That is acutally what I use as well. I’m finding Chun does her best work in the corner and this tag in pushes the opponent damn near the lenght of the stage.
Subsitute HSU for LLegs for the extra positioning.
Yeah, I’m also finding out that if you tap lighting legs it extends the kicks. I think Chun Li will probably just be one of those characters who don’t deal a lot of damage off of tag combos. She is pretty solid on point and builds meter pretty decent for whoever you use as anchor.
Yes you can extend the LLegs with rapidly taping kicks, highly recommend you use MK to extend the legs. It’ll net 204 versus 170-ish damage on HK and Lk is like 120 all off of St. Mp hit confirm.
really nice pressure tactic both Mid-screen and corner is to cancel Cross rush with EX Kikouken, (link) St. Mp xx LLegs
Note: careful mid-screen depending on the size of the character extending the legs can whiff, so opt to link St.Mp to Launcher.
Anyone else using Dash Cancel Backdash from a held legs at full screen to build meter? You can do reps of it really fast and use it after throwing a kikoken, Just something I’ve been doing as a replacement for legs or HSU as full screen meter building. Also why are the links so painfully slow in this game you have to wait so long between button presses I’m really not enjoying that aspect (although I imagine it makes it easier to hit links once you get used to it)
Thank you, sir for contributing to my decision on who I want to pair with Asuka. Looking mighty Chun-Li right about now…
I have to ask does Chun even really need meter for stuff? I haven’t played in any matches yet, so in terms of meter management, I don’t know if it’s okay to go and use the meter for combos or save it by sticking to meterless combos.
Chun can get some pretty sexy things out of a bar of meter, watch Haneyama, you get good damage and an extended combo into a natural launcher also if your magic series is blocked you can cancel into EX Kikoken the hit before the launcher to make yourself both safe and still in a good position to apply pressure…
My team is Asuka and Chun, they function ok together but not amazing (well not amazing for me anyway but I still got some way to go to even just be bad at this game lol)
I really like Chun and Asuka mainly for two reasons.
They both have flip kicks that anti-air for some pretty damn insane damage. df.LK for Chun (confirm into [b.MK - MK] JC j.HK land cs.HK xx HK Legs) or f.LK for Asuka (Confirm into f.LP c.MP xx Onikubigari, c.HK).
Chun with one bar gives a HUGE threat with s.MP. Any s.MP xx HK legs leads to a 400 dmg Combo if it’s Tag Canceled on Hit confirm. Also, if you need to tag, this sets up a High/Low mixup with Asuka if you cancel on block. Basically the threat of s.MP xx Legs is almost similar to Rolento’s threat as well.
Damn Chun really has some trouble to reach 400 damage with meterless combos.
My best is 338 without meter. :-/
Nina can get 440.
[media=youtube]gw4aaACploI[/media]
Here’s a collection of combos starting off Hazanshu. No flashy combo video stuff here, these are all intended to be optimized practical combos. As far as I know these are optimized, I was as thorough as possible in testing, but there’s always the chance I missed something. Keep in mind I didn’t do anything in the corner, there are better corner combos. I use Chun + Asuka here, but you can probably tweak these to fit your team.
There’s also a range of combos for different situations, such as using launchers to activate certain gems, doing combos that don’t include the partner, which would be useful if they have a lot of sub-life, you don’t want to tag them in and lose it, and also some are very difficult so there’s very slightly less damage combos that are much easier in there as well.
** 0 meter**
c.:lp:, b.:mk: + :mk:, JC, j.:hk:, s.:hk:, JC, d.:mk: x3 – 365, easier to execute
c.:lp:, b.:mk: + :mk:, JC, j.:hk:, s.:hk:, SDC, s.:hp: xx :lk: Hazanshu – 367 damage, hard knockdown
c.:lp: - s.:hp: xx Launcher (Asuka) f.:lk: - f.:lp:, c.:mp: xx Oniku, c.:hk: – 360 damage, users launcher, ends in Asuka
** 1 meter**
c.:lp: xx :mk: Spinning Bird Kick [switch cancel] (Asuka) j.:hp:, s.:hk: xx Upkicks, j.:hk;, s.:hk: xx Oniku, c.:hk: – ~462 damage,* ends in Asuka
s.:lp: xx EX Kikoken (walk forward slightly) b.:mk: + :mk:, JC, j.:hk:, s.:hk:, SDC, s.:hp: xx :lk: Hazanshu – 402 damage, hard knockdown
c.:lp:, b.:mk: + :mk:, JC, j.:hk:, s.:hk: xx EX Hazanshu (walk forward slightly) s.:hk: xx Lightning Legs – 393 damage, MUCH easier
c.:lp: xx EX Kikoken, s.:hp: xx Launcher (Asuka) f.:lk: - f.:lp:, c.:mp: xx Oniku, c.:hk: – 410 damage, uses launcher, ends in Asuka
–OBSOLETE-- s.:lp: - s.:hp: xx Launcher (Asuka) f.:lk: - f.:lp:, c.:mp: xx Oniku [switch cancel] (Chun) s.:hk:, JC, d.:mk: x2, j.:hk: – 380 damage, uses launcher, ends in Chun
Improved: c.:lp: xx :mk: Spinning Bird Kick [Switch Cancel] (Asuka) j.:hp:, s.:hk: xx Launcher (Chun) s.:hk:, Jump Cancel, d.:mk: x2, j.:hk: – 434 damage, **ends in Chun. **
Note the ‘Improved’ combo uses partners launcher, not Chun’s.****
** 2 meter**
c.:lp: xx EX Kikoken (walk forward slightly) b.:mk: + :mk:, JC, j.:mk:, s.:hk: xx EX Hazanshu (walk forward slightly) s.:hk: xx Lightning Legs – 420 damage, use if not enough time on clock to complete super combo
c.:lp:, b.:mk: + :mk:, JC, j.:hk:, s.:hk:, SDC, s.:hp: xx Super – ~442 damage*
c.:lp: xx :mk: Spinning Bird Kick [switch cancel] (Asuka) j.:hp:, s.:hk: xx Upkicks, j.:hk:, s.:hk: xx Oniku [switch cancel] (Chun) s.:hk:, JC, d.:mk: x2, j.:hk: – ~482 damage*
** 3 meter**
c.:lp:, b.:mk: + :mk:, JC, j.:hk:, s.:hk: xx Cross Art – 534 damage
*These combos vary slightly depending on the number of hits from SBK or Super.
What are people’s go-to meterless punish combos right now?
I really like cl.st.HK xx LK Hazanshu > cr.LP xx MK Spinning Bird. Haven’t checked the damage on it but it has been pretty solid for me so far.
Check the post just above yours for a slew of post Hazanshu combos. The one you’ve posted here is ~250 damage. Optimal meterless would either be cl.st.:hk: xx :lk: Hazanshu, c.:lp:, b.:mk: + :mk:, JC, j.:hk:, cl.s.:hk:, SDC, s.:hp: xx :lk: Hazanshu – dealing ~370 damage. You can also do cl.st:hk: xx :lk: Hazanshu, c.:lp: - s.:hp: xx Launcher, (partner combo) – damage varies depending on partner, does ~360 with Asuka. (also activates certain gems via launcher)
Hey, I haven’t been able to find any info on this - what is the easiest/best way to combo into Super from a partner launcher? I was having trouble getting it to connect after the b.MK, MK, jump cancel, j.HK, cs.HK (xx Super) tag-in combo.
Also, from that same tag-in combo, I’m having trouble doing a SDC into anything after the last cs.HK. What is the timing for that? Are you able to do that from a partner launcher, or only from non-launch combos?
For SDC, as someone mentioned earlier, be sure to try using cs.HP instead of cs.HK, the hitbox is much bigger so the timing is much easier. Make sure you dash out of the first s.HP as quickly as possible, and after you dash you may need a short pause. If you press the button and nothing comes out, you’re doing it too fast. If you press the button, it comes out but it whiffs, you’re doing it too slow.
I’m loading up the game now, I’ll edit this post to include info on a super combo shortly.
Edit: For super combos, the combo you’ve been trying, I’m unsure if you’re either getting some hits of the super but they fall out, or you’re going right under them. If you’re going under them you’re hitting the s.HK at the end too soon, you want to hit them as close to the ground as possible. If you’re only getting a few hits but they fall out, I’m not sure what causes that, but again try hitting the s.HK later.
Here are some alternate combos: damage is off a raw launcher
s.:hk: xx Super – 371 damage
s.:hp:, SDC, s.:hp: xx Super – 430 damage
(your combo) b.:mk: + :mk:, Jump Cancel, j.:hk:, s.:hk: xx Super – 455
s.:hk:, Jump Cancel, d.:mk: x1, j.:hp: (1 hit), land, s.:hk: xx Super – 474 damage
a couple other tag in combos:
-cl.HK xx ex hasanshu, walk a step, cl.HK xx hasanshu LK – +299 off a raw launcher, +176 after LMHH
-with super instead of HS LK – +410 off a raw launcher, +251 after LMHH
I’m fairly certain this is the highest damage meterless post-tag combo so far – s.:hk:, d.:mk: (1 hit), j.:hp: (1 hit), land, s.:hp: xx Lightning Legs – 343 damage off raw launcher. If you do a super instead of Lightning Legs it’s 474 damage.
after d+mk, do j.HK and you get 364.
I think you may need to re-test your damage, I think you may have had some type of gem active, or your damage isn’t based off a completely raw launcher before it. Following up with a j.:hk: after the d.:mk: is 300 damage, and doing 2x d.:mk: before the j.:hk: is 325 damage.
You can also do the lightning legs combo mentioned in my previous post into a tag cancel. Technically there’s only enough juggle points to get 1 hit of lightning legs, but when you tag cancel and reset the juggle points you get a 2nd hit of lightning legs which keeps them juggled. I’m unsure if this removes 1 juggle point from the following combo, but it doesn’t effect my Asuka follow up at all.
I’ve found an interesting combo. Execution wise I’d say it’s quite practical, but it’s very situational since it requires you to be very close to the opponent. I can’t imagine this working in many places other than off a jump in or after certain switch cancel situations.
c.:lp: is +7 on hit, s.:hp: is 7 frame start-up, and cl.s.:hp: is 4 frame start-up. In order to get cl.s.:hp: after a c.:lp: however you need to walk forward slightly between the time when c.:lp: hits and when you press :hp:, otherwise you will get far s.:hp:.
So, here’s the combo. Jump in, with j.:hp: for example, and afterwards do s.:lp:, walk forward for 1 frame (may vary by distance) and press s.:hp:. If you walked forward far enough you should get cl.s.:hp: after which you can cancel into an :lk: Hazanshu. I’ve posted earlier in the thread several post-Hazanshu combos which I recommend viewing for meter combos, but I will post a better 0 meter post-Hazanshu combos at the end of this post.
Here’s where this setup can be a bit technical. Off a far s.:hp: obviously you can’t cancel into a special, however you can cancel into a launcher. So what you do is after pressing the s.:hp: in the combo, do the :lk: Hazanshu and shortly after do a manual launcher. This will option select for you, if you get close s.:hp: you get an :lk: Hazanshu, if you get far s.:hp: you get a launcher. Of course, you’ll be punished hard if you miss the s.:hp: link and get a raw launcher and they block, so be careful.
A few notes: firstly, c.:lk: will link into close s.:hp: if you prefer having a low hit, but you will have to omit the far s.:hp: option select bit, as c.:lk: is only +6 on hit. Keep in mind far s.:hp: is -3 on block, however it pushes you quite far away so it’s likely un-punishable in most situations.
c.:lp: is +3 on block, with 1 frame spent walking and 4 frame start-up on close s.:hp:, this will effectively hit on the 5th frame after c.:lp: meaning with the exception of characters that have moves starting up in 2 frames or less, this is a tight frame trap.
Obviously going straight into s.:hp: xx :lk: Hazanshu off a jump in will earn more damage, so if you clearly see your jump in hit just go straight into it. This is just to hit confirm.
For damage comparison, here’s a typical hit confirm BnB against this technique.
j.:hp: (2 hits), c.:lk:, c.:lp:, b.:mk: + :mk:, Jump Cancel, j.:hk:, s.:hp:, SDC, s.:hp: xx :lk: Hazanshu – 302 damage
vs.
j.:hp: (2 hits), c.:lp: (walk forward 1 frame) s.:hp: xx :lk: Hazanshu, c.:lp:, b.:mk: + :mk:, Jump Cancel, j.:hk:, s.:hp:, SDC, s.:hp: xx :lk: Hazanshu – 334 damage
So, 32 extra damage and it doubles as a frame trap, not bad. It’s also not nearly as difficult as this post may make it seem, it’s not bad at all.
The above combo can also be tweaked to include switch cancelling, simply swap the ending :lk: Hazanshu with an :lk: Lightning Legs and switch cancel the first hit.
Thanks for reading, if any of my information is inaccurate please inform me.
I’m not sure if it’s been mentioned and I haven’t seen it anywhere but midscreen it is possible to followup an extended LL with a c:lk: I’ve been trying to find combos that leave the opponent standing before I do anything juggle related and noticed that. The only other thing I saw similar to this was in Desk video with s:lp: but that was in the corner.
no, I didn’t mean to say that you have to stop after j.HK
just do the same combo you mentioned in your post, but instead of j.HP x1 do j.HK then land, cl.HP xx LL