Cr.:mk:, any :hp: is one of…if not the deadliest link she has…and that’s as a non-meaty. You can link cr.:hk: after cr.:mk: also. (Check my SNES SSF2 Link FAQ on GameFAQs.com.) Cr.:mk:, cl.:hp: XX :hp: Kikkoken/Any Lightning Kick/Thousand Burst Kick Super are excellent point-blank range combos. I love crossing up and then hitting with that because…I love dizzying/Touch of Death’ing my opponents!
So, if it’s deadly as a non-meaty attack, it’s automatically wonderful as a meaty attack! The key to any meaty attack is that you do it so that it’s hitting the opponent right before your move retracts. So, you do the cr.:mk: so that it hits the opponent right when they get up and right before it begins to retract, then when it fully recovers, immediately move the joystick to back and press :hp: at the same time. Voila! 2-hit combo…and if you get a cl.:hp: and you were charging :db: when you did the :mk:, you had better add a Kikkoken or Super, mayyan!!! If you’re good, you should be able to get a Lightning Kick combo out of that by simply tapping :hp: and :mk: at the same time while trying to get the :hp: to hit. With HDR’s easy multi-tap move execution, that combo should be really easy to perform.
Of course, with any meaty attack, you can be reversal anythinged, so don’t try it on someone who can reversal well (whether they piano well or just have really good timing).
Not to insult you or anything…but none of these are practical, and some even don’t work, period.
c.MK > HP xx kikkoken doesn’t work unless they’re in the corner, so you explain to me how you get a crossup with their back against the corner. And even then it’s iffy against some characters and you tend to get the far HP if they’re crouching.
c.MK > HP xx lightning legs doesn’t work, at all. The LL whiffs.
c.MK > HP xx super, yeah in theory it works, and maybe you can pull it off once in a while as a meaty, but it’s hard, even with stored super. And no, not out off a cross up. The day i see you hit someone with cross up mk, c.mp, hp xx super, i’ll believe you. If you reeeeeeally need to combo your super do it off 2 mediums (preferably punches so you can do stored super).
Hmmm…there I go using combos that worked in SSF2 again. Maybe medium and hard attacks push back more in ST than in Super. If I could mess up that Cammy combo that chensor corrected me on (cl.:hp:, cr.:mk: XX Cannon Drill doesn’t work because the :hp: pushes them so far back that only the tip of the :mk: hits, and you can’t combo a Cannon Drill from that far away), I could certainly mess these up, too.
Chun has one of the best wakeup tacics in the game. I already posted most of this a few pages back and why you really shouldn’t be scared of reversals when you’re chun but i’ll add some. Note it depends of which knockdown you get, if you get a high one, there’s no reason not to do neckbreaker everytime and then mixup.
Meaty c.MK, c.HK is one of the best options she has because it’s reliable, damaging and knocks down, reseting it. If they reversal either bait and punish or do one of the things i listed before. If they start blocking, mixup between that and meaty c.MK > throw. You can also do c.mk xx lightning legs, it’s better if they block since they’re chipped but if they eat it you loose momentum, unlike the sweep.
That should cover it up for wakeup, at least as far as non character specific stuff goes.
so does that mean the cr. mk, s HP doesn’t work?..I didn’t know the cr mk, cr hk worked…i’ll have to try that. sometimes i’m hitting the buttons so fast it goes into lightning legs on accident even when i don’t want it to.
I was watching a vanilla ST video where chun performed a meaty st. HK on Ken and Ryu after knockdown. It look as though the player was trying to bait a reversal DP and somehow catch them with the attack. The oppenents never reversed so I am not sure it works or not. Does anyon have insight into this tactic? Maybe he just messed up the neck breaker. I don’t know.
[media=youtube]GLV3-xVSfBE&feature=related"[/media] @0.17
And
[media=youtube]E8ytzQj-uO0&feature=related"[/media] @1.40
No no no. The link still works. Comboing after it doesn’t. That being the case, you’d only want to link to :hp: if you absolutely knew it was going to dizzy (and you’d have to be pretty intuitive to know when a dizzy’s coming in ST). Otherwise, you’re just pushing them out of whatever trap you could’ve had them in.
Man that’s a shame about that combo not working anymore. My lip is all poked out now.
Thanks OJ, so what’s your favorite meaty if you are standing next to the person as they are getting up if you want to alternate between hitting them or throwing them…say for example a cr. mk into lighting legs to take off some power vs cr. mk and then throwing them. My old favorite use to be just throwing out a s. hp right into their gut…if it’s done early enough i almost never see that get reversed…of course they just end up blocking and it doesn’t really get me anywhere…and if they don’t block they get hit even if they try to DP or throw.
What I do for ASBK on the ground is charge downback and(situation depending of course) hit any of the ups(up forward,up,upback),hesitate a bit,then press your kick(pressing too soon makes up kicks)Up forward moves you forwards,up back moves you back,and straight up has you sort of hover a bit before falling.Different kick strengths give different distances and such.As far as using it already in the air i do it after headstomp if possible.
I’m curious though is there any upside to trying Instant air SBK in a block string?It seems like you’d just get stuffed on the 2nd hit although if you start it up higher than the opponent it sometimes crosses up(??)
I don’t remember where I read it at but someone was saying that you can’t combo chun-li’s super into anything after it finishes except with an upkick for 1 hit.
This video here starting at 1:00 states otherwise. You can get an 8 hit super combo by using her spinning bird kick for 2 hits (not sure if its light, medium, or hard)
s.HP, while great for learning how to do a meaty because it’s so easy, is pretty shit. First off, if they’re mashing to counterthrow, they just block it most of the time. If, for some reason they’re expecting overhead stomp, they block it too. And even if you do get it to hit, now what? You most likely don’t have charge unless you were crouching in front of them for 1 second, they get pushed back and the recovery is garbage unless you hit with the very end of it. At least c.mp, c.hp does good stun damage and might dizzy sometimes (and more reliable than c.mp stand hp imo).
Not only does c.mk c.hk hit low, it also knocks down reseting the position, it allows you to stop and throw after the c.mk, and it’s a perfect mixup because if they go for counterthrow or standup for other reasons they get hit by the sweep while they may block other moves like LLs or stand hp. It also gives you charge to make them meet a slow kikkoken as they get up to create even safer pressure. For all these reasons it’s superior to any meaty stuff she can attempt (cept neckbreaker if you have time).
The only problem is that the link is not easy if it’s not meaty, and kinda unreliable from a range. But we’re talking meatys here. c.mk xx LLs is also decent, but less rewarding.
If you wanna be fancy you can do c.mk, c.lk, lk lightning legs (not reliable against some characters) for raw damage (c.lk hurts) or c.mk x 3 against gief for giggles.
On another note, i finally tried spaced meaty c.lk against a ryu player very consistent at reversals and it’s definitely good (srk just whiffs).
Edit: forgot another option: just pressuring with mediums, it doesn’t give the benefits of a landed sweep, but it’s very good still.
thanks TVG…got it…i read your reply a few times but still not sure what your favorite is…i’m guessing you prefer the c. mk, c hk over the c.mp, chp right? Thanks for the advice…although I do find that more times than not when I’m playing I actually get the meaty s. hp to hit…for some reason people always think that since i’m standing they will go for a reversal…when i do c. mk they tend to block more…but then again, i haven’t played all that much
so i just finished playing a few matchs and i think i’m probably doing something wrong. half the time when i go for a meaty c. mk, c. hk i get thrown as the opponent is getting up. maybe i’m too close to them…hmmm
i’m also having trouble with good vegas who turtle up they are in the lead…is there anything i can jump in with and not get flip kicked? sorry if this is told elsewhere…i have at one point gone through this entire thread, but it so long to go back and find some of these things!
That’s been known since before the game was released, via a combo video released by Capcom. Against some characters, you can get 1-3 hits on the SBK, but the opponent has to be just outside the corner. In most cases, it’s better just to try the Upkicks, because there’s almost no place on the screen that you can juggle SBKs.
Cl.:hp: fierce as a meaty? I don’t know about that since that move has horrible recovery time. If anything, cancel that cl.:hp: into the Lightning Legs or a Kikkoken. If they blocked, you get block damage, but then the ground games begin again. If they got hit, you’re probably two hard attacks away from a dizzy.
Since my favorite SSF2 combos that I listed earlier don’t work in ST, I’d go with any :mp: or cr.:mk: for a meaty attack. Those are her most linkable attacks and you may even be able to do something like cl.:mp: (x2), cr.:hk: to reset the trap. (That’s probably on bigger characters.) Plus, cl.:mp: is so fast that you may even be able to whiff it and throw. Something to try.
My absolute favorite meaty, though, is crossup jumping :hp:. :wgrin:
Let me guess, you got thrown by the vega player when attempting a meaty. Vega gets up the fastest along with sagat so you need to change your iming or else you get thrown. As i said cl.HP is easy mode meaty, so if you can’t time something else go for it i guess. Also you can’t cancel it past the first few frames, so if it hits late you cant combo stuff like lightning legs off it anyway. Also, i’m too lazy to test but i don’t think two mediums into a fierce.rh work against anyone, even gief.
chun_li1: yeah i meant max distance, and yeah in that particular case it doesn’t really matter if it’s meaty or not.
yep, it was against Vega (claw)…hehe…and you’re both right, the cl.HP doesn’t do much for me after they block, but it almost never gets reversed since it sticks out there so long (which is also it’s downside cuz you can’t do much after throwing it).
OJ - I think I’ll try that crossup jumping HP and see how that works
Thanks again OJ and TVG for the tips
Oh, one other thing…when going for the neckbreaker, is that something that they can easily reverse? I use to just go quickly into lighting legs but i realized there was a delay in doing that. It now appears to me that instead of mashing the kick button after the neckbreaker I should waiting and do a cr. mk and then go into lighting legs or cr. HK…what do you guys do right after the neckbreaker?
Here is something fun to mess around with…while on the right side you can use the analog stick glitch to store the super, then play footsies, and have the super come out at any time just by hitting kick.