Chun-Li Combos and Glitches

Technically – TECHNICALLY, according to frame data, this combos on hit. However, I don’t know if you are close enough after a far standing MP to link cr.MK.

I’ll check it out.

EDIT:
Maybe my execution is just not good enough, but I don’t think this link is possible on hit. If it is, the spacing needs to be too precise for it to work, and is probably character specific. The distance Chun needs to be from the opponent for far standing MP to come out instead of close standing MP makes it impossible to link cr.MK, as far as I know. I have tried for a while now with no success.

I’m very sure it’s been mentioned often but since it works so well for me I’m gonna post it anyway.

I just can’t do HSU into Super to save my life.

But you can HSU xx lk. legs into Super, that is really easy to do, and gives you more time to charge, and if the lk. legs doesn’t hit (it’s a two hit combo) you simply just don’t do the Super.

I’m sure the damage scaling cuts it down, but for someone like me this really works.

The trick to landing HSU > Super is to know that you do the super VERY late.

The HSU is fully over, and at the last possible instant, as you see the opponent in the last part of hitstun, you do the super.

I practice on ryu, and I execute the super just as he is starting to stand up (the HSU kinda bends him over at the waist a bit).

Remember the super is a 2 frame move so you can execute it way later than you would ever suspect.

Para: Don’t mean to sound like I am debunking your post, but I wouldn’t suggest telling MC to do it late. That will give him (and anyone else struggling) the impression that they have all the time in the world to follow up with the Super (which is incorrect).

The timing is fairly strict (which is why you don’t see a ton of Chun players doing this, or even st. fp into super for that matter). The trick is to catch the opponent while they’re still in the recovery frames (which you briefly touched upon).

MC: To help ensure you execute the move correctly, make sure that you’re holding back completely (not db) the instant you perform the HSU motion.

Now doing st. fp into Super – that particular setup gives the impression it must be executed late, but believe it or not is not difficult to execute.

Oh…ok, I guess that makes sense.

I know my problem was that I was trying to do the super way too early…only when I started thinking about doing it “late” did I finally start hitting it.

I’m not sure how “late” implies that you have lots of time…but if that is somehow being inferred by the reader I guess that is not what I was after.

No worries; I see where you’re coming from.

I wish that I had recording equipment to give a visual example… however if anyone has subscribed to MM’s youtube page, they could peep the video of st. fp to Super; the timing to execute that is basically identical to HSU to Super. :slight_smile:

LOL and yet I can hit HSU > super so much easier.

St.fierce > super still evades me. I can hit it with a LOT of practice, but hitting it in a match is not realistic at all for me.

I’ve been working on mag man’s “feeling himself” combo for a while now…its above my level of execution, which is why I’ve been trying to hit it.

thanks parabellum, my execution for HSU->super went up significantly :smiley:

look what OHT uploaded today !
[media=youtube]Ae9HyJQYC7M[/media]
talk about perfect timing :smiley:

He obviously saw that I lacked the video tools and this is his response (OHT does lurk in these parts after all). I don’t think this was a mere coincidence. Thanks bro!

Man, I’m just glad to be able to help anyone else…since I am always receiving help from others here.

OHT is always on point, helping all of us level up.

:china:

I’m here to help. :tup:

You’re the best~

Seriously, Mags and OHT, you guys are amazing. Not only as players, but as teachers. Dae, same goes to you, your casual matches are a wealth of knowledge. Honestly, I could fill this post with shout outs to people on SRK that have given insight to Chuns assets. (Ahem…) Thank you all!

This post wins for so much damn truth. We are VERY lucky to have the kind of players here to help us with chun li the way they do, and i really mean that, considering how much time is put in to helping us with vids, advice, etc. It really gives me more inspiration to stay with chun through thick and thin

Thanks so much everyone for you’re advice and the video link.

This really helps a lot :tup:

I was toying around with some of Chun’s headstomp shenanigans and was wondering if this might be useful at all.

As I’m sure you all know, her headstomp comes out fast and recovers fast. It recovers so fast, in fact, that you can hit another move almost immediately after connecting with a headstomp and your next air attack can combo.

I noticed that if you jump in and hit with headstomp near the front of your opponent and low on their body (like, on their front leg), you can set up a fairly ambiguous crossup situation with LK and HK, depending on how late you execute LK or HK.

If you use LK, you can actually perform a legitimate cross-up by delaying your input of LK until Chun-Li is a little past them. If you time it just right, you can hit them right at the top of their head and basically make it ambiguous. If you time it a little early, the j.LK will still connect but you will land in front of your opponent this time.

Also, if you use HK after the headstomp, with an early input you will end up still in front of your opponent. With a slightly later input, the j.HK will still hit the front of your opponent, but you will land behind them, giving you an opportunity to mess with their blocking. Unfortunately, using j.HK as a followup to the headstomp causes Chun to stay airborne just a little longer, making it impossible (or just very difficult from what I can see) to continue to combo on landing.

I don’t know how useful that information is. After all, unless your spacing is ON POINT, it’s going to be very hard to land that headstomp on your opponent’s front leg, and even if you land it, any character with an uppercut ability can probably uppercut you right out of it.

Anyway. I was just fiddling around in Training and thought I’d share. If anyone can think of a way to make this combat-viable, please advise!

oh i figured this stuff awhile ago. u can actually stomp ryu 3 times if u have precise landing on the stomp and best of yet the next two stomp would be crossup. On a side note u can stomp in on the leg and just use target combo and that will literally mind fuck them. usefulness in battle, probably 5%, its only just a matter of shenanigans. It is really extremely hard to get the correct spacing it works well against big opponents. While instant stomp is much more practical since it usually beats all wake up srk.

Hi, I just had a question regarding some of the combos that require to be performed on counter-hit. What conditions are there for a hit to be considered a counter? I’m a bit confused how a counter differs from a reversal. Hopefully, it isn’t too dumb of a question to ask.

CH is when you hit someone while they’re in the startup frames of a move or normal. They deal more damage and hitstun. Reversals are special moves performed during the first time when coming out of hit or blockstun, or waking up.