You’ve actually got enough time to charge for it?
Absolutely.
When you do st.rh > EX LEGS you hold d/b the moment that st.rh lands…that is WAY more than the 55 frames needed for chunner to charge EX SBK.
In fact, that is one of her better corner juggles if she doesn’t have ultra:
c.short x2 > ex legs > EX SBK
but you can do cr.lk x 2 ex legs w/o ever going to neutral para…
but yeah st.hk xx ex legs does give enough time for a down charge… the thing is though that you actually have to wait a spit second while the opponent character falls to give you the appropriate charge time… if you try to do it right as you recover from ex legs you “generally” wont have accumulated enough charge time… but the combo is still rather easy.
-edit… actually you dont have to wait after ex legs hits… thats just what i do to get all mah hits in.
-dime
Idk how th ehell to land the d+mk after a focus crumple xx dash back like in certain parts of this vid. [media=youtube]m6Foe5f55Ho[/media]
And yes I know the damage on most these are meh, but i still wanna learn all of them.
I am having some trouble executing Chun’s jab > LK SBK infinite against Dhalsim.
I am not sure what it is, but no matter what I do the jab doesn’t combo off the SBK – anyone got any pointers?
Not sure what you’re referring to.
If you’re talking about the one in the “Basic” section of the video, it’s Focus Crumple, dash forward, then late Focus Attack while the opponent is falling, dash forward, then jump into headstomps.
If you’re talking about the one(s) in the “Advanced” section, it’s Focus Crumple, backdash, then immediately forward jump and headstomp when near the ground (the timing takes a bit to get down but it’s not too bad). Then follow up with Target Combo, and either more headstomps or EX SBK.
Like Snake said, the timing isn’t too bad to get down. Just try to do d+MK as late as you can.
actually the ultra after the 4 weak attacks does 261 damage not 161…lol me and my math
-dime
I was referring to the ones in advanced and expert, I think I’m just retarded lol I’ll keep trying
Question. What can i link/cancel/combo after the various nonex LLs?
From what I’ve seen/searched:
mkLL to:
c.rh
c.hp
c.lk
c.mk
super
lkLL to:
super
hkLL to:
super
I know I am missing a lot so please help me fill in the voids! I can’t seem to do anything else after the lkLL and hkLL besides super :(.
After lkLL (half version):
st. FP
EX Legs
After HkLL (half version):
cr. LP or st. LP then you can link that into st. FP
cr. lk xx EX Legs
I think you can link EX Legs after the 8 hit version of any LLs.
After any version of LLs:
FADC -> cl HK. xx HK LLs
FADC -> whatever move you want that starts w/ 4 frames
Those just the few I can think of from the top of my head.
-Okay guys this may already be known or posted already but just in case I’m re-posting it to keep players aware. These are a few notes I took regarding branching from cl HK xx EX Legs and EX SBK:
As some of you may know, cl HK xx EX Legs is one of Chun Li’s easy punishers and on some characters EX Legs actually hits more than others, resulting in cl HK xx EX Legs doing 300 damage instead of 250. Here is the list of characters who suffer from this effect:
Cammy
Vega
Dhalsim
Blanka
Zangief
Guile
Abel
Rufus
This means if you try to tack on another EX Legs, it will only hit once more for a total of 340 damage (not really woth the extra bar unless it’s guaranteed death). However if you tack on an EX SBK it will result in 436 damage and some breathing room. That’s not bad considering raw EX SBK only does 170 damage (34 points more in this case). Now if you remember Ricky Tam’s combo:
cl HK xx EX Legs, EX SBK midscreen (you have to do a half-circle up motion for the EX SBK)
I’ll point out that the ONLY character from that above list it will work on… is Vega, meaning you can get an easy 436 on him mid screen for only 2 EX bars (actually you can get 547 on him with his mask off)
Vega reads Darklight’s post
Vega: Aww fuck this shi-
Anyway, the reason for this is because EX SBK hits some characters more times and that causes them to spin instead of just fly back, granting you 136 more damage. Again this only happens to Vega midscreen…
Vega: MOTHER FUC-
Moving on. These are the character’s who get hit by EX SBK more…causing them to spin (This is in the corner):
Ryu
Ken
Bison
Vega
Rose
Dan
Gen
Seth
Sagat
Viper
Rufus
Fuerte
Cammy
Sim
Blanka
Zangief
Guile
Abel
Ricky Tam’s combo does not do this to the characters that it works on midscreen. It gives 96 more damage and plenty of breathing room. That’s 40 less damage than a corner EX SBK juggle and 16 more damage than another EX Legs (does 330 total damage to characters who are not in the 300 club). By the way, here are the character’s Ricky Tam’s combo works on:
Ryu
Ken
Gouken
Akuma
Chun Li
Bison
Vega
Balrog
Sakura
Rose
Dan
Gen
So cliff notes:
After a cl HK xx EX Legs…
-On characters who take 300 damage from this: another EX Legs does only 40 more damage. EX SBK does 136 more damage (all of them spin from EX SBK) and Vega is the only one from that list who Ricky Tam’s combo works on.
-On characters who take 250 damage from this: Another EX Legs will do 80 more damage, EX SBK will do 96 more damage to the ones who don’t spin and 136 damage to the ones who do spin. Ricky Tam’s combo does not cause the characters it works on to spin… except Vega… who will take even more damage with his mask off.
Vega: SON OF A-
Vega scoffs and storms out of the thread
Ugh, HCU eh? Man, another combo to practice :[.
You can actually get cl.hk xx ex.ll xx ex.ebk on Blanka & Gief mid screen, and you don’t have to do the half circle motion so that you move slightly forward, but the timings pretty specific. For Blanka you seem to need to get the EX SBK out as soon as possible, and for Gief, well, it’s not so simple. I’m pretty sure it’s a timing thing though.
However, I was only able to get 86, not 96 or 136 extra damage, for 386 total. Still worth it (depending on circumstances), but not hilarious Vega killing good.
^Weird. I haven’t gotten it to work like that yet without on Gief (still trying), but I’m assuming based on the effect it has on Blanka, that it only hits Gief 3 times as well (as opposed to 4) which is why the damage amount isn’t the same Ricky Tam’s combo.
However, I wanted to mention that I did get it to do 136 additional damage on both Gief and Blanka (total 436 damage) by using HCU and holding foward just a tiny bit longer during that motion. It’s pretty hard to do on them, but Vega is no longer the only one in the 300 club who suffers from that effect midscreen.
Vega: Heh. ‘Bout time I get some freakin’ respect around h-
But he still can take more damage overall because of the mask loss handicap.
Vega: FUCK-ING BASTARD!
…I may have to go over that 300 list again when I get time.
Is through pointing out Vega’s misfortune in SF4
Quick question: What would be Chun’s best meterless combo after an FA crumple that doesn’t involve SBK and/or put me in a potentially painful mutual 50/50?
Cl. St. HK > HK lightning legs… cr.hp > HK Lightning Legs > Mash mk legs > sweep. any variation of cr.lp or lk, into cr.lp > standing fp. I usually do cr.lk > cr. lp > standing lp x2 > standing fierce.
i would also like to add to this that you can cr. fierce-> mk sbk off of a focus crumble as well, since it does do decent damage. And if you have super, you can go for that at the end of the sbk as well.
focus crumple -> forward dash ~ cr.hp -> hk legs -> mk legs ~ cr.hk/far.hp. (sweep is better, because it gets knockdown, but is pretty damn hard.)
focus crumple -> forward dash, cr.jab, cr.jab, cr.jab, far.hp (certain characters may require fewer cr.jabs?)
focus crumple -> back dash, jump forward, headstomp, target combo, land, small walk, head stomp, head stomp, head stomp.
if you can’t do those, you’ve only got…
focus crumple -> forward dash, back.mk, mk, d u.mk
I think somebody said you could do the hasan shu ~ cr.jab ~ far.fierce combo after a focus crumple, but I’m not sure if you actually have time.
Ah, thanks for the quick responses. I usually do the c.LP x3, s.HP after Focus, but I’ll have to mess with the c.HP xx legs stuff. I’ve tried getting hazanshu to combo without knocking down before, but iirc it only works after a lvl3 FA.
Yeah, certain characters do need less jabs, and I believe you would have to do cl.RH before you do the hazan shu but then it wouldn’t be a full combo.
Edit: Whoops, just read Dullyanna’s post. FA level 3 to hazanshu works.
Found another goofy little FA crumple combo, that does a wee bit more than c.LP x3 and accomplishes the same thing (Pushes them out far enough that you don’t have to worry about being put into a potentially game-changing mixup. It doesn’t leave you at plus frames, for what it’s worth at that range). I’m pretty sure it works on everybody, but I’ll double-check later on.
c.LP, cl.HK xx HP Kikouken.
It’s a dead simple link and since it’s stupidly easy to charge for. Legs combos are still preferable, but if you’re feeling lazy then this isn’t too bad, lol.
Keeping it short. So.
Was gone for 6 months, off the grid for SF4, so Im doing some catching up for SSF4 (hope it turns out good like every follow up to a capcom fighter part 1).
I saw some stuff about crouch HP, into LLs for combos and frame advantage.
Japanese, anyone also doing this with say, stand MP -, low MK into LLs?
Doubt it will combo, but frame advantage should be there on block right?
Havnt seen a disussion on more applications beside close Hk and low HP into LLs, so excuse this poor dude if there was.
chun_li1