A little spacing trick for landing Chun’s ultra juggle on every character: If you notice where you and your opponent are standing at the beginning of the stage, look about a character space behind them and that’s where they need to be standing for you to bnb ultra them. Notice something on the floor or in the background, like the shadow of the overpass.
Use negative edge to prevent Chun from accidentally executing an aerial attack while attempting the hasanshu bounce.
Keep your finger on a kick button while you’re in the air, then buffer the hasanshu motion and let go of the kick button as you land. This will ensure that you don’t lose your trip guard by accidentally doing a jump kick.
im not sure if any one already said this but if you use hazanshu>ex legs>exlegs>ultra(preferably the corner) you can do up to 517 damage can also add a poke or 2 w/ c.lp before going into the combo got 602 max damage
Has anyone mentioned the CH combo?
close s.rh, c.lp, s.hp link super
Looks sick, especially when some Chun (Nemo I think) did it against Daigo.
Here’s a compilation of my combos (it’s a WIP). Sorry for the non-shortcut terms. I’ll try to replace it in word pad and edit this post. Any ideas on what’s good or bad?
format: [damage]-[meter]=[input]
Ground
182-0 = c.lp (x3) > s.hp
199-1 = c.lp > c.lk (x2) > ex-legs
259-2 = c.lp > c.lk (x2) > ex-legs > ex-legs
180-1 = c.lk (x2) > ex-legs
250-2 = c.lk (x2) > ex-legs > ex-legs
352-3 = c.lk (x2) > ex-legs > ex-legs > ex-sbk (corner)
Air
297-0 = target combo > c.hp > m-sbk
233-0 = target combo > kintekishu > tenkukyaku > tenshyokyaku
275-1 = target combo > kintekishu > tenkukyaku > ex-legs
360-2 = target combo > kintekishu > tenkukyaku > ex-legs > ex-sbk (corner)
245-1 = target combo > c.lk (x2) > ex-legs
295-2 = target combo > c.lk (x2) > ex-legs > ex-legs
330-2 = target combo > c.lk (x2) > ex-legs > ex-sbk (corner)
231-0 = target combo > sc.hp > h-kikouken
304-2 = target combo > sc.hp > l-kikouken > fadc in > kintekishu > tenkukyaku > tenshyokyaku
435-4 = target combo > sc.hp > h-kikouken > senretsukyaku
252-1 = target combo > sc.hp > ex-kikouken
339-3 = target combo > sc.hp > ex-kikouken > fadc in > kintekishu > tenkukyaku > tenshyokyaku
287-1 = target combo > sc.hp > ex-legs
347-2 = target combo > sc.hp > ex-legs > ex-legs
432-3 = target combo > sc.hp > ex-legs > ex-legs > ex-sbk (corner)
- replacing target combo > sc.hp with j.hk > sc.hk will deal more damage but will be vulnerable to focus attacks
- whenever target combo is blocked proceed with c.lk > c.lk
Forgot to mention it, a few days ago I dashed forward and I passed throught Ryu’s tatsu. My dash wasn’t during his startup frames nor his ending ones. It was right in the middle of his tatsu.
Dont think it’s any useful, but I’ll just drop it here because it seems stupid.
Can someone link me to a video of Chun doing Fireball > Ultra? Thanks
If you’re in the corner you can do ultra, sbk, and probably ex legs. Not sure about the legs but the other two work for sure.
I’ve done 630 dmg with this combo, could be because I had ultra on infinite, could be because I used RH HSU and you might’ve used a different one. It’s a great combo if you can hit confirm the HSU (e.g. using it to jump over a fireball).
abreviations
C.Lp is short of crouch light punch, so wat does SC.LP mean
is their any way i can get to know all the abbreviations
not at all xD
SC.HP is Standing Close Hard Punch
And sometimes you will see CL. that means Close
Why not? Help doesn’t mean answer. :wonder:
fred1266, add this to your read:
Hey, I was playing a friend and did an ex spinning bird kick but an ex-glowy standing hard kick (CL) came out first? Has this happened to anyone else? I am so curious because what if this could stop or at least trade hits with jump-ins that hit deep (Rufus, Akuma, dive kick and the like)
What the hell is an ex-glowy standing hard kick?
If you mean st.cl.HK right before EX SBK, yes, it’s common knowledge it is possible to do in SFIV due to the longer times given to execute charged moves.
Basically you charge down and put your stick on neutral position; while you do that, you press HK, then rapidly press up+kicks to execute the move.
sorry dude, my vocab was more silly than hardcore. I mean that the the st.cl.hk looked like an ex attack, it had that ex glow going for it. Sorry if it is common knowledge I am new to this game and the forum, didn’t mean to wreck your day. So does this help with rufus’s dive kick or does it still get stuffed as usual?
Ah, so you EX canceled the cl.st.HK
EX cancelling does not give you more chances to beat other people’s moves, it’s mostly used to lower the delay of your moves to combo into more things. Or to be able to block earlier.
Cool, thanks a lot. Bummer it doesn’t help with dive kicks, my friend plays with Rufus and he brings those all day everyday : )
ok so cr.fp xx roundhouse legs>mklegs >cr.fp xx roundhouse legs >mklegs >cr.hk
does about 290 damage and 568 stun
add in a jumpin roundhouse and it probably looks something like:
330 damage, 650 stun
compared to cl.hk xx ex legs > ex legs
330 damage, 430 stun 2 meters used.
add in jumping roundhouse and it becomes:
390 damage, 490 stun 2 meters used.
winner is very obvious.
-dime
So which one is supposed to be better?