Chun-Li Combos and Glitches

yeah Chun really does need to make the most of the damage she does in one way or another. raw damage, meter, mixup potential… at least there’s room for variety depending on playstyle.

the extended legs combo it doesn’t whiff on anyone if you start of with cr. hp… it whiffs on shoto/skinny characters if you start with cs hk.

For meterless combos off of focus, here’s some numbers from lvl 2 crumple

[COLOR=“YellowGreen”]
crumple dash forward > lvl 2 focus > dash forward > cr. lp = 160 dmg[/COLOR]

I personally like this reset. It’s favorable midscreen because crossups will beat reversal timing and she has lots of frame advantage after the cr. lp resets the opponent. Allows Chun to dash crossup in the corner after the cr. lp.

crumple dash forward > backdash > hk hsu = 200 dmg

Decent damage for an untechable knockdown with lots of frame advantage.

crumple dash forward > cr. hp xx hk legs + mk legs > sweep = 245 dmg (227 dmg on shotos)

Difficult combo but does lots of stun, and gives untechable knockdown.

crumple backdash > jump stomp > double fierce > walk instant stomp x 3 = 246 dmg

Good damage, pushes opponent halfway to the corner, and causes regular knockdown.

crumple dash forward > lk hsu > cr. lp > st. hp = 248 dmg

Good damage, no knockdown, + 3 for Chun.

crumple dash forward > cr. hp xx mk sbk = 267 dmg

Best damage, no knockdown, + 2 for Chun but leaves her with a 50/50 guessing game.

crumple dash forward > cs hk xx hk legs + mk legs > sweep = 267 dmg (big chars only)

Best damage, untechable knockdown, lots of stun, but only works on big characters.

What combo do you guys use after crumple and why?

I prefer the backdash into stomp combo because of all the knockback it does. It’s also really flashy lol If they’re already cornered, I usually go for the cr. lp reset… I like to use it if I’ve dizzied someone to get rid of the combo scaling.

after diizzy I always go for FA -> c.hp xx mkSBK
normally i just go for hazanshu option if i have meter i go with cl.hk xx exLL

btw you are forgetting my favourite combo
crumple dash forward > FA > dash forward > stomp x 3 = 212 damage

crumple backdash > jump stomp > double fierce > walk instant stomp x 3 = 246 dmg
do you have a video of this ? very hard to do

Here you go, from OHT’s youtube page… [media=youtube]2hcLcGxEzMY[/media] it’s the second combo.

thanks!
i got it now

I didn’t even think of the push back properties of her stomp/fierce combos. Thought they were just for steez to be honest.

I really love how with chun everyone does their own thing, compared to say Ryu where you’re pretty much guaranteed to eat something with f+hp and either a shoryu or a tatsu.

Probably not new but I didn’t know this until I tried it tonight (cos I was about to die) but you can jump (away and towards) RH Blanka’s ultra whilst its in the air and you beat it clean… (not sure if you have to hit in on top or not I hit it on the top of it)…

Anyway that’s my thing I learned today about Chun (one a day keeps the doctor away)

do all the lvl 2 focus combos work with lvl 3 as well? or are there differences in timing.

been trying to do this combo in practice mode, not having a lot of success. about 50% i am able to land the stomp after the focus backdash. double fierce after that is not so hard, but the walk up and 3x stomp i can never seem to get. usually i’ll land only the first one. any suggestions?

To do the stomp after the back dash hit the stomp right b4 you hit the ground will pop them up then after the fp into stopms walk up a lil 2, 3? steps and do a instant stomp. which would look like this :uf::d: really fast Mk

^ what he said. i just want to reiterate not to do the stomp too early… if you are too late, you’ll land and do cr. mk and it will still hit them. so virtually the only way to whiff the first stomp is to do it too early.

what do you guys think of this combo:

jumpin hk> cr.lp, cr.lp xx ex sbk?

291 damage and (500 ! ) stun.

2 of these and alot of characters are stunned including ryu, rufus, and akuma.

works anywhere on screen can be folllowed by another ex sbk for 640 total stun in the corner.

only problems is that it is a jumpin combo… so that knida makes it meh. also the ex sbk launches the opponent far away from chun, so it may be hard to take advantage of the opponents half full stun meter.

however there are some good things about this:

it always pushes the opponent forward so this either helps chun get out of the corner if she was in one, or if done midscreen it pushes the opponent into the corner.

and of course the opponent is always ultrable (lol) if they are close enough to the corner. and the stun lasts throughout the ultra, which means that chun has a decent chance of dizzying the opponent right after the ultra connects, on wakeup, depending on how much stun the opponent had. (it will always be 500 or more)

i was also thinking about a combo vid i saw once that had chun punishing a blocked jab srk with her cr.fp xx mk sbk…

i dont likethat combo much cause the position that it leaves chun in… however what if chun has super? then she can link to super and be totally safe… sooooo this might well be a GREAT punish to any blocked srk once chun has super. it does 532 damage!

further more against cammy blocked cannon spike, chun can punish with hk hasan shu into super… that may well make any cammy fearful of doing blocked cannon spikes on chun.

thoughts? too hard to apply?.. not applicable cause of need to save to super?

idk, but i seem to be finding myself more and more with full super with chun… both because of safejumps make ex sbk obsolete but also because of cr.lp x3 >st.fp being a go to bnb instead of ex legs.

-dime

^I’ve got a serious jumping flaw I’m working on, so as much as I like that combo, I will try to stay away from it! The stun is crazy on that though.

I’ve been punishing SRKs with cr fp xx HK legs > super when I have meter. Very easy to add the super in there and you are safe on block. Plus, I just think its sexy to hit a super after legs… :slight_smile:

I didn’t know that !! that changes ALOT. thanks man

I wouldn’t do jab jab EX SBK. It puts them far away, which defeats the purpose of stunning them.

^^^ that is my feeling overall as well.

however this may be a good combo to look for when the opponent is near the corner… can still ultra off of it and everything bla bla.

also the combo may have better applications versus those characters that arent so movement oriented???

personally i’ve noticed that after a hit ex sbk, as seen in many of shizzas matches…he will dash twice and then st.hk… alot of times the opponent will be trying to jump away… people have caught on to this however, and now the new shit is to wakeup and do a cr.mk instead which will hit chun… might be able to hk hasan shu there instead to hit the cr.mk…

all in all its risky, probably only good for mounting a comeback, if that… i was just startled by the high amount of (safe) stun achievable for so little meter. 400 stun is WAY lower than 500…

400 means at least 2 more opportunities in order to stun whereas 500 and up stun means only one more opportunity in a small period of time to stun, like say for instance chun needs 2 jump in combos and 2 meters in order to stun 1000 or lower characters. 2 jumpins in a row is ALOT to ask for… however just one or 2 hit st.mp or like 2 hit st.mp’s and then a sweep gets us 400 stun… after that a successful jumpin stun combo gets us 900 stun or so.

which means that in order to stun we dont really have to do much work once the other 2 factors are met.

900 stun means that all we have to do is land a sweep, throw,hasan shu, any jumpin, an st.hk, jabs to fierce bnb etc.

and 1000 hp characters will be stunned.

i think the first 2 conditions are easier to meet than what it at first seems.

i also think that the combo should primarily be used when the chun player knows that the opponent over the course of playing the game, has around 400 or more stun accumulated… it cant be that hard… how many times have we all hit people with 2 sweeps in a row, or a fierce and then a sweep?

but yeah if anyone says that its just theory fighter… i totally agree, so its time for me to go and test this shit out.

-dime

Any reason for the jabs and not cr.hp? More time to hitconfirm?

yes it is a hitconfirm… i’m not l33t enough to hitconfirm single jumpins and not press a button… few people are.

thats why you used to see alot of chuns do jumpin fierce x2 > cr.fp, but with no cancel. they would have canceled into mk sbk if it had have hit. but they dont have the reactions to just do a jumpin and if it gets blocked do some cr.lp’s instead… they have to commit.

only time i land a full fierce x2> cr.fp > mk sbk combo is when my opponents focus, or i confirm then being in a recovery state like i jumped over a fireball or something.

-dime

Hey Dime, that’s really good advice about keeping track of stun… I’ve never thought about it that way before.

I like that combo because I usually just do bnb off of j. hk. the thing that sets her j. hk apart from her other jump-ins is it reaches so far down, it almost makes up for her floaty jump. the only thing is if it’s done as shallow as possible, it ends up with very little frame advantage on landing… just enough to do a light attack usually.

EDIT: it’s focus bait though… i’m pretty certain bison can lvl 2 crumple you before you can block if you hit his tall ass stance from that high up.

yeah, keeping track of your stun is something that any experienced player is going to naturally do… i do it all the time and my opponents do as well, the thing is though, most people only keep trackof stun to the point that they are abut200-300 stun away from being stunned.

so imagine that you keep track of 400 stun on your opponents, AND you know that 1 combo will put them VERY close to dizzy… they wont be “aware” of there stun until they get hit by the combo… and by that time, anything that they do is going to be VERY risky, so they will just want to get the f away from chun… which chun may be able to use to her advantage… not only that, but there are truly diabolical ways to keep the opponent in a stunned state, such as making them block alot… which might also make them get stunned “out of nowhere”

if chun is using this as a strategy from the first sweep… its unlikely that the opponent will know about it as a strategy… which ups its success rate i imagine.

anywho… its something to think about at least.

-dime

The thing about SF4 is that jump ins do tons of hit/blockstun, so you can hit very early and still have time to combo afterward. Makes for easier confirms, but usually I confirm my jump ins before they land (such as opponent being in recovery). I’m not a big fan of jumping as Chun unless I’m sure it will work :slight_smile: