Ultra Street Fighter IV

Ultra Street Fighter IV

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frostdiamond Apr 14, 2015 @ 9:34pm
Chunli Trial Level 10
For the love of god, I can't pass Level 10.

See 2:50 of this video

https://www.youtube.com/watch?v=a44drk6IV1g


I simply can't charge spinning bird kick fast enough to pull it off. I know I'm SUPPOSED to charge it while executing the other moves, but ♥♥♥♥ I just can't do it!

I am not raging quiting. I'm going to hook up my DualShock 3 and try it again (currently playing on keyboard), though I'm not that hopefully.

Am I the only one that's having problem charging moves while executing previous moves? Maybe I really suck at fighting games.
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Showing 1-15 of 55 comments
Vitrox Apr 14, 2015 @ 9:39pm 
He's charging while he jumps in. It's required for most characters that have charge combos. Also the spinning bird kick is cancelled on the first hit of the crouching hard punch. You can wait as long as you want to hit hard kick to charge while in air. Try doing this and see if it helps.
frostdiamond Apr 14, 2015 @ 9:44pm 
Originally posted by Vitrox:
He's charging while he jumps in. It's required for most characters that have charge combos. Also the spinning bird kick is cancelled on the first hit of the crouching hard punch. You can wait as long as you want to hit hard kick to charge while in air. Try doing this and see if it helps.

But I thought the instruction says jump H kick first, then crouch H punch, now the other way around (as you desribed).
Vitrox Apr 14, 2015 @ 9:47pm 
Do the following. Jump in the air towards Dan and hold down the entire time. Hit HK and follow into HP. If you charged long enough while in the air you should be able to cancel into spinning bird kick on the first hit of the HP.
frostdiamond Apr 14, 2015 @ 10:07pm 
Originally posted by Vitrox:
Do the following. Jump in the air towards Dan and hold down the entire time. Hit HK and follow into HP. If you charged long enough while in the air you should be able to cancel into spinning bird kick on the first hit of the HP.

So here's the process:

Jump towards Dan, holding down the entire time

Hit HK (still holding down)

Hit HP (still holding down)

Release down and press up and MK at the same time


MDZ jimmY Apr 15, 2015 @ 12:52am 
Originally posted by frostdiamond:

So here's the process:

Jump towards Dan, holding down the entire time

Hit HK (still holding down)

Hit HP (still holding down)

Release down and press up and MK at the same time

that's how it's done, yeah.
frostdiamond Apr 15, 2015 @ 7:14am 
Originally posted by twitch.tv/MDZ_jimmY:
Originally posted by frostdiamond:

So here's the process:

Jump towards Dan, holding down the entire time

Hit HK (still holding down)

Hit HP (still holding down)

Release down and press up and MK at the same time

that's how it's done, yeah.


Trainig a little bit in the morning before heading to work lol.

So I've managed MILD suffcess with chaining duck HP + spinning bird kick, ie I could pull it off 4 out of 10 times. Now I just need to chain all 3 moves together.

Man. I wonder if I'm just bad at this game, or does the game require EXTREMELY precise timed buttong mashing. I've been playing games of all genere from FPS to RTS to RPG since I was 1995 and SF IV is the single game I'm having the most amount of trouble advancing.
frostdiamond Apr 15, 2015 @ 7:18am 
UPDATE!!

I'm happy to share that NOW, I could pull of lower HP + spinning bird kick 9/10 times now HAHAHA!!

(this is after say 5 min of training)

The key is to hold DOWN all the time, then 2 HP then up then HK and BAM!
Midnight Meows Apr 15, 2015 @ 8:53am 
Yes. As they say, you will more-or-less be constantly "charging". During moves, jumps, getting up from a knock down or whatever.

In future trials remember that lightening legs is 5 kick presses, and the version of LL that comes out only depends on the final button press.
frostdiamond Apr 15, 2015 @ 9:04am 
Originally posted by Another:
Yes. As they say, you will more-or-less be constantly "charging". During moves, jumps, getting up from a knock down or whatever.

In future trials remember that lightening legs is 5 kick presses, and the version of LL that comes out only depends on the final button press.

What, by lightening leg, you mean spamming the K button right? If I'm understanding correct:

If I do LK LK LK LK HK, the damage result equates to 5HK

If I do HK HK HK HK LK, the damage result equates to 5LK (ie less damage)

?

frostdiamond Apr 15, 2015 @ 9:05am 
I also have another question----------does charge time vary based on the buttons pressed? For example, would HK version of spinning bird kick requires longer charge time than LK version?
Midnight Meows Apr 15, 2015 @ 9:25am 
Originally posted by frostdiamond:
I also have another question----------does charge time vary based on the buttons pressed? For example, would HK version of spinning bird kick requires longer charge time than LK version?
Charge time is always 55 frames.

You have the basic idea for the legs, yeah.

I just checked. I was apparently thinking of trial 21 so I'm getting ahead a bit too much. Just keep in mind that you can do button presses while moves are being performed and that will count.

Jump in RH (tap RH twice)
Crouching MK (tap MK twice)
That's 4 kick presses. The 5th press, so long as they're close enough together, will trigger the version of LL that you need for that combo.

Anyway I thought that this one was earlier in the list than that.
frostdiamond Apr 15, 2015 @ 9:30am 
Originally posted by Another:
Originally posted by frostdiamond:
I also have another question----------does charge time vary based on the buttons pressed? For example, would HK version of spinning bird kick requires longer charge time than LK version?
Charge time is always 55 frames.

You have the basic idea for the legs, yeah.

I just checked. I was apparently thinking of trial 21 so I'm getting ahead a bit too much. Just keep in mind that you can do button presses while moves are being performed and that will count.

Jump in RH (tap RH twice)
Crouching MK (tap MK twice)
That's 4 kick presses. The 5th press, so long as they're close enough together, will trigger the version of LL that you need for that combo.

Anyway I thought that this one was earlier in the list than that.


Sorry,

1) What is RH?

2) In this post:

http://www.eventhubs.com/moves/sf4/chunli/move/special/lightning-legs/#tips

The guy says:

"Fortunately, all versions can be canceled into each other in both phases until chun li stops kicking or the kick button is no longer being pressed. This means that it is possible to cancel into the heavy kick version then transition into the medium version to guarantee all hits will connect during the combo and you still get the frame advantage; allowing you to follow up. "

Now what does he mean by "canceling into each other"? As in, what is "canceling into a move"?

Chomusuke Apr 15, 2015 @ 10:12am 
RH = Roundhouse = HK.
Midnight Meows Apr 15, 2015 @ 10:28am 
Originally posted by DiscreeT:
RH = Roundhouse = HK.
^ I tend to use terminology from back before SF4. Apologies.

Canceling a move means that one move begins, and then is replaced by another move.

Take for example Chun's crouching FP. It's two hits. You can "cancel" out of that such that it hits only once and go immediately into her spinning bird kick. That's probably the most obvious example.

For legs, what this guy is saying is that you can use a version of lightening legs and then, before it ends, hit kick 5 times quickly to cancel into another version of lightening legs. So MK legs into RH legs without the legs stopping.

This is more advanced stuff and it's also going to be very difficult to pull off using the Dual Shock 3. I really wouldn't worry about it for now, though feel free to toy around with it in training mode.
frostdiamond Apr 15, 2015 @ 10:41am 
Originally posted by Another:
Originally posted by DiscreeT:
RH = Roundhouse = HK.
^ I tend to use terminology from back before SF4. Apologies.

Canceling a move means that one move begins, and then is replaced by another move.

Take for example Chun's crouching FP. It's two hits. You can "cancel" out of that such that it hits only once and go immediately into her spinning bird kick. That's probably the most obvious example.

For legs, what this guy is saying is that you can use a version of lightening legs and then, before it ends, hit kick 5 times quickly to cancel into another version of lightening legs. So MK legs into RH legs without the legs stopping.

This is more advanced stuff and it's also going to be very difficult to pull off using the Dual Shock 3. I really wouldn't worry about it for now, though feel free to toy around with it in training mode.

Understood - thank you sir! (and the fine gent above you).

And what is "FP"? Some kind of punch : ) ?
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Date Posted: Apr 14, 2015 @ 9:34pm
Posts: 55