SF4 TACV 14: Chun Li by Maj

Well it certainly took long enough, but the SF4 TACV series’ Chun Li episode is finally complete.

highlights:
SF4 Chun Li reversal charge tricks at 0:25, Chun Li nine jumping attack combo at 0:50, and Chun Li 181-hit mashfest at 1:07

combos and editing by Maj

soundtrack: SF4 OST – Theme of Chun Li -SFIV Arrange-

transcript and explanations:
sonichurricane.com/?p=3741

released today, January 1st, 2011

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15 Responses to SF4 TACV 14: Chun Li by Maj

  1. Doopliss says:

    Bah, my record number of Hasanshus in one combo as 2 ;_;

    Nice to see this, I was beginning to lose hope tbh.

  2. error1 says:

    I’m impressed. You could have done a much bigger combo then 181 if you didn’t start with nj. hp, ex fadc right? you just wanted to fadc 3 times in a combo.
    the headstomp combo was the best I think

  3. Bob Sagat says:

    Was that long combo against Abel payback for what he did to her in his TACV?

    • n00b_saib0t says:

      i think it was done against abel because that loop only works against crouching abel, but its cool that it worked out that way.

      also, well worth the wait. great job maj.

  4. phoenix says:

    Mind = Blown. We may have waited for a really long time, but what a comeback this is.

    Could you elaborate how the “reversale charge trick” works? I am at a lost where you’re getting the charge time from, it’s like magic.

    Great to see you “beat” Desk’s max-combo record, which I don’t mean disrespectful to Desk in anyway, the fact that he came this close to the maximised combo with manual execution is insane.

    • Doopliss says:

      Here, he probably used the huge reversal window to get, what, 13 extra frames of charge? Then he’d only have to charge for 40ish more frames, which he can do during the move. Well, something like that, I’ll let Maj describe it in more detail later.

  5. zal says:

    holy shit, after seeing desk’s stuff i didn’t know how you’d top it, but those target combo juggle combos blew me away! On 181 hitter how did you link the s.LP into ultra? is it just a tight link?

    • zal says:

      i also loved the fireball hit confirm into ultra. i once had a kikosho go through a yoga catastrophe and managed to use it as a hit confirm, huge style points

  6. Maj says:

    error1: Yeah, the infinite probably could’ve gone longer, but i like that starter for three reasons: More meter usage up front, FADC doubledash looks dope, and more dizzy points (because i figured everyone would get bored of the infinite if i ran it for 10 more reps or whatever).

    Each rep seems to create a tiny amount of pushback. If you look at the next-to-last rep, the Lightning Legs only gets two hits, which helps her gain some ground. In fact i meant to do a different dizzy ender but i thought it was interesting that she goes back to 3 hits. I’m not 100% sure that it’s a real infinite, but it might be if you keep adjusting for that double-hit Lightning Legs.

    phoenix: That’s a combination of two charge tricks: holding DB before pressing HP and using the reversal window. Here’s what the script looks like:
    _L_2_5.W69,^2^5.W17,^LR.R._D_L.W7,3.3.W48,^D^LR3.R3.L.L.R6.R6.

    The reversal window is 5 frames, so instead of the first fireball coming out when i press HP, it comes out 5 frames later. Essentially it shortens the amount of time between the two fireballs being executed on screen. (Charge time is listed at 55 frames according to frame data, but it’s 58 frames by my controller’s timer.) So yeah, the second fireball would’ve come out at the same time no matter what, but the reversal delays the first fireball by 5 frames.

    zal: That s.LP has to hit meaty (on the second active frame) in order to increase the frame advantage from +6 to +7, which allows the ultra to link.

    • Doopliss says:

      Huh, reversal window is only 5 frames? I thought it was like 14 frames for some reason.

    • Maj says:

      Well, if you combine the reversal window with the input leniency for most commands being around 9-10 frames, you can get a 15-frame reversal window on one joystick command by mashing the buttons afterwards.

      But the reversal itself only gives you 5 extra frames if you’re already maxing out the input window.

  7. EA575 says:

    Man, I haven’t seen these in ages. Thanks for the video, Maj.

  8. Keiko says:

    This is just awesome, cant wait to see the next TACV!
    A great way to begin this new year.

  9. CPS2 says:

    Just on the reversal window thing, I was getting 12 frames for the whole input (including directions), and 4 frames for the button press at the end. This was using AutoMacro and the PC version of SF4. I know it can be off by a frame or two here and there, and also I might’ve been able to space it out in a different way if I spent more time on it…

    Great video! I could see some of the goals with the combos like doing as many jumping attacks as possible, or as many hazanshus and so on. My favourite part was the 2 dashes mid combo vs Abel, very nice! Been looking forward to this for a while, excellent stuff =]

  10. Maj says:

    Yeah basically all the program pad frame data i provide is +/- 1 frame. Even if it was 100% internally consistent (which it’s not), there’s always a good chance that its framerate clock might be slightly different from the game’s clock – and that’s true of AutoMacro as well. Conceptually, the discussion is still valid, but i’m always hesitant to provide exact numbers because i have no external way of verifying their accuracy.

    Anyway, the transcript is fully written up. The link is in the entry above, as always. I think i covered everything, but let me know if anything’s missing.

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