ah thanks for the info…,mm so ultra link is also possible right? since it is +7
at this point no one knows cause we havent tested it yet.
but technically speaking, yes it should be possible.
-dime
i think itll work. since cr lp (counter hit) to ultra link worked,but the timing is too strict .cannot pull it consistantly…
Interesting trick with tenshou kyaku on characters this works on:
[media=youtube]xD3L7TiqCEk[/media]
For when punishing isn’t as easy as walking forward and doing cl. hk.
Nice combo dude…
I like! But I can’t seem to get my ex legs to come out right after dash.
Tricky tricky indeed Samma. It was kind of easy to do on Rog. I was trying to do it on Fei long and couldn’t get the EX SBK to connect (doesn’t help that I suck at charging it during this particular combo either). I tried using half circle up to do a quick step forward and hit with the EX SBK (Ricky’s trick) but I’m still not sure it will connect (I really am that bad at executing this combo).
A couple of execution notes:
-You can delay the tenshou kyaku so that it’ll only hit twice on pretty much everyone and allow you to juggle the Dash EX Legs (and EX SBK if you can land it).
- To do the dash EX legs you piano the kicks during the dash (drum your fingers across the kick buttons in a rapid sequence) and make sure you end it by hitting 2 or 3 kick buttons at the same time as you’re coming out of the dash. My input looks something like this:
Foward, Foward, down (for charging), Lk, Mk, Hk, Lk, KKK
'Hope that description helps.
-Using half circle up to execute the EX SBK instead of just going straight from down to up may give you more range to land the EX SBK on characters it might not normally connect on.
While it is a neat trick I still don’t understand the purpose other than to be flashy. It adds 3 moves to combo scaling and is really only useful for punishing moves because of the slowness and long recovery time of the b+mk. You’d get more damage from other easier to do combos IMO.
I could be wrong but wouldn’t cr.fp xx hk legs, mk legs, ex legs, ex sbk do more damage? It’s also doable from about the same distance as the b+mk combo.
Nice, Darklight, I’m gonna try that half circle up tech and see if it helps.
Hoffburger, the cr. hp combo would do more damage if all hits of mk legs connect and if it’s even possible to juggle into ex sbk from the ex legs, which I doubt. The combo you posted is good because it builds meter; causes lots of stun; and combos into sweep, an untechable knockdown. Damage is the trade for all the opportunities it opens.
B+mk has much more range (compare with sweep) than cr. hp – its range is comparable to cr. mk and you need to be closer than max range to nab +7 advantage if not all 4 hits of mk legs. In that sense, b+mk could situationally be a much faster and damaging punisher than any of Chun’s other pokes since she likely won’t need to be moving forward much, if at all.
I used 'Rog in my video because the combo is easy on him and his head-butt often puts you in a situation where you either sweep him or leave him alone. This combo does much more damage than a sweep and also sends him flying toward the corner for a strong positional advantage.
BTW, if anyone manages to get one hit off the rising kicks after the bmk target combo, you should be able to juggle stomps. You’re only allowed to hit an air-borne opponent twice (including the launcher) for the first stomp to hit…
I remember seeing a video where some guy did that with chun. He did a b+mk, hit with part of the spinning juggle part and then jumped in and did a stomp then a fp into ultra.
Edit: Just doing the math at work cause I’m bored, but someone should try far HP FADC c.lp, c.mk xx mk sbk, unless I’m wrong this does 317 damage and 502 stun (would do 335/526 if 1 of the mk sbk hits didn’t whiff). This would be a better use of 2 bars IMO if it works and isn’t that hard to do. I can’t test it because I’m at work but on paper it should work. Substitute another crouch lp instead of the mk to avoid a 1 frame link and it becomes 301 damage 462 stun (not sure if you can cancel into sbk from c.lp but the frame data says you can.
You can’t super cancel far hp. + you won’t have enough charge.
How about…
Cr. mk xx Hk legs FADC…
Cl. hk xx Hk legs ~ Mk legs > sweep or cr. hp xx mk sbk
Hk legs fadc is +6, so there are no 1-frame links in there. I dunno how much damage/stun/meter they’re good for.
Huh? I didn’t say to super cancel, I said FADC the far HP. The two combos you posted would be pointless because you would just use the cr.fp combo instead. The whole point was to have a ranged punish other than sweep. You posted a b+mk option, I was just wondering if the FADC option I posted was viable.
^^^ if you cant super cancel something you cant fa cancel it either cause it uses SUPER METER.
-dime
Walk forward cr. hp isn’t gonna happen nearly as much as insta-sweep or inch forward sweep. If you need to sweep, cr. hp will be blocked because you’d need to walk forward in our theoretical situation. If you can barely hit cr. hp, you won’t get full legs and will need to FADC legs to get good enough frame advantage and be close enough for a decent combo. If the point is to use legs as a means to move forward and gain frame advantage, cr. hp and cr. mk are practically interchangeable.
The purpose of cr. fp is so that mk legs connects after hk legs, but you still need to be fairly close for that. Cr. fp xx hk legs doesn’t do very threatening damage, and it’s even less threatening when you whiff the next three hits. But if you cancel legs with FADC, you get close enough to do cl hk xx hk legs etc. or cr. mk xx hk legs (this works on Ryu) etc. You can’t do the cr. hp version after FADC legs because you’re only +6 advantage and cr. hp comes out in 7 frames. The point is, this conversation is silly. Do the combos that are useful to you. Chuns aren’t doing this shit, so either do it yourself or post them to be buried in big threads so only people who want to know them will find them.
cr.lk CANNOT cancel into hk legs or mk legs. it can only cancel into lklegs and ex legs.
this means that this is a SPECIAL cancel. not a kara cancel.
i just tested this with my TE on turbo and not once did cr.lk cancel into either of the harder versions of lk legs.
however st.lk, cr.lp, st.lp all canceled into all versions of legs.
once again capcom thinking ahead and keeping chunners down.
-dime
Sorry if everyone already knows about this, just thought I’d throw it out there. I am sure lots of players are aware of the FA lv.2 dash back head stomp set-ups by now ( I hope I described that clear enough). Well after the first head stomp you can double fierce in the air follow with EX sb into ultra, if close enough to the corner. I KNOW that this is not new and loads of chun players know how to do it. What I thought was weird though, is when I was practicing it sometimes the EX sb would launch Dan (or whoever you fancy beatin’ on) away from the corner ( and this is about MID screen mind you, not close enough to the corner where that would be perfectly normal). But the really odd part, I thought, was that I could still get the Ultra to come out and it would go the opposite way that I charged it.
So I did the stomp set up facing away from the corner, the EX sb launched Dan to the corner behind me and I caught him with the ultra. I call shenanigans, that’s all I am saying, doesn’t seem like the ultra should work. I tried this against Ryu, Sagat, Ken, Sakura, and Vega, worked on all of them. Just thought it was a cool trick. Pulled it against my friend in match and he was pissed thought he was safe from the ultra.
Sorry if this is common knowledge.
i cant get it to launch behind me any tips???
-dime
It’s been too long since I played Chun actively, man you guys have found some sweet stuff lately. A few things though:
I’m pretty sure it’s not hk legs->mk legs, but rather a characteristic of hk legs - if you input enough kicks before the initial animation is over it extends the move/keeps doing legs. Testing it out you get the same damage mashing mk after the hk legs as you do mashing hk, and from the short time I was messing around with Gen I noticed his hp hands has the same characteristic (though he can link a second mk hands after the first so there’s no reason to get the extended hp hands for him.)
Also the method requiring gloves isn’t something I’m a fan of (it’s why I didn’t get serious with Gen) and assuming there are other people who also aren’t “down” with that, there’s an alternative you can try -
cr. hp xx lk legs, cr. lk, cr. lk, ex legs (x2 if you wanna)
the method:
piano right-to-left hp, mk, lk, hk, mk, lk, then whatever method you use for short short ex legs.
the damage is pretty similar and it scores a knockdown (though at the cost of meter) though the link and piano are both easier, for me at least.
also, it’s +2 on block versus -2 for cr. hp, hk legs
Mk legs extension is so you get the frame advantage to link the sweep in the combo (which is a legit knockdown that the opponent can’t quickrise from). It’s good because it’s a relatively safe meterless combo that attacks the opponents stun bar considerably and sets him up for wakeup/crossover games (at least that’s what I think everyone was so excited about).
I don’t understand the glove thing myself (maybe it’s easier to do slide inputs with a glove I dunno) but it’s still doable without a glove and not that hard imo. Trying to get an effective method to get cr fp xx hk Legs for pad users is the tricky part.
Speaking of legs though, anyone know what the frame advantage of the 8 hit and 12 hit version of lk legs are? I know the advantage of the 4 hit version already but going from Dime’s focus attack into intantaneous lk legs I wonder if either one of those versions can be comboed into something interesting.
Dime_X :
Yeah I noticed that it shoots them behind you like ~90% of the time (in my testing at least) if do the EX sb as soon as possible after the double fierce juggle and I hold diagonal up+back longer than you normally would, pretty much till the end of the EX sb animation, then bang out that ultra as FAST as possible or else nothing will come out. (I hope that is clear) Let me know if you think this is viable trick. The cool thing is I haven’t ever wiffed the main part of the ultra with this set up, and even if the ultra didn’t come out you hit them with a descent combo and cornered them.