Nice I never seen this before… shizza dashed in and did headstomps after a Focus Attack against airborne viper. I used to dash in forward twice and sweep them but good to know this works too.
cr.hk after mk.ll is a one frame link. Two if you plink the sweep. Go into the dojo and practice it. you’ll find it’ll be more and more landable when you learn the timing and practice the plink. Getting a knockdown is what it’s all about.
cr.lk, cr.lp, cr.mk XX kiko won’t connect. Has to be ex.kiko.
Yeah it’s known, but you’re making it too hard for yourself. :looney:
You don’t need the dash, it’ll still connect.
What is the best way to to C.HP into HK legs on a stick?
I see a lot of chuns do this but have a hard time figuring it out how.
slide from cr.HP -> HK -> MK -> LK -> MK -> HK
then mash on MK (4x) to cancel into MK legs.
that’s one way to do it, anyway. there are a few variations.
you can piano it too, without a need for a slide (if you don’t want to use a glove or develop calluses)
cr. HP + MK (right hand) ->
LK (left thumb)
LK ~ MK ~ HK (right hand, either piano or slide)
…we should come up with a name for this combo…
Two ways.
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Sliding. [media=youtube]uMG5mpzBqSg[/media]
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Piano’ing. (Not sure about a video)
Piano method would be something like:
fierce(middle)+ forward(index) , roundhouse(ring)-> forward(middle) -> short(index) -> roundhouse(ring).
For a while I was using this slide~piano~slide method:
Only 60% success in training mode and very unreliable in an actual match. The inputs just looked sloppy when I viewed them and it wasn’t getting any better with practice.
So I came up with this new method for myself:
(HP+MK~HK~LK~MK~HK) Ring finger on HP + middle on MK, slide ring finger down to HK, then slide index finger from LK to HK.
It feels a lot cleaner and now I’m able to pull it off in a match as a punish as often as I can do cl.HK xx HK Legs.
FADC is used to avoid scaling. The last hit of the Upkick combo hits multiple times and scales down the damage on the ultra more. FADCing on the second hit -> Ultra will grant you around 100 more damage (I think it totals to around 380-390? Not too sure at the moment.) Full upkicks to ultra will get you around 260 damage.
It’s a nice punisher. It doesn’t have much use outside of that, though, as it’s pretty difficult to land.
Upkicks only count as one additional hit toward scaling. Not 3 or 4. I don’t think it does only 260 combined with U2. That would be ridiculous.
I gave Chun a whirl for the first time in this game today, and mostly went with UII. It’s obviously a pretty effective anti-air device anyway, so I wondered if it would fit after the up-kicks target combo. I caught an Akuma player with it in the corner, simply busting it as he fell after the last pop up into the air, and it did great damage, and looked rather badass as well.
I think this will be an important combo for her during intermediate play, possibly even becoming the new c.MK xx SAII, in terms of dealing good, easy damage.
So, Chun-Li players must be overjoyed, cuz c’mon, in the first game (SFIV) whenever you got Ultra, it kinda involved a high level stick & buttons manoeuvre to actually land it, outside of a mashed out wake-up gamble, lol
It’s an ass combo. If you can use it as a punish you might as ultra outright. The only other way to connect it is after a jumpin.
Agreed that it is a combo I really, really never use, if you want to punish into Ultra II then clearly the best option is cl.RH, EX Legs, Ultra II, it’s easy low risk and high reward (445 damage with full Ultra I think)
and cl.hk comes out in 4 frames. Causes a lot of counterhit scenerios with mash jabbers.
Actually, if you FADC your damage is 1 less, I tested it out on Ryu yesterday and I believe it’s 388 with FADC and 389 with upkicks all the way through. But I’m not sure if I used a jump in target combo before that, I’d have to check again, but anyway, the FADC is only handy if you get blocked to get out of being punished.
Just don’t do this combo after a dizzy, it will do no damage at all.
what are her best punish combos, ex and no meter?
Thanks!
ps i wish the first post was organized so it included everything…
With EX, I always punish with cl.HKxxEXLegs(, Kikousho)
Without EX you’ve got cr.lp xN, fs.HP or cr.HPxxRHLegs into this and that.
into what? sorry im a noob at chun.
also what is her BnB without ex?
This thread has a list of B&B’s, bar and otherwise as well as a bunch of other cool Chun info.
http://shoryuken.com/showthread.php?t=184595
It’s Vanilla, but mostly that just means is it’s missing AA df.lk > dash EX legs, the fact that EX legs combos aren’t as good as they used to be, and the details about U2, which can be summed up with “juggle into it”.
Any other Basic/Newb question’s go in this thread or the Saikyo Dojo.
I landed CH st. MP > st. HP on a Guile yesterday. That’s not even too difficult as st. MP is +5 on hit so +8 on CH, and st. HP comes out in 6 frames. The damage is pretty decent too, 185 or so, and we all know how easy it is to land some CH st. MP due to its range and speed.
I teached this Guile the power of true fists …
There’s one thing I’ve always asked myself. How is the combo cr.LK cr.LK EX legs (and alterations) even possible?
According to frame data, cr.LK gives +2 on hit and is only chainable, not special move-cancelable. EX legs have a startup of 4 frames. Doesn’t that technically mean that this combo shouldn’t be possible, or is that just a very special attribute of the cr.LK itself?