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CPS1 Chain Guide (07.15.04)
Nicholai "NKI" Inabnit
History:
CPS1 chains were introduced in SF2:WW with Guile's infamous c.LK -> s.HP. They persisted through Champion Edition and Hyper Fighting,
but were removed in all later games (*see notes at the end). Because they only exist in CPS1 games, the term "CPS1 chain" was coined.
One fact that is commonly overlooked is that Guile is not the only character who can do CPS1 chains. Any character with a rapid-fire
Short can do them (Guile, Ken, Ryu, Balrog).
Terminology:
chain - canceling a normal move into other normals with no special technique required (ex: Guy's A2/A3 chains, Vs. games air combos, etc.)
rapid-fire attack - a normal move that is chainable into itself (ex: Shoto c.LK)
kara cancel - canceling the first few frames of a normal move into something else
kabotti cancel - kara canceling a normal into a Custom Combo
proximity cancel - during a chain that is otherwise non-special/non-super cancelable, using kara cancel to cancel into special/super
CPS1 chain - canceling a rapid-fire c.LK into a standing punch, or canceling a rapid-fire s.LK into a crouching punch
Execution:
Let's take for example, Guile's c.LK -> s.HP combo. All you have to do is hit c.LK, then s.LK+s.HP at the same time. The window to cancel is
quite large, so the timing is rather easy.
This also works the other way (standing to ducking). For example, for Shoto's s.LK -> c.MP, you would hit s.LK, then down+LK+MP.
Technical Info:
The two attacks that are CPS1-chained together must be of opposite state; the first attack must be crouching and the second standing, or the
first standing and the second crouching.
CPS1 chains can only be done off rapid fire Shorts (standing or crouching).
The second move in a CPS1 chain must be a punch attack (LP, MP, or HP)
Essentially CPS1-chaining is simply kara canceling an extra c.LK or s.LK into a punch. In just about any SF game, the first couple frames
of normals can be canceled into just about anything other than another normals. This includes but is not limited to:
- specials (cause of many WW glitches, including Guile's magic throw)
- command throws (kara throwing in 3S)
- supers
- Custom Combos (A3 Gief super jump glitch)
- jumping
- blocking (see vid "NKI-WTF.mpg; Chun does both a s.HK and blocks)
So it's not surprising that CPS1 chains exist, because canceling the first couple frames of a normals can be found all over the SF universe.
What is surprising is that CPS1-chaining is only possible off a LK (not a rapid-fire LP), and that it is only possible to CPS1-chain
to punches. Why that is has yet to be discovered.
Applications:
The most useful application of the CPS1 chain is for dizzy/redizzy combos. For example, in Hyper Fighting, Ken's and Ryu's dizzy combo
(cross-up j.HK, c.LK,c.LK,c.LK,s.HP(far) and Guile's redizzy combo (LP Sonic Boom, c.LK,c.LK,s.HP -> HP Sonic Boom, f+HP).
Even though CPS1 chains were removed after Hyper Fighting, the ability to cancel the first frame of normals remained. This gives rise
to a couple of the techniques used in Super Turbo combos, such as Ken's and Ryu's c.LK,c.LK -> Super, and Guile's s.LP,j.HK combos. Each
involves kara canceling an extra rapid-fire attack into something else (a super, a jump).
Kara canceling is also used for advanced A3 techniques such as proximity cancel (Guy's s.LP-s.MP-s.HP -> Super), and kabotti cancel
(Zangief's super jump, Rolento's floating glitch).
Miscellaneous Notes:
All CPS1 chains were removed from SSF2 and SSF2T; however, in the Saturn version of ST, Guile regained his CPS1 chain.
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