Chun-Li Combos and Glitches

You don’t cancel it - you have to link it.

The problem is, LK Hazanshu is 45 frames in total (46 & 48 for MK / HK) but chargetime for super is 55 frames.
So you have to delay the button press for the hazanshu for the missing frames after you have completed the HCB-motion.

About ***the missing frames ***

Even without delay you can link the super.

There an information really important which explain this : HitStop
sonic hurricane dot com ? Impact Freeze

When you hit (hit or block) someone, the game stop / freeze. That’s why option select on jump works.

During those pause you add charge time. The best exemple is ultra freeze. Clock keep working.

So hereare the numbers
sonic hurricane dot com ? SF4 Combo Challenge 05: Rufus / Viper

That means any special move give you 15 frames of charge

So that’s why i say delay is not an important factor
45 + 15 = 60

I didn’t really think it added extra frames but it makes sense when put into action. Thanks for that c_nul! you da.

On a side note is anyone using cr.lp (blocked), cr.lp (blocked), step back two steps st.mp (hit confirm) > super? I’ve used it with a bit of success. It definitely works better in the corner when your opponent can’t walk away. It seems like a lot of times when it hits it’s a ch against crouch techs whichs adds even more damage and time to hitconfirm.

I use Counter-hit st.strong, st.strong, Super A LOT. That shit is so good. And it looks super fresh.

Delay is still useful as it makes it a lot easier to pull off. Remember it takes more than 1 frame to do the super motion, and you can’t buffer it early like other links because you won’t have charge if you do.

that’s hereby referred to as the “Ark Impulse”

and i’m officially stealing that shit. Thanks ark.

Lol, so we got Swedish Firecracker and Ark Impulse, but still nothing that’s been named after Shizza.

What’s up with that?

“The Shizza” - Getting Top 8 at Evo with Chun.

While other people can do the Ark Impulse and the Swedish Firecracker, Shizza is the only one who’s been able to pull off his combo.

Touche, my friend. Touche.

I know this has been asked before, but I couldn’t find the answer. How do you guys do C.MK xx EX Legs on a 6-button joystick? On the 8-button joysticks I can do the slide (MK, LK ~ MK ~ HK ~ KKK), but I haven’t figured out the most natural way to do it with without that 4th KKK button.

I don’t have a 6 button stick, but I would think it would go something like:

mk, lk~mk~hk~mk+hk/lk+mk…whichever feels more comfortable to you.

Judge. You’re back?!? Get your ass online, stat! :slight_smile:

As for the EX Legs question. I personally do lk/mk, lk~mk, lk~mk, mk/hk. (Sometimes, I get two more inputs by accident since I am using Sanwa buttons). There’s more than one way to approach getting legs as you are simply looking to get 6 inputs.

Setups / Conditioning for the ch in the nemo string

What ways do you condition your opponent to mash crouch tech during your nemo strings? I do cr.lp tick throws which seems to work pretty well, but sometimes I get impatient and just throw out the string the minute I have a bar of meter and don’t use my head.

I have a seperate question about the string. If i’m getting thrown out of it before the cl.hk comes out am I just waiting too long before throwing out the cl.hk or do throws beat normals even if they come out before 3 frame startup of a throw?

I’m just going to use this video as an example of how beautiful the string can be: [media=youtube]yBbt1wG54-k#&t=6m18s[/media]

The nice thing about frame traps is that they take the place of a throw, but when you think your opponent thinks they will tech. It sounds weird when I write it down.

Anytime you would normally throw, mix it up with close standing roundhouse. Buffer the hasanshu, or learn the cr.short link afterwards(to be safer).

Throws activate on the third frame, close standing roundhouse is 4 frames. So if you are point blank to someone and you throw a crouching jab, then close standing roundhouse, and they are mashing on throw/crouch tech, the close standing roundhouse will hit them on the first frame of their throw/crouch tech, counter-hitting them.

So if you’re getting thrown, you’re waiting too long.

I wish I had a programmable controller so I could test what would happen when a throw and a normal are out at the exact same frame.:sad:

So is it, if I think they think they will tech, or is it if I think they think they will have to tech? The second one makes more sense in my mind but I often miss the point.

I’ve read that throws beat 3 frame jabs so I’m assuming this means that if they come out at the same time the throw wins. The thing that worries me is reversals with startup invincibility always seem to beat / trade in their benifit. So, if someone is mashing reversal it makes doing this unsafe. I guess if this happens you have to find another way to condition your opponent to stop mashing reversals. I guess one way would be to jab once then walk back and see if he’s mashy mcmasherson.

Once you start typing “they think they think” in a real sentence, it’s gone too far.

The simpler way to think about it is this:

Make your opponent think you are going to throw them.
Then, hit Roundhouse.

You don’t even have to walk back. Just chain jabs into nothing(block).

Conditioning someone not to mash reversal is really simple:

Make the risk outweigh the reward.

When I play Fei Long/Ken, and I am mashing DP for whatever reason, if I whiff/get blocked and the person punishes me with jab jab jab, I am going to keep mashing DP until they make it not worth my while.

One thing you said stuck out to me :

Remember not to be afraid. If you get a knockdown or jump-in, don’t back away for the sole reason that they could possibly DP. If you never pressure them, you are letting them out of a 50/50 for them as well. Make them choose to DP or not, and read your opponent to slight the match in your favor.

It’s also important to remember that you have to delay the cl.hk to when your throw would normally connect. So you have to delay the cl.hk for 3 frames after you would normally push lp+lk since throws have a 3 frame startup.

Thanks dudes. Imma practice this up and get it air tight.

Im sure someone posted it already but just incase
a game saving combo after jumping over a fireball or fireball ultra is
j.hp(2hits) - c.lpx2 - c.mk. - ex/heavy kikoken
great damage and easy to pull off, 2 frame links all around