Chun-Li Combos and Glitches

Stand up for just long enough to input the slap, then press up and mk.

The way how I do it is hold down back > back+mp > up back+mk and you can input it slowly.

So, last night I worked on your suggestions:

J.fpx2 -> c.fp -> mk.sbk

Got ^ down cold, great combo…how did I overlook this before?

I still suck at poke strings…tight links are a bitch for me…sometimes I feel like I’ll never hit them reliably.

It is a very good combo, not only for the damage/stun, but for the fact that it sets your opponent on their heels a good bit too, gets inside their heads. They don’t want to eat another one of those combos, so they start high blocking, leaving them open for an empty jump -> throw or maybe j.FP x1 -> c.short -> c.short -> EX Legs. Good mindgames if you can pull it off. Also, the c.fp -> mk.SBK part is good for whiff punishing if you’re sitting on charge.

Chun’s strings also seem to be fairly strict on timing, especially the jabs to FP combo. I can land it about 75% of the time, but that might be a high estimate. I managed to do the J.fp x2 -> c.fp -> mk.SBK -> Super combo once online. I felt awfully proud of myself, then realized that I probably should’ve saved the meter since he had like 2% HP after the SBK. Oh well, the flash was totally worth it. :wgrin:

Yeah, that jabs to FP seems very strict…I am going to need to practice it a LOT more before I can hit it in a real match with any kind of reliability.

I am also working on the J.fpx2-> Super. I have pulled off in training mode a bunch of times now…I think it would be a great dizzy punish since the scaling on that is minimal…the double fierce is just icing on the cake at that point.

Practice P-linking the fierce. It helps with the string quite a bit.

You can also j.fpx2 cr.fpx1 xx Super if you need more time to hit confirm.

Yeah, I may work on that, cause I REALLY do not want to have the super blocked and then get punished for some massive combo.

:sweat:

You should also mix up your jump in setups with j.rh. The angle in her approach is safer and can throw people off who expect to be hit by the j.fp spam set up.

Looking forward to playing ya again.

p.s. Buy blazblue

If your looking for a stun combo to use your super in, parabellum, you could always jp.rh > cl.rh > rh legs > super or try and be sneaky and cr. lp > cr. mk > lk hs reset > super after the rh legs.

original post is here: http://forums.shoryuken.com/showpost.php?p=6829910&postcount=1221.

#1: regular corner ultra juggle combo: cr.LK (x n) > EX lightning legs > ultra.
#2: corner ultra juggle combo in question: cr.MK > EX spinning bird kick > ultra.

everyone knows combo #1, so the focus of this post is combo #2.

EX spinning bird kick must launch the opponent into the air and into the corner at a higher angle.

list of characters that combo #2 works on (easy):
[LIST]
[] abel
[
] guile
[] crimson viper
[
] sakura
[/LIST]
list of characters that combo #2 works on (more difficult):
[LIST]
[] m. bison (dictator) - his hitbox is really annoying.
[
] el fuerte
[] dan
[
] cammy - when you start the ultra, cammy’s feet have to be slightly above chun’s head.
[/LIST]
list of characters that combo #2 doesn’t work on:
[LIST]
[] chun li
[
] fei long
[] akuma
[
] balrog (boxer)
[/LIST]
a few notes:
[LIST]
[] for combo #2, you are starting the combo in the corner. in other words, both you and your opponent are very deep in the corner.
[
] i know that this combo is really impractical and difficult to set up. it also might have been already mentioned. however, it doesn’t hurt to all of your options, right?
[] my execution for chun li (and charge characters in general) is pretty crappy, so you may want to test out this combo for yourselves. this is probably the reason why i’ve only been able to land the combo on m. bison only once.
[
] i would make a video, but i don’t have a camera.
[/LIST]

if your going to use j.fpx2 in dizzy combos (you shouldnt) use the straight up jumping version instead, you usually will have more than enough time to set up for this if you dont react to the dizzy to slowly.

-dime

[quote=’#2: corner ultra juggle combo in question: cr.MK > EX spinning bird kick > ultra.

[/LIST]

[/quote]

If you use standing close rh or fp > ex sbk it will launch MOST characters high/spinning to the corner every time. The characters it doesn’t work on will still fly forward to the corner but you’ll only get half the launch height and no spin. But, for those characters just do an ex sbk by it’s self and they’ll fully launch foward. Also I found out that you can st.cl.rh > ex sbk > dash up full ultra juggle half a big white tile in from mid stage. Oh and don’t forget you can do two full ex sbk in the corner on most chars. by st.cl.rh/fp > ex sbk > ex sbk > ultra and for chars. it doesn’t work on… ex sbk > ex sbk > ultra in the corner (Sagat, Bison"dictator"…).

How is any standing move -> ex sbk even possible? I’ll admit it’s happened to me accidentally maybe once or twice, but I always figured it was a delay issue.

An even easier one is j.FP x 2 , cl.MP, Super

The cl.MP does two hits and is less powerful but you get an eternity to input your super.

Well, I would figure that the charge input buffer is long enough to allow you to play with it like this slightly. Like you know how you can charge back and then forward dash -> ultra? it’s probably the same concept here, just charge down and then let go and tap HK and then tap up+MK+HK immediately after to cancel it…

The game gives you a certain amount of time to complete the input after you’ve built up enough charge. And during that time you can perform an additional move before you finish the input; but you have to finish the input in the allotted time or you’ll lose charge and the move. A perfect and most common example of this is Chun’s dash-up/dash-back ultra. The exact input for her ultra is charge b > f > b > f > kkk, but the game gives you just enough time to add in a dash during the input, before you have to hit the kicks. An other way to see how this works is to perform a Hazanshu :hcb: , hold back, take a step back, THEN hit the kicks and she’ll still perform the move. I hope this explains things a little.

I’ve been thinking if it’s possible to block crossovers on wakeup the last second and then do ex sbk after blocking.

Well I think by the time you recover from blocking they would already be able to block or continue a block string… Besides whats wrong with just doing an ex sbk to anti-air the cross-up?

If it’s a safejump crossup they can srk you if you try to ex sbk, or beat the ex sbk out with the crossup.

Dash Ultra is simple and pretty BnB. I just spent a good time trying to do standing moves into ex sbk (or even regular, since by your theory that should work as well). And I dunno, it’s extremely low percentage, and unreliable if not completely so.