You have a setup for it? I do it sometimes and then frame trap cr. MK then try to hit confirm. If someone has a setup to guarantee the meaty that would be awesome.
This is INCREDIBLY useful. I donât have a guaranteed setup yet, but itâs pretty easy to time because as long as you hit near one of the final frames youâll be around ~+3 on block. As long as youâre +3, any further âoptimally timed meatiesâ are pointless. This means you donât have to be SUPER strict with it and you donât really need a setup (lol). You have a 4 frame window to make the meaty at least +3 up to +6.
You then hit palm again and pray for the opponentâs sake that he blocked or dpâd, otherwise youâre about to dole out the hurt.
I donât know the optimal confirm, but in the following situationsâŚ
If they block the first meaty palmâŚ
Do a second palm. If they pressed any button that isnât a reversal, you get a crush counter that can be comboed after. I havenât explored all options but I did a very lazy CC back HP into legs xx super. You could even cancel the palm with v trigger to help you hitconfirm.
If they get hit by the first/second palm and it doesnât counterhit (jump is about the only thing thatâll cause this to happen)âŚ
You are anywhere from +3 to +7. Theoretically, timing this meaty at the LAST possible frame, you could combo straight into sweep (lol). I would probably go for st. mp cr. mk xx mk bird or something. Thatâs theory and Iâd have to test it some more and what works at what ranges.
If they block BOTHâŚ
You are still +2. Push advantage and make them eat a load of doo doo LOL.
This will likely only work if they DONâT quickrise, if they quickrise something like a throw then you can do dash up st mp for a meaty instead and do cr mk for a 3 frame frametrap xx mk bird or xx legs xx super. Plenty of time to hit confirm the bird/super.
Obviously this loses to invincible reversal like all meaties, but if you read they reversal you get an optimal CC punish.
do c.lp,s.mp,c.mk mk bird 100 times every tenth interval (10,20,30 etc.) have to hit it twice in a row to count, and on the hundredth have to hit 5 times in a row to finish.
the b+hp stuff is definitely good vs mashers but vs more disciplined players you want to give them more rope to hang themselves. You can easily accomplish this by doing b+fp(meaty or not does not matter) followed by c.lp or c.mk. You really canât stuff the follow up, also you can do b+fp iial, after a while you can walk froward and do the second b+fp.
This may be known already but I tested something against Ryu.
Wake Up / Quick Rise ~ SRK
Wake Up / Quick Rise ~ Throw
Wake Up / Quick Rise ~ cr.MP (button)
After EX Lightning Legs or a combo that ends with MK SBK specifically, we have a scenario where she gets the knockdown against Ryu. Chun Li should be able to do the following:
1). > Forward Dash 2). Whiff the cr.LP
After number 2 happens (After Chun Li whiffs the cr.LP), if Ryu quick rises immediately and tries to SRK, Throw or press a button,
sheâll be able to block and punish. The wake up-throw attempt will miss completely and she can counteract from there.
However, if the Ryu player decides not to get upâŚ
Chun Li whiffs the cr.LP⌠she can walk very slightly forward (Chun Li takes a step forward), and jumps. Next, the Chun Li player will perform her j.MK while jumping forward.
If the Ryu player tries to wake up SRK, Throw, or press a button the following results will occur:
Ryuâs SRK whiffs completely as Chun Li ends up right behind him (in some cases, Chun Liâs j.MK may hit Ryu out of the air as he performs the move, depending on your jump timing and the short distance that you walked before did the forward jump. Always, make sure you walk forward a VERY short distance before jumping forward against the Ryu player).
If Ryu presses a button or attempts a throw in that scenario, Chun Li just crosses the opponent up, hitting them with the j.MK and she gets a combo. As for the SRK, it whiffs and she can CC him with her sexy legs (st.HK).
Within the spoiler, here is a (albeit badly executed example of these scenarios. If this is already common knowledge and/or if there are much better set-ups please ignore my ramblings.
The biggest problem with this is that it wonât work against anyone with a brain, or that has some understanding of the MU and Chunâs buttons. She is already + on her b+hp, so only a fool will press anything afterwards. Also, after b+hp youâre always too far away to get a throw in, so there really is no reason for your opponent to press a button there (to tech).
This is why you mix it up with throws after the first palm, overheads, shimmies, and lows. At worst, after a blocked second palm, you are +2. Youâre underrating this lol.
Kind of wish st. MP and B+MP were swapped on inputs since it would help her combo into EX fireball easier and get some more options off of that.
The current B+MP as it is I donât think would get any worse if it were swapped since itâs not special cancellable anyway and anything you can link after CH or v-trigger doesnât require charge.
Speaking of CH, what are your DP punishes? I have to get use to taking advantage of the CH property from baiting DP.
-Crush Counter St. HK, Dash, cr. MK xx LK Legs, cr. LP xx LK SBK
and
-Crush Counter St. HK, Dash, st. MP, cr. MK xx MK SBK
both do 303 damage meterless (forgot to check the stun).
There are some v-trigger/super combos that do around 440-490.
Example:
-Crush counter St. HK, Dash, cr. MK xx V-Trigger, cr. HP LK Legs, cr. LP, cr. MK xx Super does around 490 I think.
I never checked if you can do V-Skill after CC St. HK, but Iâm thinking about it now at work.
I use CC st. hk, dash, cr. jab, st. mp, cr. mk xx SBK. However, some charactersâ hitboxes are really wonky after their DPs (Nash and Karin come to mind) in that they crouch when they land. So if timing the st. HK right as they land, it just completely whiffs. For those characters I just do cr. HP xx LK legs, cr. jab xx LK SBK.
Would like to know if anyone else can confirm what Iâve found with Nash/Karinâs DP. Iâve played with it a bit in training mode after having it whiff in a match, but havenât tested it extensively.
About the only thing I get consistently in neutral is B+Hp xx LLegs on crush counters
When I know Iâm getting a Crush Counter like a whiffed DP Iâll usually go with a stand counter hit BNB for more damage/stun
Although I sacrifice the V-gauge building
I do like doing St. Hk CC & Activate VT, F+Hk, Cr. Lp, St. Mp, Cr.mk xx Mk SBK/Hk Legs or CA - the EX options arenât worth the meter.
If you could do St. MP xx ExKikouken Cr. Mk should be in range to link
but my execution of that is around 10%, totally not match worthy at the moment.
Itâs situational, but one of the things I prefer on b.HK over palm is the pushback on block
I get better frame traps from a meaty b.HK than a b.HP.
Not that I dont use the palm, but the b.HK always catches them off guard.
If you do a jump in where you do last frame headstomp you can do all 3 and jail them in where if they go low you get a combo and a knockdown. Assuming they block the first one you get 104 dmg. Useful off the cr. HK safe jump or any place you think you can get them to block a late jump in.
After the first palm you are not even in throw range. No one will press a button there so a 2nd b+hp is useless. It will just open you up to being whiff punished and losing all your pressure.
All of those set ups that I spoke about will only apply to SBK. Because, EX Lightning Legs will leave the opponent a tad closer when they suffer from a knockdown state. The player has to worry about teching the wake-up throw from up close because the throw will end up connecting, unless Chun Li presses another button.
Right now, we are going by the assumption that the Chun Li play finished a combo with SBK
VS. Ryu
The Ryu has several options to do after a knockdown:
1). Wake Up / Quick Rise = Crouch. (The Ryu does nothing and just see what happened next).
2). Wake Up / Quick Rise = cr.LP or cr.MP/MK
3). Wake Up / Quick Rise = SRK / EX DP
4). Wake Up / Quick Rise = Throw
5). Wake Up / Quick Rise = CA
So after finishing a combo with SBK, dash forward tap cr.LP twice (donât do it rapidly). Make sure you are holding back.
If the Ryu stays on the ground, the both cr.LP will whiff (the second cr.LP is meant to help you time the next step).
The next step is for Chun Li to take one step forward and then jump forward (pressing j.MK is optional)
If Ryu tries to go for DP, EX DP, cr.MP, or throw each of them will whiff. (If the Chun Li player went from j.MK and if the Ryu tried to go for cr.MP, throw, or even CA she just crosses them up. Either way, none of the attacks will work).
Chun Li gets to punish all of those options after jumping over the opposing Ryu player in that manner.
If Ryu quick rises and after Chun Li whiffs the First cr.LP, Chun Li will end up blocking ALL Dragon Punch (that means LP, MP, HP AND the EX version), all crouching normals, and even the CA. If Ryu tries to throw after quick rising, Chun Li would be out of range, causing it to whiff.
The only way to escape this scenario to wake-up block or perform a backwards quick rise (the latter is often not recommended because then the Chun Li will still end pressuring the Ryu player).
Ignore what I said about EX Lightning Legs. Because, there are better things to do after you spend the meter for the said move. The stuff typed above is just meant for people who finished their combos with the SBK. Some (or most) of that stuff might already be spoken about among this group, but these are just things I that I tried to figure. Iâll try to post a better video of the said scenario if I canâŚ
I sometimes use this when I get a knock down for meaty since its speed sometimes allows for a perfect meaty when light version may have been too slow. Other than that, I donât have a real use lol. I did won a match by using this meaty setup into super chip finish when my opponent had no V-reversal stocked, though.
For optimal CH combo, Iâm practicing this combo I saw on youtube for max damage. It is easy to pull off and possible midscreen:
-Crush counter St. HK, slight walk forward, St. HP xx V-Trigger, cr. HP xx LK Legs, cr. LP, cr. MK xx MK SBK/HK Legs xx Super (Damage at 524 with Super ending IIRC)
PSA:
Ken can beat Chunâs anti air st.LK with an HK Air Tatsu.
You have to crouch if you want to punish but you have to know its coming or you might eat a regular j.fierce.
Not a lot of Kens are using this right now, and thatâs good because he can link the tatsu into super.
Letâs hope they donât find out.