View Full Version : Chun Li Combos and Glitches
The V
06-28-2004, 02:08 PM
List your favorite combos here using standard abbreviation conventions. Include the proper damage from the training data in training mode.
In order to get an accurate number, make sure to set your character's super meter to either "Normal" or "Max Start" because "Infinity" and "Recover" will give the combo an illegal damage boost. Also, make sure to perform the combo against P-Groove or A-Groove because some of the other grooves have meter-based defense bonuses. Finally, make sure to perform the combo when the opponent has a full lifebar, because otherwise the damage will be reduced depending on how low the opponent's health is.
Also, discuss any glitches or bugs the character has, not including Roll Cancel. RC discussion belongs in a strategy thread.
Let's have fun with combos!
-far s.MP xx qcf, qcf+LK, super jump HK
4750 damage
12 hits
21 stun
Find the magic range for landing this combo against Sagat. I used this setup... (corner, d.LP, s.HP xx hcf+HP). Now if Sagat presses his d.HP, he'll whiff and Chun is at the perfect distance to hit him in his recovery with far s.MP xx super. Note that occupying this range in a real match is not easy at all. Good Sagat's are constantly ticking at you with a barrage of s.LK's and before you even get close to this range, they'll keep you at bay with far s.HP as well. Regardless though, beginners should just practice the above whiff punishing setup to get a good idea how Chun's far s.MP xx super combo should be used.
Of course when you have guaranteed combo openings (like after blocking another Chun's kick super), use far s.MP xx super as well.
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-d.LP, d.LP, d.MP xx qcf, qcf+LK, super jump HK
5441 damage
14 hits
29 stun
Chun's hit confirmation combo. Do d.LP, d.LP. If the d.LP's hit, continue with the combo by doing d.MP xx super! If the d.LP's are blocked, walk up and do d.LP again! You're betting that the opponent is going to fidget and try to hit you, throw you, or jump away even. Ha, you can't do anything to Chun when she's at +6 after the jab. Counter hit them to death.
Easy, easy 4 frame link on the d.LP, d.LP. Slightly tighter, but still easy 2 frame link on d.LP, d.MP.
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-d.LP, d.MP xx qcf, qcf+LK, super jump HK
5095
13 hits
25 stun
Depending on the range, I might use this combo over the above (like after a jump-in). My almost exclusive use for this combo however, is to stop people who try to throw me all day. d.LP has 2 frame startup. It's fast enough to beat throws.
example:
Kyo wants to do d.LK, walk up, throw to Chun. Chun should press d.LP as soon as Kyo's throw starts. Ouch, 5000 damage. Sucks for Kyo.
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-d.LP, close s.HP xx qcf, qcf+LK, super jump HK
5295 damage
13 hits
27 stun
I do this combo either after a cross-up j.LK or when I walk under the opponent during a super jump HK mixup. d.LP, close s.HP is an easy 3 frame link.
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-d.HK xx qcf, qcf+LP
3700 damage
6 hits
10 stun
Used either as anti-air, anti-low jump, or when you know you can kill your opponent with just a one more combo and don't want to risk messing up or mis-timing one of the link combos.
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-d.HP xx qcf, qcf+LK, super jump HK
5150 damage
12 hits
25 stun
Comboing for dummies. Very easy. Very little chance of messing up. Does the same damage as close s.HK xx super.
Legendary Gokou
07-06-2004, 08:25 PM
Buk said this combo'd, but I don't have a joystick so I can't confirm this.
small jump crossover lk xx rh lightning legs, cr strong xx kick super
If you can get it down, it seems really useful.
Originally posted by Legendary Gokou
Buk said this combo'd, but I don't have a joystick so I can't confirm this.
small jump crossover lk xx rh lightning legs, cr strong xx kick super
If you can get it down, it seems really useful.
Get your joystick and go to training mode. Then do what I did and make a list of all the common combos and their notes etc... rh lightning legs, d.MP is 2 frame link for example. Make sure you're in P or A groove too so here are no illegal damage bonuses or anything. I know JD.com has the frame data. Use it. :)
cheese_master
07-07-2004, 03:35 AM
Since I mainly play N groove Iori/Chun/Sagat... here's some stuff I use with her.
With Chun Li, you can mixup stuff after her lvl1 K super. You can go into standard st RH. From that you have couple different mixups. Standard walk under or fake walk under crap. You can also low jump LK at the perfect range and time it comes up as a meaty crossup when they come down. Usually this is hard as fuck to block as is, and you cancel into RH Lightning legs into super combo. Or you can empty low jump into cr LK XX RH LL into super. This works as well. You can also do a meaty low jump stomp into crossup LK or empty jump cr LK... into same setups said before. You can also make things a bit harder by running under neath and then doing all this crap from the other side. This is just to change stuff up against people who get use to Chun Li's usual stuff.
You can also instead of doing sj RH as a follow up. You can go into sj Stomp. Depending on timing of doing the stomp, your follow up LK will either crossup or not. If it doesn't crossup, you can also go into another stomp, into a crossup LK.
Those are some basic tricks with N groove chun li after her lvl1 super.
As far as whiff punishing. In my past experience, generally if you wanna punish a cr FP with Sagat, you gotta walk forward and do her st MP. Also st LK whiffs can be punished too... just hard as hell.
If Sagat does whiff a move, and you feel you aren't going to be able to punish it in time. You can instead do f MK, to get in and the momentum from its advantage. You can use this to get a couple running jabs into st MP into FB or just do st MP then take a couple steps back. Usually if the Sagat is very agressive, he'll try to st FP or cr FP and whiff if you walk back. If he is a C groove sagat, he'll probably st LK, so if he whiffs, then try your best to punish him (which won't happen every easily).
Also one note to remember with Chun Li vs P and K groove. Generally they may try to jump in and go to parry/JD her cr RH. You have the obvious option or airthrow. Or you can fuck them up with a st close RH SJ canceled into a sj RH or airthrow or stomp. If they parry the st close RH, then you can airthrow them. If they get hit, do the sj RH, and get a free mixup.
The main advice i have vs Blanka. Learn and master cr LP (see CH) st MP super. It isn't too hard, but it really helps vs Blanka cause you may get a couple cr LP CHs when trying to stuff his cr FP.
Thats all I got for right now.
Mummy-B
07-08-2004, 08:48 AM
I believe I watched my Japanese friend do a short jump headstomp -> cross up lk -> link something else XX fireball. He was really exicted though I don't think he had a chance to do it very often, i believe it relies heavily on placement of the headstomp.
Buktooth
07-12-2004, 03:05 AM
Hrm. These combo threads should be easy to finish.
-jumping strong, low jab, close s.fierce xx rh SBK:
3598 dmg, 37 stun
Chun's most damaging non-super combo. Use on dizzied opponents when you have no meter (a common occurrence). Pretty easy once you get used to it. The only catch is that the jumping strong has to hit high for Chun to be close enough to get a close fierce. Interestingly enough, the combo hits a perfect range where Chun can get a close fierce, but NOT a close roundhouse. I always knew that close HP/HK's had more range than MP/MK's which have more range than LP/LK's, but I always assumed close HP's and HK's required the same ranges. Hrm....
-jumping strong, low jab, close fierce xx fierce fireball:
3100 dmg, 31 stun
Easier variant of the above combo, the same thing applies with the jumping strong hitting high.
-low jump forward, rh legs, low strong xx level 1 (then jump rh, which will be omitted from here on):
5887 dmg, 34 stun
Use on connected low jumps from the front of the opponent.
-cross up low jump short, rh legs, low jab low strong xx level 1:
5933 dmg, 35 stun
Use on connected cross up low jumps.
-close roundhouse xx rh legs, low strong xx level 1:
6387 dmg, 39 stun
Chun's most damaging ground combo. Actually a lot easier than it might look; for close rh xx rh legs, just hit HK,MK,LK,LK,HK like you're doing RC legs/elec. The problem is, the low strong will only reach on the games fattest characters: Rolento, Zangief, Dhalsim and Honda. Strangely enough, the second hit of the legs won't even reach Geese at all. close rh xx rh legs, link standing strong will reach against every character, but that's a one frame link and those are the devil. Damage scaling works out so that both combos do the exact same amount of damage. Anyway, use on the above opponents when they are dizzy, or when doing the mix up after a connected level 1. Especially handy against P-Groove since it's a high parry.
-close strong (1 hit) xx rh legs, low strong xx level 1:
5687 dmg, 32 stun
Another variant of the above combo. Works on every character, does more damage, and is easier than the jab jab strong link. Close strong (1 hit) xx legs is really easy. There's a whole mess of time for you to do it since you can cancel any time before the second hit comes out. Anyway, use in the same situations as the combo above. Be aware that Chun's close strong can be crouched by many characters though.
-low short xx rh legs, low strong xx level 1:
5487 dmg, 30 stun
Chun's only low hitting combo you can hit confirm. Low short xx legs might be hard for those of you who can't piano from left to right. Anyway, this is useful for empty low jump shenanigans and as a mix up to Chun's overhead stomp. Also useful against P-Groovers who only parry high against Chun.
-standing jab x2 or 3, low short xx level 2 or 3:
damage/stun varies
The Campbell special! For those times you really don't want to miss the combo, this comes in handy. You might lose a small chunk of damage, but it's a great and easy hit confirm combo. Counter hit standing jabs are pretty easy to get too.
-(cornered opponent) df+roundhouse, level 1 puffball:
3700 dmg, 10 stun
df+roundhouse counters a lot of things in a lot of situations. You can get this quite often.
-(C-Groove only, cornered opponent) df+roundhouse, level 2 puffball, cancel to whiff rh legs, close rh xx super jump roundhouse:
6810 dmg, 35 stun
Fun combo, easy to do with minimal practice. The only trick is to wait a bit before doing the legs so that the opponent doesn't get hit by them.
-(N-Groove only, cornered opponent) alpha counter, level 3 puffball:
5120 dmg, 0 stun
Not something you want to do all the time, obviously. 3 meters for 5120 dmg isn't too hot. However, it's very handy to keep in mind if you really need to kill off a character. Quasi-free damage is never a bad thing.
-(S/N-Groove only, cornered opponent) level 3 kick super, level 1 puffball:
8100 dmg, 0 stun
The timing for juggling the level 1 puffball is actually kind of strict, but it does do a good deal more damage than just doing the jumping roundhouse. By comboing into the level 3, you can do upwards of 11570 dmg in a single combo.
-anti-air close roundhouse xx super jump rh:
2500 dmg, 25 stun
Useful against P/K grooves. Also handy when you walk under characters with weak/no cross ups. Since the jump rh hits the opponents up, you can do walk under shenanigans like the post-super mix ups.
-low lab, close roundhouse xx super jump forward:
2300 dmg, 23 stun
Stupid pointless combo. Fun way to kill off opponents, though. Doesn't work on crouching characters.
I believe that covers pretty much everything. The only things left I can think of are CCs and how much her level 2 -> level 1 cancels do in all of the above situations.
Buktooth
07-12-2004, 03:23 AM
Quick addendum:
-jump straight up fierce, close fierce xx SBK:
3641 dmg, 37 stun
More damage than the previous SBK combo. Slightly tricky to get a close fierce xx SBK directly after a jump in.
-jump straight up fierce, close roundhouse xx fierce fireball:
3300 dmg, 33 stun
Easier. Still a good chunk of damage.
-cross up low jump short, rh legs, low strong xx fierce fireball:
2700 dmg, 27 stun
No meter low jump combo. Close fierce xx fireball will connect on fatter characters for 2900 damage. The characters don't need to be extremely fat ala Rolento or Honda, merely Sagat/Blanka sized will do.
epsilon_
07-12-2004, 01:27 PM
This is a level 2 cancel I do as opposed to the lightning legs, feirce lv1 kicks combo. Crossup j.lk, c.lp, c.lp, c.mp XX Lv2 kick super, after the last hit xx lk SBK, lv1 kikoshou.
23 hits 9385 damage, and alot easier than the lv2 kicks to lightning legs, s.fp, lv1 kick super. You're better off just learning the other one, because it does very slightly more damage (less than 100 I think) but it's less reliable. You also lose the post super mixups.
Buktooth
07-16-2004, 01:10 PM
The easy combo does only 400 less damage, but it also does less than half the stun of the normal combo. I would recommend using the easy combo to kill off a character and using the normal combo if they're gonna live. From the normal combo, one successful mix up after the jumping roundhouse will dizzy any 70 stun character... which basically turns the combo into a 100% combo.
...I guess I'll be the first to post something glitch-related in a 'Combos and Glitches' thread.
Chun's df+roundhouse:
This is a really wacked out buggy move.
1) It behaves differently in either corner.
This was discovered relatively early in CvS2's life. If Chun hits with this move in the 1p corner, the opponent gets knocked OUT of the corner. If Chun hits it in the 2p corner, the opponent stays in the corner like he should, allowing Chun to juggle the puffball super.
2) It allows Chun to do 1p cross ups.
This move allows a 1p Chun to knock down an opponent in the corner and cross up... normally only possible on the 2p side. Even weirder, the cross up is ONLY possible with 1p Chun. 2p Chun just stays on the same side.
3) 2p Chun doing df+roundhouse will completely whiff a cornered Sagat.
AFAIK, this only happens against Sagat. 1p Chun can hit Sagat just fine, though. Shrug.
popoblo
07-16-2004, 02:28 PM
not really a glitch, but something very helpful to do with chun li....
you know how one of chun li's weaknesses is not being able to AA crossups very well? if you jump in front of her, her crouching roundhouse will almost always do the job. but if you're getting crossed up, you just roll away right?
wrong. when i see somebody try and cross me up, walk UNDER them, and do close standing roundhouse. this move will launch your opponent in the air, allowing you to superjump roundhouse (and all the mixups that follow, just like after a kick super into super jump roundhouse), or superjump fierce, fierce. this is especially handy vs P/K groovers because it throws them off, and you can just super jump *away* to safety if they do guess right.
i'll add the damage numbers and stun when i get home.
now here's my question. what method should i use to connect short jump mk into RH legs and crossup short jump short into RH legs? i usually just mash on the kicks and hope RH legs come out.
it would probably make the most sense when i'm trying to get the short into legs to drum LK, MK, RH, but then do i just hit RH two more times or what? and i'm lost on what would be the best method with the short jump mk.
thanks
PS- sorry if i'm repeating the anti-crossup close standing RH thing, i just found it out recently.
Buktooth
07-16-2004, 06:00 PM
Pretty old news, but a lot of people still don't know about it so it's coo.
I do a fairly goofy method of comboing legs off of a low jump, but it's easy on the hands:
low jump MK (hits), tap HK MK HK HK
cross up low jump LK (hits), tap LK HK LK HK HK
So I jump and just alternate between the two buttons twice, then hit HK a final time to get the legs to come out. I'm pretty sure most people do some sort of piano method, though.
Anyway, bonus combos!
-RH legs (2 hits), RH legs (2 hits), s.MP xx level 1:
5733 damage, 33 stun
Mostly a showoff/fun combo, but it does have its uses. RH legs into RH legs is supposed to be a 1 frame link, but I'm getting it like 90% of the time. Shrug. The s.MP after is pretty random though. On super fat characters like Blanka and Rolento, you can do a low strong after the second set of legs, which then makes the combo practical. Anyway, I just started doing 2 sets of RC legs on opponents in hopes that they would block the first and eat the second, and they just happened to combo. Heh.
-RH legs, s.LK xx command LKx2 xx level 2 or 3:
variable damage
Completely pointless and stupid combo. Looks funny though, and puts that retarded triple short move to some use. Only works against super fatties like Blanka and Rolento.
Legendary Gokou
07-17-2004, 09:59 AM
Originally posted by Buktooth88
Chun's df+roundhouse:
This is a really wacked out buggy move.
2) It allows Chun to do 1p cross ups.
This move allows a 1p Chun to knock down an opponent in the corner and cross up... normally only possible on the 2p side. Even weirder, the cross up is ONLY possible with 1p Chun. 2p Chun just stays on the same side.
That might mean something ..... whenever I was able to land Chun-li's kick super in the corner, I would never do the sj follow up. I would always pause a bit, then do her df+roundhouse. I thought it was either completely random or dependent on spacing. That might explain why sometimes I wouldn't get to be on the other side.
ragnafrak
07-17-2004, 11:49 AM
c.LP, c.LP, (s.MP/d.MK) -> low jump stomp, crossup j.LK
this works vs crouching enemies, i tested on guile and iori, havent practiced on sagat/blanka
u can also empty jump after the stomp, and then work off of that
crossup low jump j.LK -> RH LL (2 hit), c.MP xx qcf,qcf+K, sj.d+MK (stomp), crossup j.LK, etc
to time the crossup j.LK after sj.stomp, super jump as early as possible, then stomp as late as possible (this setup seems much easier off of a lvl3 compared to lvl1)
SupMalek
08-30-2004, 05:51 AM
How can you do the s.HP into SPK link? Surely s.HP doesn't give you time to charge SPK!
lseelba
08-30-2004, 06:47 PM
SupMalek:
It doesn't give you enough time. You have to hit the s.HP on the way up. Charge down, neutral HP, up HK. It is a bitch and I can't hit it reliably, but it will come out sometimes :)
Buktooth:
You said
"Chun's df+roundhouse:
This is a really wacked out buggy move.
1) It behaves differently in either corner.
This was discovered relatively early in CvS2's life. If Chun hits with this move in the 1p corner, the opponent gets knocked OUT of the corner. If Chun hits it in the 2p corner, the opponent stays in the corner like he should, allowing Chun to juggle the puffball super.
"
I was fooling around trying to juggle the Puffball super off the df.HK, and you can juggle it out of both corners. I don't know if it works on all characters, as I had chun v. chun. You do it in the 1P corner just like the 2P corner. Do the super towards the corner, and as your opponent is flying over your head, Chun will turn around and puffball towards the center of the screen, just catching the enemy in the ball.
The only hitch is that you can do it too early, in which case Chun puffs towards the corner, and you can do it to late, in which case the super doesn't come out :) It's actually not a lot harder than the 2P corner and looks a hell of a lot cooler, because it sends your opponent flying across the screen.
Another weird thing about this corner glitch is how certain characters act. For example, Rolento has some weird properties coming out of the corner. First of all, you can do the puffball combo and it will actually put him back into the corner. Also, if you hit Rolento with the df.HK in the 1P corner, and wait a split second before you back dash, you will back dash over Rolento's bouncing body, and cross him up on his right side. If you backdash immediately, you will end up on his left side. It's not too useful, but it adds an element of surprise. Depending on when you backdash, you can choose to be on Rolento's left or right side. Weird.
lseelba
08-30-2004, 07:57 PM
Ok. More updates on the 1P corner df.HK glitch. The puffball motions are always done towards the 1P corner, even if Chun turns and fires it the other direction.
Group A
Blanka - Chun can hit Blanka with a left or right facing Puffball. Can also whiff if Blanka is directly over Chun's head. Can't backdash crossup.
M. Bison (dictator) - Can puffball either way. Can't backdash crossup.
E. Honda - Can puffball (easily) either way. Can't backdash crossup.
Raiden - Can puffball either way. Can't backdash crossup.
Group B
Rolento - Can puffball either way. CAN backdash crossup.
Iori - Can puffball either way. CAN backdash crossup.
Geese - Can easily puffball both ways. CAN backdash crossup.
Group C
Chun Li - Generally comes out of the corner too fast to puffball to the left, but can be done if there is space between you before you df.HK. Can't backdash crossup.
Guile - I haven't been able to puffball left, though it seems possible with spacing. Can puffball right. Can't backdash crossup.
Zangief - See Guile. I can't believe I can't puffball Zangief to the left. Can't backdash crossup.
Rock - Can only puffball right. Can't backdash crossup.
Group D
Hibiki - Even though she is small, you can puffball her to the right. She doesn't seem to have the same properties as Cammy and Sak. CAN backdash crossup.
Akuma (and Shotos) - I haven't been able to puffball into the corner, but can easily puffball right. CAN backdash crossup.
Kyo - Just like Shotos, can puffball right. CAN backdash crossup.
Todo - Can puffball right. Maybe can puffball left with perfect timing / spacing. CAN backdash crossup.
Group E
Sakura - Sakura flies out of the corner too fast to puffball. I haven't landed one yet. Can't backdash crossup.
Cammy - Freaking small characters...See Sakura. Can't do either.
Morrigan - behaves like Cammy and Sak. Flies out of the corner way to fast to catch with a puffball or backdash crossup.
Group F
Sagat - Don't even try this crap on Sagat, for reasons Buktooth already brought up.
Rugal - See Sagat. These guys are too tall to even hit with a df.HK in either corner.
Chang - Also too tall to hit.
If you don't see your favorite character, sorry. This post is already too long and pointless :pleased:
pitbull
10-19-2004, 05:40 AM
when u do short jump cross up xx LL and then c.mp!!!!
is the c.mp in N-Groove harder to hit than in C-Groove??
because a friend told me and as i tried it in practice mode i only got it in c-groove?? maybe i imagin that but maybe its right!!
:xeye:
The Great Sephiroth
10-20-2004, 03:21 PM
Do c.lp, c.mp after the Lightning Legs.
kenryuakuma
10-22-2004, 09:06 PM
some of the combo starters are already covered in XYZ's vid. But anyway, his Chun-li combo is really scary. I just get a question...how do you guys do the st.hk and then cancel it into the ligntning kick. That's is a bit tough.
ragnafrak
10-22-2004, 11:13 PM
HK, MK, LK, HK, HK
for me its faster drumming from right to left
Jackenstein373
11-17-2004, 01:24 AM
I'm kind of new to this whole thing....so I don't understand a lot of the lingo (such as mixup and tick and whiff). I really suck with Chun Li...but I've heard she's realy good....is she top tier? What are some good BASIC strategies for her? Thanks
RagingStorm101
11-22-2004, 08:53 PM
About the SBK...you can combo by cr.lp s.fierce into SBK. Or you can do cr.mp into SBK. I like to do that...builds meter and damages well.
pitbull
11-29-2004, 03:57 AM
I'm kind of new to this whole thing....so I don't understand a lot of the lingo (such as mixup and tick and whiff). I really suck with Chun Li...but I've heard she's realy good....is she top tier? What are some good BASIC strategies for her? Thanks
http://www.gamefaqs.com/coinop/arcade/game/12413.html :tup:
RagingStormX
04-06-2005, 04:27 PM
not really a glitch, but something very helpful to do with chun li....
you know how one of chun li's weaknesses is not being able to AA crossups very well? if you jump in front of her, her crouching roundhouse will almost always do the job. but if you're getting crossed up, you just roll away right?
wrong. when i see somebody try and cross me up, walk UNDER them, and do close standing roundhouse. this move will launch your opponent in the air, allowing you to superjump roundhouse (and all the mixups that follow, just like after a kick super into super jump roundhouse), or superjump fierce, fierce. this is especially handy vs P/K groovers because it throws them off, and you can just super jump *away* to safety if they do guess right.
i'll add the damage numbers and stun when i get home.
now here's my question. what method should i use to connect short jump mk into RH legs and crossup short jump short into RH legs? i usually just mash on the kicks and hope RH legs come out.
it would probably make the most sense when i'm trying to get the short into legs to drum LK, MK, RH, but then do i just hit RH two more times or what? and i'm lost on what would be the best method with the short jump mk.
thanks
PS- sorry if i'm repeating the anti-crossup close standing RH thing, i just found it out recently.
VS K groove, I like to do close s.rh xx superjump and air throw if it gets JD'd.
The V
04-09-2005, 03:51 PM
Hey!..A great combo with Chun-Li that I use starts with a jumping fierce punch (HP) or strong punch (MP). Once that connects I use her close MP (double-slap) into Kioken (:qcf: + P) then into Senretsukyaku (:qcf: :qcf: + K). Right after she delivers the final blow of the Senretsukyaku make sure to High Jump (:d: then :u:) and link up two fierce punches (HP + 2) or even two fierce kicks (HK + 2)!!!
I think you're confusing CvS2 Chun with 3s Chun. You cannot super cancel Kikoken xx Hoyoku sen in this game unless you're playing the x-box version in P groove.
HaZaN KiKoUsHoU
04-10-2005, 04:44 PM
I think you're confusing CvS2 Chun with 3s Chun. You cannot super cancel Kikoken xx Hoyoku sen in this game unless you're playing the x-box version in P groove.
I'm sry your right lol..my mistake i got confused :confused:
Shin-Chan
04-27-2005, 03:21 PM
can someone show a good combo of Chun-li-A good in the ground? cause I only know a good combo AA and wanted to know a diferent one.... tips please
Southtown'King
07-15-2005, 07:45 PM
what is her basic b/b with out a super? im new
Chunster01
07-18-2005, 09:57 PM
i try to get cr.jabx2, cr.mpXX kick super but i always get puffball, what can i do to fix this?
FullMetalRoss
07-19-2005, 06:11 AM
hold down the mp while doing the kick super inputs. That way you won't negative edge the puffball.
Chunster01
07-19-2005, 10:52 AM
so that's the only way? i'm a bit confused since when i do only cr.mp into kick super it comes out correctly i don't understand why it's not the same in the other case.
The V
07-19-2005, 12:52 PM
Chunster01:
This is what I think is happening. When doing d.MP xx Kick super by itself, you are likely doing something similar to this:
:d: :mp: :df: :r: :qcf: :k:
Notice that if you Negative Edge the MP at that point, no move will activate as Chun Li has no QCF move. By the time you finish the next QCF the stored d.MP input from the Negative Edge is expired but the first QCF is still present (I really need one of the tech savvy players on this board to answer the question how long after the button release does Negative Edge store for?)and the next QCF + K activates and cancels into the kick super.
Now when you are adding the d.LP, I'm guessing you are beginning the buffer at the second d.LP and pressing d.MP during the second QCF like so:
:d: :lp: :df: :r: :d: :mp: :df: :r: :k:
And when you let go of d.MP to press K, Negative Edge counts it as a punch input and acitvates QCF x 2 P, as this is the code the computer receives. Note also, iirc, that QCF supers need not end at F, stopping at DF activates them as well which may be contributing to the Negative Edge problem.
So, try to buffer at the d.MP and not try to get a head start by buffering at the d.LP or simply hold d.MP to avoid Negative Edge, just as kabukimono suggested.
Chunster01
07-19-2005, 06:11 PM
thanks a lot for the info! and besides this bnb does chun have any other useful ones?
The V
07-20-2005, 05:16 PM
For those looking for combos, there are many combos listed on page one of this thread.
Some common combos for Chun Li are:
1. d.LP x 2 + d.MP xx kick super
2. d.LP + close s.HP xx Kikouken
3. d.LP + close s.HP xx kick super
4. normal or low jump cross up j.LK + HK Lightning kick + d.MP xx kick super
5. far s.MP xx kick super*
*if nothing else, learn this one
-combos 1-3 can be started with a cross up j.LK
-----------------------------------------------------
These are just a few combos I use personally.
A combo I like to use to finish the guard bar against characters who can't crouch SBK.
cross up j.LK + d.LP + close s.HP xx SBK
Take a look at the opponent's guard bar before committing to this one. With experience you will be able to estimate which strength SBK to use to just break the guard, giving you an opening for a free combo.
When I don't want to mess up on dizzied opponents, I go for the easy
j.HP + d.HP xx kick super
Sometimes for chip damage I go for the very easy
j.LK + d.LK xx LK lightning kick
The LK lighning kick is completely safe +-0 on block.
Southtown'King
09-12-2005, 05:18 PM
why would i use k chunli or k groove at all
Do you guys think close s.HK xx HK legs combo is useful at all? Just for the sake of doing it? It appears more rewarding than just close s.HP xx Kikoken. If I'm fighting a shorty that can duck the second hit of my legs, then I keep mashing the HK to get the three hits legs. I figured it might be nice to mix up between meaty d.LK/d.MK with something that has to be parried high. I'm thinking close s.HK, since close s.MP can be ducked by P-Cammy. It's not like 3S where I can easily hit confirm my close s.HK's into super though. In CvS2 I have to do some one frame link with close s.HK xx legs, far s.MP instead and that's unpractical.
Maybe forget all those other moves altogether and just go for throw/d.LP game exclusively on a waking opponent?
Legendary Gokou
09-20-2005, 05:31 PM
Do you guys think close s.HK xx HK legs combo is useful at all? Just for the sake of doing it? It appears more rewarding than just close s.HP xx Kikoken. If I'm fighting a shorty that can duck the second hit of my legs, then I keep mashing the HK to get the three hits legs. I figured it might be nice to mix up between meaty d.LK/d.MK with something that has to be parried high. I'm thinking close s.HK, since close s.MP can be ducked by P-Cammy. It's not like 3S where I can easily hit confirm my close s.HK's into super though. In CvS2 I have to do some one frame link with close s.HK xx legs, far s.MP instead and that's unpractical.
Maybe forget all those other moves altogether and just go for throw/d.LP game exclusively on a waking opponent?
Thats a showtime combo. I go for it a lot but dont hit it very often. If the game is on the line I wouldn't go for it, just time a d lp to counter hit then get st fierce xx super. Maybe its just me but close st fierce is close to being a link. Not entirely, but I've been able to at the least verify off of it.
I like doing cr short (blocked), and using the +2 frame advantage to do rh legs. Still tough to super off of it, but I find it even harder to do the whole combo off of st lk piano.
Sorry if this didn't make sense.
caliagent#3
09-22-2005, 07:00 AM
Maybe its just me but close st fierce is close to being a link. Not entirely, but I've been able to at the least verify off of it.
I think the c.fierce has a really late cancel window. Becuase many times i do. c.jab, s.fierce...xxsuper. Kinda of easy to hit confirm
Southtown'King
10-08-2005, 06:46 PM
is there a reset or something after lv3 kick super, super jump Hpx2 then i do what?
ragnafrak
10-09-2005, 09:36 AM
is there a reset or something after lv3 kick super, super jump Hpx2 then i do what?
super jump HK afterwards, then land, walk/run forward and either crossup or don't crossup with c.LP, s.HP xx hcf+HP (or if you're in N/S, you can do c.LP, s.HP xx kick super)
i think you could also do level 3, superjump, late d+MK stomp, then can mixup with crossup/noncrossup j.LK, but i'm not sure.. i usually only do super -> stomp -> crossup after a lvl1
Southtown'King
10-17-2005, 04:26 PM
i have problems with short pepole so SBK dont hit should i be doing c.lp,c.lp,s.mp,kidoken?
or is there a block string like geese has that i can use?
Aznmnky
01-31-2008, 01:39 PM
I don't know if it's been mentioned here, but I did this combo in an actual battle against sagat, but it should work against tall characters. I haven't practiced it against all the characters yet, but here it is:
C-groove: ...rh legs -> rh legs -> cr./st. mp -> lvl 2 super -> rh legs -> rh legs -> cr./st. mp -> lvl 1 super....
FSgamer
01-31-2008, 08:14 PM
I don't know if it's been mentioned here, but I did this combo in an actual battle against sagat, but it should work against tall characters. I haven't practiced it against all the characters yet, but here it is:
C-groove: ...rh legs -> rh legs -> cr./st. mp -> lvl 2 super -> rh legs -> rh legs -> cr./st. mp -> lvl 1 super....
Buktooth mentioned something like that somewhere in this thread, I believe.
IIRC it only works on fat characters, plus RH LL > RH LL is a 1-frame link. Depending on the character you have to use s.MP since the c.MP would whiff (another 1-frame link). If you can pull it off consistently go for it, really good damage.
Atb_555
04-30-2008, 09:30 AM
-low short xx rh legs, low strong xx level 1:
5487 dmg, 30 stun
Chun's only low hitting combo you can hit confirm. Low short xx legs might be hard for those of you who can't piano from left to right. Anyway, this is useful for empty low jump shenanigans and as a mix up to Chun's overhead stomp. Also useful against P-Groovers who only parry high against Chun.
About this link is the frame data for lighting legs / cr.lk wrong cos:
Cr.lk
startup: 4
frame advantage on normal hit: +2
frame advantage on counter hit: +4
Lighting Legs
startup: 5
Unless I'm misunderstanding something.
No defence
04-30-2008, 10:35 AM
I wish I could see a vid of this?
Learn something new everyday..... seems buff? Wish I had a system to play around with it.:rolleyes:
FSgamer
04-30-2008, 11:29 AM
About this link is the frame data for lighting legs / cr.lk wrong cos:
Cr.lk
startup: 4
frame advantage on normal hit: +2
frame advantage on counter hit: +4
Lighting Legs
startup: 5
Unless I'm misunderstanding something.
It's not a link, it's a cancel. You got to drum your fingers over the kick buttons really fast for the LL to come out. I've tried it in real matches but my fingers aren't quick enough to get it to work consistently.
No defence
05-01-2008, 08:27 AM
Its top tier!
meh I cant do that shait either?
VS P groove I will have to do something else.
No defence
05-01-2008, 08:31 AM
Something that is new to me......
I've be doing close S.mp cancel out the second hit.......LL, to c.mp super.
Cool looking combo guys.
No defence
05-01-2008, 08:41 AM
Something that is new to me......
I've be doing close S.mp cancel out the second hit.......LL, to c.mp super.
Cool looking combo guys.
DAM I knew it ..... Cambell posted the shait like in 04.......:wow:
FSgamer
05-01-2008, 09:04 AM
There are characters that can crouch the s.MP.
No defence
05-01-2008, 09:10 AM
Anyway, bonus combos!
-RH legs (2 hits), RH legs (2 hits), s.MP xx level 1:
5733 damage, 33 stun
Mostly a showoff/fun combo, but it does have its uses. RH legs into RH legs is supposed to be a 1 frame link, but I'm getting it like 90% of the time. Shrug. The s.MP after is pretty random though. On super fat characters like Blanka and Rolento, you can do a low strong after the second set of legs, which then makes the combo practical. Anyway, I just started doing 2 sets of RC legs on opponents in hopes that they would block the first and eat the second, and they just happened to combo. Heh.
-RH legs, s.LK xx command LKx2 xx level 2 or 3:
variable damage
Completely pointless and stupid combo. Looks funny though, and puts that retarded triple short move to some use. Only works against super fatties like Blanka and Rolento.
Yo u think it's would be good to just walk up RC LL back to back as a poke.
LIke C chun-li could do Dash RC LL(2 hits) RC LL (2 hits) / in stead of doing/finishing with Far. mp use the Frame advantage+ hit stun to walk buffer up close RC LL again.
Like keep walking up RC LL......? AT least It's good RC Practice.... I do this IN training to get my hand speed up, and also just too brush up on RC LL.
Also the Triple/double standing short's to level 3 kick super....... Level 3 is more reliable. Level 2 just seem a little random to me.
Might me good vs P groove while covering their wake.:wonder: ....... s.shortx2 level 3 kick super. Parry that?
No defence
05-01-2008, 09:14 AM
There are characters that can crouch the s.MP.
Yeah just like SBK's
IT has been stated. I will be sure to remember that! Gotta have Match/Character awareness:tup: . Rolento can GET IT (close S.mp)Though.:wgrin:
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