Chun-Li Combos and Glitches

If you jump over fireballs, you should be able react to it and not need a hitconfirm.

j.hk c.fp xx mk spinning bird or j.hk cst.hk xx EX leggs do more damage and are both easier to execute imo

I remember the answer is in the first japanese guide (Arcadia Extra Vol. 69 - STREET FIGHTER IV MASTER GUIDE Kobushi no sho).If someone has a copy near him look at the paragraph about Throw.

Az ?

Since we talk about throw i discover a strange thing with the hitboxes videos

But before how many of you experimented that ?
You go for a meaty throw on your opponent wakeup and notice :

1 - Your throw whiff. First reaction “i made it too early”

2 - Ryu or Boxer beat you with a simple cr lp. First reaction “i made it too late”

3 - You are throw??First reaction “WTF where is the throw tech”

The true is strange.
According to the hitboxes data, When someone rise up and become vulnerable, there is 2 frames where he is UNthrowable. During those first 2 frames you can hit him but he has no BLUE hitboxes.

I will make screenshots later.

What that means ?

  • Someone who mash cr lp on his own wakeup will always beat your throw.
  • Never do a true meaty throw because you will whiff

Throws beat attacks on the same frame. That’s why you can be thrown out of hazan shu.

You can’t throw someone in blockstun, but throws have 3 startup and 2 active frames, so if you are +1 after an attack, your opponent will be thrown on the 2nd active frame (frame 4). /theory.

I think throws outprioritize normals that come out on the same frame, so if you did a meaty throw… you could still time your throw to be active on the 3rd frame of their wakeup when they become vulnerable to throws and it would beat jab. So I knee them in the bojangos instead.

You can’t throw someone in blockstun, but throws have 3 startup and 2 active frames, so if you are +1 after an attack, your opponent will be thrown on the 2nd active frame (frame 4). /theory.

I think throws outprioritize normals that come out on the same frame, so if you did a meaty throw… you could still time your throw to be active on the 3rd frame of their wakeup when they become vulnerable to throws and it would beat jab.

Since I time my throws to also block reversal srk, I sometimes get jabbed. So I knee them in the bojangos instead.

If someone “safe standing techs” they will not be counterhit, even if you hit them in throw startup, so counterhit knee setups don’t punish those hard. You will still land a hit if someone is expecting to be thrown since pressing the throw button will make you stop blocking.

Cl. HK wouldn’t be useful in legs combos if it didn’t force stand since it has so much pushback, a crouching opponent would duck too many legs hits.

If an opponent is hit meaty, they will be caught in standing animation, so cr. mk becomes a viable alternative to cl. hk on wakeup as it will counterhit jabbers and hit standing techers low and they will be forced to stand if they aren’t blocking. It also has less pushback than cl. hk, so you can get MK legs extension to hit shotos.

or the vajayjay…

Lol in b4 edit… sometimes I forget to talk while I’m thinking. :o

Edit:

Theoretical Sweep OS tech usage. Sometimes, you don’t want to hit a character meaty because their reversal might hurt you, but they might also backdash or throw you (Rose, Chun Li, Dhalsim etc.). Sweep OS tech when timed to block reversals, will tech throws and punish backdash.

I’m not sure if this has been mentioned before, but as I’ve been working on Chun’s advanced combos lately I’ve been working on regular legs, u1 as well.
It’s a 1f link I’m pretty certain of, so it’s difficult to nail consistently.
But one thing I just figured out is that if you turn off taunt you can plink the ultra with LK+MK+HK~LK+MK+HK+HP giving you a 2f window just like c.hk.
This way it’ll be easier to land the ultra more consistently off of her regular legs.
Since I don’t plan on using U2 much with her I want to maximize the chances she has for landing u1.

What are people’s thoughts on counter hit combos involving far s.MP?

Counter hit combos are nice in that one gets visual cue with the “Counter Hit” message to facilitate hit confirmation and as bonus because combos off counter hit often involve fewer inputs damage proration is less of a factor.

Trouble is, with the IV series direction to offer low frame advantage on block, that there are few heavy frame advantage normals to use and what can be used offer frame gaps that are reversible.

Chun’s far s.MP on counter hit awards you with a hefty +8, which can lead to some 2 frame or better links:

Ultra 1 (2f)
Super (7f HK, LK; 8f MK)
sweep (2f)
EX legs (5f) -> Ultra 2 or Ultra 1/EX sbk when near corner
s.HP (3f) -> super (2f HK, LK; 3f MK)
s.MP (2f) xx super

Some s.MP counter hit set-ups for Chun,

far s.LP (4f gap)
d.LP (4f gap)
s.MP (5f gap)
LK legs (5f gap)
close s.LK (6f gap)

Meaty Df.Hk, step back s.MP (?f gap)
Meaty jump attack, pause/step back, s.MP (?f gap)
Meaty kikouken, pause, s.MP (?f gap)

Maybe: d.HP xx HK legs, MK legs (what’s the frame data on block for mashed MK legs in this combo?) s.MP (?f gap)

well the only ones i do are

mp>mp>ex legs
mp>hp
or
mp>cr.hk

since i normally get a counter hit mp while im going forward doing ultra or super isnt really question, so i just normal go with sweep for the knockdown and it has larger range

Yeah, I am usually getting combos into sweep from counter-hit st. strong or st. jab (or jab > strong > sweep) … not cuz I’m fishing for counter-hits but cuz I am thinking they might try to back away or push a button in-between where I can at least trade for a knockdown.

Going for ultra after counter-hit strong is way too advanced for me or anyone I fight. I’m not watering at the mouth just to get in and scared to lose momentum by having my sweep blocked that doing nothing to confirm counter-hit is as good an option as any. Though I can think of some situations I might not really have anything to lose from trying, like max range hasanshu.

St. mp xx super seems like something worth trying… But the rest of it is probably easier to hit-confirm or bait from jab or cr. short anyway. Might as well go into the bag of tricks to use against someone some day, lol

I definitely agree that when one is not actively looking for s.MP to counter hit that the combos are not too useful as you are often as, quicks noted, unprepared with charge. I’d add that one also has their attention elsewhere in their game plan that taking advantage of a sudden counter hit would require super reflexes.

However, I find that when you actively look for a counter hit, with a little practice, reacting to it is very practical especially for the easier links (super and ex legs being the most practical for me). Those with great execution might find the tighter links practical too.

I’m not suggesting that looking for counter hit be a big part of anyone’s plan, but as walnut shrimp suggests, something to add to your bag of tricks and to your footsies.

Found a meterless combo I’ve never seen another Chun use, which is more damaging than her alternatives.

Check it out:
[media=youtube]yIIVyfWRbEk[/media]

I think this is the most damaging meterless combo for Chun Li in SSFIV.
Her light kick SBK infinite was removed in super… so yeah.

Apologies if you’ve seen it before. I personally havn’t seen any Chun’s doing it, yet see the other two options all the time.

[media=youtube]9_Jb2L14tjo&feature=player_embedded#[/media]!

114 hit-combo.

We’ve known about the combo/loop for a while, but what I took note of was the method he’s using for the combo. Very pretty and consistent looking.

Going to try out that method for myself when i get home and see if it’s more comfortable after getting used to it.

^^
It’s gonna be a while til my fingers are gonna be able to move like that. When I do the slide method I can get at least two reps. the problem is the 1 fr cr. hp. Desk say he hasn’t figured out how to make that easier and he just hitting it raw. yeesh.

Sako MUST be doing something to be hitting that one frame link all the time, he HAS to. :crybaby:

One frame links are really not that hard. I can land c.jab to far fierce REALLY consenstantly. The problem is that the timing becomes harder on the c.fp after the leggs, cause you have to wait so long. Your aid is visual and audio clues, not the “rythem” you can use on jab to fierce link.

I hope that made sense :stuck_out_tongue:

One frame links are really not that hard. I can land c.jab to far fierce REALLY consenstantly. The problem is that the timing becomes harder on the c.fp after the leggs, cause you have to wait so long. Your aid is visual and audio clues, not the “rythem” you can use on jab to fierce link.

I hope that made sense :stuck_out_tongue:

When he hits the cr.fp and cr.mk at nearly the same time it’s called a plink and you get two chances in one to hit the link so it’s a 2 frame link as long as you plink it properly.

ninja edit:
Rather than posting twice I thought I’d just edit this previous post. I was farting around in training mode yesterday and found (news to me anyways) a slightly less execution heavy combo for dizzy or safe jumpins that just happens to be meterless. Jump in with hk > cl.hk xx hk.ll, mk.ll > cr.hk. Because it’s a jumpin combo your less likely to get pushed to far away during the mk.ll. The “less execution” heavy part is that it’s piano less / brainless to execute. Just press hk twice in the air and jam on the hk until hk legs come out. The second the hk.ll comes out jam on mk and time a cr.hk afterwords. Does like 380 damage and gets you a knockdown.

p.s. I realize that this may be completely useless to some. And I didn’t invent the combo, but I thought I post it up as a viable meterless / brainless combo alternative to those of you who are using j.hp x 2 > cr.fp xx mk.sbk for a dizzy combo.

Dude I know what a plink is you don’t have to be condescending and explain it to me. As u Know, Desk explained he was just hitting that shit raw (as in he wasn’t plinking the c. fp~mk). In the comments he says his inputs are: cr. Fierce, RH, Forward, Short, Forward, Roundhouse= [activate legs], because he needs a smooth motion, and trying to plink an mk would surely throw a wrench in that. So i’m saying sako must be doing a different method (with plinking) from Desk to be able to be so consistant. I just wanna know what that is. Especially if he’s sliding or pianoing cause no one knows. in the mean time I’ll try to figure out how to do it while sliding, Cause that’s how I do the bnb C. fp xx legs.

edit-by the way I’ve seen nemo do that combo u mentioned on a dizzy opponent back in vanilla. so it def worth doing. but i’d rather shoot for the stars and do the sako combo.

Fred don’t be a dink I was just trying to be helpful. You totally missed the mark there. Btw Desk still might be plinking even if he wasn’t outright trying to. You can plink hp + hk and you will get two hp inputs. But you alreay knew that ;D