I saw a fuerte player grab a medium punch srk from Ken with his Ultra 2.
The ken was momochi.
Momochi scored an ex tatsu (on hit) and since the fuerte has 0 vital, momochi just choose to “mash” Mp SRK.
The fuerte did his Ultra 2 too.
During the freeze you hear “shoryuken” and at the end momochi get grab.
I have the vid.
You can also see that momochi start to jump in the case of his dp wasn’t registred
I remember sako cammy get grab by Tokido akuma U1 too
In practice mode i made a cr lp meaty with chun li safe versus every 7 frames startup move.
Thunder knuckles HP from Viper
U1 from viper
U2 from Cody
Criminal upper Ex from cody
U2 from Claw
Senpusha EX from Juri
Hey guys this might be kind of random but just wanted to say to the poster that started counter-picking Viper vs Guile is pretty much equal to what Chun-li has do deal with. The only reason people believe it’s advantageous for Viper is the fact that she cannot be gayed out by Sonic Booms. Viper has a ridiculously difficult time opening up Guile as much as you guys do. It takes a bit knowledge of Viper’s entire game just so we can barely even start to put Guile players in some degree of difficulty and they’re still generally winning.
I do have a question, I play with Chun when I’m bored but I’m having difficulty against Abel, what would you guys suggest in this match.
How are you supposed to do stuff against him? The only range I feel safe vs Abel is around f.s.mp otherwise I just feel like I’m getting TT’d everytime.
C.mk beats his jumping forward (both non-crossup and cross-up versions). If he whiffs the attack, you can throw him upon landing, or if it tags him, follow it up with hazanshu or ex legs. Every other jump in can be beat by c.hk. On his wakeup, if Abel does anything but block, you can use the target combo + throw os if he likes to abuse rolls, or if he is backbashing, use the target combo + sweep os. Hazanshu is also a great tool for escaping TT’s. Zone him with s.mp, s.hp, and s.hk. When he has ultra stock … stop using fireballs. Both ultras will eat you alive and turn the game around very quickly.
You can punish Akuma’s jump back air fireball midscreen with dash ultra. The trick is to do the dash after he throws the fireball on his way down because he’s no longer moving the screen, BUT your dash will move the screen and move you into range where your ultra will hit. Go and set this up and practice vs. all three of the normal air FBs because you need to get a feel for how his recovery on the ground after throwing an air FB is. LP air fireball is the 2nd riskiest because you can end up doing the punish too early and get hit by the fireball. EX air fireball is obviously the riskiest due to his quicker recovery but it’s still possible to clear both of the projectiles and hit him in time. Don’t be nervous about the fact that he’s on ground, just know that after he touches the ground there’s 16 frames where he can’t block or do anything (on EX there’s supposedly only 9 frames). Add that to the time he spends falling down and there’s plenty of time to punish. :tup:
That being said here’s another tidbit for helping fight against his air fireball game: some of you have probably dealt with tiger knee air fireballs up close which can screw with you if you were looking for a regular air fireball. Generally, if you try to counter these directly you’ll most likely end up getting hit and he can still combo afterward. HOWEVER, if you block and notice it’s the TK version he just did, he has a lot of recovery time to deal with and you CAN reversal Ultra 1, or do something like reversal EX Legs -> follow up. Pretty much the sooner you block the TK air fireball the bigger of a window you have to punish him, so stand blocking and noticing the TK fireball hit above the waste means you get a free punish.
Nice darklight to give more details about punish air fireball.
I know it was possible but i never try to fully understand the way.
I want to add something.
According to the hitboxes, the game consider Akuma on the ground though he is still in the air.
That’s weird
Take a look
First pic, he is consider airborn (the yellow solid box is small)
2nd pic the yellow solid box change, that means he is on the ground but you can clearly see he is yet in the air.
3rd : Idem
4th : Idem
5th : He land
I watched the vids again frame by frame. From the point you mentioned, when his yellow solid box changes to a grounded state, he actually appears to be vulnerable for 20 frames before he returns to a neutral state on every air FB. This includes the EX Air fireball, so I dunno. =\
Yes but in the same time the neutral state never match with frame data
Anyway the important point is if you hit him airborn, there is some chance that he is already consider grounded and it’s a good thing for your Ultra 1
Speaking of Ultra 1, Viper’s whiffed seismo ground pound is punishable full screen by Dash Ultra. I knew the recovery on it was bad, but I didn’t think it was bad enough that you could watch it whiff and then input a dash ultra and still get a clean punish. Same applies for her air burn kicks.
I had a friend help me double-check and make sure it was legit along with the Akuma air fireball thing and it’s pretty easy to pull off. I’ll have to play with it a few times in a match against real Vipers to see if it actually helps hinder her gameplan though (at least the defensive aspect of it). Feints should be even less of a problem though knowing this along with what I already know.
Regarding Akuma Air Fireball: EX Air FBs definitely recover faster than regular ones regardless of what the videos show. They’re a bit too impractical to use the fullscreen/midscreen dash ultra trick against another human throwing them IMO. The regular Air FBs are much easier though and you can get a clean punish consistently with practice.
Ive been playing vs tons of ryus lately with my chun, but I still dont know what should I be aiming for during this fight, sometimes I rush or I play defensive, but it would be nice to hear whats the exact gameplan vs Ryu as Chun from more experienced chun players. thanks =)
Ryu is a solid overall character and can be played so many ways. Use your pokes and spacing to keep him just inside half screen away and react to his fireballs with hasanshus. Once youve shown him you can nuetralize his fireball game with hasanshus he’s most likely going to stop throwing fireballs at that distance and start trying to get in with cr.mk and jumpins. Be aware of this and you’ll come out on top. Bait his defensive cr.mk with chun’s supieror walk speed by knowing the distance of his cr.mk and come in with st.mp. **Aways be ready **for his jumpins with either df+lk or st.mk. If you anti-air ryu with st.mk you will have him in a reset situation where he has to decide on block or dp as he’s failing back down. Bait dp’s here as much as possible by throwing out st.mp a couple times. Push him to the corner if you can and keep him there. This match imo is all about controlling your spacing with ryu at the middle of the stage and not giving up ground to random jumpins and fireballs once your ultra meter is full. Punish his dps with good meterless punishes like cr.hp xx m.sbk or cr.hp xx hk.ll > mk.ll > cr.lp > st.hp for example. Once you have super he has to be careful about how he chooses to end block strings. Punish his block strings ending with fireball / sweep with hk super. If you choose to use your meter punish dp’s with cl.hk xx ex.ll.
Those are my tips I dunno how well I adhere to them but I tend to put chun in auto pilot when I play.
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Or just watch this over and over again.
I’m looking for some chun players who wanna mirror match an get a clearer feel to chun li.
Mirror matches are so great to learn more about your own character!
Both opponents exchange strategies an tricks , and also absorb styles from one another.
Sorry if this has already been discussed, but I just read that chun li’s best anti air normal is df-lk. Did I read that right? I’ve been away a while, but is that move really buffed from vanilla?