Chun-Li Combos and Glitches

Hey all, checked everywhere but couldn’t find this information. If far standing lp hits and is a counter hit can far standing fp still be comboed? I can do the combo on a non counter hit easily but not haven’t landed once when lp is a counter hit.

Also

[media=youtube]NgGR-4Sm-sg[/media]

At 4:11 it looks like chun links ex legs into a FULL ex SBK, I thought you could only get a partial ex SBK after ex legs? Maybe I’m just seeing it wrong?

is the st.fp being blocked or not coming out at all?

Why dash twice if you don’t mind me asking for the Lvl2fa, legs combo

It’s just a single dash. I’m bad for saying double dash as well. It’s a weird habit that a buddy of mine caught me doing. He understood what I meant but pointed out ot me that it’s a single dash.

can someone explain how to do the combo that makoto (chun) did against uryo (abel) before their godsgarden matchup? it was a 37 hit combo, and it was basically chun repeating cr. fp > legs.

i attempted it in training mode, but could never get the cr. fp after legs to connect so i wondered if there were certain restrictions to that combo (e.g. character specific, counter-it only, etc)

also, if anyone has a link to the video of it, it would be much appreciated. thanks!

Would like to know this as well.

It’s been covered before. It’s a special property and frame advantage that hk legs mashed into mk legs has that gives you +7.

So you can link EX legs (3f link, or you can just mash XD), s.fp (2f link), c.hk (1f link), and c.fp (1f link) for the best combo enders IMO.

So what Sako (Sako did the combo, not Makoto I believe. Sako has GDLK execution) did was hit c.fp canceled to hk LL, mashed into mk LL, linked into c.fp and repeat. Works on Abel especially well since his hitbox is stupidly thick lol, which means 3 repetitions are very plausible.

Are these the same staple combos Chun uses in Super?

c.fp combos into hk sbk on counterhit for 273 damage (243 for c.fp xx mk sbk)

not really useful information i guess, but until i discovered this i had just assumed hk sbk was uncomboable

you’re right… it was sako. with that info, i found the video here: [media=youtube]vCN72Dgabew[/media]

they played the video before the makoto v uryo match so i thought it was them “warming up” and thought that was some crazy sh*t to warm up with. haha. thanks for the explanation too.

Cl. HK combos into HK SBK. It was useless in vanilla, but it combos correctly on T. Hawk in super.

cl.hk xx hk.sbk combos for most large hitbox characters and does deal more damage than c.fp xx mk.sbk despite a few hits missing. but it does leave you at neutral on hit. so its a guessing game from there.

ssf4 is a pointless game for turtles.

Can we get a consolidated combo page for SSFIV Chun-li?

CH s.HK HK legs MK legs U1 works on Ryu and Ken for about 476 damage meterless ultra combo. Haven’t tried anyone else. For you execution players this might tip U1 into favor again against them.

Regularly MK legs extension whiffs on them but the counter hit makes enough changes to the hitbox to make that 1 or 2 hits needed from the MK legs to link the U1. Can also link sweep (260 damage/530 stun), Ex legs (281 damage/481 stun), super(435 damage/360 stun) or s.fp(267 damage/530 stun) without ultra.

You’d have to hit confirm it because MK legs extension will whiff if they block but I think it’s an easy hit confirm and if you’re fishing for OS throw tech then counter hit doesn’t really have to be confirmed. I don’t think it’s that hard to hit confirm the MK legs extension.

It might bring a safer alternative to nemo string because these 3 can just see the s.HK and DP the naked s.HK or the hazanshu that follows after it. On block, s.hk hk legs I believe is neutral with some key points that lets you keep up the pressure. For Ryu and Ken LP and MP dps will whiff if you do nothing. HP DP can’t be FADC if you block standing. If they try to mash out cr.lp/cr.lk you can just do nothing and whiff punish. Everything else you can CH cr.lp sweep.

I’ve been using s.hk hk legs as a block string / OS throw tech trap for awhile now and it’s been giving me some nice results and continued pressure once you get them scared of the nice spacing you get off it on block. Beware though it doesn’t work on another chun as some of the HK legs will whiff on block and she gets a free super or cr.lk ex legs.

If you can’t hit confirm MK legs or aren’t comfortable with getting the CH then you can do cr.lk ex legs or cr.lp s.fp after RH legs and that works too.

Just to be sure, are you guys doing HK legs and linking MK legs or mashing HK then masking MK during the initial legs?

Doing HK legs and then, canceling into MK legs.

what meterless bnb should i be doing?

so far i’ve been doing c.lk, c.lp, s.lp, s.hp, anyone else have input?

That’s a fine bnb, if you can though you always got

cl.RH, HK Legs
cr.Fierce xx HK Legs, MK Legs

Both do good damage, build meter and stun, also if you swap the cr.lk for a jab you’ll get like 10-20 more damage :wink:

How to cancel a light Hazanchu to super ? Really I’m stuck… Maybe someone have a video tuto