Chun-Li Combos and Glitches

Well the thing with this is its not as hard as abels infinite. And chun can hit confirm this Off of one jab. So she can easily go higher up with some nice set-ups into it. aslong as it works on enough characters… I made of video of the dhalsim one… Its on the front page of event hubs. if not its here. youtube.com/princeofpownage

Im going to practice it on a bunch of characters and record what i find.

I couldn’t get the infinite to work on Ryu and ken after retesting. However, here is a fun little combo that came from it:

J. FP x 2, cr. lp, (link) cr. lp xx SBK, cr. lp, cr. lp, St. FP

…You can do another cr. lp xx SBK after the first SBK hits but I personally couldn’t get any repeated reps after that.

The same setup that work’s on Balrog (J. FP x2, cr. lp x3 xx SBK, [cr. lp xx SBK] repeat brackets
) also works on Dhalsim.

I’m beginning to think it’s somehow a 2f link on Sim because it’s way too easy to do it on him compared to the rest.

Does the canceling of c.LP into LK SBK always move you forward the same distance as the opponent is pushed back, or is the pushback character-specific? The Ken/Ryu combo you posted made me think pushback might be character specific. What happens when you go for a second SBK on Ken/Ryu?

Has anyone worked out the combo puzzle on Magman’s youtube. I cant get it the cr rh to link.

The second SBK hits twice like the infinite would on other characters but I couldn’t get another cr. jab to link again after no matter how many times I tried… leading me to believe that she might not be at at least +3 anymore after the second SBK. It still may be a possibility to execute on them, but the spacing setup will have to be different, I think.

On other characters that it won’t work on, the SBK just hits them too many times or just whiffs regardless of the spacing. So pushback may indeed be character specific, but also their hitboxes are definitely different from each other which is a big factor to how the spacing will work.

Another way to land the combo I posted that I forgot to mention was starting off of a df+HK crossover in the corner instead of J. FP x2.
I was hoping the infinite would work from that spacing because the df+ HK in the corner is unblockable for Ryu and Ken after a knockdown. We can keep trying stuff out to see what works because it’s still basically the first day most of us have seen it and it’s only bound to expand from here on out.

This combo puzzle is using the same principle as what was identified earlier for something that is very similar (only difference is crouching vs. far standing). See Javits’ explanation for more details.

thanks for the info.

Question, it’s just a thought I can’t test right now because I’m at work.

If you can hit confirm the cr.lp, could you possibly follow up with these for the sbk?

cr.lp x n (for spacing), lk.sbk, cr.lk, exLL
or for no meter
cr.lp x n (for spacing), lk.sbk, cr.lp, st.fp

for someone like me who generally can’t do m.lk combos due to the difficulty on a pad, I usually resort to cr.lp, (whatever), st.fp. Adding the lk.sbk would increase the damage significantly since it gives you extra jabs or shorts, plus better stun/meter gain.

I’m not saying the infinite is practical, but the possibility of 1 sbk could add some serious significance to no meter punishes.

st lp seems to work well if you like to slide into sbk

in fact it seems much much easier to link a st lp into the sbk then a crouching lp…

Seriously? Damn, I can’t even do the loop on Sim! :rofl:
I can never link the c.lp after lk sbk. Actually, I’ve done 2 reps… in about 70 tries. Is there any visual/audio cue that you use? Because I can’t get it down for the life of me.

Surprisingly, I was able to link c.lp after one lk sbk on Ryu fairly consistently.

I think I need to get an EVO monitor. >_<’

What are the uses for Chun’s cr. fp -> hk legs -> mk legs -> cr. hk? I’m just wondering what situations it’d good for compared to the easier cl. hk -> hk legs.

…sorry to derail, but…

I’m still trying to do the jab > super . AHHHHHHHHH. SO MANY COMBOS!!! :looney:

It allows the combo to hit on more than just bigger characters, the cr.fp pushes you closer to them, whereas they tend to get pushed away too far with cl.hk.

Then again I’m just starting to use it, but I notice the better players use cr.fp to mk legs instead as a punish and off a crumple.

i noticed this too, i have gotten it off a jump in but it is really difficult to pull off consistantly that way…

okay guys… so i’ve been getting hyped after the “best coast” got its ass handed to them versus the “beast coast” lol this sparked me to go into training mode and iron out a few things that i’ve been lazy about in order to improve my chun game… now i havent checked the full combo thread and if this has already been posted… srry.

anywho i’ve been abusing chuns cr.lp x 3 st.fp combo… we all know thats its a pretty good non mtered bnb… but i’ve had the recent epiphany thats its ALMOST as good as cr.lk x2 xx ex legs and doesnt use any meter to boot which means more ex sbks and supers and fadc’s and whatnot… first the numbers:

cr.lk x 2 xx ex legs does 180 damage, knocks down and uses one bar of meter

cr.lp x 3 > st.fp does 172 damage, doesnt knock down, and uses no meter.

so… theres only 2 reasons to use the exlegs variant: for the knockdown or for the ultra juggle.
now, there WAS one last reason why i never really used the st.fp bnb… because i thought i had to hitconfirm standing or crouching to use this combo… but i’ve just tested this out and it actually hits a SHITLOAD of characters that are in full crouch:

characters that get hit even when crouching by the cr.lpx3 > st.fp bnb:

guile
fei
gief
gouken
SETH (hurts this pathetic bastard SO MUCH)
SAGAT
rog
abel
fuerte
sakura
rose
gen

characters that it will wiff on no matter what:

cammy
blanka
chun

characters that will be forced to block the fierce even though it wont combo:

ALL OTHER CHARACTERS!

yeah thats right, you only really have to be hitconfirming stand block or not versus 3 characters, as long as you make sure that the last jab that you do before transitioning to the fierce is near max range.

so basically i’m saying that cr.lp x3 is highly spammable against 95% of the cast cause it will either get blocked or it will hit… no having to worry about it wiffing and you getting owned because of that.

note that certain characters CAN make the st.fp wiff if they dont hold down back:

rufus
honda
vega

but if they do that you can just do a sweep instead of fierce and knock them down for trying to be smart.

tomorrow i’m going to go through the entire cast to see who can and cant duck chuns st.fp when crouched in the neutral game.

also this list is for point blank cr.lp x 3 > st.fp… certain characters that are forced to block this string can actually make cr.lp x 2 > st.fp wiff even though they would have to block the other bnb.

-dime

Rather useless (though it builds pretty good stun and meter) but for the infinite on sim, you can start with the jump in double fierce > cr fp > hk legs> mk legs > (cr/st jab > sbk)*

edit: depending on the way sim falls back off of the legs, she may push him back too much to connect the sbk off the jab.

Frustrating that I can’t try this out right now since my Xbox is in repairs.

i have no clue if this is said but it seems like u can ultra off a counter hit kikoken on the ground. i just found this out today from trying it out when i saw the word counter. the spacing is quite difficult but if u kikoken and land a counter hit between the distance from when forward throw an opponent. also if u magically happen to land kikoken as an anti air u can juggle it. if u get them in the corner u can ultra and a stomp is possible but would only be able to do it if u were following ur kikoken closely and be close enough to stomp on them. doesn’t seem practical but we do land kikoken as anti air once in awhile heh. Another thing is if u land her shitty d+f short as a counter in the corner u can stomp them. more useless combo u can screw around for joke is b + mk crap. u can fadc her second hit and do something useless in the corner like stomping them once since u can only stomp once lol…

in response to dime…
awesome! that’s like, when you hit a crouching opponent with chun’s tc>cr.fp>mk.sbk, it will only continue the mk.sbk (if the cr.fp hits) on certain characters like the shotos… it won’t continue in a crouching chun also=/

gotta check out this FP combo… i love abusing chun’s st.FP in any sutuation… it’s a great move… and it puts down alotta stun too… goodshit dime man