Viability is… it combos after hk legs and hasanshu. That’s all. I haven’t given it much thought, but I try every once in a while to figure out how to do it.
can almost everything that chun does be comboed to non ex legs? i mean, i never thought that the slap could combo to somthing but just string but apparantly, you can combo it to legs too o.O
i’ve been trying to do the forward dash to ultra but it always whiff it and it just looks like chun is having a seizure (she doesn’t dash just moves back and then foward awkwardly). i don’t really see much use for a back dash ultra other than surprising an opponent so i havent tried it, yet. what am i doing wrong
I would guess you’re doing the inputs too fast? If you’re missing the dash I guess you’re not pressing forwards twice in the way you do to simply dash.
Thats all you have to do, not do it really fast, then as soon as you see the dash start do back > forwards before the dash animation has finished, timing so that the three “KICKS” are pressed as the dash finishes.
This move isn’t about speed (as such) but is about timing, I would say you’re just timing wrong as much as anything else. Also go into training mode and turn input data on so you can see if you’re doing the correct inputs
If that doesn’t help search the forum as this has been covered about 400 times inside just about every thread lol…
^ That advice is spot on, but I recommend using kicks instead of punches.
There are tricks to doing this.
hold a charge back for ~ one second :l:
double tap forward then back forward :r::r::l::r:
when the animation for the dash ends hit all three kicks. :3k:
If you do the three kicks during the animation nothing will happen. If you do the 3 kicks too late after the dash animation is done then nothing will happen. if you talk about fight club nothing will happen
Takes quite a bit of practice mode to get this puppy down. Especially if you plan to do it on reaction to projectiles.
Ah and that must be why I keep whiffing it LOL…I’ll just get my coat and leave :wasted:
Just a note: Chun’s ultra hits from full screen on reaction to every fireball except for Gouken, Guile, and Seth. For those characters you have to be a bit psychic, but that isn’t hard. Hell, I punished Seth for trying to run his boom/ultra trap on me in a tournament this last weekend, took the round with it.
So you don’t have to dash ultra to punish fireballs on reaction, if you are fast you can just straight up ultra.
Where the dash ultra is awesome, is to BAIT a fireball. No shoto worth fighting will fireball chun if she has ultra, but many of them forget about dash ultra…so if they are camping across the screen, you may be able to bait a fireball in this way and punish if you see it come out while you are dashing.
To do this, do all the stick motions as if you were definitely going to dash ultra…and only hit the buttons if you see the fireball come out when you dashed.
It takes some practice, but its a nice trick to put in your toolbox.
Er, what do you mean by this? You can’t full-screen non-dash ultra any fireball except for Sagat’s high fireball, right? I know for a lot of characters, you can regular ultra their fireball from just inside full screen, but definitely not from completely full screen. I don’t think speed has anything to do with it.
(And if you’re too fast, and their fireball isn’t far enough away, it can hit you out of your ultra right as you hit them.)
I think the consensus on this is that you can land the ultra on characters that extend their hitboxes when launching projectiles (i.e. sagat’s high tiger shot, akuma’s red fireball). The timing for this is even more restricted because you have to land the ultra before they are in the last stages of recovery when their hitboxes go back to normal. I have been burnt in the past trying to land ultra’s full screen so I don’t even bother. If anyone was careless enough to listen to my advice I would tell them not to try an ultra unless you are 5/6 or even 3/4 a screen away.
You forgot Chun’s lp fireball (it works against her EX fireball). And low tiger shot. Oh and Dhalsim. And of course Akuma’s air fireball.
I know it seems great because it works against Ken, Ryu, Akuma and bad Sagats who don’t know they can low tiger shot at full screen with “relative” safety, and those are some really common characters, but there are actually a lot of characters it doesn’t work against, and for Gouken and Dhalsim in particular, not being able to punish fireballs from full screen is a big deal.
For the record, I believe it does work against Sakura & Rose, but I tested it so long ago and I barely play against those characters so I could be wrong.
Maybe that’s my problem. I try to rush the command out instead of calmly inputting it in time with the forward dash. Also since I put sanwa buttons on my SE Fightstick I’ve noticed I hit fierce kick then all three kicks when I try to do ultra, which means I’ve accidentally done super in matches.
These buttons are so sensitive I HAVE to be super precise with what I press. Love/dislike relationship with these buttons… maybe I should hate my fingers for not doing right by me. >=/
Don’t know if this was posted or not, but I was doing some training mode stuff. With Ken’s jump in (only tested it with a jumping roundhouse kick-medium deep to deep timing), you can counter it with c.mp. I was testing with c.mk. It seems that you can counter with that too, but it is more risky, as the timing is kinda more strict that c.mp
But, you can combo after you connect with c.mk with a crouching jab-jab-fierce or a crouching light kick into EX legs.
Someone else give it a try and see what they come up with. I only tested with Ken, so it might work for Ryu.Akuma. Haven’t tested with others, so it might not work.
Hey there fellow chunners, I was wondering, for the cr.fp xx hk legs, mk legs cr. rh, for the mk legs to cr.rh link what doing you guys do to make it consistent? I’m at the part where I get the slide easily but with the mk legs to cr.rh, I can’t seem to get the timing on lock down. I have a decent grasp at it but I feel like I’m just beating around the bush with the timing.
Any tips before I straight up grind the timing to muscle memory?
I don’t have it down pat just yet, but when I do get it I listen to the last kick/grunt sound of whoever is getting hit by it. P-link HK with (HK~MK) and hope for the best.
Her cr.mp is her way out of Sagats lame j.Strong trick… but it has to be timed… and as for a deep jump in counter i tend to us cr.jab just cause i have more luck with that… or if anticipated cr.RH. but i only use cr.mp sparingly because things like Kens j.lk can knock her out of it. It almost has the reach like the startup of Blankas cr.Fierce but the hit frames can be tricky thats why i dont use it that much unless im poking within sweep range. but still my fav against jumpins is the dash under and do something like st.mk or cl. st.mk dash towards them and start some trickery
But thats my method it could be wrong, but its worked for me soo far
what u guys press to get s.RH into ex.legs
i think that if it’s a close st.rh, just piano the kicks or press 2 kicks after the st.rh hits. I’m not sure how to explain it well =( (i think it’s in one of chuns trials). but if you meant just the st.rh far, you can’t combo it to ex.legs
i found out that chun’s st.mp can combo to ultra if in the corner by ex.legs. i dunno what the input is but it happened.
st.mp --> fast execution of ex.legs —> ultra
(works in the corner only) :tup:
yeah i think i saw that on one of Djb13’s vids
maybe press mp+lk since mp take priority then mp comes out but after the initial press you start pianoing the EX legs
try this
mp+lk, hk, mk, lk, KKK
that should work in theory… but doesnt everything work in theory
piano rh~fwd~shrt x2 and bam. St.RH > Ex Legs.