yea i was using the st.fp BnB alot over the cr.lk BnB just because of the little dmg difference, and saving meter when needed.
thanks for the post dime.
yea i was using the st.fp BnB alot over the cr.lk BnB just because of the little dmg difference, and saving meter when needed.
thanks for the post dime.
ok so heres a combo i think i might be trying to bring into match play:
CLOSE EARLY jumping roundhouse>lk legs>close st.hk xx fierce kikoken
what you guys think? builds good meter does good damge lk legs or close st.hk can be fadc’d into throw on block plus just a fuckton of other fadc options on hit plus different things close hk can be canceled into on hit to keep the opponent guessing… seems like a very flexible pokestring/combo that has multiple timings and angles to attack the opponent from when fadc’d and builds good meter and damage plus is safe on block…
only thing not to like is that are no good ways to throw on block outside of fadc, and that hitting a close early roundhouse isnt the easiest thing for chun to do, but other than that this seems like a winner to me… makes chun seem like e.honda for a sec.
-dime
Wait…when you say “close early jumping roundhouse”…I’m a bit confused.
If this is a jump IN combo…then how to you do the roundhouse both EARLY and CLOSE?
If its not a jump in combo…then how does it combo?
hmmm … early means as high in the air as possible where as late would mean as deep as possible.
close means as close as possible without crossing up the opponent, far, on the flipside would be from so far that your jumping roundhouse wouldnt connect so that you would have to use medium kick instead.
so when you combine close and early it means that you want her boot to be hitting the op right on top of there head rather further out and in their chest.
the reason for this is because if you do the roundhouse any other way you wont land close enough for the combo to fully hit… your grounded roundhouse will be too far away after lk legs hits and you will get a far hk instead of the close one.
the fact that chun can combo into close range normals from this setup is what makes or breaks the combo.
for instance if you were to crumple and dash forwrd and then do lk legs> st.hk you will always get out the far hk.
even if you were to empty jump lk legs > st.hk you would still get the far hk.
only way to combo lk legs into a close normal afaik is to dash lk legs from point blank… which is a not so great setup imho.
or if you do an early close jumping attack.
fierce fierce can work but its alot harder to space and time, plus the piano has to be done alot quicker when leading with target combo, also theres no need to use fierce as a pseudo hit confirm cause the lk legs gives you 3 eternitys to hitconfirm block or hit.
these are some of the reasons why i think this combo might be good… also it easily transfers into full mk legs if thats what you want to do and we already know how good those things are :tup:
-dime
Thanks that makes perfect sense.
:china:
hey Dime are you sure that Viper blocks the fierce when she’s crouching cause i’ve had C.Vipers crouch it even thougth i’ve timed it perfectly. And then they just mash out Ultra.
BTW is there a specific way to land the loop consistently cause im having a hard time gettting more than two loops is it mainly the spacing or is the link jsut very difficult?
I know this is probably mentioned in this huge thread somewhere but I have to ask.
For fun I’ve been trying to do EX SBK into Ultra Juggle in training mode, but I just can’t get the Ultra to come out, what’s the timing on this move?
Also, is there any way to know which way there are gonna fall?
If the Ultra doesn’t come out AND you’re doing the SBK without letting go of your back charge (as in db, ub+KKK, which is essential to getting it to work), then it’s possible the setup you’re using puts them behind you for a split second meaning you lose your charge. As for setups that toss them forward, they’re in this thread somewhere…
I was having trouble doing hasan-shu -> super before making a few rules on landing it. Should help others that are wondering so I thought I’d post…here goes.
Do the super motion very fast, but clean. This allows the charge time to get to where it needs to be.
Don’t go diagonal. Keep it horizontal as much as you can.
Hold up/back or down/back if you need to. It helps with the charge if you’re not too good at just holding back.
Piano kicks. Well, this could have gone without saying. But it really helps.
Don’t be anxious to hit with it. You have to let it charge all the way for it to actually work. The animation you can still hit them in is actually VERY late. But then again…you don’t want this blocked either. So once you get the real timing down, it’s better go shoot for too early + hit as opposed to too late + hit. imo
good advice (especially the bolded part)… i dont miss this combo much but then again i dont use it much at all.
i dont know why not using diagonals works so well but it is what i’ve come to realize as well.
i assume that you hold the hasan shu buffer for max time, at least when remembering how you and skatan use it against anticipated fireballs… would you say that thats the main part of doing this combo successfully?
i honestly cant do this combo unless i hold the buffer almost to the brink of the hs not coming out.
also plinking 2 kicks makes it easier as well, from what i’ve come accustomed to.
-dime
how do you plink a super?? i was wondering about mostly the mk sbk-> super combo so whoever can explain to me HOW to plink chun lis super itd really help my gameplay =)
well super is 1 button just like any normal… so if you ROLL 2 buttons as if you were plinking them you get 2 chances at the super… 4 if you let go of the buttons really quick… the reason why i dont use 3 buttons is cause you DONT want to get an ultra out…
if you make sure not to hit any diagonals like MM said, theres only one possible move that can come out and that is super.
oh yeah… i pretty much plink EVERYTHING.
that 3 close hk’s (fadc) into lk legs into standing fierce punch?
yeah i plink the hk after each dash, makes the entire combo alot easier…
that akuma combo versus sagat: far lp into far hk xn
shits easy when you plink the far hk.
-dime
oh wow i really have to try that, cause if i have a reliable way to land the super in a combo i dont have to wait for a mistake from my opponent(aka sweep) to land the super, thanks alot =)
Here is how I land this…I have this running about 80-90% in matches now.
MK SBK (keep a back charge) > f, b, f + (piano hk, mk, lk).
This is the same technique that people used to use in ST/HDR/3s to pull reversals easier since the piano gives you up to 6 button events in a short space of time.
that’s pretty cool par
i haven’t played in awhile, but finally getting back into it
something i found while messing around in training mode that i haven’t seen posted:
– Near Corner–
Jump back FP (2 hits), land, Ultra
while i’m sure everyone knows about ultra-ing off a double jump fp, i did not know that characters like Fei Long (who usually do not get combo’d against the corner) will get combo’d if they fall close to corner range when you do this, guaranteed
so far i’ve only tried it on fei, but i’m sure it’s gotta work on at least a few more “pretty much non juggable ultra” characters
note when i say ultra i mean NON-dash ultra (dash would probably cause the same problem you usually have)
edit - works against viper but the timing is sorta weird on the jump fp (2 hits), sorta have to slightly pause inbetween the hits (also i think you have to ultra the second you land)
ahhh okay ill try this out and i was plinking it like dime said so and it was working like a charm so if i piano it it’ll come out more often, thanks para =)
lmao
a few steps past mid screen (i think minimum is if viper is on the fourth square past the middle line on training map)
cr.fp(1 hit) xx ex sbk, ultra
full ultra juggles c viper against the corner (i tested on a crouching c viper)
Every character can be full ultra juggled, it just depends on spacing from the corner, not what specific move you use to launch them initially.
sorry, i just hadn’t seen those mental tricks for those characters before. my bad if i repeated information
sorry about the double post, this is something separate (i hope its not old)
about chun li’s super:
i just tried this and it worked:
deep j. mk, cr.lp xx lk sbk xx super
seems to do more damage than deep j mk, cr.mk xx super
again, sorry if it’s old
edit - i realize you can do the usual cr fp xx mk sbk xx super after the j mk but i just thought i’d add another way to hit it even if for now it seems useless
2nd edit- besides the useless above, i also found that by doing the first 2 hits of tenkai ryu (back mk, mk) you can also perfectly space yourself for the “unjuggleable” chars
do this:
back mk, mk, (keep holding back) FA
right after you start the FA cancel while holding back, let go of charge and do her dash ultra
chun will do her back dash ultra out of the FA cancel and its perfectly spaced~