Chun-Li Combos and Glitches

HK (mk>lk>hk>hk)

is the way i do it…

if you wanna mash it you can jumpin and press hk twice or 3 times in the air then land and press hk 3 times.

-dime

WTF is up with the 2nd c. short going through Bison in the c. short s. short EX legs combo? It doesn’t register as a block or a hit…it just goes through Bison’s leg like he wasn’t there. I’ve had this happen to me like 6 times in a match over the past 2 days.

Anyone else experience this glitch?

Good shit on 911 stun! Somebody call the police. :lol:

Hmm, yeah regarding cl RH xx RH Legs (full version in order to combo EX legs) though, that looks like it’s gonna be character specific (I was practicing on 'Rog at the time). :bluu: I’ll be testing it on the cast to figure who it works on and who it doesn’t.

To add to samma’s combo, wouldn’t it be better to do

j.hk, cl.hk -> HK legs, FADC cl.hk -> EX legs -> EX SBK? Maybe ultra at the end? :wink: .

522 damage and 906 stun without the ultra. Very nice! It’s also a good option to just use cl RH xx EX legs after the first FADC if you don’t have 4 bars as well (I personally feel it’s much easier too since my FADC linking skills aren’t that great yet). It’s corner specific though because of EX SBK and it’ll throw them out occasionally. You can do Samma’s combo from any position on the screen it seems. I’m working on a variation of it to see if I can’t crank out above 950 maybe even 1000 to screw up over half the cast.

Stun meter/counter not being visible mid match also makes this a very sneaky tactic if your opponent wasn’t doing his/her homework.

yeah its documented versus other characters also, in bisons case.

shit is stupid as hell but i think it only happens when hes at neutral or something (not walking backwards or forwards) shits wonky.

omg people cl.hk xx hk legs > cr.lp> st.fp is hard as fuck to do, that link from hk legs to cr.lp is a killer…

plinking can make it alot easier with cr.lk~cr.lp but the problem of getting the cr.lk instead of cr.lp is bs… so i tried to get crafty and plink the first weak then chain to the cr.lp >st.fp.

this actually works but is character specific me thinks as 2 weaks will miss versus some/most of the cast.

man i wish there was a way to priority link to jabs… :sad:

-dime

close HK into HK legs link into cr.lp works???

Always though it only works with only low short because of the knock back HK legs pushes you.

Anyways hope these mashing methods work out for everybody.

Hit HK>MK>LK then press HKx2 for HK legs

Hit HK>MK>LK then press MK and last input HK for HK legs

I tend to use meter with that stun combo mentioned above and it goes like this:

close HK cancel into HK legs link into low short cancel EX legs

yeah it works, but its hard as hell, for me at least.

also it seems to be character specific whether they’re pushed to far away for the cr.lp to hit or wiff.

ima master that combo even if it takes me a week though, its extremely powerful for a non metered safe hit confirm.

also i dont particularly like fadc for chuns combos in general… she does too little damage and uses way too many hits so her multiplier just wreaks havoc on her gains for meter use.
decent for stun i guess tho… as long as you dont stun with a high multiplier combo, cause if you do the multiplier stilll accumulates during stun.
(see dj b13’s video of awesome shitty damage combos to see what i mean):

[media=youtube]kw9N8fwSL0k[/media]

look at the last combo in this vid… viper pretty much stops taking damage after the second focus attack hits

basically my theory on how capcom wanted this game played was that they dont want many characters to have the ability to do more than 600 damage at any one given time… generally speaking its actually around about 350 - 400 for most characters besides sagat. if you try to artificially pump the damage your meter gets raped. capcom wants people to have to open up there opponent at least 3 times per round in order to win through nothing but combos…

so they basically said: “fuck long combos yeah there in the game but they dont do shit so it doesnt matter, if people want to do long combos in this game they are going to lose cause they will have no meter to deal with other threats”

and when you think about capcom trying to make this more appealing to the masses this makes perfect sense… also the need to open up your opponent multiple times a round plays into ultras strengths as wakeups…

basically capcom didnt want people getting pwnd by combos or through wakeup games as much as they did in the past… another reason why they put autoflipping in the game, as an added insurance that the scrubs would have some bs to fall back on…

they made it much harder to own people in this game through execution alone… i like that for the most part.

-dime

I’m pretty sure that HK legs link into crouch LP or LK are tight enough to be those 1 frame links in the game.

Can’t be mashing the LP or LK at all, but only the legit timing works for them.

actually its listed as only plus 2… so im thinking that maybe the last hit of hk legs has to hit on the second frame for this to be possible…

-dime

Yeah sj. FP is a lot harder to land but if you get both hits off and cl. RH alone that’ll get you 500 stun easy. It adds a lot to stun combos. One example for MM’s corner combo:

j.hk, cl.hk -> HK legs, FADC cl.hk -> EX legs -> EX SBK

if you do sj. HP (both hits), cl.hk -> HK legs, FADC cl.hk -> EX legs -> EX SBK instead…

That’s 536 damage and 950 stun! Now Cammy, Rufus, Viper, Blanka, and Dictator are going :wtf: as well.

I’m still working on other variations for combos people posted. I’m trying to take into consideration ease of use/meter cost/character specific etc. along with overall damage and stun output.

But I agree with Dime_x that going for all stun with one full combo and using all that meter won’t get you much reward with whatever you follow up with. In a match I would typically keep it down to a combo that’ll get a bunch of stun (but not all), then go for a a strong mixup so I can do some worthwhile damage in the follow up.

I’m liking cl. RH, RH legs a lot too because it’s also building a fuckload of meter, even on block while it’s chipping. I’m wondering what to look out for that might punish it though (like if you over-mash and get pushed back on block).

if you over mash, damn near any super will hit it i think if they did a reversal… ultras also probably.

but its totally safe on block (if you dont mess up the mash) except chuns and maybe sagats super.

-dime

It’s safe on block from Chun’s super, unless she crouch blocked, then the last hit of the kicks whiffs. It’s safe against other crouching chars, tho, like Blanka go figure.

Did anyone notice you can change the strength of mashed legs? You can start off with 4 hits of lk and change to 2 hits of hk, or start with 4 hits of hk and get 4 hits of lk etc.

I didn’t get to play against Bison until today with Chun. Two of them, in tournament. Guess what combo I kept whiffing? WTF Capcom…they fucked it up for that match up. :lame: my pressure strings with short short were nulled, totally :lame: .

WTF you’ve been giving bison info for the longest… tell me pls that that wasn’t all just theory fighter…

i only ask 'cause bison still gives me major probs with his dr and headstomp mixups…

-dime

I wish it was theory fighter, but just like GoofyHand, my shit whiffs on Dictator half the time now. This is heinous. Truly. I’m annoyed :/.

Did they fix this on console? I hear stuff like Feis infinite on Abel, Seth taken out etc.

chun_li1

Just use c.lk, cr.lp instead and it’s not a problem! :tup:

Anyone know how to walk into Ultra?

I saw Nuki do it twice against RF in the Japanese Nats.

There’s an acceptable delay between inputs, so:

if you hold :l:, then :r: for the maximum allotted time, then :l::r::3k:, it will come out.

Depending on how quick your last two actions are, it will look like you did it when you are walking forward.