For the second combo, make it a habit to hold down back as Chun-li is doing legs. So you once you see the animation end all you have to do is press LP. As soon as you see LP hit press up and LK. You have a bit more time to link it than you think.
Also just some general advice get used to linking buttons in general. If you make your inputs cleaner it’ll make combos a lot easier for you. Currently it looks like your pressing a lot of buttons. You actually just need to hit the button after the previous animation and the hits will link together.
If a combo ever feels too complex, breaking it into tinier bits helps a lot. Hope you get those BnBs down soon, keep it up
I manage to pull the combo off now. If you’re having trouble doing some charge timing, I suggest surprisingly going into v-trigger and do the combo. V-trigger helps fill in the gaps when you’re supposed to press an input.
I’m still gettin wrecked by people crossing up all day. And when I keep watching for that to get an air throw I lose focus on the ground game and eat dash throw for days.
I tried fighting outside of that crossup range, but I’m not confortable with lame chun yet. In SFIV I know what buttons to press to tag people hovering over kikokens, but in this game I still haven’t found a button that’s good enough.
If cross ups are tough to deal with you can walk forward buttons more, or backdash x 2 kiko to cover your approach. Also learn max distance iial it can stuff a lot of stupid.
Nice find. I didnt know you could do without meaty.
Meaty b.HP links into cr.MK and cr.RH.
Also, about the f.HK link you mentioned. There’s a distance where cr.Jab wont hit but ex lightning legs will.
Its more tight, but very useful.
Today is my first time ever playing SFV since they didn’t give me access to the beta. I think Chun-Li is going to be my number 2. Did the story with all characters today and after Mika I like Chun the best. And to think I was desperately trying to swap her pre-order costume. Its beautiful!
Been grinding that since last night. Outside of the obvious “press down as soon as you hit MP”, your cancelling cr.MK a bit late. Not too late, because then SBK just wont combo, but there is a very slight delayed timing.
I find the best thing is you need to press st. MP as early as possible during the buffer window. Those extra 3f or so seem to make a big difference. Doing cr. LP->st. MP->cr. MK->MK SBK I am batting a pretty good average, but raw st.MP i don’t know if I’ve gotten it once.
Just noticed that mashing s.HP makes you move forward… ??
Thanx for the tip for the s.mp c.mk SBK combo, after hours of trying I finally got the timing.
MK SBK can also pop out a bit too late… which may lead to a really nasty punish.
Don’t know if the reward (knockdown + slightly more damage) is really worth the effort compared to hk Legs, at least for me, considering the poor success rate of my execution.
(But it’s cool to have that option though.)
I wouldn’t say it’s a must to play the character but you’re gonna be limiting yourself a lot by not learning it. Ending in legs is nowhere near as good as ending in SBK (more dmg/stun, corner carry, knockdown and thus oki)
Just discovered that finishing with LK SBK is a lot easier for me, and only 16 dmg less. At least I have that knockdown. I’ll keep on practising the MK SBK for later