the way hazanshu into super works is not quite the same
hazanshu is a command move and for this link you are using charge buffering almost at will, because when you do the hcb you just hold the back for a few frames and then you hit kick buttons, this is enough to build the charge, remember that there´s something called hit freeze too. To use charge buffering with kikokens you need to do back for the charge, then forward, then back plus punch button, this is the correct way for the buffer. For some reason EX kiko against crouching blanka in the corner is at least +7, but so far there´s no enough time to do hosenka…
messing around with this WIP bnb, against crouching viper you can do cr.lpx2, cr.mk xx HP kikoken FADC cr.hk MID SCREEN, for some reason HP kiko wont connect on standing viper lol.
is possible to do a safe jump from this knockdown, im searching for something reliable tho
inb4 shoto fireball fadc sweep ftw
edit. time for some gimmicks
the only good thing about easy stomps is for doing a insta stomp with backward momentum (ie. chun bounces backwards intead of forward), it seems safer than jb.hk and reaches viper while crouching, jb.hk does not hit her in some situations
I understand that you’re using buffering in both cases, but my point is that even with buffering you need to really wait out the hitstun, because it’s a matter of a few frames of wiggle room.
I recently started playing SFIV and I love Chun Li character. But I’m having trouble reading your guide (Linking and Combo sections).
BEFORE asking this question I’ve read the thread called THE SRK GLOSSARY - WIP in Newbie Saikyo Dojo, but it DOESN’T HAVE the abbreviations YOU USE in your guide. IMHO every guide should be self-contained and readable without any other guides, so it can be read by all players, novices and non-hardcore casual players. And as a feedback I would like to ask you to include in your guide a list of abbreviations you use in button sequences.
For example:
Links
[LIST]
[]C.LP -> C.LP, C.LK, C.MK, SC.MP, S.LP, S.FP (only against certain characters), SC.HP, SC.HK
[/LIST]
Meterless Combos
[LIST]
[]cr.LK > cr.LP > cr.MK xx HP Kikoken
[/LIST]
While trying to find the meaning of your abbreviations I found someone telling that in “C.LP” means “crouching” light punch, but in your guide it’s obvious that for “crouching” you use “cr.” abbreviation, so what “C.LP” stands for then?
What I’m trying to say that sometimes abbreviations vary and “crouching” is abbreviated either as “C.” or “cr.” and for a person who see this for the first it could be very confusing.
That was just an example, it’s not the only thing I can’t read in your guide, for example I would like to know what “SC.MP” means etc.
I hope you’ll find my question not irritating but rather as reason to expand your guide so it actually could be read by novices and people who just like to learn some new combos without spending hours trying to find some other guides that “might” have the correct abbreviations (at least I haven’t found any on this forum).
Don’t worry, your confusion is totally understandable. In the example you pointed out, C.LP is actually crouching LP.
SC.MP is “standing close” MP.
The reason for the discrepancy and inconsistency is that the Thigh Life & Style Guide was compiled from a bunch of other, separate guides (old-school Chun players can attest to the fact that we literally used to have like four or five more stickies on the Chun forum than we have now). In the interest of time I compounded most of the info together without streamlining it with the same style of notation. Even now the guide is incomplete as I just haven’t had the time I’d like to be able to work on it, but yes I am aware of the issue. Sorry for the confusion!
Malvadisco, SnakeAes, thanks for your quick response.
I hope that you’ll find the time to update this guide so everyone without any exceptions could read it easily.
PS. Malvadisco, as it turned out, we both were wrong, in this guide “C.” does stand for “crouching” just like “cr.” … At this stage confusion is unavoidable.
Don’t know if this has been mentioned but just a heads up anyway, the ex legs safe jump only works properly if it only hits 3 times. It hits 4 times vs some characters i.e. Guy, and Cammy at the top of my head. Whilst you can still safely do a jump in attack and make a reversal whiff, your attack will technically whiff if they do nothing, so they can mash throw you on landing.
Also, I played in the arcade recently, and after getting zonk knuckled spam during blockstrings, I happened to come across a blockstring os u1 which is very effective against Cody. I’ll record something and post it as soon as I can. This might be especially effective in some matchups using u2 as well, but have not done extensive testing.
You’d think it would, considering how long their startups are, but they don’t. It does however work against Viper’s ex seismo though. Don’t know if that warrants the use of U1 though since she can feint in time before the ultra hits. You’d probably be able to os this with u2 too.
Works against Dhalsim and Bison if they triy to teleport backwards during blockstrings. Akuma is a weird one. It will catch him if he uses the 3K version but with the 3P version it works with certain timings. Anyway, I’m not too sure how often you get a free blockstring against Akuma where you’ll have enough charge for U1 anyway unless you get in with focus. Needs more testing.
Also against certain characters at certain distances EX Legs only hits twice, this should go without saying but the safe jump doesn’t work in those cases either.
Does that still happen post-2012 patching? I haven’t tested with every character, but it seems that even from max distance, I still get at the very least 3 hits on most characters. Do you know specifically which characters this happens?
Dee Jay is the one that comes to mind for me, I don’t remember specifically if it only hits twice from certain distances, or if Dee Jay maybe just gets up fast enough to do EX Upkicks when I try to do the safe jump.