Chun-Li Combos and Glitches

Well it depends on the situation, jn.FP is situational and jumping too close can be dangerous for chun

why with Ryu is cr.mk> EX Hadou preferred over cr.lp> cr.lp> cr.mp> cr.mk> EX Hadou?
Answer = Simplicity

The link from cr.lp> cr.mk is harder and if not timed well EX legs can whiff after cr.mk and leave you open… but cr.lk> cr.lk> EX Legs is much easier and safer
I tend to do cr.mk> EX legs lately just cause of the poke range and cause you can combo cr.mk from mk.Hassan
(my fav combo on fireball spammers is mk.Hassan> cr.mk> EX Legs> Ex Legs/Ultra)

pretty much it leaves less room for human error, and that little bit of human error can cost you the match

MK sbk >Super is reliable if you can get the timing down
its just like cr.lp> st.hp, its all about the timing
I think there is about 2-3 frame window for the super

Which legs are you talking about EX Legs or mk Legs
cause Mk Legs if you mash you lose ability to combo (pushes too far away)
but when you stop mashing and just time the hits it can be easy to combo
and you dont canel the legs at all, for EX Legs you cant mash them, they have a set amount of hits

im not too sure what you mean by this
and what shouldnt come out MK and HK or Legs
cause legs I know comes out, sometimes i mess up and do regular legs and it combos

What are the commands for dash ultra?

charge db, f, f, b, f xx kicks?

:l::r::r::l::r::3k:

http://forums.shoryuken.com/showthread.php?t=184417

It’s basically renda canceling for LK and EX Legs. I don’t know about MK and HK though.

I was fooling around with this link earlier and found a lot more success with replacing cr.lp with standing lp. The character I practice on was ryu but I’m not too sure if it works with the rest of the class. Everybody try out the standing lp during the combo. It helped a lot with me and it might help out you guys out

Yeah the Standing LP hitbox extends farther than the cr. lp.
I use to do cr. lp x3 THEN st lp, st HP all the time because the rhythm to it made the link easier for me but now I only do it on larger characters since the st lp will sometimes whiff in that combo. I don’t think I posted it before but the cr. lp link after RH Legs would sometimes whiff on certain characters unless you were really in their face when you start the combo. Since it’s the same timing for both st and cr lp (maybe even easier since you don’t have to try a proper crouch input while linking), I think the standing lp would be a more practical way to land it while only trading off a minor bit of damage (does the same amount of stun though).

It also makes it easier/possible to link off of LK and MK legs (which pushes back more on hit). Good stuff. :tup:

How should I do s.hk xx hk legs? I’m having a lot of trouble mashing this out in time.

If you’re using a joystick, piano from hk~mk~lk then tap hk twice real fast. That’s how I do it, at least. I wouldn’t recommend it on pad. I broke my HK button trying to pseudo piano on pad (but what I did was hit L2 real hard, slide my thumb from O-X then hit X and L2 (real hard))

has anyone gotten roundhouse legs to mk legs > ultra to connect??? i can hit with a st.mp afterwards but havent been able to link to ultra.

-dime

A couple of quick questions. For cr. lp ~ cl. st. hk xx qcb mk should the cr. lp ~ st. cl. hk link combo on hit? Because whenever it combos, I can’t seem to get the qcb mk to come out.

I have the same problem with cr. lk ~ cr. lp ~ cr. mk xx hp kikoken. If I get all three hits to combo, I can’t seem to combo into the kikoken afterwards.

How do you go from RH legs to forward legs?

each set of legs hits 4 times…so you can start with hk legs, and as soon as it comes out, mash mk, and after 4 hits it will become mk legs :slight_smile:

i can hit st.mp, super, or st.mp xx super after, but not ultra either :frowning:

Ohhhh. I thought that when I was mashing MK it kept the original legs sequence going.

It seems like it does, the speed doesn’t look like it changes.

Both of those attack string operate as frame trap setups to punish people mashing on jabs or crouch techs. They are not full combos in their own right.

If they block the cr.lp and start mashing, the cl.hk or cr.mk will hit them out of their mash as a counterhit. This will then allow the mk hasan-shu or hp fireball to combo respectively.

carbuncle is right, the speed changes and thats also how i do them. the weird thing is that she seems to get a helluva lot more advantage when the legs are mashed for more hits like this. st.mp is 7 frames, and ultra is 7 frames, so since st.mp links after hk legs>mk legs, so should ultra.

an easier way to say it is that anything that st.mp links into, so should ultra and vice versa.

where you been at AI? haven’t played you since that one time…

-dime

How do you mash out cr.lp -> s.hk xx hk legs? I can’t figure out how to mash out the legs.

Also, I keep missing some of the headstomps in j.fp x2 -> headstomps. Should I be trying to do the headstomps as fast as possible, or should I be waiting to start/in between the stomps?

If you use a stick then I think you piano the buttons. :hk::mk::lk::hk::hk:, or something similiar; Check out [media=youtube]-GmqXSQgjsA&feature=channel_page"[/media] on ex.legs, its the same principle. On a pad, I’ve tried a few ways and I listened to a few of j0ns ideas but I couldn’t find a way to reliably get the inputs fast enough without some wierd hand positioning. Maybe you could rearrange the inputs to help.

To make sure you land all the stomps after air-to-air fpx2, don’t always jump into the stomps straight away. Sometimes you need to walk forward on the ground to make sure that you intersect with your stomps deep enough into the other player. It isn’t timing related really. Although, I did notice that Nemo likes to land the two initial stomps and then wait until he’s close to the ground before finishing the third. I guess he was thinking that it gives Chun-Li more time on the ground for positioning before the other player can get back up. Plus, it looks pretty cool to do it that way.

er… you practice combos in sections dude… break down longer combos into sections then once you have all the sections down, you practice putting it all together.

in this case cr.lp >cl.st.hk xx hk legs

can be broken down into 2 easy parts:

cr.lp>cl.hk

and cl.hk xx hk legs.

the mash for cl.hk xx hk legs is:

hk (mk,lk, hk,hk) hk legs… moves in parentheses dont come out and only serve to buffer the legs.

so basically right to left piano then hit hk twice

-dime

That’s how I do it and it works most of the time. Of course I walk/dash forward first.

I see.
I gotta practice this a bit more, it would be a badass way to land an ultra.

I know I’ve been MIA for a bit, classes have been slowly getting more intense as finals approaches. I’ll hit you up this weekend to see if we can get some matches in.