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SAYCO
12-11-2006, 10:39 AM
Do anyone know the character specfic follow up's after Chun's SAII

ni-ten
12-11-2006, 05:28 PM
After saII hits, take a nap, wait till another saII is ready and do it again.
Maybe that, or use her kara srk.

..uhm, no rly what do u mean? After the hyper jump cancel?
I always go for rh, cause it has good dmg, works on all the characters, works almost 100% in lag connections and in all versions of the game with little to no timing adjust.

But there are lots of character specific possibilities. I like down mk and then down hp best. But this only works on Q. Down mk & hk works on chun, elena, twelve & necro. Down mk into another down mk works on ryu, ken, gouki, makoto & urien. Fierce/fierce works also on most if not all characters. Down fierce works also on all.

Jaelle
12-11-2006, 05:54 PM
After super jump cancel I generally use HP+HP on everyone.

B&B
12-11-2006, 07:49 PM
like ni-ten said, Hk's the best...................

chaoscntrl77
12-11-2006, 08:45 PM
I used to do the down mk thing after doing a super jump cancel, but then I got too lazy to memorize who it works on, so I just stuck with HK since it works on everyone and does good damage.

Acer1236
12-11-2006, 09:31 PM
I usually do down+MK then LK on Chun.

Capn Spanky
12-11-2006, 10:13 PM
Depending on meter ill try a few different things.
1. SA2 Sj cancel, UOH in air, land, poke mix-up (with less than 1.5 bars at start)
2. SA2 SJ cancel, UOH in air, land charge EX Spinning Bird kick the wake-up (with around 1.5 bars at start of combo.)
3. SA2 SJ cancel, UOH in air, land, UOH on falling opponent from the ground, SA2 again. (with two full bars.)
4. Do all of number 2, except dont charge the Bird kick, instead Back HP and meaty a possible wake up. (1 bar required.)
5. SA2, SJ cancel BACKWARDS. While opponent is recovering, spam B.HP to build meter. (but you do get a lower rank for whiffing so much.)

Does this help? None of these are really character specific, though combo 3. is really hard to pull off, even on Hugo. For more advice and stats on it, check out the thread called "Chun-Li comboes."

CyanideAssassin
12-13-2006, 11:28 PM
Just memorize and do the best one for each character. I know, it's easier to just do one thing all the time and the difference in damage is minimal, but it's not like you're memorizing Genei Jin combos or anything. And if you can get a little bit better damage for minimal effort, why not just do it?

and Spanky, you can't do an UOH in the air

Capn Spanky
12-14-2006, 08:14 AM
what i meant to say was m.p. because animation looks pretty much exactly the same as a UoH, but in the air. Sorry about the mix-up.

SAYCO
12-14-2006, 08:52 AM
thanks much cap spanky

Capn Spanky
12-15-2006, 04:42 PM
No problem hope it helps. Also, if someone can help ME out, if you jump in hp, land c.mk, super cancel SA2 + followup, does this eliminate the need to hit confirm the c.mk? As in, if the HP connects, will this link into the c.mk which can cancel into the super? Therefore, giving you more time to decide whether or not the SA2 will connect.

pherai
12-15-2006, 04:55 PM
No problem hope it helps. Also, if someone can help ME out, if you jump in hp, land c.mk, super cancel SA2 + followup, does this eliminate the need to hit confirm the c.mk? As in, if the HP connects, will this link into the c.mk which can cancel into the super? Therefore, giving you more time to decide whether or not the SA2 will connect.

No its a reset, so they can defend against it.

To op, just do whatever you want. Some people go for resets to try to go for another combo. I personally like down+mk, and hk. Probably the highest damage thing you can do.

Capn Spanky
12-17-2006, 02:12 AM
ok thanks. I got it alot of times against the computer, and I tried it in the arcade. I think the jump in hp to a low kick served as a decent mixup, and caught a few off guard, but now that I think about it, I wouldnt want to jump in hp anyway because we ALL know how "AMAZING" Chun's jump in game is...

Capn Spanky
12-23-2006, 12:45 AM
Ok, so I was just at the arcade, and I finally landed a Double SA2 combo. I was playing against Hugo, so I dont know how valid this is on other characters. But, I did c.Mk, xx, SA2, superjump cancel, in air HP. (only one) land UOH, xx. SA2.
It worked and it won me the match. Im positive it works, as I did it earlier this evening. Im not sure if the set up works on all characters, but Im sure it will. Just remember, you NEED to beat your opponent back to the ground so you can do the UOH before they land, otherwise they can block.

pherai
12-23-2006, 06:08 AM
They were probably not blocking. You can block as soon as you land. Try it in training mode.

eks
12-23-2006, 07:02 AM
yeah, what pherai said, 100% guaranteed

Zen Beoulve
12-23-2006, 09:37 AM
Yeah they can block, but it's a good mix up after all...you can do the Kara-UOH that's more safe than the normal, but check the distance, because some characters are more tiny or fat and they use more space on the corner.

Capn Spanky
12-23-2006, 02:54 PM
You can block as soon as you land.

Like I said, I did it on Hugo, he hadnt landed yet. That's why he couldnt block. Otherwise, I said in my previous post that they can block if they land... its in the last part of my post...

edit: just went into training mode. I got the UOH out after the HP and I tried it again with MP. Unfortunately, Im unable to do the SA2 right after the UOH, so... I guess for now ill bow down and admit defeat, but Im almost positive this is a valid combo.... though, the Hugo I was playing wasn't a scrub, so... I dont really see why he wouldnt block... especially when I had 1 bar of meter left... oh well.

@Zen: What Kara cancels into the UOH? s.MK?

eks
12-23-2006, 03:25 PM
but Im almost positive this is a valid combo....

if it was, you would have seen it somewhere else - sorry but it doesn't work like that

Capn Spanky
12-23-2006, 04:24 PM
if it was, you would have seen it somewhere else - sorry but it doesn't work like that

well, its not like its a random combo i just made up, someone else ont he forum told me it worked... but, I'll cease and desist and try to find an easier, more devastating combo... any ideas?

Zen Beoulve
12-23-2006, 07:17 PM
@Zen: What Kara cancels into the UOH? s.MK?

Yes standing forward, it's quite difficult, but I know you can do it on training, after a long reach conected UOH, you can conect a SA2...test it. This tech help me a lot when I fight another Chun Li. (Mirror Match) :wink:

Capn Spanky
12-23-2006, 10:00 PM
Awesome, thanks. Ill give it a shot. Though, im the only Chun-Li player at my arcade.

Kuprin
12-25-2006, 03:40 PM
What you've got isn't a single valid combo; it's a combo followed by a second one as one of your mix-up options.

Kara UOH xx SA2 is valid, most of us know that. I still can't consistently *do* it, but I know it. :)

The HP is just a mixup, I don't know a lot of people who expect jumping HP, UOH xx SA2. Heck, I sure as hell wouldn't see that coming - most people will expect c.mk or b.hp, both of which you can block crouching, so if they block the HP, they'll crouch. You, however, UOH off of the blocked HP, into SA2 for *pain*. Honestly, I love it. ^_^

Capn Spanky
12-25-2006, 05:33 PM
Yeah, a good way of putting it.

pherai
12-25-2006, 05:50 PM
What you've got isn't a single valid combo; it's a combo followed by a second one as one of your mix-up options.

Kara UOH xx SA2 is valid, most of us know that. I still can't consistently *do* it, but I know it. :)

The HP is just a mixup, I don't know a lot of people who expect jumping HP, UOH xx SA2. Heck, I sure as hell wouldn't see that coming - most people will expect c.mk or b.hp, both of which you can block crouching, so if they block the HP, they'll crouch. You, however, UOH off of the blocked HP, into SA2 for *pain*. Honestly, I love it. ^_^

The problem is making sure the UOH is meaty so it actually links to super. You have a short amount of time while they are falling to decide.

Renegade
03-23-2007, 03:13 PM
Jeez these chun forums are terrible.

What would be nice... if people actually posted specific air combo juggles that are possible on each character.

For example....

vs chun you can do d+mk, then j.lk (leads to an air flip mixup... either dash under or stay on same side)

vs Makoto you can do d+mk, then j.hk (knocks down)

Certain characters you can do d+mk, j.lp (air flip)

Somebody mentioned somewhere you can do a whiffed d+mk, land, and hit with a s.hk on the ground on Q or elena... I've never seen that done.

I think the J. HP, HP should be avoided unless you're pushing them to the corner or need that last pixel of damage. It simply knocks too far away for chun to have an oppurtunity for easy damage.