One of my favorite things to do in SSF4 was to do Cr. Hp xx LLegs then link either Cr. Lk or Cr. Mk into Ex Legs
So naturally I’ve tried my ass off to do it in this game. Cr. Mk is a piece of crap in this game and feels slower and trying to link Cr. Lk just whiffs
I actually can’t do it in the corner either. So I’m assuming it isn’t possible. All the more reason why I laugh when people say SF X TK Chun is better.
I think she’s better in the since that she’s more capable of rushing down now, but I don’t play SSF4 anymore. Gave it up damn near a year and a half ago. From what I remember it seems c:mk: has a shorter range in SFxT along with c:lk:. LL’s are different altogether but you can link still from them but because of the pushback from the legs you’ll have to link into a Boost Chain and burn a bar to continue from there solo or go for the tag, depends on your style. Personally, I would attempt it when utilizing low openings since there is no clean way to combo into a full combo off Hazanshu from a c:lk: because of the pushback before the Hazanshu. I tried c:lk c:lp: c:hp: xx Hazanshu… but the following attacks afterwards seemed to come up short so I came up with c:lk: c:lp: s:mp: xx :hk: LL c:lk:~s:mp:~s:hp: into whatever after that.
Ah, that makes more sense. Thanks a ton!
Typing from iphone so forgive nomenclature. I cant lant a hitconfirm c.lk to c.lp to 4.mk-mk so I have been doing a jumpin while picking chun up. I cant compare since my rxecution is ass but i find I edge more damge doing for one meter
J.hk 4.mk-mk JC j.hk fp Ex.hazanshu c.fp lightning legs.
Im sure you more talented folks can hit confirm but for one bar I ger 412 using j.hk.
- :bluu:
Sorry about the jerkiness of my last post, I don’t have internet at my place, so I was typing it up on my iPhone. Anyways…
For the life of me I can’t hit confirm c.lk->c.lp into ANYTHING even ‘mildly’ consistently. I’ll continue to work on it, but I continued to experiment and found that after a cl.fp ‘air juggle’ - her hazanshu seems to be her most damaging and consistent option. Without meter I can etch out a ‘tiny’ bit more damage doing other stuff, but no where NEAR as consistent as a simple ( back.mk~mk, JC, j.hk, land, cl.fp, lk hazanshu). With meter I can do the EX and follow up with c.fp into whatever I want (I can’t get a cl.rh to come out, c.fp seems to land consistently though), either lightening legs or EX SBK (not worth the bar).
I just picked up chun last nyte though so I’ll see what rabbits I can pull out my ass tomorrow. Hmm my Brady guide should be home when I get there too w00t.
- :bluu:
Does anyone have any recommendations for methods to do her dash cancel? I’ve been struggling badly with it.
Few things I’ve recently incorporated in my game as I prep for a tourney:
J. Hk, Clst. HK Ex LLegs - Link St. Hp = 365 damage (Note linking St. Hp seems extremely inconsitent at mid-screen work perfectly in the corner)
use the above combo after a forward throw and with a Deep. J HK (I.e. SSF4 safe jump on Fei Long) can stuff some reversals that I’ve tested.
**Cl. Hk xx Lk HSU, St. Lp, St. Mp xx EX LLegs xx Ex SBK = 388 damage **(corner only for Ex SBK of course)
Best Super Art I’ve used so far stems from SSF4
J.Hk or TC HP, CLst. HK, Ex Kikouken xx Super Art = 502 damage (461 with TC HP)
Decent Mix up. Deep J.Hk or TC HP into Headtomp, J. Lk
haters can say what they want but Haneyama’s Cross Rush xx Ex Kikouken Cross Rush is solid.
better yet Cr. Mp, Cr. Hp EX Kikouken xx Cross Rush
I recommend it even as a block string because the St. Mp will catch an unsuspecting opponent
I have more and I’ll try to get those out when I can.
Not sure if this was posted before, but I don’t remember seeing it, but I recently saw one guy who plays Kazuya/Chun do a really crazy combo as his BnB.
In the corner, you can link a b.MK off a Hazanshu, so what it looked like he was doing was something along the lines of:
Kazuya grounded hit confirm Tag Cancel Chun: cs.HP xx LK Hazanshu c.LP, s.MP xx HP Kikouken and either s.MP~s.HP Launcher or b.MK into air ender combo.
Mind is blown.
Seems like a lot of work when j.:hk:, b.:mk: + :mk:, JC, (wait until you start to come down) :hk:, cl.:hk: xx EX Hazaunshu does like… 370 and some change.
What he said!
Maximizing damage with as little effort as possible is best solution – especially in a game where damage scaling is nuts! Why Do 8-10 more hits when 3-5 will do the same damage if not more?
I’ve run into several nice little combos that my new team can do (yes, I changed Chun’s partner again!) but I’d rather hit 380-420 with easy execution as opposed to 330-350 doing longer combos.
for instance – Damage potential off a Tag launcher bringing Chun in is better off of B+Mk Target Combo rather than Cl.Hk xJCx so why do it? Plus you get the added benefit of pushing your opponent to the corner where they only have a few options, Jump, reversal, or roll out.
There’s a few issues here. The idea behind the combo I posted is that you can hit confirm it, and it also doubles as a frame trap should they happen to block the jump in. Also, my combo includes j.:hp: (2 hits) instead of j.:hk:, which does cause 2 hits of scaling so you could increase the damage of my combo a bit if you don’t care for the double overhead. Another issue is the 370 damage combo posted uses a meter.
If you don’t want the double overhead and you can actually hit confirm that fast, then j.:hk:, s.:hp: xx EX Kikoken, b.:mk: + :mk:, JC, j.:hk:, s.:hp:, SDC, s.:hp: xx L Hazanshu = 462 damage.
If you want to get the double overhead and hit confirm, but use a meter, then j.:hp: (2 hits), c.:lp: (walk forward slightly), s.:hp: xx EX Kikoken, b.:mk: + :mk:, JC, j.:hk:, s.:hp:, SDC, s.:hp: xx L Hazanshu = 366 damage.
Also for post tag stuff, I’m unsure what combo you’re using but I’m unable to find a combo that out damages s.:hk:, Jump Cancel, d.:mk: (1 hit), j.:hk:, s.:hp: xx Lightning Legs.
**New way into Chun’s Cross Rush **
Wasn’t going to share this right off the bat – I would rather post a vid with me doing it in a match, lol. But I’ll share it anyway.
Coming from a Jumping Hp TC or Hk or Mk. Use Cr. Hp xx Lk HSU, Cr. Lk, Cr.Mp, St. Hp (HP) - 286 damage (pretty nice for a meter free launcher)
Note – you can continue into Cr. Hp (HP) instead of St. Hp. You can cancel the Cr. Hp into Ex Moves of course, though canceling into Ex kikouken pushed me out of range on my test dummy to continue into another cross rush (dummy was Ryu)
**EDIT- **Actually it will work in the corner, but I leave it to player preference to burn meter or not.
Also note that because Lk HSU isn’t considered an overhead (BS!!!) If your opponent is blocking your jump in and Cr. Hp you can cancel into Mk HSU and not worry about floating over your opponent. Good news it resets your damage scaling because it obviously won’t combo like Lk HSU however it’ll lose out for obvious reasons – BUT it’ll likely catch someone off guard whose Cr.Blocking your LK HSUs all day.
Question for you guys. Anyone finding a way to utilize EX HSU?
Haven’t read everything yet but some things on her combo’s
but her d.f.HK can go into b.MK~mk [input any combo u want]
For the people having trouble hitting HK hazanshu after the B.MK~MK HK, s.HP(or s.HK) xx hazanshu
you have to hit the HK in the air pretty late, hit it too soon and only LK hazanshu will connect after s.HP
EDIT:
totally forgot:
I find EX hazanshu a good fireball punisher as you can doe de b.MK~MK combo’s after it. Going to try some tag combo’s with it (tag, cs.HP xx EX hazanshu, combo)
@ Rayartz. Since you seem to be trying to find uses for ex HSU and you are working on super art type combos I figure ill post this one.
j.HK, b.mk mk, j.hk, hk, EX HSU, pandora, Juri super. With juri having a pandora gem it does 655 damage. You have to pandora cancel as fast as you can after the ex because of how quickly the ground bounce opportunity fades. With no gems at all it does 588. Situational sure, but you do it off of a BnB chun combo anyways so you don’t have to change your strategy to incorporate it. And 588 is still decent damage capable of killing the entire cast at 50% if you don’t like using the pandora gem on juri. You might be able to get some other supers in there as well. But juri is my “main” so I haven’t tested it with others.
Nice damage potential
I was looking for ways to keep Chun alive though. The only way I’ve found that is worth anything is Ex HSU, Cr. Hp xx SA
you can use Cr. Mk for the same damage total and you do have to use Cr. Hp/Mk because if you don’t the opponent just falls out.
the best one I’ve found thus far is the 502 - SF4 style Super Art
a few more things I wanted to note while I’m on here,
combo into this however you like with Chun or tag in Chun: ** **
**B+Mk TC xJCx J.Hk, ClSt.Hk xJCx Mk Stomps ** I use this instead of HSU anymore. Off of Ken’s Cr. Mk, Hk Tatsu this will get 410 Damage
**Cr. Lp, Cr.Lp St.Lp~St. Mp~St. HP xx Ex Kikouken, St. Mp xx LLegs 400 Damage (corner only) **
You can leave out the St. Mp and go straight into LLegs, curious if there may be more potential from this.
newbie. just started messing with this game today. anyway, came across a combo that hasn’t really been posted.
j.2mk, j.rh, rh, super - 454 damage
j.2mk, j.rh, rh, ex legs, rh, legs 384
j.2mk. j.rh, rh, legs (mash for extended hits) 302
By accident I found out that Chun’s 502 damage SA is no longer my favorite
give this one a shot:
**using Deep J.Mk or J.Hk or J. Hp(TC) – pick your poison – Cl.Hk xx Ex Kikouen, St. Mp xx Super Art = 521 damage **
I did it in match and didn’t realise I had the meter remaining to do her SA I was just going for EX LLegs but I still use all three kicks just in case and it won the match so I had to test it. It is three bars but 521 with Chun? I’ll take that shit.
Nice Rayartz I like it, it is a hell of a let less situation than my pandora combo. Now to work it into combos without requiring a jump in. To the lab.
[media=youtube]ubG9Nu4nizk[/media]
seems youtube hated on the sound though, working on getting a mediafire link up
EDIT: http://www.mediafire.com/?l5p6nx06bp00741 Download with sound
A few more quick combos while I’m thinking about it:
**3 bars – **Auto-tag in Chun after Cross rush so you aren’t using meter: B+MK TC, xJCx, J. Hk and activate Cross Arts. Chun will catch the opponent on the way down; damage of course depends on your partner’s SA. With Ken it approaches the 580 mark, slightly higher with Juri.
**2 bars **-- (good push to corner combo or escape) Cr. Lk, Cr. Lp, B+Mk, xJCx, J. Mk, Cr. Mk xx Ex SBK (for second bar in corner) Cr. Hp xx Ex SBK
3 bars – Cr. Lk, Cr. Lk, St. Lk ~St. Mk~Cl.St. Hk xx Ex LLegs (switch cancel) w/Ken Lp SRK, Cr. Mk, Hp SRK (switch cancel) B+MK, finish with stuff
damage is not important – just looks cool and depends on your partners abilities to come in off of Chun’s Ex LLegs. Juri’s Cr. Hp xJCx wickeness works here too. But its all training mode only stuff unless you want to frighten a noob.
had one more but I can’t for the life of me remember right now.