are you sure u can super jump out safely after doing down + toward RH flipover attack if they parry or block it? last time i went to the arcade i couldn’t do it, got hit after every time almost when trying to superjump to safety
yeah, it’s weird cuz before, I used to be able to do Back Fierce, fireball, super. But for some reason I can’t do it anymore.:bluu:
So now I do that buffer motion after c.forward or Back-Fierce. But then again, there will be times when I screw up and hit the kick even tho it didn’t hit.
After SAII, lately I’ve been doing super jump to short and then dashing to either the front or to the back of the guy. And then debate between a throw or standing Roundhouse or something.
Okay, so I went and tested this, and it looks like there is a vunerability frame after the block/parry, but your opponent has to have the timing down so the move comes out the frame after blockstun. (Reversal maybe?) If you connect or whiff the flipover attack, you don’t have vulnerabilty frames, and you can combo after the hit (into SAII), and if you whiff, you can go directly into EXSBK and pull them in for a few hits or sjc to saftey.
You can, however sjc to safety with her close towards+roundhouse. (I haven’t tested this out completely, but I haven’t got hit out of it, and others swear by it.) You also can’t get thrown out of close towards+roundhouse because of the hop. You can also kara-cancel the close towards+roundhouse into throw. If you time it right, close towards+roundhouse will also outprioritize Alex’s stungun headbutt. (She will knee him in the head on his way in). You can throw that out if you didn’t get the dash-under just after the stungun came out.
If they parry (and it’s pretty easy to do on reaction), you’ll get punished every time. But if they block, it’s pretty hard (though possible) to punish. But no, you can’t litteraly super jump out safely after it because it does have a little recovery.
AA standing jab is also a great counter for the SGH. Usually I don’t even bother dashing out of it anymore (because in certain cases you litteraly have to guess which version of the super is being used), I just stand jab that shit.
For c.mk - kiko - saII; usually I do qcbd (quarter circle back to down) mk > qcf+hp > qcf+kick.
My reflexes are pretty good - so sometimes immediately after the prior move hits; the screen goes black and they east super. yay
Same with c.mk - saII (qcf - mk~qcf+kick*). saII will come out instantly after c.mk hits - like it matters; seen as c.mk is good for hit stun.
*add an extra kick if needed; sometimes you dont need to tho…
To add - if you want better grades - just use SAII combos w/o the fireball. From the way I play; the only special move I do is SAII; the rest are normals. And I can get S grades or better w/o the need of special atttacks - with the exception of ES SBK.
Okay, so I was reading elsewhere on this board, and I found this thread:
http://www.shoryuken.com/forums/showthread.php?threadid=10335&perpage=15&pagenumber=4
Not much interesting stuff but I came across this:
Damn! I wish it was that easy. Some of this stuff is pure fiction.
Really, what important stuff is she ducking out of? Anything that I would have ducked under, I’m throwing out crouching strong instead anyway. Ducking sprite size is useless for Chunners. Of course, her ducking sprite size makes her more vulnerable to urien. =(
I wish she had an unparryable anti-air. That would rock!
I’m sure that most of these are valid points, but not much of anything that he points out matters against anyone but the CPU. All that stuff is garbage in the tourny/cade.
What do you guys think?
:lol:
Ha, you know full well what I think of it, if you see a little lower in the thread where I handed him his arse. What a whiny, weak-arguement beeyuch.
N
I think he’s right on all counts. The unparryable anti-air thing is correct, what he meant is that it’s impossible to punish if you parry it, therefore there is no point in doing it.
All the stuff he mentions is valid, but some other characters have similar overpowered BS (namely Ken, Yun, Makoto…).
And the fact that you use crouching strong instead of ducking only shows how much some of her normals are indeed overpowered. And everything he mentioned does matter against human players.
Chun-Li isn’t unbeatable, but I definitely see her as a problem -although I personally wouldn’t go as far as calling HER broken.
Bringing my yakkity-yak over from Fighting Discussion, Chun Li IS pretty damn good. However, this also makes her very predictable at times. If you know Chun Li well, it’s often easier to bait her into doing what you want. Fights against Chun Li are only unbalanced amongst scrubbies.
I love Chun Li. I get corner combos on her without having to use EX. More Chun Li players please!
N
Still, I want to know what in the hell the scrubs see in Chunners. It is painfully apparent to me that she has problems. Deep seated problems that require professional attention. I mean, Yun, Yang, Urien and Akuma own her. Twice on tuesdays. They can all jump in on her all day long, and that shortest crouch just helps them out on this.
But, this is longer than a one post conversation of “me too” about how homeboy doesn’t know of what he speaks. I want to go into detail, mainly so that I can improve my Chun and get the most out of her.
I’m going to break it down. Let’s go over his first point.
**
-fastest low move in the game, (will beat some supers)
**
What low move is he talking about here? What supers does it beat? Is it a move that doesn’t get stuffed everytime by the penguin and his brother? Hell, does any move she has not get killed by the yoo-hoo brothers?
Only one he could be talking about is her jab, I figure. Because we’ve all seen the tapes of people reliably low-jabbing people into Houyoku-Sen, right?
N
How is this any different than any other character? Isn’t this just a part of how the game works for all characters? Remy can do it into his SAII, and what about Ryu into ShinSho?
Yes, crouching jab is pretty insane and is the fastest low normal in the game.
And Thongboy, I agree with you about Chun-Li sometimes being predictable because her moves are a bit straighforward, but it’s still possible to be creative with her (Ohnuki’s Chun is pretty damn strong for instance). If you’re baiting Chun into doing mistakes as you said, then you’re not exactly playing good players either.
It’s different because Chun’s jab is much faster than the others…
“Yun, Yang, Urien and Akuma own her”
LOLLLLLLLL
Ha, of course, Nuki is kind of a throwaway example, ne? He literally is THE Top Tier, in many ways. That’s like saying “Daigo is good, so Guy is good.” Guy is decent, but it’s The Beast putting in the elbow grease.
Also, who is this magic player that is reliably using low-jab into super? And who is the sandbag he’s playing against who is allowing this?
cough If you want to call UCLA and Shatto people “not exactly good players”, that’s cool with me (hell, I do it all the timewinkwink). But being able to bait someone one time into wasting a Houyoku-Sen can and will win you the entire match, therefore if you can figure out your opponent’s triggers, you could easily falsify a weakness and make them think they have an opening. Not multiple mistakes, just one or two when you need them to count.
N
I don’t find Chun broken at all really - all games have thier powerful characters; but Chun can be punished after parrying any of her priority attacks pretty easily.
But it’s hard work trying to use her efficiently tho. Seen as she doesn’t have that many options if stood next to the likes of say Urien, Yun, Yang and even Ken; she needs priority attacks to keep them at bay. If she didnt have as many priority attack; i’d say she’d get owned by pretty much everybody - except Sean.
And as for the ‘-comically massive kara throw range (best in the game?)’ comment; Kara Throws wasn’t intended by the developers, so may as not bring it up in accordance to how good she is in the game…only the real good players will spend the time to learn the Kara throw and execute the Kara throw. heh
Sean Own All For Free!!!
Still this doesn’t answer the question. Isn’t the crouching jab a part of the basic game mechanics for every character? What makes Chunners crouching jab so much more spectacular than all the others - except Sean.