Chun Li is one of my main characters in CvS2, but I haven’t mastered this technique yet. In fact, I haven’t really tried it.
But it is a very powerful technique, and I probably should.
I can’t really explain exactly WHY the situation for Chun Li’s Crouch Strong and Sagat’s Crouch Forward set up this situation so well, but I CAN explain how it works.
Basically, it’s like this: when the enemy is hit, the move that connects freezes a tiny bit in the frame that it’s connecting. However, the freeze is SLIGHTLY longer than the freeze that occurs when the move is BLOCKED. So, let’s think about this. If you throw out a Crouching Strong, only one of four things may occur:
- You whiff.
- The enemy blocks it.
- The enemy gets hit by it.
- You trade.
The fourth one doesn’t let you Buffer, so it’s moot. Let’s ignore that case.
Now, every move has a specific frame that can be buffered. Usually, the frame that connects. Some moves give slight leeway and can be Buffered even slightly AFTER the move connects. I’m suspecting that Chun’s Crouch Strong and Sagat’s Crouch Forward fall into this category, which is why they can use this trick, but I can’t be sure unless I’m at home testing it out. In any case, let’s use the following symbols:
…|
- | Start-up frame.
X | Hitting frame.
? | Post-hit Buffer frame?
= | Recovery frame.
|__________________
So I’ll list whiffing, Blocking, and Hitting in a row, below. Remember, this is in REAL-TIME. So I’m not counting the number of frames for each part of the move, I’m indicating how long they last in real-time. When a move connects, remember, the moves freeze for half a second.
|–XX====|
|–XXXX====|
|–XXXXX?==|
|12345678901234567890|
What happens is that you time the button press of your Super to fall on the 7th time-frame in the chart above. If you do it and you whiff, you obviously can’t Buffer. If the enemy Blocks it, it’ll be too late for a Buffer. But if they get hit by it, you’re still in the hitting Bufferable zone, so out comes the Super.
Now, the problem is that almost ALL freeze the exact same amount of time when the move is Blocked or is the move connects. So nowmally, there should be NO lingering time-frame where you can Buffer a move that hit versus a move that got blocked. In other words, if hitting your opponent caused longer freezes, in general, than making your opponent block your move, EVERYONE could utilize this trick. But they can’t, so by the nature of the system in CvS2, this trick shouldn’t work.
For some reason, it works with Chun Li and Sagat (and probably a few more cases). As I said, I can’t explain why, but there is a chance that is might be because there is a recovery frame (where Chun starts to pull her hand away) that IS “Bufferable” only if it hits (indicated by the ‘?’ in the chart above). If that’s the case, that’s where this trick is coming from, and most characters just don’t have this benefit. I have Buffered Chun Li’s Crouch Strong REEEEEEEEALLY late before (it felt like, anyhow). So I’m guessing this is reason why it occurs.
So maybe the chart actually looks like this:
|–XX====|
|–XXXX====|
|–XXXX?===|
|12345678901234567890|
And for some reason, that one extra recovery frame that is Bufferable allows this to happen.
So if you learn to time your button press for the Super at that precise moment 100% of the time, yes, it’ll never come out unless you hit the enemy, and it’ll still Combo. However, needless to point out, this is NOT an easy tactic. Probably takes a lot of practice, but setting Training Mode to randomly Block may help out a lot. Many people here have talked about a VERY good tactic of always Buffering the controller and only finishing the Super motion (and hitting the button) if you see your move connect. But I can guarantee you that is NOT what they are doing. It’s too hard to react like that… almost inhuman. No, there is definitely a trick to it, and I hope I’ve explained it as clearly as I could.