Chun-Li Combos and Glitches

Is there a trick to HK legs > MK Legs? I can’t ever seem to get the MK legs to combo afterwards.

I can do all her other combo’s but that one and it’s annoying me, lol.

Also as a note. I’m finding when I manage to punish fireballs with hazanshu (MK or RH version) doing a raw EX legs into ultra nets some beefy damage and seems to work from all distances.

just mash on MK while HK legs are going its about the easiest part lol

hello

Some stats for you :

Tried on Ryu.

U2 1/2 full do 240 damage
U2 3/4 full do 286 damage
U2 full do 330 damage (90 damage more than 1/2 full)


U1 1/2 full do 326 damage
U1 3/4 full do 398 damage
U1 full do 460 damage (140 damage more than 1/2 full)


Ultra 1 in combo ?

U1 1/2 full after cr lk cr lk ex legs in the corner do 325 damage on Ryu
U1 3/4 full after cr lk cr lk ex legs in the corner do 374 damage on ryu
U1 Full after cr lk cr lk ex legs in the corner do 389 damage

U1 1/2 full close hk xx ex legs in the corner do 420 damage (100 damage more than without combo)
U1 3/4 full close hk xx ex legs in the corner do 460 damage (60 damage more than without combo)
U1 full after close hk xx ex legs in the corner do 493 damage (30 damage more than without combo)

U1 1/2 full after close mp (2 hit) xx Ex legs do** 399** damage
U1 3/4 full after close mp (2 hit) xx Ex legs do 440 damage
U1 full after close mp ( double hit) xx Ex legs do **473 **damage and give you more time to charge your ultra :wink:


**
Ultra 2 in combo ?**

U2 full after df lk do 304 damage (236 damage 1/2 full and

U2 full after Focus level 2 do 321 damage

U2 full after cr lk cr lk ex legs do **336 **damage

U2 full after jump forward HP x 2 do 340 damage

U2 full after Focus level 3 do 361 damage

U2 full after df lk - dash - ex legs do 368 damage

U2 full after neutral jump HP x2 do 392 damage ( 308 damage if 1/2 full)

U2 full after close mp (2 hit ) ex legs do 419 damage on Ryu

U2 full after cr mk ex sbk (in the corner only) do 427 damage on Ryu

U2 full after Close Hk ex legs do 439 damage on ryu

U2 full after jump forward HK - Close HK - Ex legs do 476 damage

U2 full after Neutral jump HP ( 2 hit) close hk ex legs do 516 damage

nice post

Wow, I did not know that the Ultra’s don’t just have two damage outputs at half and full. So there’s a 3/4 one as well? Nice to know.

Ah, I misunderstood. I thought I was supposed to be linking RH Legs > MK Legs. You do RH legs with the MK extra hits added on. That’s what I was doing to get it to work, but thought I was losing out on damage because I couldn’t actually link a raw MK legs off it.

Dunno if this has been reported or not, but I just found an easy and quick way to input Chun’s Ultra II. Due to the input leinency of the game, you can input the 2x qcf input like this:
:d::df::d::df::r:
Taking away the extra :r: input saves a lot of time and lets you throw out the ultra quickly in desperate situations where you didnt think ex legs would land. This way you only have to move the stick 4 times instead of 6 (since moving the stick forward requires you to return to neutral, creating an extra input). It has helped me out a lot.

Lv2fa, double dash, mk legs, cl.hk x ex legs - 270dmg

This might be the most damage you can get without doing something overly complicated that works on every character?

That’s a two or three frame link right?

It’s a two framer afaik.

The only character I have my doubts about it working on is crouching Blanka, hidden hitbox. I’m still miffed that cr.lp > cl.hk doesn’t connect on a crouching blanka.

Is (something) xx EX leg => U2 the only practical way to land Li’s Kikosho ?

^
No.

Air-to-air target combo (2x j. hp) > U2
is really practical too.

And it might seem obvious but :
FA lvl2/3 > U2
Anti-air U2

There are others, but maybe less “pratical” :
EX SBK in the corner
Ground Target Combo (d+mk etc)

Hello, i was looking a replay and i notice something with the data (damage) enabled.

Zangief don’t like Ex legs of Chun li !!!

I see a chun li punish blocked ex green with cr lp crlk ex legs and it’s do 196 damage.
The same combo on ryu do 168 damage

Close HK ex legs do 260 on Gief and 220 on Ryu.
In fact ex legs hit 4 hit on Gief and 3 hit on Ryu, That explain why ex legs do more damage on Gief.

But watch out in the corner, ex legs do 3 hit on Gief :confused:

So to punish an ex green hand you can do close hk ex legs for 260 damage or Close mp (2 hit) ex legs for 240 damage.

Here the list of characters where Ex legs do more damage (4 hit) :

Ex legs 4 hit = 160 damage and 3 hit = 120 damage

So the others characters eat 3 hit (120 damage)
Here the list for the lazy guys and girls

Ok thing you have to understand. 4 hit or 3 hit don’t only affect damage but also affect the way your opponent fly away. With 4 hit he stay more longer in the air and of course with 3 hit he fall faster.
So lover of U2 you need to watch out carefully this list i think.


You think it’s done but it’s not. After trying ex legs on every character i notice than Ex sbk has same trouble
on some character he do 170 damage and on others he do 120…

Yes i know its a shame.
So like here we go, here are the results :

5 hit or 4 hit affect also the way your opponent fly away. In fact the last hit of Ex sbk has a strange properties. your opponent is like a spining top.
So he stay more longer in the air of course.

If you want to work on some safe jump setup, i encourage you to llok those list carefully :slight_smile:

Now i understand better some things.

Close hk ex legs in the corner follow by ex sbk do 396 damage on character who are not lucky ( 160 damage ex legs + 170 damage ex sbk)

And lucky characters have 296 damage in the same setup :frowning:

along with what the things that f2c mentioned the other primary ways to land kikosho are after B+mk string (if the opponent wiffs something big on the ground)

or after an AA d/f+lk.

-dime

nice post cnul

Funny I forgot that obvious one :stuck_out_tongue:

Thx Shizza.
What about your wednesday fight night ?

They’re changing the venue apparently and it wont be opened again until after EVO. I’ll post it up when i find out.

Just thought I’d post up something neat I’ve been tinkering with. It may be something you already do, but it’s worked to a huge success on offense for me.

I haven’t really played much in past…oh 3 weeks or so, but when I do sit down to play I make sure to try to land cr.fp -> h.LL whenever I can for practice and muscle memory.

Here’s one thing I do though, on both block and hit, hk.LL puts you in a fantastic position to set up for a throw. What I mean is do cr.fp -> hk.LL -> pause -> throw, it’s extremely hard to read, and so far almost nobody has teched it whenever I set it up, especially used sparingly. It’s great for resets, and especially to set up corner unblockables on the specific cast that it can be done to.

for example, stocked U2, but only have 1 gauge of meter. you’ve pushed him towards the corner and successfully read a FB from ryu to land j.fp x 2 (or j.hk) -> cr.fp…, you know that if you continue the combo you can get some decent damage, possibly a hasan shu reset, or just finish and get a lot of meter. They think after the hk.LL you’re going to continue with the standard mk.LL -> whatever, but instead you pause and do the f.throw reset into the corner, and you’ve just got yourself a guaranteed U2 from the unblockable…allowing for far more damage to be dealt and a serious mind fuck to the opponent.

Again, maybe something you already do, but so far I’ve had nobody tech that throw