Chun-Li Combos and Glitches

About the c.hp -> m.SBK, I usually get thrown or DP’d right after its done. Other than jumping what can I do to avoid this? Or is the vulnerability a trade off for its damage?

I use this combo alot and theres a few things I’ve seen people do in reaction to it. Usually their first reaction is to throw (in the case of decent players that recognise the throw opportunity here).

If you have metre to spare then ex.sbk right after m.sbk will punish alot of things, but it isn’t the response to everything they can do. The invincibility on ex.sbk will lose out to reversal ex.shoryuken, and probably a bunch of other less obvious ex moves as well as ultras. Really, I doubt the risk is worth the reward, but I don’t like to say, never do anything… no reason to limit your options. This is pretty good at the start of a round when they have little of either metre, however.

Throw or tick throw is a decent option if you think they will block or throw, but again very punishable by reversals.

I can’t see focus ever being a good idea, all the things your opponent does in this situation beats it outright.

I wouldn’t suggest trying to mix this up against anyone thats dangerous with metre, just go with defensive options and see what they do. Backdash should be a decent option, because you probably pushed them into, or nearly into a corner. Chun-Li can contain people there from a middle distance pretty handily, just wait for them to do something risky and punish them for it.

I’d like to add that this combo isn’t great just for its beefy damage. The stun it produces is pretty formidable too. Most of the rounds I get a dizzy its because I landed this combo at some point.

Thanks for the tips, I’ll try them this weekend

Chun isn’t completely vulnerable… she’s just really close without much to do. … lol

You get enough hitstun to combo into her super after mk sbk.

Crouching jab/short will counter anything they try that doesn’t have invincibility on startup.

I think with perfect timing, you can be thrown for attempting to jump, since they get 2 frames before you’re airborne.

You could jump back while hitting them with HK if they’re a char that can’t do much about it. If you get tapped by a jab or something, at least you get trip guard on landing.

Dashing back saves you from anything they can do close range, but you might eat a blanka ball or ish.

Backing away is safe from everything but trips.

Holding down back, quickly activating a focus attack and then quickly tapping back to dash away covers you from trips and reversals.

Try and figure out what your opponent does on wakeup or when being pressured and take that into account of what you should do after the combo.

If you think they’ll block, go for a throw or an instant overhead. If you are unsure, then option-select tech-throw: Crouchblock and wait just an instant after you both recover before hitting LP+LK. If they tried to DP or attack you, you will either block or usually knock them out of it with a c.LP or c.LK. If they tried to throw you, you will tech out of it.

i usually jump back with hk but from time to time i ex legs if theyre close to a corner and i have ultra

I’ve kept up pretty well with this thread, so I’m pretty sure nobody talked about this before.
Linking super is pretty easy because of the short startup. I’ve linked it after c.lk>c.lk>c.lp a few times when I had meter to burn, but the damage scaling totally kills it.

In training mode I found out you can link her super after s.mp, c.mk, s.hp and close s.hk. All of them do much better damage than linking after a rapid fire chain. When it comes to timing and range I think far s.mp is the best choice by a decent margin. Far s.hp has too much pushback to let it link from the tip, and close s.hk is another good one even though the timing is a lot stricter. Overall I think linking after s.mp is the most useful as well as the easiest one (the frame data backs this up).

I put the dummy on random guard to see how confirmable it is and I have to say I had a much easier time hit-confirming s.mp into super in SF4 than I did hit-confirming c.mk into super in 3S. So it’s definitely practical. I didn’t time the cancel speed of far s.mp x kikkoken x super, but it ‘feels’ harder to hit-confirm than just linking super.

The fact that you need charge and still need to be reasonably close suggests to me that this is the most useful after you have two low shorts blocked or anything else blocked that doesn’t push you back too far. You’re still sitting on charge and s.mp already beats a lot of stuff. Admittedly, depending on the match, you might not have super all that often, but when you do, the damage on this is respectable (410).

Something I want to try that I only just thought of (as I wrote this) is see if I can link Ultra after a counterhit far s.mp. Counterhit mid attacks should be an additional +3 and that would make it a 1-frame link according to the frame-data, but still I want to check and see if it’s at all practical due to the lenient buffer time for specials/supers/ultras.

Counterhit far st.MP into Ultra works. Other links into Super/Ultra can be found here.

Taunt

I love taunting after her Tensho Kyaku. Esp against Whoryuken Kens. They think they’ll reach me but instead whiff and get another Tensho Kyaku

Of course, if you are in the corner, finish it with an EX SBK or even better, an Ultra

In regard to headstomps:

I was playing around with headstomps after FA crumble last night, and found a weird glitch.

FA > dash > instant headstomp (is there a term for this yet?). You will connect and everything will work as it currently does.

FA > dash > pause > instant headstomp. When you normally hit an OP late from FA, they flip back. However the headstomp causes a knockdown.

What you can do with this? It’s a good option if you know your late. I like putting them in a knockdown more than letting them flip back and get block back up. It’s also good for mindgames, low jump arc + knockdown could cause a DP or some other panic wakeup move you can punish. The other thing is you may be able to get all 3 stomps in if you can hit the first one low enough, I was unable to (using normal x360 controller).

Linking the Super with the MK SBK is giving me fits. I spent about an hour on it in training this morning and got it only about 15% of the time. I’m up to about 20% now but its just not happening consistently enough to use in a match.

Here’s what it looks like when executed successfully: [media=youtube]flu88VxR0_E[/media]

In the video he starts inputting the Super when the 7th SBK hits. It seems as if I’m doing the same thing every time with different results, but I know that can not be true, unless this move needs to be that precise. Should I be paying attention to the health meter instead? I’ve never even glimpsed at the health meter to time my combos, and I’ve never had issues with any of the other advanced combos.

Is there anybody who can execute this combo 100% of the time that wants to shed some light on the issue?

Are you using the piano method for the super?

I am rather new here and at Street Fighter, so I was not familiar with the phrase “piano” until I looked it up a few moments ago after reading your post. Coincidentally, I came up with something similar on my own earlier which seemed to alter things only slightly, but now after reading detailed instructions and knowing for sure that it actually works, I might be able to pull it off with the piano method. I guess I’ll be back later with the results.

UPDATE: Before using the piano method, I couldn’t even execute the Super into a block consistently. Now, at least I’m executing more Supers, so it is working better, but they are still being blocked a majority of the time. It seems as if I’m doing the same exact thing every single time, but I’m not getting the same results, so I guess I might just have to spend 2 weeks on this one until I get it right. I don’t know what other kind of advice could possibly help me time this right… the window of opportunity for the Super is so tiny…

l was working with CR.MK ->EX SBK in training mode noticed some things that I didn’t see mentioned. I thought someone may find this info useful. First CR.MK ->EX SBK->ultra if you get near a full juggle did 508 damage. I haven’t read anything about Chun increasing her ultra damage with a juggle (sorry if you wrote it and i missed it).

J.HK or DF+HK->CR.MK ->EX SBK -> ultra toped out at 546 lowest was 520
(tested on Ryu)

Using crossup LK did around 480 ,but i didn’t attempt it much ,because I was having trouble landing crossup J.LK->CR.MK. I guess it could be used during “stomp shenanigans” after J.LK I never tried head stomps on standing opponents online so I’m not sure how well it would work out.

When you hit someone with CR.MK ->EX SBK there are two different launches depending on the character. They will get launched similar to EX.Legs about 1/3 or the cast. The rest get shot out spinning making it so her ultra can be landed from pretty close to the middle of the stage in training mode 3 squares from the red line. People that People that flop out EX.Legs style can be juggled 4 squares off the line.

People that flop out of EX SBK are Fei Long, Akuma, Gouken, Chun, Honda, Bison, Sagat, Balrog, Sakura, Gen.
Everyone else shoots just about a full screen length. Out of the spinners only missed ultra on Guile, Viper and Cammy.

^^VERY NICE post, enlightening.

-dime

^ how awesome would it be to be stuck in the corner and df+hk into that combo to win the round :woot:

Forgot to mention it till I saw Dime’s sig Lv3 Focus attack crumple ->CR.MK ->EX SBK -> ultra is also 500+ damage on average. Lv 2 should also work for around 490 didn’t test it.

So in translation, it’s way better than EX legs?

I believe thats what hes getting at. And if I read it correctly, it launches them farther meaning you dont have to be as close to the corner to Ultra into it as you do with EX Legs and it also juggles more of the roster into the full Ultra

Unless of course I read that wrong

1 attack SC.HK->EX.legs->Ultra will do more damage than 1 attack than CR.MK-> EX.SBK. Anything past 3 moves seemed to make the damage go down fast. The reason I went with EX.SBK is ,because it is more flexible. Chun doesn’t need to be as close to the wall with CR.MK into EX.SBK.The move feels like it can be done on reaction with practice depending on if the kick was blocked or not unlike SC.HK->EX.Legs. Also LK->LK-> EX.Legs is weaker than both. In the end i guess it is up to preference.