Home > Technical > Limitations Shape/Frame/Elevate Combos

Limitations Shape/Frame/Elevate Combos

January 18th, 2011 Leave a comment Go to comments

SF4 Chun Li’s LP Kikoken has a maximum range of approximately one full-screen distance. It’s just about gone by the time she catches up to it. (That restriction hurts.)

Chun Li’s HK Spinning Bird Kick deals outrageous amounts of damage, at the cost of atrocious startup and zero frame advantage. Ironically, these limitations aren’t severe enough.

It turns out that HK Spinning Bird Kick doesn’t travel fast enough to match LP Kikoken speed. When factoring in all nine impact freezes, it’s not a close race. That rules out using HK SBK to push the opponent backward into the fireball. Chun Li is airborne through most of SBK, so interrupting her with a conventional projectile is out of the question as well.

With the benefit of certain (rather elegant) setups, it may be possible to connect a small portion of HK Spinning Bird Kick ahead of her fireball – which of course permits her to recover and continue the combo. Some of these sequences wouldn’t even cost her any super meter.

Unfortunately, a simple meaty setup is nearly sufficient to link after the last hit of HK Spinning Bird Kick – because its frame data isn’t bad enough. There’d be nothing special about using an inventive setup to combo after one or two hits of SBK, because we’ve already seen it done with LK Spinning Bird Kick loops since early last year.

On the other hand, if all versions of Spinning Bird Kick had terrible frame disadvantage across the board – in the neighborhood of -5 perhaps – then it would be worth seeing. A potentially cool combo setup goes to waste due a shortage of limitations.

Incidentally, the only reason Chun Li can’t link c.LP after counterhit meaty HK SBK is because apparently Spinning Bird Kick receives no frame advantage bonus on counterhit. LK SBK is supposed to be +2, yet she still can’t link c.LP (which connects on the 3rd frame) even if the last hit registers as counterhit.

Categories: Technical Tags:
  1. January 18th, 2011 at 23:13 | #1

    Chun Li has more potential than i realized before starting her episode, but she’s got plenty of heartbreak as well – mostly in the form of disappearing Kikokens. But she’s got tons of random junk like EX SBK x4 in the corner, all kinds of side switch shenanigans with her B+MK chain and EX Lightning Legs FADC in the corner, counterhit meaty c.LP into stomp, and so on.

    Capcom didn’t give her the best of everything in SF4, but they pretty much gave her everything.

  2. January 20th, 2011 at 22:20 | #2

    Damn, she doesn’t even have a way of transitioning from her c.LP xx LK SBK loop (against Dhalsim) to MK SBK? That sucks.

  3. onreload
    January 21st, 2011 at 08:14 | #3

    hasn’t SBK always been non-combo-friendly?

  4. January 21st, 2011 at 13:42 | #4

    Yeah, all versions were -2 in CvS2 and i believe 3S as well. For the purposes of this article, those old numbers would’ve been preferable.

  1. January 29th, 2011 at 21:00 | #1
You must be logged in to post a comment.