After a hazanshu knockdown, I use whiffed df+HK into throw. I don’t have a specific setup for it, I just kind of eyeball the timing. It’s worked out pretty well for me thus far.

Does anyone have a general idea about how legs work compared to other special moves? I know that pressing multiple at once still counts as one press. I know that negative edge doesn’t count for inputs and that kickx3 still counts as one or two if it’s the last press and you want ex legs.( I think. Not sure if it counts it as three individual presses or just 2 for the purposes of getting out ex. I just can’t ever get it to work using it.)

Here is what I don’t understand. For one thing Ex. Legs shouldn’t link off of crouching short. On hit cr.lk is +4 and Ex legs has 5 frame start up. Then as far as the cr.hp xx hk. Legs it’s +3[+4] ( not sure what the +4 in brackets is indicating. Either way Mk. Legs has a start up of 7 frames so it’s not linking and Legs are only Super cancel able.

At the moment I can only cancel cr.hp into light legs pretty consistently. If after the 5 inputs that start lk.legs I mash mk I can get 7 hits on Ryu and 9 on Dudley but if I just continue to mash light kick after the first 5 inputs that start it I can get 10 consistently and 11 every once in a while on Dudley. If after the first 5 inputs to start lk.legs I mash mk or hk I get 9 hits on Dudley consistently. If I just let light kick go for the 5 hits I can link into cr.lk and then into ex.legs once or twice fairly consistently. If I try for more hits pressing/ mashing lk. mk. or hk then links become much harder and it’s easier to just link? cancel? or what ever the heck it’s doing into ex legs straight from the legs currently going. lk. legs on hit is +6[+4] so it should be possible to link another lk.legs or and ex. legs but both mk. legs and hk. legs have 7 frames of start up. Depending on which kick button I press after the initial 5 inputs I do notice differences in the speed of the legs coming out so I’m guessing it is switching versions depending on what I press.

I know this is like an "impostor/ Pseudo " loop or what ever but it has me wondering exactly how legs work and what properties they have that aren’t listed in any of the frame data I have seen. I’m guessing cr.hp xx hk.legs into mk.legs is the optimum version but by going by the frame data listed it shouldn’t work and from the things I have messed around with it seems results vary depending on the character model and the version of legs you are using. Is what I’m doing even some what like how you would start a leg loop? Do legs have “continuation” properties like is listed for E.Honda’s hands in his frame data? Just curious if any one knows and is will to explain.

Cr.lk is allowed special consideration for chun li.

Chained cr.lk can cancel into LK legs and EX legs, and only those two versions. It’s not a link, but a cancel.

is more of a renda type cancel tho

Hmm what do you mean exactly? I know in Vsav you can chain lights into themselves to have more frame advantage after and I think they call that renda, but also in ST you can chain lights and then kara cancel them into stuff if you do it fast.

Renda is a kara cancel from st like You said

Thing is in st you have to kara a Standing light from a cr. Chain

I havent seen anything talking much about… what exactly are Chun’s setups/options off of a knockdown? I feel like that’s a part of my game that is lacking… all of these knockdowns but no way to use them for a big advantage!

Chun doesn’t really do that much.

She has some options though. Forward throw dash walk one step jump cr.lk is one

On knockdown you can do an overhead by jumping back with HK

U can also do an instant air stomp which can either crossup or stay neutral and you can land with the target combo. Though both should be saved for once you have a read on an opponent if you choose to do it at all. If they block this then next time go for cr. Mk

Add in dwu and wakeup stuff isn’t that useful. Its better to focus on footsies and zoning.

There’s an ambiguous cross-up set-up that works with her jumping target combo, from a forward throw, too. You have to input a forward dash immediately after throwing and then jump, otherwise it whiffs and you eat punishment.

I made a topic about this long time ago ( 5 years xD) if you want to read (read the 2nd post in this thread).

At this time i was focus only by safe jump. In my head it was the best way to control your opponent reaction.
But now five years after i’m not so sure about that or at least i think you cannot rely only on this. You have to figure out how control your opponent in neutral game too

im using alot more meaties and dashes instead of safe jumps tbh

specially after sweep, if they use DWU we can use up to 3 dashes and a few steps to corner carry then meaty cr.lk OS sweep again or cr.lp baits

What exactly do you mean by a cr.lp bait, do you do a fake meaty too early to make them want to reversal?

Probably that last thing you said. I see that from high-skilled players, from time to time. They whiff something baiting out a punishment, your punishment gets blocked and you are punished in exchange, for being so fool-hardy.

yeah you can do fake meaty cr.lp~cr.tech to bait DPs and what not and if they wake up throw you can tech it

loses to backdashes and wake up jumps tho

Hey guy’s I’ve got a mysterious Chun-Li question.

So I have a basic combo that goes back m.k, m.k, ex-hyakuretsukyaku, Housenka.

While the timing is a bit tricky on some characters, I’ve yet to perform this successfully
on Poison once I get to Housenka. Even in training mode.

When I am able to get Housenka to connect, a good chunk of the lightning kicks will
connect, one of the kicks will miss, another will hit and then the kick that would normally
launch into the animation will miss allow Poison to fall out.

I would very much like to know if it’s me and it’s strict timing or is this something that is
a program flaw with combo against Poison.

Thanks in advanced.

2 questions:

  1. Can someone help me a bit understand the cr.hp legs combos? From how I knew it up until now, it must be done like this:
    cr.lp ~ hk.legs mk.leg -> link (cr.lk, cr.lp, cr.rh, cr.hp) is this the only way (or the easiest way?)
    From cl.st.rh ~ hk.legs is it the same?

  2. Does any one else feels like online Chun is much harder compared to what other online version would have been.
    I’ve originally got back to her especially to improve my anti air game in the neutral. It seems like my opponent strat should be random jumps until I’m late with the anti air and it get stuffed into half of my life bar. Online makes the reaction time for those much harder.
    Any inputs there regarding online chun (sorry, I just don’t have better offline community)

poison drops from hosenka because funky hitbox

you can make it work but it needs specific spacing/timing

@‌Gefen

  1. Yes, it should still be the same. Possibly easier, since instead of going from punch to kick, you’re staying at the kick buttons. See this thread for more pointers.
  1. Online makes me mad. Granted I’ve only tried PS3, but I don’t want to play online again. The lag (and other factors) are real, and make me dismiss it as a serious training tool.

This is my experience though… if anyone with positive things to say about XBL or PC, do so. My best advice is to play patient and basic, and keep the fancy stuff until you’re absolutely sure your reflexes (and the connection) will allow you to do loops or whatever. Have sound fundamentals and punishes, and you can beat a lot of players online that way. It’s hard but try and approach online differently from offline (once you get the chance to do that).

Or just pick Honda/Blanka for laggy online. That works. :looney:

I actually think I have some kind of basic misconception regarding on how to play against too happy to jump (or some other bad annoying habits) opponents.

I think I need to watch some videos of good players just abusing the low ranks, seeing what they are aiming in those matches that I don’t.

I can studies those top 8 tournament matches as much as I want. The players there already established you can mess around with “bad” stuff around them (i.e. try to jump “unpredictably” every 5 sec or so)

There’s really two levels to playing this game. There’s one level where, your opponent, he doesn’t have a clue. He’s going to do whatever he’s going to do and, whatever you do doesn’t rightly matter. Against this type of player you simply watch. Does he keep jumping at you? Learn to anti-air with Crouching.mp, often-times it’s much safer and gives you more time to react to air-borne opponents than, perhaps, standing fierce which, although good in its own right, loses out to plenty of air-normals and has very specific ranges where it can be used safely. Mostly just be blocking against this type of player and let them auto-pilot themselves into a punishment death. Set-ups are a god-send against this type of player, because they can’t recognise them, anyhow.

Against a skilled opponent? You can use their expectations against them, now. You can go for meaty’s, which you can never do against a poor player, because a good player is aware that other good players know how to bait them. You can act unpredictably, because the game becomes more like a dance between your two characters and your aim is to trip him up. Punishment is still your best tactic, but you will have far less chances to do it. Whiff-punishment will separate you from a player who knows what he’s doing, and one a little beyond that.

In any case, learn to counter shotos first. Lately, all these players are choosing Evil Ryu because he has a lot of high-damage, easy to perform combos and, if new players love anything, it’s to skip the game of fundamentals and go straight to, “I hit this combo, I peace you out.” At the highest level, that’s not how this game is best played. You need to sort out your defence before you can shift into attack.