Linking close RH to SAII?

I see this done all the time in the gamervision ranbats but I just can’t do it? Is the timing weird like ken’s axekick to SAIII? I’ve tried everything, and I just don’t know.

Also can you link toward+RH(the jumping spin kick thing) into super? I swear I’ve seen this done but it never links when I do it.

im not exactly a chun player but i have an idea.

it might be something like yun’s close s.mkxxgeneijin, you have to do qcf, then tiger knee it during the move for it to come out. what it does is cancel into a sj then does the super before she leaves the ground.

if this is false i apologize.

If you have seen Thongboy’s Twelve tutorial, he explains super jump canceling supers. You can only do HK xx Hoyokusen if you superjump cancel it.

The way you do it is this:

Connect with the Hk, and right when you press the button, do one full 360 and an extra quarter circle forward. The game will register the superjump and both QCF motions if you do this fast. Start the motion from down also. Chun-li won’t actually jump, and you will nail them.

At least I think I’m right.:wgrin:

If I’m wrong, please correct me.

Also, to connect the toward + RH into super, the opponent MUST be crouching. It will never work if the opponent isn’t crouching.

Hope this helps!

nah, info is absolutely right!

that way works, but you can also do qcf, qcf, uf + k. i find this way easier, but both work, depending on how fast you do the 360

Cool. Thnx for the confirmation!:tup:

I think the jumping spin kick (not the one where she flips over you, I assume) will only link on crouching characters.

Nah, they don’t have to be crouching to link off the d/f HK. Infact, in one of the later ranbats someone did d/f HK -> cr.MK XX SA2 on a standing chun li after parrying the last hit of her super. I know that she has some weird properties when she is recovering from that last kick but I don’t think increased hit stun is one of them.

Also, do the close HK XX sa2 the way ekin says. The reason is that it if you use the 360 method it will be very hard to NOT jump if the HK does not hit. In most case you don’t want to super jump over them if they block the HK. Infact, you should super jump back if you can react fast enough to it being blocked.

No, no. I think he means far-HK (hence, not the flip kick).

df+HK is one of the scrubbiest moves in the game any ways. The topic creator is talking about just hitting someone with a standing HK from a distance.

WTF IS THIS?
are u guys talking about the half spin kick she does into a super?

Nope…talking about hitting the opponent with CLOSE standing HK. Like walk up right next to them and hit the hard kick button. Then cancel via super jump cancel into super.

thanks man, was trying to do it in training today, didnt realise i could sjc cancel into sa2, straight cancel in sa2 left me hanging.

bump. Is there a reliable way to buffer the super after the close roundhouse so that if its blocked or parried you super jump back

yeah. you can eye that shit. no special technique to it…

i like how everyone ignored the topic creator’s misuse…anyway, i was bored, and yes you can

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u can link it to c.mk too if you do it meaty vs crouching and stun them with the s.rh

i think this is chun’s second best hit confirm imo. whenever you get into throw games with someone s.cl. RH = free supers! next time someone jumps straight up walk under and do it to it.
personally i think that doing a 360 is by FAR the best way to do this. trying to tiger knee the first fireball is inconsistent imo because the motion is jerky to reset the stick to do the second fireball whereas the 360 and second fireball is smooth as glass.
the timing on this being hit confirmable is even more lenient than low forward imo and i think that its not a bad idea to do the 360 most times you do s.cl. RH so your ready to super.
+plus jumping back out of the close RH is safe against almost everyone, most characters don’t have a way to punish the jump away and most players won’t bother.