It bothers me that I don’t see enough information shared on here. Everyone has an opinion but no one wants to listen and learn.
Before the people that hate me have a chance to say something, I don’t claim I know all, but I can probably ask someone easily on LINE within 10 minutes and get an answer.
Hey Ryan. Thanks for making this thread. I’ve got a huge amount of (pretty simple) questions, but I’ll try to keep it to a minimum. In order for you to gauge what level I’m at: I decided to main Chun-Li rather recently ( ~ 5 months ago), after starting out playing Ken, for 3 years (but only seriously over the last year). I barely win any matches against other players.
My most fundamental question is this: How important do you think reaction time is for playing Chun-Li? I feel that my reactions are pretty bad, and I don’t know if I can do shit like whiff punishing c.MK’s with Hoyokusen ever. Should I focus on a character with a lower execution skill cap, or wait to see if my reactions improve?
In the meantime, I will continue playing Chun. So what do you think is the first things a Chun player has to get down before they can advance further as a player?
Hoyokusen follow ups: Which follow-up do you use most often after launching midscreen/corner with/without another SAII stocked? (this is 4 questions in one, but I really want to know. Currently just doing j.HPx2 all the time.)
What is the difference between playing vs King Ghidorah and vs other Chuns in Japan?
What’s your advice for westerners who want to get stronger and bridge gap to Japan level? Is it as simple as watch footage, think about risk vs reward and be a student of the game or is there more than that?
What’s the best way for Urien to use Aegis? Midscreen unblockables, on top of opponent in corner, right in front of opponent in corner?
What can Dudley do against characters who can out-zone him well such as Elena. Is it a matter of parrying since s. hk won’t beat some of their normals?
Are there certain matchups where f + mk is more useful as a hit confirm/poke versus others as I don’t see it used as much against certain characters.
How do you strike the right balance between playing passively and aggressively as I find when I play passively I get cornered and die and when playing aggressively I just get out-poked or parried.
I’m going to copy TiredOcean’s question and ask the same thing regarding Dudley: what is one of the first things you need to know with him to do well (aside from learning his hit confirms)?
For some reason I cant use the quote button and can’t copy and paste on iPhone, so tomorrow I’ll get to answering some of the longer questions.
Also, not to sound like a dick but basic questions I can just refer you to match videos. For example darkhiryuu, what can dudley do vs Elena… You can find this out easily by watching match videos or training mode.
Kara sa1 with mak is just for flashiness as you can just do raw Hayate if you see a whiff move.
cr lp into cr mk works because cr lp is +3 on guard. Cr lk works better.
For the sake of contributing to this thread I’ll ask a topic I was discussing with dioxxin not too long ago.
as a wake up option for dudley, when do you choose between parry and ex jeppa? Dioxxin narrowed it down to ex jeppa beating low, high, throw while parry just beats 1 option. however I brought up that parry has a bigger reward -> carry screen position with ex mgb. also without checking or watching a video Im pretty sure unless the ex jeppa hits near corner dud can’t follow up with a okizeme.
would it be a logical conclusion to say use ex jeppa to escape corner or put someone in corner (if dud has spare gauge)? If risk isn’t too high then parry for high reward? I think this may be match up dependent as well since I would be more prone to use ex jeppa on characters who need to attack me more (mak/yang). Dud has a lot of wake up options considering he can short swing, use a normal that’s faster than 5 frames, throw, etc etc but to narrow the discussion ex jeppa vs parry.
I’m curious about the going opinions on Oro’s super selection. Not too long ago (somewhere around a year and a half to two years) I remember noticing that Tengu seemed to be replacing SAII in certain matchups. For example I was seeing Thanatos use Tengu vs Dudley and Alex, going for Tengu unblockables and mixups instead.
Ever since Kuroda had his much lauded Oro phase (where he used SAII almost exclusively) it seems that most current Oros are following suit.
Is this actually the current trend (and why), or am I just seeing the few videos available and blowing things out of proportion? It could also be simple personal preference/current mood. As an aside, how legit are Tengu unblockables, and which characters do they work on? Are there any fool proof setups to learn? In my bumbling around it seems like I have to “feel” like I’m in the right spot rather than having an exact setup.
Also where is Thanatos and what does he do for a living.
Who do the Japanese consider to be the top 5 best non Japanese players? (And by that I mean non Japanese trained either). Do they even care or watch non Japanese players? The players can be from any era of 3s.
How big of a skill gap do they think exists between those top 5 non Japanese and the top Japanese?
Can you ask KO if he remembers LifeTimeBoy aka LTB aka John Michael from Seattle? How good does he think LTB was compared to Japanese Kens?
I can’t think of a question yet but i just want to quickly add to this answer “How to jump in properly. You have to learn deep jump ins with rh and hp that are very difficult to parry. then mix that up with empty jumps with parry and empty jumps with landing and doing cr lk lk super. mix that up with them guarding the jump ins and learning how to mixup from there. Dudleys jump in is the scariest in the game”
Obviously deep jump in is sick but loses to anti airs, so usually you need to condition your opponent first with early jump in HK, if it hits confirm into Corkscrew if they block mix up with throw, back swing, c.lk etc.
Honest truth is most Japanese players know as much about non Japanese 3rd strike as you know about African 3rd Strike.
Also, a quick lesson on Japanese manners and etiquette. You can never ask questions like “do you think I’m good?” or “what do you think about x player?” If it’s yes then great, but if not then it puts people on the spot and it’s not modest to say someone is garbage.
It depends on what character anti airs can beat deep jump in and in what situation. For example hard knockdown deep jump in isnt gonna get anti aired by anyone except like gouki… You must condition your opponent to guard your jump ins and then go from there is what I meant.
fair enough, I guess we in the west are just a lot more open and honest about eachothers’ skillz.
or maybe they just take it a lot more seriously than we do
probably the latter.
Can you ask Kuroda why he thinks Sean’s SAII is much better than SAI, when SAI seems to have all of the advantages in terms of hit confirms, set ups, making use of the fake basketball glitch, as well as EX utility?