Chun-Li Combos and Glitches

There was a discussion on this a while back. I forgot what we concluded. Something like “renda-canceling” or some shit.

ITS A FUCKING CHAIN… grrr.

-dime

Yup, it’s a chain, specially since EX legs can still come out but won’t link after cr. short if you press it a little late.

rawr, aren’t we feisty? Going to Don’s tonight?

For the record, the Ricky Tam combo seems to work fine on Dudley & ibuku. I was able to get it to work once on Juri with a particularly long walk forward, but only once. I couldn’t get it to work on any of the other new characters.

how are you guys doing standing mp to ex legs?

I use mp+lk hk~mk~lk lk+mk twice to make sure i get all my inputs.

Same as cr.Fierce, Legs… I slide down from the st.Strong then slide up to RH then back down to short and up again… (Using a two finger slide on the way back up to hit EX)…

Some character-specific stuff for Super:

  • Balrog & Dudley fall out of EX Legs at max range (e.g. after Hazanshu -> cr.LK), so you can’t juggle U2 then. Not sure who else this is the case with.

  • LK Legs never hit properly on Hakan, so don’t bother with any of the links from it.

This is probably known, so excuse my late arrival to the party if it is:

I know in Vanilla, everyone was trying to land ultra after cr fp xx hk legs, mk legs. I recently saw the video that Mags posted with a Japanese Chun player landing it on Gouken in Super and hit training to get the timing down. Its a veeery tight 1 framer, but I’ve been able to land it with about 40% consistency in the dojo. So that much is known, but what I discovered, is that you can land ultra 1 after cr mk to hk legs, mk legs! I’ve so far been able to land it on every character I’ve tested on (Hakan, Juri, Ryu, Sagat) anywhere on the screen. I’m going to need to test it more, but I’m thinking anyone who falls victim to cr mk as an AA is now punishable anywhere on screen with a meterless combo into ultra! You’ve got to be close enough for the mk legs to fully connect, but to me at least, this is fucking amazing!

Expanding on the post above:

I was wondering if anyone can explain to me how tight it is to FADC into something that will give you at least +7 after the dash. I always wanted to fiddle around with the FADC into c.hp xx legs, and was wondering if it would be a viable option to FADC something like c.lk > legs > FADC xx c.hp > legs xx c.hp > mk.SBK or into full U1. I know timing is probably hella strict, but I guess it boils down to two questions:

  1. What is FADC’able and gives +7 advantage after dash?
  2. Is it confirmed that c.hp > hk legs > mk legs gives +7 to ALL characters on all hitboxes, or is it character dependent?

I wanna flash like Yeb used to do with Gen in Vanilla >:D

  1. Kikoken, sometimes…
  2. If the final hit of mk legs connects, it’s +7.

That said, on fatties, Cl. HK xx HK Legs MK Legs will work and cl. hk starts in 4 frames.

As for you’re combo, you can make a slight adjustment and just use cr. mk instead of cr. hp. I’ve tested this on Ryu and Cr. LK xx LK Legs FADC Cr. MK xx HK Legs MK legs will work. There is a recent video in the video thread where a Chun called Sako does Cr. HP xx HK Legs MK Legs > Cr. HP xx HK Legs MK Legs > Cr. HP xx MP Kiko FADC Cr. HP xx HK Legs MK Legs etc. lol impressive. Chun can definitely do the old fart combo.

Okay guys, I am away from my copy of SSF4 at the moment so I need some help.

Ever since seeing that video of Sako linking Hosenka off cr.HP xx HK Legs xx MK Legs, I have been screwing around with that combo in the lab trying to figure out some cool / fun stuff.

Here’s what I got so far. After cr.HP xx HK Legs xx MK Legs, it is possible to combo into EX SBK, ANYWHERE on the screen. Unfortunately, it doesn’t work on all characters.
Also, if you are close enough after the end of the combo, you can link cr.LP > st.LP > st.HP for an easy followup. If you want to be flashy, end with Super after the far fierce.
This one is already well known, I think, but EX Legs combos after as well.
cr.HP xx HK Legs xx MK Legs has deceiving recovery time - if you don’t think your opponent is mashing a reversal, walk-up throw is a viable option afterwards.

I have been working on a combo in the lab, but my execution isn’t tight enough to make it to the end. I am 100% certain that this combo is possible:
cr.HP xx HK Legs xx MK Legs > cr.HP xx EX Kikoken xx EX Focus Attack Level 2 [Crumple] > cr.HP xx HK Legs xx MK Legs > EX Legs > Ultra 1/2

Practical? Not at all.
Flashy? You better believe it.

EX Legs combo’s directly after the LL combo. If you do a low short and then EX Legs you get a little more damage, but if you do U2 after this it does less damage overall than an immediate EX Legs.

Anyway, the LL combo is +7 so you have forever to do whatever mixup you want. To avoid getting dp’d i found its best to follow up the LL combo with a cr.lp and then lvl 1 or lvl 2 focus dash to keep the pressure on. This is safe against dp’s cause they’ll whiff and you get a free crumple.

To cut down on scaling, you can throw super right after mk legs, or you can link st. fierce after mk legs into super.

I don’t have the chance to play right now, so I’m wondering:

would d/f lk after mk legs be a decent CH trap? Theres too much push back for cl st rh to come out, and people love to mash in the hopes you’ll drop your combo. I’m sure it will get beaten cleanly by DP, but normal and command throws should outright lose to it, right?

Cr. LK xx LK Legs FADC Cr. MK xx HK Legs MK Legs > Cr. HP xx HK Legs MK Legs > Sweep

… last hit does 10% damage. Does that seem like a combo any of you crazy kids would wanna try?

could i set my fourth kick/punch button so i could do cr.hp into ll without hurting my hands?it’s so useful but it’s a pain

Personally I think everyone should learn how to do cr.HP xx HK Legs as if they only had a six-button setup (one button for each strength of punch/kick), but if you’re not likely to ever play in an arcade, I suppose do whatever works best for you.

yo from now on you’re only gonna see me slidin’ with a 20 dollar bill wrapped around my finger. works smooth as shit son.

Does anyone use fadc fireball combos here? Is it practical? I think my execution is good enough to do it but I never bother. One combo that would seem practical would be (if your sitting on charge or jumpin precharge) cr.lp > cr.mk XX hp.kiko fadc bnb or something like that.