Q.E.D
2481
Out of curiosity, does anyone know the frame advantage (or disadvantage) of hk legs > mk legs on block?
Saturius
2482
This is strictly for fightpad Chun users. Do any of you have suggestions on what’s a good PS3 fightpad? I use the PS3 controller which I’m okay with, but I think I would be able to plink easier with a 6 face button controller. I heard the SFIV Madcatz controller was pretty bad so I don’t really wanna go that route. I definitely don’t want a stick, so are there any other good controllers you all could recommend?
Get a USB Sega Saturn pad, the d pad is quite low compared to other pads and takes a bit of getting used to, but other than that they’re awesome imo.
c_nul
2484
20 - 17 = 3
24 - 17 = 7
+7 on hit and +3 on block
my friend uses the Hori fight commander 3
ive talked to inthul about this quite a bit, he uses a heavily modded one and absolutely swears by it
Haha, I like it! I’ve learned the hard way and just toughened up! Guess it’s like learning the guitar, tried the MJ look with a plaster but it was restrictive, took it off just built up the resistance.
Venomish
2488
ps3 dualshock3 controller for the win man
you can do anything a stick chun can do with that pad. and i think it might be even easier for pad to dash in and out.
i have videos in my channel that show you the input for combos all on pad.
it might take you a while to get comfortable doing them but it’s all very possible
[media=youtube]xKYs4tNQiQ4[/media]
about plinking, luckily with chun you really need only two plinks, the st.hp one (see the input in the video above) and the c.hk one
both are easily done with pad (R1+X or R1+triangle : for the st.hp, R2+O : for the c.hk)
just go to training mode and try to practice the timing for both of them
liluoke
2489
revisiting the close anti air question, it seems as if a few major times you will get jumped in on is if
- you do a poke, like st.mp, they block, you walk forward to do another st.mp, but they jump before your st.mp goes off (or maybe you just went for st.mp and they jumped over it - a more general situation)
- you cancelled kikkoken from the far st.mp and they jumped over the kikkoken
given the recovery of st.mp and kikkoken, will all the close anti airs stated above work in these two situations? don’t have ssf4 w/ me right now i so i can’t test it. seems like for situation 1) you can just roundhouse pre-emptively if you expect it isntead of going for a second st.mp. but let’s say you went for another poke, anyways, taking that pre-emptive roundhouse out of the mix.
also i noticed that going air to air with j.hpx2 wasn’t mentioned at all as an anti air
Ben_Reed
2490
I was in the middle of drafting a basic “what you need to know about frame data” post for the newbie forum, and I was checking the speed on people’s supers relative to Zangief and T. Hawk’s supers when I came across Chun-Li.
I don’t play as her, and I’m going off EventHubs frame data for what it’s worth, but is her super really 2 frames (1+1)? I knew it was fast from Trial Mode but I had no idea it was THAT fast. (I glance at the frame data for other characters learning how to evade frame traps + come up with punishes, but the only character whose frame data I know nearly front-to-back is Bison.)
And if EventHubs frame data is wildly outdated and/or inaccurate, please let me know of a superior alternative ASAP…pretty much everything I understand about the speed of moves in SSF4, I know by way of EventHubs, lol…
plz use the srk wiki, it´s better imo, also the start up of the lk and hk super is in fact 1+1 the mk super is 1+0 (in vanilla was 1+1 aswell tho)
so does that mean we are better off going mk version for punishes?
Yeah… Just remember it doesn’t travel quite as far a the HK version though
Ben_Reed
2494
I wasn’t even aware there WAS an SSFIV page on the SRK wiki…I didn’t see it on the Strategy Guide page, I had to go through Recent Changes just to find it. SRK’s wiki is such a fucking inadequate mess.
Still, 1-2 frames for a non-grab super…goddamn, that’s insane. I still don’t hate your character as much as Guile, though. At least I can rush Chun while her meter’s empty. :bgrin:
Exvaris
2495
Fastest non-grab super in the game.
Too bad it doesn’t break armor.
Can someone tell me what a frame trap is and when I should be using it, because I just watched one of Magnetomaniacs vids on frame trap setups and the one I like is: Cr.jab>Cl.RH>Hazanshu>cr.short>cr.short>exlegs I remember someone told me in order to frame trap you need to plink so do I need to plink the Cl.RH?.
Also Is the stunbuilder combo a good combo to use as a punish combo:[media=youtube]B-19K2wZl28[/media]
if so I need help on it I can never get the round house to connect even when I plink it am I supposed to tap mk 4 times when the legs comes out or something?.
Exvaris
2497
A frame trap punishes a player who keeps pressing buttons.
For example, let’s say a player is mashing the crouching throw-tech during your block strings.
If you do cr.LP > cl.HK, the natural timing of those moves is not a true block string - that is, blocking the first hit won’t make you auto-block the rest of the combo. So, if a player is crouch-teching, he will end up sticking out cr.LK and you will hit counter-hit him with cl.HK, which then combos into Hazanshu, which links into cr.LK > cr.LK xx EX Legs.
That stun-builder combo is somewhat outdated, but yes, you will need to mash MK after the HK legs comes out. The timing to connect Sweep afterwards is a little unusual - if it keeps getting blocked, you are doing it too early. Plinking it will help.
My knowledge of frame data fails, so pardon my ignorance. In the low fierce, legs loop, the link from forward legs to low fierce is rather strict, right? I’m guessing it’s a 1-frame or 2-frame link.
No. Actually I learned this the hard way trying to punish a low forward from Akuma when he canceled it into a fireball. I thought I was still okay but ended up getting hit by the fireball. HUGE waste of meter. I was very salty about that.
The next time I used the LK version instead. It’s 2 frames, so it can still punish the low forward on block with a reversal super, BUT it also has 3 frames of invincibility, so it will pass through a fireball if he cancels into one.
So in essence, they all have their utility:
LK version = Invincibility
MK version = Speed
HK version = Range
Edit: MK Legs into cr. HP/Ultra/sweep ***might actually be a 2 frame link ***(i.e. MK Legs could actually be + 8 on block). It’s just that she doesn’t have an 8 frame move to test it with.
The reason I believe this is because it’s not actually “hard” to link those moves the same way link st. HP off of cr. jab is. Plus linking MK Legs into ultra wasn’t possible in vanilla SF4 and now it suddenly is.
Even though Ultra is listed as 7 frames, 1 frame links don’t always work with supers and ultras. Try doing LK SBK into MK super in this game to see what I mean.
It’s a quirk in the SF4 engine according to Gilley.
I wish I could think of another way to test MK Legs as being either +7 or +8 on hit, but I guess what’s important is that it’s possible to link all her 7 frame moves off of it.