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But I thought the instruction says jump H kick first, then crouch H punch, now the other way around (as you desribed).
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.
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!
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)
?
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"?
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 : ) ?