Chun-Li Combos and Glitches

Last night I landed:

{dizzy} > Neutral jump fierce x2 > c.fierce > med bird kick > super

Damage is awesome…I think that cutting out the c.fierce and bird kick might result in the same damage (due to scaling considerations) but it was just really sexy to land all of it in one string.

What about j.fpx2 > st.cl.mp > super? It’s very easy to land, but how’s the damage? I might make that my go to link to super when I land a jump-in.

Usually I only use Super as a counter.

My goal is to get it and keep it, because the threat of it takes away like 50% of my opponents best tools.

In that last case, I knew it would finish out the round/match so I spent it all on the KO.

If I was going to land it on an aggressive jumpin, I would do:

j.fp x2 > c.forward (hitconfirm) > super

Possibly an even better way to land it is this sexy shit that mag man posted:

[media=youtube]l8UAD-LrJz8[/media]

Saw this and tried it out yesterday. It’s just like the combo I like to do in CVS2 with Chun…minus the focus…
Damn I miss P groove…

Yeah I do that too, usually I punish close fireballs since those Ryu players can’t seem to stop doing the cr.mk, fireball combo even if you’re blocking and have super… the reason I asked about st.cl. mp is because it’s so easy to land, the window seems pretty large.

hello there, I’m new to chun but not to SF4 (viper main) and was wondering the advantages of crouching short over crouching jab. I know her BnBs involve lk lk ex legs but it seems like lp lp mk ex legs is always a better option, it does more damage, is easier to confirm and can be placed in other situations like:

(sorry for pitiful notation)
Any hasanshu, cr. lp, cr. mk, ex legs

I know crouching short has slightly better range but other than that i don’t see the advantages, but I always see people using it. Thanks for the help

On a side note here’s a fun sagat-only combo I found cause his hitbox is hilarious:

Start with an empty jump in and headstomp (down + mk) his foot right before you hit the ground, then fierce fierce airborn target combo, land, then cr. jab into ex legs. It works on rufus too but it’s way harder. The timing is wierd, you have to wait just a tick after the stomp so that you’ll land in time for the jab, but fast enough so he is still in hitstun from the stomp. You can ultra obviously after this if he’s in the corner as well.

i like to use the cr.jab over the cr.short because i’m more sure that the non-ex legs will not come out and it can combo much easier into st.strong for some reason =)

It can only combo if the cr.jab is a counter.

However, it makes sense that you can combo more things from cr.jab, because it leaves you at +6 on hit, whereas cr.short leaves you at +2.

Well for one, cr.short cr.short xx EX Legs is just a lot easier to do than that combo. If you can do cr.lp cr.lp cr.mk xx EX legs 100% of the time, go for it.

Secondly, spacing. Sometimes you’re not close enough to that combo.

Thirdly, damage scaling. If you’re launching someone with the EX legs into ultra, it will do less damage(I think).

cr.short cr.short xx EX Legs -> Ultra, Ultra is scaled to 70%

cr.jab cr.jab cr.forward xx EX Legs -> Ultra, Ultra is scaled to 60%.

EDIT: first combo: Ultra is scaled to 60%, does 432 damage. Second combo Ultra is scaled to 50%, combo does 448 damage. So it’s probably just cause it’s easier and spacing.

I made a video with these type of combos in them, glad someone else found out about em too :wgrin:

[media=youtube]QL4CWDA5nJA[/media]

Always fun to throw this in to up the confusion of poor Sagat

Ark that video is awesome hehe I was just playing around with stomps in training and saw that, I love how it goes back to neutral jump properties for the jumping roundhouse after 3 stomps. And if it’s a skill thing for the lk lk legs ill stick with jabs to medium, i’ve been practicing it alot and am pretty consistant. Scaling makes sence too, cause lp mk ex legs is a little trickier for me than 2 lps and any more hits will scale the ultra, true. I did notice the spacing though, im sure in certain situations lk is the better option, I’ll have to just keep playing chun, thanks all.

Sat in training mode this evening and decided to give the far fp -> Super combo a go. Man, this is a LOT easier than I thought. I have like a 90% execution rate on it just off the standard fp and about 60% doing the entire bnb combo string. I am going to have fun setting up crumples more often now that I can do more damaging combos like this. Thanks MM! :wink:

easy? you must be like the execution god because i am having the hardest time getting super off a s.fierce =/

^^^ LOL. I wouldn’t go that far. The timing is identical to the connecting the Super after hit confirm off Hasan. Basically the key is to keep activate the super as the character is in the midst of recovering from the initial hit.

yeah, its pretty easy, charge plus hits high is what makes it hard to apply.

st.mp >super is much more reasonable… its a 3 frame link and hits mid… 5 frame link on ch.

cr.lp x3 >st.fp >super is scaled too badly to be of much use imho… still fun to use if you want to be flashy though.

-dime

The great thing is you don’t even need to rock the full cr. lp setup, which is useful against mash happy shotos. A more effective version is cr. lk, cr. lp > st. fp > super. Plus doing Super off any successful hit confirm will do adequate damage.

Thought you’d like.

[media=youtube]AN_Ptumc9dI&feature=sub[/media]

Thanks for sharing, but that’s old news now – been posted here already.

[media=youtube]0WzyXRlM65M[/media]
SF IV Chun-li Ultra combo 2 / 2nd active frame 2 Ultra

why oh why

hahahahha this is hillarious

as a player of both chun and balrog, i accept all forms of jab->ultra with open arms

Ha! I had a feeling that Ultra from cr.LPx2 was possible like I was questioning some time back – though Dime did say he remembered hitting it once. Good to know that it’s possible with video proof now! :tup: