^^^er what, i wasnt talking about chaining FROM close standing attacks… i know that they cant be chained FROM… we were talking about chaining INTO them (that is the time when they are not supposed to be cancelable.)
going on, new theory fighter shit:
so i was in training mode trying to find something op… i didnt find it… o well… HOWEVER!
i started to practice the swedish firecracker ™ got pissed cause i CAN NOT do it… i really NEED a focus breaker that is GOOD… so i was experimenting with that combo and cam up with an EASY ass slide!:
st.mp (lk,lk,mk,hk,3k)
this only works because the default buttons on the te have those extra buttons set to 3p and 3k… so you just slide past light kick then slide from left to right ending on 3k… this shit cancels far st.mp like butter… SOOOO EASY! very little skill needed.
this is nowhere near as good as skatans hitconfirm method… i couldnt get it to delay and still have the ex legs come out… so it is not confirmable afaik… but that isnt the point… ever had an asshole focusing in your face just out of walkup throw range but inside sweep range (this is where ALL focus are done) well now if you see them charging that level 2, you have an easy ass reactive 7 frame focus breaker that does great damage… no need to go to piano school and drink 5 redbulls to hitconfirm.
this will help me to keep those focus whores a lil more honest… so i’m really excited to start using this shit.
also, using 3k and 3p is completely legal for tournament play.
unfortunately this cant be done on the arcade… but oh well… super isnt in the arcades anyways.
A nice little combo you can do to most crouching opponents in the corner is cl. HP xx MP kikouken and then link it into a move that’s about 7 frames or more depending on the character. For instance on Ryu in the corner you can do J. HK, cl. HP xx MP kikouken, B+MK, b+MK, tenshoukyaku for about 323 damage with no meter. This works on most characters as long as they don’t have a weird crouching hitbox like Blanka or Honda. For those characters you have less frame advantage but you can still link something like cr. lk xx EX Legs.
You can also choose to set up a frame trap with the cl. HP by throwing in a cr. lp beforehand like you would with the Nemo string. But I think only kikoken will combo so don’t use HSU like you would with nemo string. It’s a different setup with different combo possibilities:
One I like on Akuma midscreen is cr. LP, cl. HP xx MP kikouken, cr. HK for a knockdown link.
On Akuma in the corner you can do cr. LP, cl. HP xx MP kikouken, swedish firecracker.
^You can add a jumpin to the start of either of those to increase charge time.
I’ve only just scratched the surface of this setup but I got the idea from this video:
[media=youtube]Qi0Sjg7XxDw[/media]
^The infinite from there is hard as fuck to do because of charge time management, but it did reveal that cl. HP xx MP kikouken on a crouching opponent gives a considerable amount of frame advantage because it pushes back so far but still combos into kikoken and allows Chun to recover quickly enough to link into most of her normals as long as she can reach.
I’ll edit this with more info later when I have time.
Why would you want to? Just a Kikoken hit into U2, I wouldn’t bother, it seems like a waste of meter, there are way better ways to land U2 in the corner, I guess if you’re doing it just to able to then coolio but I would never use that in a match personally!
Now Cr.Fierce xx RH.Legs, Forward.Legs FADC U2, taht would be a worthwhile use of meter
The only FADC that I’m concerned with is the possibility of HSU > FADC > U2.
Now, normally I would simply HSU > c.short > ex legs > U2…but if the FADC is possible, the reduction in scaling could possibly make it worth the two bars.
Anyone know if this works yet? Corner specific?
Also, in vanilla, her most damaging super combo was:
j.rh > clst.rh > fierce kiko xx Super for like ~465
Does anyone know if there is a superior combo into super in SSF4? I need more time in the lab, and I’ll figure this out myself, but I was just curious if any of you had tried it.
Yeah, I should have quantified my last statement with “that is the most damaging combo into super that is brain dead easy”…i.e. doesn’t involve a one framer.
j.fierce x2 > c.fierce xx mk.bird > Super is also a mammoth combo, but so rare to actually land, since I use her super WAY more as an unscaled punish than I ever get to combo into it.
I actually was able to do Kikosho after a trade today, I hit a Rufus with the spin kick and he hit me too, I stayed on the ground and was able to reversal Kikosho as he fell down. It’s so awesome that he just can’t keep up the pressure so easily against Chun now.
By spin kick they mean df+lk. Yeah it works, I’ve messed Rufus up with that thing. Following it with U2 is even a greater pleasure. I love Chun’s U2, it just opens up her gameplay so much.
doing the cr.hp xx HK legs, but when i do HP~MK, my middle finger often touch the HK button, causing a sweep to come out… guess i need more practice, keke~