Thigh Life & Style Magazine: Your guide to everything Chun-li!

LOL its Nev… Sorry I just know this guy and he is insane with his tech I just found it funny seeing it posted here

i remembered that snake was using the taunt to plink the ultra, but this should be easier to do, ill give it a try

I’ve hit u1 after cr.hp xx legs about 85% in training, so the ease is definitely there. Of course, putting this in motion in a real game hasn’t come second nature yet.

I’ve been trying this going U/F and D/F; none of them have actually continued the combo after cr.hp xx legs
obviously a trick to the timing – I’m trying to use the same timing as connecting her Super on the end, should I do the motions a bit sooner?

You actually have to do the full (charge) b, f, b, f motion before rolling the stick uf and pressing 3k~lp, and you don’t have to do it particularly quick either. It’s easier than you think it is. Just requires practise.

I don’t understand the point of the video. Just plink with hp. People have been doing it since Vanilla. There’s no reason to use lp, and using hp means you can just use the 3k button if you’re having trouble doing it arcade style. If you get taunt, you’re pressing hp while still in the neutral position, taunt never comes out if you’re pressing back or forward.

Doubletapping the 3K-button gives you even 4 consecutive Inputs (press, release, press, release) instead of 3 with plinking…

double tapping its not frame perfect

^. This. For one frame links, double tapping is not accurate enough to execute the hosenka after cr.hp xx legs consistently. As for plinking with hp, I can see the point of binding 3Ks and using the hp button, but since I avoid binding 3K to better emulate the arcade, it would be advantageous for me to actually practise a method that’s useable at the arcades rather than hitting a situation of not being able to use it solely because it’s the arcade and I’ve been practising on a stick that doesn’t have the same layout on console, befall me.

Okay, but unless there’s something I’m missing (like, it’s easier to press lp at the same time as all three kicks than hp) hp is still better than lp because lp requires you to do [:b:]:f::b::f::df::3k:~:lp: or [:b:]:f::b::f::uf::3k:~:lp:which is what the video is about, whereas hp lets you use the more normal [:b:]:f::b::f::3k:~:hp:.

I’m still going to practice double tapping tough. I know it’s not frame prefect for linking normals because there has to be a release frame, but theoretically a prefectly done double tap should work for linking onto specials which allow for negative edge.

I’ve had difficulty working out how to actually press the buttons :frowning: how the hell is everyone pressing all 3 kick buttons and plinking it with jab? Note I have small girlie hands so the only way I’ve found is to use the top of my hand (the bottom of my fingers so to speak) to hit the 3 kicks then my index finger to tap jab…

This I find both really hard and not practical in a game and I’ve had very little success at hitting the plink… Anyone that can get this honestly consistently as opposed to just saying they are godlike like to offer me the trick to hand position (my hands are really pretty dainty)

I’m not going to sit here and preach which method is better, because it all really boils down to what each individual is comfortable with. If you can hit this with consistency using double tapping then all power to you. In my experience though, I’ve never found double tapping to be very reliable for 1f links. I generally feel there is more margin for error since the gap between the first and second input can be anywhere between 1-5f. Since you actually have to hit all 3 Kick buttons simultaneously and double tap all of them with similar precision, the discrepancy between frames can be bigger. Also, since there is at the very least, a 1f gap between the two inputs, this would mean that you would either have to hit the u1 link at the earliest possible frame after cr.hp xx legs, or a frame before the last hit of cr.hp xx legs, as opposed to plinking, which means you can either hit the link at the last hit frame of cr.hp xx legs, or at the earliest frame after that combo. I’d think I would opt for the latter, since it would be pretty difficult to find the 2nd to last frame of lightning legs.

In regards to the motion, you have like … forever to buffer the motion and add an extra uf motion, so that is a non issue for me. It’s not as if you have a small window of opportunity to swiftly add an extra uf motion.

Again, I won’t argue with the use of HP IF you have binded your 3K to the extra LB button, but as I’ve mentioned, since I’m actually trying to plink using the 3 bottom kick buttons, I don’t have the dexterity nor flexibility of my fingers to use the HP button.

Thumb on lk, middle finger on mk, ring finger on hk, and plink with index finger. That’s how I’ve been practising it.

Ah… Fair enough, cheers for the tip, I’m still not sure this is something I’ll find easy to do but at least it makes sense. I’m guessing this is how everyone has been doing it or at least trying it as no one else has actually complained about it apart from me, either that or people haven’t tried it or didn’t want to admit its hard… It really is hard to do for me. But then again my execution isn’t at your level or probably others that post on here…

Although in other news I’ve found a few set ups that have interesting results I’ll make a vid for them as its pretty odd and interesting…

Very well made! I’m so down to practice now!

My GT is in my signature. Msg me first!

I was curious of what to do against Cammy’s Spin Knuckle. I thought It was completely invincible, but it turns out she’s very vulnerable to throws and maybe you could beat it out on start up with a standing roundhouse. You just need to throw her right before she’s about to hit you, a good thing to know when you want to bait it out with a Kikoken. Just thought that would be some good info for the counters and punishes for Cammy.

The only time Spin Knuckle will hit you is if she predicts your fireball. On reaction, I’m almost positive Chun will recover in time.

That said, Cammy is invincible while she’s in the air, but there’s a period of time where she touches down to the ground before she hits you - during that time she’s considered grounded and loses invincibility. I like to open her up with the cr.HP xx Legs loop here, but if you are less confident you can use cr.MK xx EX Legs or something.

messing around in training against crouching blanka as dummy and i find a shoto esque corner BnB

cr.lp, cr.lp, cr.mk xx EX kikoken, cr.hk

it does slightly more damage than the standard cr.mk xx EX legs and looks cool lol

im trying to link U1 out of this, but it seems impossible to build charge after the EX kiko, and yes im buffering the charge i use to be an urien player for many years

I don’t think charge buffering works in this game the same way it works in 3S.

Either way, I think you could do it, but it would have to almost be a just-frame charge buffer. EX Kikoken starts up in 10 frames and has 48 frames of recovery. Give or take a few frames since there’s pushback and it’s not hitting on the first active frame, let’s call it 60ish frames of time between when you release EX Kikoken and when you can link Ultra 1. I am almost positive you have to charge for 55 frames, so realistically being able to get Ultra to come out is probably very hard.

Sounds like fun though, so I might fiddle around in the lab with it later.

in 3s there´s charge partitioning and charge buffering, you dont need CP to do TTH bnb, you need that bs to do unblockeables

idk about the exact frame adv of the EX kiko in this case (is very weird the hit animation on crouching blanka), because you can link sweep from this BnB, but dunno about building charge for U1, seems very hard

I would wager that it functions like the Hazanshu > Super link, where you need to REALLY wait it out to have charged enough. Good find though, Malva!