what combo is y24 using at 7:50 in this vid? is it cl. rh xx rh legs~cr. rh?
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cl. rh xx rh legs~mk legs, cr. rh
excellent, thanks.
has anyone actually figured out how many time you have to press mk legs after the rh legs, or are people just goin’ to town on that mk button until something comes out?
Atrain
1444
i usually tap it like 7 times just to make sure but idk if it activates at the 5th mk input
Dime
1445
you only need to press mk 3 more times after the hk legs comes out… but i usually just mash the shit out of em… cause theres little reason not to.
-dime
Does anyone know what the frame advantage on block is for Chun’s extended mk legs? I know it’s +7 on hit, but there is no frame data (or one that i can find anyway) to specify what it is on block.
guy22
1447
al non exl legs are 4 hit moves, and extended legs are 4 hit moves as well.
this move is soooo hit box dependent, the frame data will be decided by the last hit blocked. if the last hit blocked is the 4th hit of MK extendsion (that does +7 oh hit) , the frame data will be -1 or betterr (i tried in training mode, u can block ryu or chun’s super reversal after that)
but due to the distance and hit box problems, earlier hits can happen to push the opponent out of range, causing the last hit to whiff. In this case chun is much more disadvantaged in frames.
My newbie advice will be, try to do this block string as close as possible and try to start with cr.HP (this move closes the distance)
what do you guys do in the corner?
the only options i see are trying to guess when youre gonna get thrown, try and do a wall jump or get beat down.
I block and look for ways to get in cr.Jap, st.Strong, kikoken to push em away, or try to neutral jump at the right time to give me a chance to kick em and get out of there… Also look for chances to dash under if they jump in putting them in the corner… I NEVER use the triangle jump, just sit it out, look for a chance to attack and push em away (EX SBK if really desperate) and be ready to tech that’s what I do…
Exvaris
1450
I abuse the wall jump, probably more than I should.
What is nice is if your opponent doesn’t have a reliable anti-air, you can headstomp them on your way down. Sometimes a good Focus Attack is useful too. If you get a crumple, backthrow them so that they’re in the corner and the tides are turned.
Otherwise, what Wh1ppet said is all good stuff.
c.hk, st.mp and st.hp are great moves.
Thanks for that guy. You are right, the full extended lightning legs pushes them too far to be a tight enough blockstring. Also, it’s been suggested so often in the chun forums, that a sweep is a good link to end extended legs, but I have found c.fp into a sbk, or ex sbk (2 in the corner), or in fact anything that combos off c.fp to be better finishes. Is there a reason why these aren’t used more?
what do you do when zangief is close in on you?
I dont know of any defense against his special that are “grabs” other than dashing away in hope.
theres gotta be something… im sick and tired of losing to zangief even though im clearly dominating the match, two or three grabs and thats it…
mpham94
1454
instead of just dashing away, you can do a neutral jump
You have to read the Zangief player. It’s difficult, but you can’t just frantically try to dash/jump away because there are counters to that.
Block when he thinks you’re going to run away, move when he thinks your going to stay still. If you look on the Zangief forums, the first thing that is talked about is not necessarily using the command grab to win matches, but using the fear of the command grab to win matches.
Also, you’re not dominating the match if you lose. I understand you frustration, but that’s how this game works. You have two types of characters: characters that want to be close (where the challenge in the character is getting close), and characters that want to be far away(where the challenge is keeping the other player out). Chun Li is not an extreme like Dhalsim, but she is definitely more of the latter archetype. Zangief got in, so he won. Your goal is to play a perfect zoning game, taking advantage of Zangiefs need to hold forward to do damage.
And yes, characters can be played in different ways, but there are clear differences in the tools that certain characters have which make a huge difference in a characters ability to be a “rush down” or “turtle”
This question might seem dumb at first glance, but is anyone else having a problem in executing an ultra after comboing a c.fp into ex sbk in the corner? Normally, I have absolutely no difficulties in executing this away from the corner, but it appears to me like some glitch that if you’re pushed up right in the corner as the c.fp does moves you forward, it prevents you from doing an ultra. Am I going raving mad? Or am I missing something here?
If you’re too close when doing the EX SBK, the opponent registers behind you during the EX SBK animation, you lose charge, and thus, cannot do ultra.
guy22
1458
arh! that’s something i’ve never heard of… now i know more about chun~ thx so much!
Hey guys, after fighting a score of extremely focus-happy Ryus the other day, I’m left wondering what it is about his stance exactly that makes him so hard to hit with Chun’s jumping FP target-combo when he’s charging focus. Is there some trick to landing that all-important, armor-busting second hit, or am I better off sticking to walk-up throws, dash EX legs, etc. to punish the really predictable nonsense?
It lowers his hitbox, making it hard to hit both of the jumping fierces.
It’s the same concept as trying to do jumping fierce x2 on crouching opponents. You can’t, because their vertical hitbox is too small.
So yeah, you have to resort to other measures to deal with the focus.