SF4 Biweekly TACV 14: Chun Li
Obviously Chun Li has an abundance of combo tools within the SF4 engine. She has plenty of juggle potential, she gets frame advantage in important places, she can do interesting things in the air, she gains vast forward movement from canceling c.HP, and having a slow fireball helps too. It’s no surprise that she ends up with such a dynamic assortment of combos.
0:11 With Chun Li’s back to the corner, the pushback from C.Viper’s s.HK gets added to the pushback from Chun’s s.HK, swiftly propelling Viper backward into the LP Kikoken. Chun Li has just enough time to dash forward and connect her Hosenka ultra – which has ridiculous range. Whiffing DF+LK was completely superfluous, but there’s too much idle time to kill while waiting for the fireball to travel as far as possible.
0:25 This is another take on my Fun With SF4 vol.1 Chun Li combo; except replacing the initial LP Kikoken with an HP Kikoken tightens up the timing substantially. It’s now performed by combining two charge tricks: returning to DB before pressing HP and maximizing the reversal window. Evidently the SF4 reversal window is around 5 frames, so instead of the first fireball coming out when i press HP, it comes out 4-5 frames later – thereby reducing the interval between the two fireballs appearing on screen. In other words, the second fireball would’ve come out at the same time no matter what, but the reversal delays the first one by 5 frames.
0:33 With proper spacing, Chun Li’s DF+HK can connect very low to the ground – providing extra frame advantage. Inching forward before linking the first c.MK prevents the second one from whiffing. Crouching Honda seems to be the only dummy who can avoid all but one hit of EX Lightning Legs following a medium attack, which then enables both hits of EX Kikoken to juggle. However, several other characters allow two-hit EX Lightning Legs, which would’ve actually made the rest of the combo easier by launching the opponent higher. Unfortunately, the problem with Honda is that he always seems to slip through at least one hit of EX Spinning Bird Kick, which only connects four times in this combo instead of the expected five.
0:50 Sagat’s s.HK avoids Chun Li’s LP Kikoken long enough to provide a convenient target for her first j.D+MK stomp, and the rest is just a matter of precision. The optimal Lightning Legs arrangement is HK Hyakuretsukyaku -> MK Hyakuretsukyaku, which provides +7 frame advantage with the least combined pushback. Those two c.HP xx Hyakuretsukyaku reps are necessary to build meter for the EX Kikoken xx lvl2 EX Focus Attack to set up more stomps, since regular Kikoken is insufficient against standing Sagat. Also, Chun Li has to take a quick step forward after the Lightning Legs in order to get within c.MK range. Luckily, she doesn’t have any charge B, F+K specials. This combo deals 378 damage and 509 stun.
1:07 It’s hard to say whether Chun’s c.HP xx HK -> MK Lightning Legs loop against crouching Abel is a true infinite, because each rep seems to concede a tiny amount of pushback. If you look at the next-to-last rep, the Lightning Legs only registers two hits, which helps her make up some ground. In fact i meant to use a different dizzy ender, but i thought it was interesting how she reverts back to three hits. The loop probably could’ve lasted longer with a weaker starter, but i figured everyone would get bored of another ten repetitions or whatever. Plus that FADC double-dash starter looks dope, and burns a ton of meter up-front. The ending is pretty much straightforward – basically xcopied from desk’s recent video. This combo inflicts 885 damage and registers 181 hits by my count: 160 hits prior to the 21-hit ultra.
2:04 The goal here was to land as many Hazanshus as possible, so the version order had to be HK, MK, LK, and EX. Chun Li’s s.LP normally provides +6 frame advantage and her c.HP hits on the 7th frame, so her s.LP must connect on its 2nd active frame. Sagat’s crouching hit stun hitbox leans away from the HP Kikoken, giving Chun’s EX lvl2 Focus Attack enough time to connect. The last Hazanshu input is performed as F, DF, B, F, LP, KKK and is completed before the KO. This combo causes 425 damage and 595 stun without the last EX Hazanshu.
This is a tool-assisted combo video recorded with two ASCII PAD V Pro programmable controllers. Absolutely no cheats, hacks, or game-altering devices were used in the making of.