Kikoanken works best if you buffer the input. So it’s much easier to pull off in combos rather than naked. You have to time the input for it so that you tap the second :h: exactly when you want the move to come out in the combo. That’s how I usually do it and it’s working out fairly well.
Jump cancelling crouching :h: isn’t really tricky, you just need to hit j.:l: really quickly immediately after her crouching :h: for it to connect. I would try breaking the combo down, and rather than trying to do her entire loop, just practice linking crouching :h: with air :l:, and once you’ve got that down then go from there.
Yep I am having trouble with this as well, I guess I should just cr H and air l over and over till i find the timing.
You wouldnt have a link to a video about buffering input would you im sort of a newb and Id love to see an explanation with video of the person pressing the buttons…
Also, heres a quick question, do you guys find the head stop loop useful in actual matches? In training mode I can get to 3 or 4 repetitions before i fall out of the air but in regular matches I rarely pull it out.
Yeah im kind of a noob as well (emphasis on the name). Im not to good with the “lingo” yet but im getting use to it. Does VesperArcade have buffering in one of his tutorials? Also thank you very much. I noticed every time i did a cr. heavy into air light i would either jump to slow or put in the input to slow.
when I do Kikoanken, I usually do the motion and double tap H. Like… back to forward (tap tap) I’ve had a very good success rate with that.
Cr.H to j.l is exactly as Shiizu said, just hit j.l as soon as possible. Practicing just cr.H to j.l over and over will build up your muscle memory and you’ll just ‘know’ when to hit it. practice her 4th or 10th mission over and over to really nail it.
After a ton of repetition I am getting the jump cancel out when I do cr H. to j L. Now I just have to train myself to quickly get out M M H Dp H to finish of this pesky jump cancel chun li mission… For some reason I get all mashy after the quick j L.
On an unrelated note I hit 9th ranger tonight, lol got mah 3 star action going !!
really the only issue I’m having with Chunny’s jump cancel combo is landing the air S before you land…I’m having a success rate of about 20% and I’ve been practicing it for about a week… or if S DOES land, its always too early, and my ground combo doesnt connect.
I’ve only gotten the loop correctly a handful of times…
Keep practicing and you’ll get it. My only advice would be when you jump cancel c.H into your LMMHS, do the LM immediately, then a small delay before the second M, then a medium delay before the H, then a big delay before the S.
The trick with chun-li’s jump cancels is you have buffer the j.L into the c.H. Fortunately this makes actually getting to the j.L relatively brainless. I don’t even wait for the sound of the c.H to hit. The moment I push the H button, I immediately hit uf+L.
Chun seems to have a lot of buffer time on her ground normals, so you can basically speed through c.LMH uf+L and the j.L will always hit. While you’re on the ground you don’t really need to pay attention to timing it. I mean hell, on a PS3 pad Chun’s lightning legs loop can be done by rythmically mashing the R2 button. In the air thought, you need to pay a little more attention.
For me with the Kikoanken, it almost feels like I’m pushing the second H for the move when my thumb hits F on the stick (gamepad). I’ve kind of put that part of the combo into muscle memory so I rarely actually think about it when I do it. The way I got to do it pretty reliably though is to just do the beginning of the combo into Kikoanken and stop, do it again, stop, do it again…etc etc.
As for the jump cancel into air string, it was tough at first because the first part on the ground is done fairly fast, and you jump cancel and have to do the first L and M pretty quick but you have to force yourself to slow down. Space out your attacks after those first two J hits so that your S will hit their feet (on standard size characters) and you’re fairly close to the ground.
The weirdest part of the combo for me is after you land after the jump cancel air string and go into the Hoyokusen, the following SJ combo seems to change for almost each character you’re fighting against… O_o
For the Kikoanken, I make sure that I have done the entire half circle motion, then I double-tap H. If you press the first H too early before the half circle motion is done then only the second H will register, which will net you a Kikoken instead. You should cut on the input display to make sure you are doing the motion correctly.
For the jump loops, buffering the j.l worked for me too. Trust us when we say that eventually, you wont even have to think about it, it really does become that easy. The timing on the rest of the combo is pretty specific: the first j.m comes immediately after the j.l, the second j.m comes after a small delay, the j.h comes after a slightly longer delay, and the j.s comes after a really huge delay. The trick to the combo is in the enemy’s position when you hit them with the j.s: you want the enemy to be above chun-li’s head or else the enemy will reach the ground before chun-li does. The longer you can successfully keep the enemy in the air while doing the combo, the better your chances of pulling it off successfully.
Don’t get discouraged if it seems hard at first. You’ll master it before you know it and be on the next challenge!
If you get :f:+:h: command crossup instead of kikkoanken you missed the back and did :db::d::df::f: :h:.
If you get kikoken you hit :h::h: too soon or too fast.
Also, turn on input display. If you do :db::d::df::h::f::h: you will get a sweep kara cancelled into kikoken. If you watch carefully you’ll see the startup of sweep cancelled into the kikoken.
For the air combo, I would start very slow and speed it up. Start trying to hit the next button as late as possible without the opponent air resetting. You’ll get a good feel for the timing after a while.
Also, if you just can’t get it down you can do a simpler combo where you jump cancel the sweep into a longer air combo using your double and triple jump. But stick with it, eventually it’ll be second nature.
i can do the full loop to launcher very consistently, ie LMH xx kikoanken etc.
its all practice, when i first tried it i still couldnt get it after like 6 hours of practice across 2 days… the buttons on this game being weird doesnt help at all. but, in the end, i was able to get it consistently… and now it doesnt seem very hard… just another combo.
the hardest parts for me were canceling into kikoanken (no problem doing naked kikoankens, but it took awhile to be able to do them in combo) then timing the air series right took lots of frustration and practice. and the last thing i mastered was landing and doing s.L
that was hard cause if i did it to early no s.L would come out, but too late and it would wiff.
right now as far as the pre-launch part is concerned im about 80%, but i still have one thing to work on which is after landing and doing LMH crouch H crouch S… its better to slightly delay the H and S cause the higher the opponent is when the launcher hits, the harder it is to followup with an aerial combo.
but yeah i just wrote all that to say that even if your execution is shit that the combo is pretty cake once you learn it, and imho it is very learnable depending on how much time you put into it.
GDLK information Ryan. I’m gonna link this or quote this in the combo OP (which I’m going to have to revise greatly since the new forum settings ruined my 2 stickies…they needed updating anyway.
Great stuff as always Ryan. Every time I check in there’s great new info from you.
My biggest problem with the grounded combo part is not knowing what I can do with jump canceling st.:h:. I can never seem to land more than a single jumping hit before flying off past the opponent.
One thing I’ve noticed is that Chun’s j.S actually counts as a normal that can be special canceled if the opponent hasn’t been launched with Hoyokusen or standing S. For instance you can do LMH c.H jc LMMHS xx Tenshokyaku. Not incredibly useful in practice, but it does raise questions about how some normals are scripted, and possibly could yield some potential tricks with Chun similar to Shehulk’s aerial exchange glitch. I’ll do some fiddling around with it when I’m not sleep deprived.
I’ve been meaning to try LMH cr.H JC j.LMMHS xx Air Spinning Bird Kick, cr. H xx Air Spinning Bird Kick, cr.H xx Super. Should work and it’s my proposed new BnB to spend meter. If I don’t intend to spend meter, I just do the old tried and true air combo, slam them down, Wesker to pick back up, and then go for resets/mixups.