Chun-Li Combos and Glitches

Yeah I’m having problems with Chun too. I wanted her to be my best, but now it seems she’s one of my worst. I can do almost any movie with other characters, but for some reason Kikoken doesn’t work for me. I can put in back forward and punch all day, but she won’t do it. There is an ocassion that she does, but that’s when I’m not even trying to do it. Spinning bird kick and her super and ultras also give me the same frustration.
I don’t think it’s my pad because like I said I can do mostly everyone elses specials just fine.

You can link far st.HP off of LK Legs. It might be character specific, also might be a crouching/standing only combo/distance specific. I haven’t had a chance to thoroughly test it yet. So, something like, close st.HK, LK Legs, far st.HP, Super would be possible.

This kind of goes without saying, but I’ll say it anyways, you can land FA crumple into Super the same way you would do FA crumple into Ultra.

[media=youtube]e42UQy9vNKE[/media]

Listen to it, study it, love it

Its pretty funny… alot of the combos listed here are in the song xD

well i was thinking if she can link a slp maybe she can link something after the lp into kikoken for a fadc but like i said i was speculating. i know you said thats and easy combo with no charge but why not get some damage when you can if its possible im sure there would be a charge by the time you threw the fireball.

well if you see them in FA stance getting ready to absorb it, why not launch the Ultra?

Hello Guys, Im new in shoryuken but I have read this forum since two years ago, I was playing Guilty gear and I dont play street fighter as main game.

Now I think that GG is near to death hehe, and SF IV is Fuking good.

I have some questions about Chun combos, I hope that you can help me, and I will try to help in chun forum.

Well I have problems making this combo to girls characters? Oo

… EX legs, ultra… I have tried diferent timings for the ultra but the last kick dont hit O.o. agaist viper, sakura (small hitbox I think) what Im doing wrong? Oo

and one more question… my more damage combo (with no ex bar or ultra) is:

J HP, DB HP (1hit) Releas charge with U MK, later of this is hard to make a good mixup, i need to read the framedata for understand, I think that is very risky, so close at the ending and it dont have the same properties taht the QCB K of shotos… you think that i should make other move for finish the combo or if better attemp to a mix up ?

thanks for your time, (sorry for my poor english)

i already addressed that point in the post you just quoted.

What Im saying is, launch a lp fireball and start charging. The moment they start to FA, launch Ultra. A lot of people, especially online, will start to FA before the fireball is even near them (maybe accounting for lag, they want to mke sure they FA in time). So use it to your advantage.

And I dont know why you guys keep talking about 3/4 screen for the Ultra. Ive full screened into the full 22 combo many times. Why is everyone so fixated on 3/4 o_0

because the ultra doesnt go full screen it only goes to 3/4 if it hits a limb then itll hit almost like abels but it doesnt go full screen. if they FA they can dash back in response to the ultra before it reaches since they can buffer it during your animation i do it to escape rufus’ and ryus ultra although i have mixed results with ryu’s

point taken and noted, sorry about that.

anyway no one seems 2 care about my post reguarding being able to jump out of a full connecting ultra at the flip kick segment i just thought it might be relivant and warrent some cuation when using ultra vs fb from fullscreen distance i think this plays in hand with doing it from full screen away but they didnt FA it they just simply jumped out of it even though the first round of kicks where hitting albeit tippy toe but hitting none the less everyday im finding drawbacks to chun’s ultra i swear id trade her ultra and super 4 the AA special i dont find FBs a threat at all bar akumas air balls witch can hit in chun’s ultra anyway sigh…

back again reguarding b&b ive posted once before on the usfullness of this and got ?what else are u gonna use ? well asuming u have meter plenty of options are there and if its after a block still plenty and still without meter there are options i think the term b&b is bad as far as chun gose since my chun plays almost completely diffrent from character to character maybe somone can elighten me as im deffenately not reliant on b&b at all

what?

Haha! I actually know what he’s talking about XD
I had to look back two pages to figure it out, but I do now.

I stand by what I said: what else are you going to reliably combo into? It’s a verifiable combo that leads to Ultra in most matchups (barring the few characters that drop). It’s safe on block. When you’re up close and you’re NOT going for throw and NOT counter-hitting with close HK x Hazan-shu, what else is there that is better than threatening with c.lk*2? You hit you combo, they block you do something else. The term BnB doesn’t mean it’s literally the only thing she does or that she does it en every matchup, it’s more like it’s a reliable combo that is useful in many situations and likely the combo you’ll be doing the most. Surely you won’t be pressuring Gief (much) with low shorts, but it’s the combo of choice after df+hk, on wake-up and jumpins where close HK isn’t easy/reliable.

Furthermore, two shorts EX legs works when you’re not right next to them since they have very decent range, something that can’t be said for: c.lk>c.lp, c.mk x Kikkoken. If you have super you could link into that, sure, but that’s not a BnB. You’ll get it once per round at the most, while combing into EX legs is something I (and others) do a hell of a lot more (hence the label “BnB”).

Are you kidding? Nothing makes me happier than fireball spamming Shoto’s. Its like telling me “I want to get hit by 2 Ultras in one round”

i guess its cuz i play online plus i dont get many ppl stupid enough to just toss FBs at my chun and they pretty much know whats up when i begin to FA their FBs… but im pretty sure i watch um jump out of the conected ultra at the pop up part ive been trying to recreate this in traing mode with the record feature and so far the whole ultra sticks reguardless of how deep or shallow it hits could of been a fluke …if thats possible…

Did you know if you use Crouching Medium Kick into EX Spinning legs it always sends them forward, never backwards? This is a great alternative to use instead of c.lp or any other start up. And it’s more fun in the corner because you can juggle them with ease.

Try this in training

Start any combo into a

c.mk -> Ex Spin legs
then as he falls down in front of you
->Ex Spin Legs
then as he falls don in front of you
-> Ultra

You should score 30 Hits of pain 0_o

The opponent will spiral down nice and slow giving you time to performe another Ex Spin but wait till he’s close to the ground. If he flys behind you you did it too early, if he falls short on the ground you did it too late, but timing is not too bad just practice. Hope you have fun with this. Im sure there are people who know this but for those still learning, be blessed, peace out my fellow Chun’s.

I am having problems landing chun’s target combo. She is just so floaty!
I used to be able to do it before, but everyone that I fight agains tthat knows chun keep me on the ground and won’t allow me to jump.

How do you guys nail the J FP x2 against an opponent that knows about chun li?

You don’t have to pull off two j.HPs with Chun.

She has a solid ground-game, so just go with that if the opponent is beating your jumpins.

I agree with Ciddypoo that you have good ground based alternatives anyway, so why worry too much. But, there are other normals that work well in certain situations in the air too; these work because they give a different timing in the air for the other player to react to. Jf.rh works when you think you can just about reach the edge of their hitbox, but also works when they expect the target combo because it has better range and so hits them earlier. Jf.lk I like to use when I want to have an attack hit them much later in the jump arc than they expect (this doesn’t come up very often).

I didn’t realise this ^^, seems like a useful tool for corner traps… thanks.