if your crouching why not use a crouching normal for anti air?
Lol game is not even out yet and people drop her. =D
Don’t forget neutral jump hk.
Neutral Jump HK is bad. j.HP too.
c.MP doesn’t work against deep Jumpins.
You will see for yourself
if its deep then you could of anti air’d them alot sooner, why let them fall so far?
even a dp would fail at that from what ive seen
Neutral HK is fine in my opinion if you are attempting it after a knockdown. Of course a shoryuken or canon spike will beat it out, but against a majority of the cast, her neutral HK can be tricky to block, and as far as I have tried so far since I got the game yesterday, her neutral HK is safe on block anyways.
I’ll be home later, but if anyone wants, we should try practicing online to find out more, I think it would be fun.
Yes there is.
@exploid, you are right, there is an up kicks combo, however, I don’t know how to do it as sometimes that comes out and sometimes (more often) she jump cancels. However, you can get more damage out of jump cancel if you do her neutral hk into 3 head stomps.
can you get anything out of jump cancel close hk?
Frame data: http://static.capcom.com/streetfighter/downloads/04E_sf_Chunli.pdf
Right click, save as.
wow her frame data is really really different from the sf4 series
legs is ALOT less good on hit before it was +7
also spinning bird kick is no longer plus
she can now link c.lp into c.hp
dunno why im so suprised shes so different
Hazanshu changes are crazy. HK version is hard knockdown, EX ground bounce lk version -2 on block other versions are +0.
DF+HK is also +7 on block!
at least you can still like of hazanshu
with the easier imputs that desk like leg loop would of been piss easy lol no wonder they changed it
Keep in mind that this game is a lot faster, so +7 frames in this game would almost be too good because this game is significantly faster than SF4.
Also, on her MK target combo I figured it out. In order to avoid jump cancelling, you can only do one up/down and then press medium kick before she is done with the up kick animation. If you do multiple up/down’s or if you wait too long after the second kick, she’ll jump up (which is better in a corner). If you aren’t in a corner, the up kicks are fine for the added damage, but if you are in the corner I’d opt for jump cancel into neutral HK, then 3 head stomps as I said earlier XP
HSU seems to be a good tool, should still be used in modertion as I imagine she can still be thrown or lame LP’d out of it.
Very excited to see some of the combos I had written down in theory are actually possible so I can’t wait to test the others I have.
On a side note one such combo they list, which is a variant of Cr. Lk xx ExLegs the Cr.lk, Cr.mk xx ExLegs – they follow it up in the corner with another round of LLegs but I bet St. Mp xx Kikouken off the ExLegs juggle can be done anywhere.
does hazan-shu juggle opponent?
Every day, if it is anything like UMVC3.
do you mean if it puts them into a juggle state? If so, the EX version does. I don’t think that it will juggle people in air though since it hits low to the ground.
oh i see. i was just curious because i saw hazan-shu into cr.mp in one of the posted vids
can someone test how much frame advantage you get if you continue mashing legs? I saw desk linking a st.jab after.
Was df+lk not working either for anti-air? It seemed to at least trade most of the time when I was messing with it but I didn’t test it too extensively.