When I said jump-ins I was talking about her dive kick mainly. Standard AAs don’t work well against her because the DK comes out too fast.
Can someone point me to some Decapre info the one I play every week is getting closer and closer to beating me and I can’t have that plus another one might be coming back who seems to know all the safe jumps like the back of his hand. A link would be wonderful. Also I added some videos of the M Bison who keeps murdering me to the video thread if anyone wants to check it out and see what level they think he is.
im telling you f.hp is the best AA even against her DK
You don’t have to worry about it like the other characters’ divekicks. She mostly uses it as a whiff punish/reactionary. If a Juri is using the divekick for offense/to get in, she is probably doing it wrong.
Aside from what @Malvadisco said, a blocked dive kick is like -8 million on block,so you can just be patient, let it get blocked and hurt her with whatever.
Check the last two pages of the video thread. I posted a Chun-Bison set as well as a Chun vs Decapre one that I played. I’ll see if I can get back to the specifics after work.
Juri’s Divekicks are easily punishable on block.
havent you fought decent juris?
you can space it so it cant be punished…
thats why far fierce comes in handy
“Decent Juri” is rapidly becoming an oxymoron these days :bawling:
But yes that’s possible, but again it’s more telegraphed than other divekicks (due to its function and input).
Yeah Juri needs to space her kick essentially hitting below the opponents knee to be safe.
Most Juri players (I use the phrase Juri Player loosely) don’t have the discipline to do just one kick either…lol
So that is highly punishable
can anyone give me tips against rolento? I dont know this matchup at all
Check the video here
Going through old posts and here are the notes I have so far
-block rolls standing, punish with sweep or EX Lightning Kick
-you can preempt rolls with c. lp or c. mk. Have EX kick/Super ready if you hit with the latter.
-I’m reading from Facebook that you an throw him out of some of the rolls, but I have not tested that yet.
-poke him out of pogo stance asap. Light attacks will do, but close s. hk is preferable because damage.
-His wakeup and defensive options are limited so rush him down if he gives you the chance.
-Far s. hp and far s. mk should anti-air most of his stuff. Crouching mp or mk if you encounter deep jump ins (and they can stop rolls too)
rush him down very hard. this is a match where you can literally go all offense.
knock him down and do some os
cr.lk os sweep and ex legs is very good in this match. (youtube nemo option selects to see what i mean its really handy)
jump ins with tc or empyy jump short are great on knockdown
Ultra 1 punish his far sthp if blocked
Oh, and fwd throw dash jhp hits xup on him
I lost to Noel’s Vega this weekend. It’s always been a bit of a problem/unfamiliar matchup for me since not that many people play him, so I watched the match with commentary, went to training yesterday and found out a few important things that I didn’t know during the tournament. Hopefully this will be useful to someone else as well:
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You can legitimately punish his crouching mp with a focus dash forward -> cr. lk x 2 xx EX Legs. That’s a 1f punish and only Chun Li can do it because she has the fastest dash in the game and a 3f light attack. I knew you could punish it with super on block, but like Art said: Vega isn’t going to poke with it until you start walking forward if he knows you can super it.
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If he does EX wall dive to try to escape, you can dash forward like 3-4 times and still punish the recovery with B+MK target combo. This actually pretty much puts him back near the corner no matter where he does it from and you can juggle with Ultra 1 if you have it. The same concept also applies if he does empty wall dive to build meter. Just dash a few times and punish with the target combo. Thanks to Arturo for pointing out you can dash to catch up to him easily. I never knew that.
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I was nervous about using fireballs vs. his ultra 2, so I used them a lot less than I normally would against a character who can out-poke Chun, but found out that it’s relatively safe to use at 2/3 screen distance away. It will either trade or beat him clean and you can combo that into ultra 1 if you have it.
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His jump HP with the claw on is very hard to challenge with an anti when he’s in range. You can use grounded AA normals, but it’s hard to do without getting a trade. I found the move that most consistently beats it clean is Chun’s jump back MK.
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This one isn’t quite as important to know, but it’s funny: against his wall dive followups, regular SBK beats them clean. Try it and you’ll see what I’m talking about. It’s goofy looking.
Hopefully this information will help to swing the match in Chun’s favor. I at least want it written down here so that I never forget it.
there are another stuff you can add to that list
st.hk is -7 on block so you can use u1 (reversal) or exlegs to punish
his slide is “bad” even spaced (-1 max range IIRC)
kara throw can grab you farther than ken does so learn that range.
Well, those are things I knew beforehand. I was only listing things I didn’t know about/was uncertain about, but it’s still good to know in case other Chun’s are looking for an edge in the matchup. I honestly haven’t seen Vega’s use st. HK in a while, but I assume they’ll have to start using it more to beat focus dash. Either way it will be risky for him, but the dynamic of the match should be more interesting and less lame knowing I can shut down just a few more options in addition to what I was already trying to keep in check.
play close attention to his charge too, without charge vega is kinda shitty in neutral. sure cr.mp is still good but you can use lvl 1 focus to get in and start your offense.
they are using it more due RFC