quick question. I’m having trouble with: dash >>>Hosenka. Can someone describe to me the exact input?
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(2) b, f, f, b, f + KKK
If the “2” is refering to charge time, hosenka does only need 55frame charge. Thats less than a second.
thanks Yappo, just now got it to work, I was tryna re charge the back at the beginning after the dash instead of going straight into the second part
Why can’t I punish Honda’s headbutt with s.RH like in Vannila SF4 ???
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pls someone explain
st.hk got nerfed in super. Slower startup.
I can still do it. It’s just not as easy.
Are there any known safe jumpins vs. Adon’s HK rising Jaguar on wakeup?
I found forward throw -> Jump forward MK can work but it’s really hard to time.
I don’t like the idea of having to back off and give him his space whenever I get a knockdown.
Is it weird that I pick Ultra 1 in the Chun Mirror?
Depends I suppose. If you know / already read your oppenents play style then I don’t see why it’s weird, but the fact that it only punishes her fb and whiffed hasanshu kinda negates it’s usefulness imo (also doesn’t juggle 99% of the time in the corner).
For some reason one day I was getting juggled 100% by it often by this certain player online. Good ole hansanshu into short and legs and ultra.
Since then I started using it more in mirrors.
It’s just about timing the ultra as early as possible, then it’ll juggle on most characters.
It punishes Hazanshu on reaction, too, if you can execute before it hits.
It’s just that I would rather shut down Chun’s fireball game so I can focus on footsies and mixups. I mean yeah, her fireball isn’t great and she doesn’t NEED it, but it’s one less thing for me to worry about.
I guess it’s a mindset type of thing - I’m more interested in the metagame, it seems.
Against hazanshu I use absorb, dash,cl.hk x legs, c.hk
Yeah, it worked against our mirror and actually convinced me to switch to U1 for the matchup (wound up playing Samma later, used U1 and helped alot).
The thing is that with Chun, when someone has a lead, fireball zoning becomes a very viable option. I mean, several times during our match we sat back on our back charge, waiting for someone to break the charge and throw a fireball. As soon as that advantage is given up by making the first move, Chun has the option to push the other into the corner, since after walking forward, we wouldn’t be in HK Hazanshu range.
… and you can always style and just frame link the U1 after a fancy ass stun crumple >:P
I’ve been having a lot of trouble lately with good Cammy players and I’ve got a quick question: what is the best way to punish her when I block a Cannon Spike? Bcuz I’ve tried several normals and none of them have the reach to hit her where she lands. EX Kikouken works half the time, and dash grab works sometimes if I’m fast enough. Any suggestions?
Its not a great punish but you can take a slight step forwards and use cr.RH that always hits, it at leasts scores a knock down and is what I use a lot of the time… I haven’t tried it but I am going to tonight but can you not get a reversal Medium HSU off in time? That would allow you to combo from it for decent damage, like I said I haven’t tried and I think (am pretty sure) its too slow (which is why I haven’t tried it)…
Safest bet is walk forwards slightly and cr.RH or Dash into instant Lighting Legs…
was just now watching videos from God’s Garden and watching Nemo vs. a Cammy player. When Nemo blocked the Cannon Spike he moved over a little, then c.MK, xxEX Legs. So I guess there’s my answer. If the best Chun in the world does it, it must be a good idea. haha
Yeah that’s better than my dash instant L.Legs or cr.RH lol… If no EX I’m gonna stick to dash into instant L.Legs but thanks for the tip I never thought cr.Forward would reach lol
Reversal HK Hasanshu cr. lk xx ex legs for max damage.
Walk forward sweep works, too. I think if you space it right, you can do a dash jump lk on her and it’s very safe.