Chun-Li HD Remix

Ok I do this all the time and it’s just a stored super that came out after the second hit ie he stored the super before he had meter the j. mk filled the bar but it didn’t come out until after the cr mk. It’s not usually done on purpose but can be if you you quickly pull back then forward while pressing the cr. mk button. I get it as a cross up combo sometimes usually cross up j mk into s mk into super. I think it’s just what happen when you mash out a couple of kicks really quickly from a jumping attack with a stored super.

What I think happened here is he jumped in with a pre stored super hit him in the air with medium kick ( that last hit filled his meter) then went to a neutral crouch medium kick (not sure if it was intentional or not?) then quickly went back to forward crouch and got the super off. Hope that makes sense :stuck_out_tongue:

Thanks guys, this is the next mountain for me to climb, i may be gone sometime…

I’m a little sad that this isn’t common knowledge in here. There’s a quirk with the stored supers (pretty sure it applied to Honda too in ST). Anyway, the deal is this: When you store a super you can let go of forward for a small number of frames and then hit forward again and the super will still be stored. I’m not sure what the exact number of frames are that you can do this, but it’s pretty small. There are two main applications for this trick as far as I’m aware:

  1. The combo you saw in that video. To do it, charge super during jump, hit your air attack, when landing QUICKLY press d/db + MK and then go back to f/df, then press kick again.

  2. Fake the opponent out to make them think you don’t have super stored. To do this, be completely on the other side of the screen, store super, walk halfway across the screen, QUICKLY hit d/db + LK or MK or HK then go back to f/df, then walk forward some more and hit kick to release the super. This should look like you are walking doing some footsie kick attack causing your opponent to think you didn’t store super, but then suprise! you did and you nail them with it. Sadly, this trick is probably too advanced to fool most opponents. They won’t even be thinking about whether you do/don’t have it stored. But in high-level play, it’s a useful shenanigan. It also let’s you use d + MK for actual footsies while keeping your charge.

You guys got any Dhalsim tips? :wink:

Thanks jonny.

I was just watching that stream, they just had a unique experience, the people they were playing had a complete lack of tension, they were probably on their own in their homes just trying to beat chun li, vega etc, they have probably never had to defend against so many walk up throws and psychic cannon spikes, i loved watching that.

I was also messing with chuns stored super and did a s.forward into super combo.

Not sure if anyone would find it useful but you could also store super, walk forward and neutral jump and still walk forward and super after.

Store, walk forward, neutral jump +forward immediately and then resume walk and super when you want.

:stuck_out_tongue:

It’s funny because sweetjv showed me this trick and he doesnt even main chun i do… but yes this is a good useful trick that i use alot with chun it helps trick the opponent to think that you let go of the charge by hit the low foward but then you hit it right after

Like Johnny said it doesnt work at lower levels because they dont even catch it lol but at higher levels it a good trick. I found it works pretty good on lariat spamming Gief players. Here’s how =D

Step 1 - Store the Super

Step 2 - Walk confidently toward Gief like you’re gonna just bust it out :wink:

Step 3 - as soon as you are in range couch and quickly go to either neutral or down back hit M. Kick

Step 4 - If he lariats and it hits continue to quickly go back to forward cr mk and let it fly but if it whiffs Do Not do It!

Step 5 - Turn on your mic and say “Gotcha biatch” then turtle it out for the win =P

By the way anybody ever notice how Gief makes a buck tooth beaver face when you stomp on him for the win? Cause I did =B

Truth be told SweetJV told me too. God I’m such a scrub =D

Ok I think I mastered the walk up\jump in\standing\crouching\cross up kick into super. A lot of it has to do with the button press because it works off of negative edge. So if you time it right it correctly it will combo if you are to slow or hold the button down the super will not come out until you release the button if you are too fast the kick will be canceled before the kick hits. You can tap a punch button just after pressing the kick and release the kick with out the negative edge effect. You can also just wiggle the stick for an unlimited amount of times and still get the super to come out if you stop in the forward position. This make for a pretty cool fake out move lol

Works the same in both ST and HDR :wink:

Leave it to VOLTECH to master any technique even somewhat involving the super. You can also jump backwards and keep your stored super for some added confusion. I was going to suggest doing some retreating jabs, but the window to keep the super stored seems too narrow for you to get any noticable backwards distance. Now if only I could figure out a way to do Neckbreaker while I have super stored.

Also, the talk of impractical combos in the Ken thread got me thinking of what the most impractical combo I could think of for Chun is. So, I challenge any of you to do a cross up (any is acceptable), backwards cl. mp, cr. lk, st. lp xx cr. lp xx super, SBK to a training mode dummy set to stand. Bonus points if you get all 13 possible hits. More if it dizzies on the 13th hit. This combo has a backwards attack, a 4-frame link, a 1-frame link, a chain cancel, a super cancel, and a specific spacing requirement for the start of it.

In order to do the neck breaker into super you have to do the motion like this. Charge DB to DF+HK (neck breaker) DB to DF+(any Kick) Super =D Not technically while stored but hey it will do the job.

Also that combo was way too easy! LOL jk I’ll see what I can do :wink:

Hi there iam trying to find some frame traps with chun li, because… i was playing snake eyes and i seemed to be constantly in block stun with whatever character he chose, thats my next mountain.

Thanks for the other advice.

Calling sf a “game” is an inefficient ineloquent insult, the makers of sf said they wanted sf world warrior to be a combat sim.

So… are you looking for ways to do frame traps or ways to get out of frame traps? The best move to frame trap with is st. mp because it has good reach and the most frame advantage. The only problem is that it’s pretty vulnerable to low attacks, so you can’t just go crazy with it. You can also do frame traps with moves that don’t quite link, like following a cr. lk with a cr. mk. Ending a block string with a jab fireball will let you go in for another block string if they don’t avoid it somehow, as well.

If someone is doing frame traps to you, either just block, or do a move that you can either avoid their attack with (like Neckbreaker or just jumping), can hit before theirs does (st. jab is the fastest at 2 frames, with cr. jab second at 3 frames), or is invincible on start up (Upkicks or SBK).

It might help to figure out what move they are using to frame trap and how much frame advantage it gives them, and how much start up the move they are following up has. Add however many frames they have to walk forward between the attacks. Find a move that has start up less than or equal to the difference and can at least trade with their move, preferably at a damage advantage. So… 2nd move start up + frames they walk forward + 1st move active frames + 1st move recovery frames - frames of block/hit stun <= your move’s start up frames

Brilliant , thank you.

can anyone explain what to do when Zangief puts you in the corner and constantly does that jumping splash crossup thing?

If you’re in the corner he shouldn’t be crossing you up.

A few things you can do get out of a splash fest is a late short upkicks. Or block one splash and on the second splash neutral jump roundhouse. Lastly you could sac-throw him. Which is eating the hit, best by walking into it and then timing or mashing a throw.

close st.mk well timed also might work, also an air grab, risky but at least another option

Learned some new combos over the weekend and a few more Super shenanigans need to be tested as well. I’ll try and put together a video because these things need to be seen to believed :wink:

Did anybody catch the stream? I was able to pull off a few things on Justin but MongoloRobocop wasn’t having it =\ BTW GG’s Cesar I was a little salty after that match and don’t think I ever gave you credit but you read me and I have no excuses. Every loss is a lesson learned :wink: Ok well back to the lab…

I saw. It seems like whenever you get super your opponent can just block because they know you will try to super no matter what.

My scouting report would be something like “Good runaway chun with good footsies, until he gets super and then tries a shenanigan no matter what”

Awesome work, great chun, very entertaining.

Yeah it’s true I do like to use that super. I’ll also do that to make people think I’m just gonna throw it out then get a free throw or 2 and I should have thrown more but I wasn’t willing to risk it plus he died to quickly :wink:

Yeah I had a few more things I wanted to do on the stream but I only got 2 matches in.

Has anyone seen the footage from the HDR finals on sunday? I haven’t been able to find it, it’s the match I lost vs MangoloRobocop.

P.S. I’m putting together a quick video of some of my super shenanigans since I’m home sick today. I’ll post up a link here when it’s done.