I am a noob at playing Ms. Thunderthighs myself.
After scoring a Crush Counter against a grounded opponent, I usually just go for: Crush Counter > b+HP~QCF+HK or b+HP~Kikoken
If the opponent is in midair, I just go for QCF+HK if I can help it.
I am absolutely positive that there are MUCH better Crush Counter combos than what I have shown.
I kinda struggle with knowing what to do with her in neutral. I know she has great buttons but I never really know how to open people up or get anything going with her midscreen. I just throw fbs and wait for an aa opportunity 90% of the time. Anyone have any tips or help with chunās general gameplan?
Me personally Iām going for the basic gameplan of pretend youāre a wall, nothing gets past it, and you push the opponent to the corner. Once there thereās a sweet spot where s.hk reaches, s.lk anti airs and you can fireball freely and if the opponent jumps you can antiair in time.
You can hover inside this area with her buttons and dash/IAL for aggression, but in general I feel within cr.mk range youāre too close and people can threaten dash, throw and crossups all day.
Honestly though most of my wins are coming from setups after MK SBK and EX Legs. People still press too many buttons on bad times.
Add neutral jump RH to anti-airs move is amazing like always and think might have more range then neutral j. MK and seems fast as balls.
Also played a few chunās today. Remember the correct way to throw a charge fireball isnāt (hold) back->forward+Punch it is to do (hold)back->forward->back (hold) + Punch. This second method will guarantee optimal charge times after throwing one if you want to hold back and keep your distance.
Easy punish I go for on missed tatsuās and stuff like that is just cr. MK->MK SBK. You can punish a lot with that and she builds charge so quick it is rare to block something and NOT have charge in time.
Really hate the differing charge times all around. Capcom balancing via charge times⦠Jeez. I know itās always been this way, but itās so noticeable with Chun.
I donāt see why kikoken has to have such a huge charge time⦠Makes the move hard to use in blockstrings.
Having said that, my new go to blockstring for when I donāt want to go for either a confirm or a tick throw, is cr.lk,cr.lp,cr.mk xx h kikoken.
If you delay a bit between the moves and do a late canceled cr.mk, then you can end blockstrings with this and put Chun at a good spacing.
This blockstring also sets up tick throws well because the entire string needs to be blocked low basically, so it teaches the opponent to both crouch and to not walk backwards and to not do throw techs as a guess.
Itās not necessarily ābetterā than cr.lp,st.mp⦠But it does accomplish different things.
Because if the charge time was 45f Kikouken would have better recovery than Ryuās and be able to be thrown just as often making her fireball strictly superior. As of now she loses the fireball war against the shotoās forcing her to play differently in those matchups.
Ryu is a matchup I need to figure out better. Used to playing Cammy where I laugh at fireballs this having to actually work around them stuff is odd.
Press b+HP to stuff his longer standing buttons, make him block f+MP and s.MP as you get closer. Once you get in his face stay in his face he has to burn V Gauge or backdash to try to get out.