitstun that you can FADC it into itself. Not just in the corner either, you can do it anywhere on the screen!:lovin:

I’ve practiced a few combos. I didn’t write ALL of them down (She has a LOT of options from this) but here are some:

Anywhere on screen:

  1. (4 bars) J. RH, cl. RH, FADC, cl. RH, FADC, cl.RH

This alone does 350 damage and 700 stun!

You can extend it with:

  1. (4 bars) J RH, cl. RH, FADC, cl. RH, FADC, cl.RH, RH Legs, cr. jab (link), st. Fierce

Does 446 Damage and 877 stun. This is the highest I’ve gotten in stun…in one combo that is. If you go for a throw after the cr. jab link in this one you’ll get 937 stun! To be honest, any mixup is extremely dangerous for your opponent at this point and since it’s not actually part of the previous combo, your followup shouldn’t scale a lot.

Or you could try:

  1. (3 bars) J RH, cl. RH, FADC, cl. RH, RH Legs, cr. short, EX Legs

Does 417 damage and 749 stun.

and in the corner with that you can add an EX SBK to get 459 damage and 834 stun (Ultra works too if you have it).

Keep in mind that you can start those off of FA-> crumple or J. Fierce x2 as well among other things. I was just going for max stun while I was practicing.

On another note: I think someone already mentioned this before but you can link combo EX Legs off of RH Legs if you do the full set of kicks. Examples:

  1. (1 bar) J. RH, cl. RH, RH Legs (5-8 hits), EX legs

Does 382 damage and 670 stun.

  1. (1 bar) FA lvl2, Dash, cl. RH, RH Legs (5-8 hits), EX legs

Does 315 damage and 541 stun

  1. (In corner w/ 2 bars) FA lvl 3, cl. RH, RH Legs (5-8 hits), EX legs, EX SBK

Does 409 damage and 671 stun

  1. (In corner w/ 2 bars) J. RH, cl. RH, RH Legs (5-8 hits), EX legs, EX SBK

Does 442 damage and 770 stun

Unfortunely as I said before I didn’t get to write down everything I pulled off, but most of those combos have different variations and extensions people can try. Have fun and happy training. :tup:

how come you dont mention jumpin hk land HK xx hk legs > cr.lp >st HP?

that combo does 336 damage and a wopping 651 stun anywhere on screen with NO METER…

i of course got this combo from your earlier post only you had it after a lvl 2 FA without the jumpin HK… that alone makes a lot of difference.

also, unlike cl.hk xx lk legs which is punishable on block, cl. HK xx hk legs is completely safe versus ryus reversal super and srk (probably still unsafe to chuns super tho… meh.

i like this combo so much i’m going to make it a point to spam this as much as possible on jumpins… since its safe i figure why not.

also when comparing this combo to jumpin hk land cr.hp xx mk sbk… that combo does 318 damage and about 500 hundred stun, if you substitute jfpx2 for the jumpin it goes down to 297 damage… also that combo has to be hit confirmed off the jumpin hk or fp x2… the combo i just outlined is safe up to the hk legs, which gives us 3 moves (one of which is slow as fuck) to hit confirm with rather than just 1.

only drawback i can see is that the combo that dark came up with is much harder, but its NOT prohibitively difficult by any means.

that combo gives chun a very valid air threat, and is a helluva lot easier than jfpx2> ultra cause the jfpx2 is harder to hitconfirm… (takes concentration iow)

-dime

How are you getting RH Legs to hit 8 times? @_@

actually i was wondering the same thing… also samma edit much???

that post changed like 3 times iirc…

haha

-dime

Oops, I’m sorry. I must’ve miscounted but it’s apparently 7 hits in the combo I posted (it still works if you just do the RH Legs for 8 hits without comboing into it btw).

Actually it works as long as you do the longer version of RH Legs. EX legs should link off of it even if RH Legs only hits 5 times (just double checked and tested it). I’m not sure if it works for the shorter 4 hit version as I haven’t gotten that to combo yet.

okay so… after i went to training mode i tried out a few more things:

cl.hk xx ex legs does 250 damage to ryu and costs meter but is easy to do.

cl.hk xx hk legs >cr.lp> st.fp does 262 costs no meter but is much harder… imho this combo deserves to replace ex legs as the go to punisher unless there near the corner, chun needs her meter for super, hit confirming shorts and ex sbk.

so now we have a devastating no meter jumpion combo AND a really good no meter punish combo… if we can perfect these combos, i think chun is going to go up VERY well, more ex sbk’s for us and more meter for throwing ex kikokens and cr.shorts.

if those first two combos are used as much as possible rather than metered ones we may find that chun has a surplus of meter for other things… imagine the possibilities of not being strapped by having to constantly be worried about meter usage!

-dime

:blush: lol Dime, I wanted my bad post to go away.

Darklight, I can combo EX legs from the 8-hit one, but when I try to do cl. RH xx RH legs, I get pushed too far away to get even a 5th hit of legs in.

Edit: -_-

911 stun: J. RH > Cl. RH xx RH Legs FADC Cl. RH xx RH Legs FADC RH xx RH Legs > cr. jab > FP

Legs can be FADC’d after the 4th hit. Take that; Akuma, Gen, Guile, Seth, and Vega.

I’d bump if it were 1,000 lol Well, if you start the combo off with sj. FP, it does 1,011, but who’s that really gonna happen to except maybe 'Gief.

Is there an easy input method to get cl.HK xx HK legs?
I find cl.HK xx EX legs easy so am frustrated that I’m not getting this to come out consistently. The sound of a non-meter punisher is too good not to have down!

Cheers

Its not too bad doing this from J. RH, as you can jump in and just mash one button and it will all come out. (Though I screw up with it when jumping in with the target combo, which sadly is my prefered jump in)

From standing though is something that I also have trouble with, especially on a pad. I would have thought it was something like pianoing from HK->MK->LK, then mashing HK was the best option… but its tricky to properly on the pad! :shake:

But I love the idea of these combos too, so I’m going to keep at it!