Yeah that’s a good idea too. Knockdown is more important than the extra 16 any way.
Thinking of swapping sticks. On a stiffer spring, IALegs seems to come out easier for me.
Do 2369+K so you can OS between SBK and legs if you don’t get enough charge time.
For those of you worried about her grab range: it seems that cr. lk is her best kara grab now. Try it.
Edit: cr. mp is decent too, but I think cr. lk gives a bit more range. Edit 2: Eh, looking at it again, it still seems better just to walk up and grab.
[quote=“otori, post:2051, topic:175372”]
That OS was my main focus of training today and I have only just realised that you don’t need to plink cr.lp into cr.lk and cr.mk as his inputs show. It’s actually a very straightforward OS. Only thing it seems to lose to is if the opponent continues blocking.
I thought they removed kara grabs?
Omg. So I broke out my old 360 round 2 TE from somewhere in the basement… Which means I’m no longer using Xpadder and its 1-3 frames of lag…
Long story short, this makes the SBK combo not only much more doable but gasp… Easy.
So anyone having troubles with the combo that is using joy2key or Xpadder… That may very well be the reason.
I hope that’s why I can’t super on p1 or do instant headstomps reliably. #blamethestick
They didn’t. They just removed common ones with overly large range.
Anyone else using air to air j.mp into LLs. I love that it puts them into a juggle state.
Just lost my first ranked match to a ryu who parried my super that was gonna chip him out. You know that shits gonna end up on YouTube lol.
Ok I think I get chuns upclose game now:
The threat:
Cr.lp>throw
The ways to mixup that threat:
Cr.lp,st.mp
If they mash normals the st.mp hits them.
Problem is of course few good players will be mashing here. Most will will be doing other things such as delayed teching which will “beat” chuns st.mp by blocking it.
So basically the thing for chuns to master will be:
Cr.lp, walk up, st.mp
St.mp is a god tier upclose normal.
It’s fully confirmable into cr.mk xx whatever on hit, or nothing on block and gives a billion frame advantage on CH, as well as being plus on block, and very fast startup. This move has basically everything going for it and very little not going for it. It’s only suspect attribute is its small range which is mitigable by chuns fast walkspeed
I think st.mp is her new low forward, for all intents and purposes.
Protip for beating survival with Chun. Computer can’t block d/f+RH for shit. Loop that shit till they die. Finally got my colors after dying twice around 35 or so until I learned this fact then just did d/f+RH->cr. MK->MK SBK xN until they died. Fuck survival, finally free.
Honestly the biggest issue with those programs is that the lag is INCONSISTENT. You aren’t going to be able to learn a strict 1 or 2 frame window timing with them because the window literally shifts some times.
Just so I’m clear:
d/f+RH->cr. MK->MK SBK xN --> down/forward RH(?) ~ crouching medium kick ~ medium kick spinning bird ~ xN(?)
I don’t know what “RH” and “xN” stand for
Did they lower the window to cancel to super from CC b+HP? In beta 4 I could super late as hell and still connect it… but not it doesn’t even come out.

Just so I’m clear:
d/f+RH->cr. MK->MK SBK xN --> down/forward RH(?) ~ crouching medium kick ~ medium kick spinning bird ~ xN(?)
I don’t know what “RH” and “xN” stand for
RH = roundhouse, or heavy kick for the new school crowd.
xN = N times, aka repeat forever.
Did they completely remove St.HP- super? I can’t seem to do it anymore.
No it’s still there.
… Oh goodness, Chun Li looks so pretty in her alternate costume from up close.
I’ve been practicing cr.LP (link), st.MP (link), cr.MK - MK SBK myself.
What are the anti-airs that Chun Li can use? I keep losing to jump-ins and I want to be able to defend better
What are some crush counter combos?

What are the anti-airs that Chun Li can use? I keep losing to jump-ins and I want to be able to defend better
st. LK, air throw, b. RH, j. MP, st. RH
st. LK is my go too but if they jump up close air throw or b. RH is better. air throw > b. RH outside v-trigger but in v-trigger b. RH > air throw.
j. MP is for dumb dumb’s who seriously won’t stop jumping or you are REALLY looking for the jump over a long range LP fireball or something.
st. RH is actually pretty legit against gief if he tries to jump a long range fireball, but I wouldn’t really do it against anyone else.