SFIV Chun Li General - Fellowship of the Thigh v.2

If she is standing you can link straight into EX Legs on any HSU. OR, you can link st. jab to cr. MK/Cr. LK xx EX legs. Those hits will work after the standing jab. Her leg’s hurtbox moves too far back during big hit-reels, I guess. The damage on these is all basically the same, with the St. LP > Cr. LK > EX Legs link being the weakest… (only two hits of EX Legs lots of scaling with lights).

If she’s crouching, just do what you do…

Been lurking around these boards now for around a year since I started playing Chun exclusivity. I never really looked in this thread for combos and what not being that there is the other thread for that but at this point it seems dead. I had actually stumbled upon cl.hp xx hk. bird and thought I might have come up with something new that might be worth sharing but apparently it’s been known about for quite some time. I would love if we as Chun players had a guide as great as that Mokoto one that’s out there.

Any ways I know that jumping in isn’t always the greatest idea for her and that she excels on the ground but does jp.f hk into cl.hk xx hp fireball buffered into her super seem like a decent way to use it if you have the bar and get the chance to jump in? . It does 492 damage and 480 stun if I’m reading the training mode display correctly. I’m new to trying experimenting with random things in training mode and have mostly just stuck to the combos and things I have seen listed in the other thread on the boards but after seeing people talking about FADC combos and things like that for her I think I’m using some really dated combos.

Actually there is one chun guide like makoto…

its out dated and could use more info. its too general IMO

I read that and it did help me with some stuff. I think it’s useful is you’re still new because it at least helped me organize my thoughts.

yeah too bad it wasnt finished

I’ve started playing Chun way more basic again, running u2 much more now and not relying on c.hp legs. It has helped my win rate a lot.

Sometimes it helps keeping it simple.

Yeah thats true, sometimes simple is good. No cr.hp legs though? Why is that helpful? I consider that to be a fundamental part of chun, you dont have to loop either

c.hp x legs by itself is nice to have, but looping isn’t game changing by any stretch imo.

Yeah, I agree, people focus on it too much (and too many mediocre Chuns constantly attempt and fail it). I’m not giving up on it, but new players ask about if they need to learn it, and they really don’t, close hk xx ex legs is good enough to last you ages, and is pretty easy.

cl.hk x lk legs, st.hp is a very viable alternative to using the loop or even cl.hk x hk legs, c.lk x ex legs.

If I couldnt loop I wouldnt use chun, no fun. cl.hk x hk legs fadc stmp(first hit) x hk legs mk extension, crhp hk legs mk extension, crhk does over 400 for 2bars and works on most

Remember folks, fundamentals >>>>>> derploops

^omg that ending… LOL

im sad

i have been saying that derp loops are not critical for chun since forever :frowning:

Yeah I rarely go for loops anymore. I might sometimes pull out a cr.HP xx Legs for pressure or to bait someone into DPing when the time comes for the second cr.HP… but other than those uses I have mostly stopped. Instead I’m starting to incorporate the cl.HK xx Legs, s.LP, s, HP combo now. I think it is a bit easier to do consistently anyways.

Another nice combo on Yun, for 356 dmg is Cl. Hk xx EX Legs > EX SBK. Works midscreen if you time your walk to catch Yun as he floats down from his falling arc with EX SBK. If you do it too early, you only hit twice with EX SBK, but can get up to 5 hits for the same damage you would get from a corner combo.

Skatan, if you want a knock-down from that with an easier link, you could just do Cl. hk xx lk legs > ex legs. not too tough to make more consistent than a one framer and the damage is very similar.

That’s actually called the Ricky Tam combo around here, after a Chun player who did it on Daigo at evo, (I think in 2009? it might have been 2010). It’s somewhat well known.

What’s not well known is that the 2012 changes made it work on more characters, and made it work post hit confirm on more characters, and the Ultra changes made it do the full 356 damage against several characters mid screen, in 2012 and previous versions one of the hits (I think the last, highest damage one) would pretty much always miss midscreen, and it generally did 316, in Ultra, as you say, you can get 356 against certain characters, including Yun and his hurtbox clone Yang, as well as Ryu and his hurtbox clones Ken & E. Ryu.

It should be pointed out that it’s not just timing, you do have to walk forward a bit against certain characters to get it to hit, or to get it to hit fully, although the timing is also important, although unfortunately both appear to be character specific, I’m fairly impressed you were able to get it to work without knowing about it.

that combo works on decapre too

Haha, don’t be too impressed… I knew some Chun pioneered this tech and executed it in tournament against some Ryu. I must have forgotten it was Daigo… Landing 5 hits on Yun midscreen is news because many characters including Ryu only get hit 4 times, even in the corner. I am pretty sure I am the first one who posted midscreen b+mk target combo to ex bird, under an older account (i lost the password/email for it), but I did use Ryan Tam’s idea to come up with that too. I actually posted a vid of it against Balrog, when I first learned about it, I think. But anyhoot, I just mention it to remind people because I know it is not a common combo.