Chun-li Video/Discussion Thread

hmmm… never thought about using d/f +hk at neutral when they are in the corner cause they cant walk backwards out…

interesting.

-dime

I have one and only tips for Jav:

fierce links after jabs.

I promise it does.

Seen him against a Cammy, and noticed he used cr.mp to beat her DP once. Didn’t know that.

Also, nice videos.

Question regarding the HeartOfBattle Mirror Match:

I noticed at the end of the 1st round of the 1st set, Justin was block stringing at the end of the match, and managed to land the far strong. Is there any reason he didn’t Kikouken afterwards for the chip win? It seems like the string would lead to a long enough charge for a kikouken, or is it really that punishable with an ultra? I always considered the strong to kikouken pretty safe, but I’m not ultimately sure now.

He loses his charge after the first cr.jab, as he moves forward slightly and does cr.forward. I don’t think he had enough time to charge.

However, if someone is expecting it, they can reversal ultra through st.strong xx kikoken, because it is not a combo. They’re not stuck in blockstun like cr. jabs or shorts.

http://zoome.jp/sf4_esaka_navel/diary/22/

^^^uryo chun in action. nice as fuck… playing against newbs, and a bit lucky.

sorry if this has already been posted.

-dime

I like Uryo’s Chun, it’s very clean. Some of the stuff he was doing I was nodding my head like it’s the move I would be doing. I really think in terms of style we play a lot alike.

So I guess it’s true that a lot of Viper/Chun players play the other character :cool:

wow never seen someone use the super bar so effectively. and also jumping mk need to try and implement them in my game.

Uryo is damn fun to watch.

I lol’d when he tried to reversal ultra Ryu’s cr.forward.

EDIT/addition:

Hey guys check out our Chun representative in SG!

[media=youtube]vE-Z1Ngq4Wo&feature=PlayList&p=AE50622D9D88D328&index=1[/media]

/wrists

Edit again: Watching the rest of this guy’s vids makes me really depressed. I feel so bad for the guy. He put so many hours in to get to SG and he’s terrible.

^^^ and people tell me i should give online a chance…

-dime

For a Dhalsim player he wasnt that bad

whats the input for the jump hk c.hp into hk legs? i can piano the legs from hk pretty easy but i dont no the inputs from c.hp.

anyone no how many hits of the hk legs your suppose to get before u can sweep after? my bad if someone already ask this

J.hk, slide from fierce punch down to roundhouse left to short back to roundhouse, mash mk legs until two out of the four hits of mk legs hits.

normal legs come in sets of four, each requiring five inputs. That is, five inputs for a set of four legs. So if you do RH legs mk legs and all four of the mk legs hit, it will only give +4 frame advantage, not allowing you to do the sweep.

However, if only two of the mk legs hit, it gives +7 frame advantage, allowing for the sweep.

Take note of MagMans video: [media=youtube]B-19K2wZl28[/media]

The first “set” of four RH legs comes out, and then the second “set” of four mk legs comes out. Only two out of the four mk legs connect, allowing him to cr.roundhouse.

The hard part about going from c.fp to rh legs is the inputs, but it can be accomplished much easier with the slide method, instead of trying to piano it.

perfect explanation.

except for 2nd part of mk legs can hit any amount of times and get the +7…

i think! lol

-dime

Thanks :smokin:

To be honest I’m not EXACTLY sure, but I think that the reason it’s listed as +4 on the frame data is because it was tested with all four hits hitting.

That, and the only consistent trend with all of the times I’ve connected mk legs to cr.RH was when only two hits hit.

I think that she recovers quicker from the part of legs that hits outwards.

Because her legs do this right:
–>(2nd)

– -----> (4th)


– ----->(1st)

 --> (3rd)

I think it’s something like that. So when you hit mk legs that are in that magic position, the first two hits whiff and the last two hit. It seems like she recovers quicker when only those two hit. I just can’t figure out an explanation.

It’s interesting, I wish I had a really nice slow motion camera to watch it. I’m resorting to VLC media player at .03x speed.

as long as the last hit of mashed mk legs hits it should always be +7 whether the last hit is part of an 8 hit leg combo or if it somehow is part of a 5 hit combo shouldnt matter… as long as the last hit hits.

only time this could be different is if the last hit of mk legs hits as a meaty, in which case it would be +8, cause all legs have 2 active frames.

-dime

Hm, interesting.

So then why do you think that the frame data says +4?

Did they just record it wrong?

Keep that up and you’ll get the nickname Dime “Two-times” X

[quote]

naw man, its just that mashed legs is a different move than regular mk legs they dont actually have info for ANY of the mashed legs… samma came up with the +7 cause cr.hk is comboable from mashed mk legs:

[quote]

lol FIXED!

-dime

But the reason he was going c.mk into hk legs was because he was obviously a turbo whore. There is no way he is good enough to piano/slide into hk legs when he played as crappy as he did.

[quote=“Dime_x, post:1298, topic:52551”]

So have we figured out where exactly the line is between mashed mk legs and regular mk legs?

Like:

If it takes 5 inputs for mk legs, how many does it take for mashed mk legs?