The biggest issue I’m running into right now is playing too patient and smart and losing to people who just go crazy. It’s frustrating because I’m trying to learn and play smart but people just going for crossups and gimmicks isn’t really teaching me anything. I know a good tactic for crossup attempts is air-to-airing, but with the servers the way they are, sometimes I know my normal should hit and it doesn’t or it trades, so I don’t tend to use that option. Does anyone have any input on how to still play smart but deal with people who go nuts? I was just outside of Ultra Bronze, but for the last few days I’ve been on a losing streak and I’m down to bronze. It’s kinda demoralizing, but I know it’s still early.
Plus whenever I get matched up against a Silver and I almost win, they ragequit…
Playing patient and smart is contingent on stopping crazy, it’s just part of the process. Learn to put more of your focus on stopping jumps and random moves, your punish game has to be really good otherwise there isn’t much stopping people from going nuts.
If you’re creating oki setups for post mk sbk (which we should, it’s great that you’re doing this) you need to include how to deal with back roll, and how to continue to apply pressure against backroll without have to make a read about if they’re going to back roll or not.
Just go into training and see how quickly you can do it until you feel comfortable, you may be pressing the button too early as well or something? You can also use normals to time the charge, so I know that cr.lk cr.lp frame trap cr.mk is JUST enough to get a charge of my Kikoken to finish the string off.
Two methods to instant air legs that are popular -
Use your keyboards numpad to dictate which direction I’m referring to
First is to go 9236 as quickly as possible, none tiger knee just doing it as fast as your hand allows.
Second is to go 236963, the tiger knee motion for it that guarantees you’ll get it out as low as possible, I use this method. It isn’t strict timing at all and it’s easy to do. Also lets you get down charge faster as well.
Back roll is only the issue I have with these ideas.
So far, I’ve only made options against quick rise and against players that “do” want to stay on the ground.
As for the back roll, my only assumption is that the Chun Li player should somehow maintain their ground after the two cr.LP’s.
After MK SBK, the secondary approach is to toss a projectile towards their direction (probably LP or MP Kikoken) to keep the opponent from doing anything, even if they stay on the ground. If they do stay on the ground after the Kikoken, then…
… Actually… I get off work soon and I need to hit the training mode once more. Throwing projectiles after the SBK could work beautifully against individuals who would try to quick rise or back roll. If they stay down, then the Chun Li player is free to dash up and then jump over them to screw with any other options they may have (assuming that this is a Ryu or Ken player we are talking about).
My next target is Karin after I reassess everything.
EDIT:
Two videos. Please excuse the horrifying execution errors for the cr.LP, st.MP, cr.MK~MK SBK
This video showcases projectiles for the sake of discouraging quick rises and back rolls completely.
If the opponent Ryu stays on the ground as Chun Li tosses her projectile, she can dash up quickly to cross them up. The dragon punch will still whiff. The opposing Ryu players “has” to block but at the same time, they have to deal with what comes after the cross up, which would normally be a st.MP for the frame advantage. I don’t… know… the exact frame advantage of Chun Li’s st.MP on block (I’m going by the assumption that it is +2… +3… or something. Please, correct me on this).
As for quick rise and back rolls, if the Ryu player blocks the projectiles, Chun Li is still put in a position where she just walk right up to the opponent and attempt some sort of pressure and/or bait something out. https://www.youtube.com/watch?v=q7S43cg8z54
Even with those examples in mind, I am sure that someone might come up with something better soon enough…
okay @Great_Dark_Hero, that’s a really gud tips provided lol, gud bait there and so on,really appreciate it ^_^, any1 here having problem link cr.mp VTC cr.mk sbk? it seems like almost can’t link if it is not a CH, i lose a match against ken which i nearly have the lead
That’s because that only works on far ranges, like if you hit the cr.mp on the tip. cr.mk won’t combo if you are too close (unless it’s counterhit of course). If you’re too close then you can just do cr.lp, cr.mk xx MK SBK. Or if you’re point-blank you can even do st.mp, cr.hp xx hk SBK. And if you get a counter-hit at point-blank range you can even do cr.hp xx lk legs, cr.lp, cr.mk xx mk SBK
To follow up on my last message on this thread, all of those set ups will work on Ken as well.
But, there is a minor note about Ryu I need to make:
If Ryu has a full meter, use the LP Kikoken the very moment you land on the ground after you finish a combo with MK SBK.
If Ryu quick rises regularly and performs his CA this is where the LP Kikoken comes into play. Chun Li is still safe even if Ryu does this as early as possible. She recovers in enough time to block his CA and she will still be safe.
Against Ken… even if he does a quick rise CA, it wouldn’t work because it will whiff. There is not much Ken can do no matter how he gets up.
If he quick rises or back rolls, he gets hit by the projectile. If he stays on the ground from Chun Li MK SBK, the projectile will just whiff and Chun Li will be free to do a cross up when he tries to get up. The Ken “has” to be block basically.
@“DevilJin 01”
Spoiler
Watched the video.
LEL We use the same color XP
As for the matches themselves…
I think it is safe to say that anytime that Karin is using her arms (lights and mediums) she is advantageous or 0 on block. Whereas, if she uses her legs, she is minus and Chun Li can move again.
1:16 = Gorgeous. After then you end up using st.HP to confirm into CA. One of the neat things about that particular normal.
Smart use of IA Legs to keep the pressure going. I notice you stopping your block strings often at a light normal. Because, in that case, you are still advantageous from them. More or less how KOF players do it when they attempt pressure, ending block strings with a light.
2:20 = The Karin player attempts qcb+K… You jabbed her out of it. What happens… is that a lot of Karin players have this fascination with qcb+LK or qcb+MK and using Ressenha to stop you from using projectiles at certain ranges. The problem with those moves is that they are unsafe, even you try to do a follow up (and/or tick throw gimmick). Chun Li is free to simply jab her out because they do not cause true block stun. In the case of Karin’s qcb+HK, it is a true block string… but then she is completely punishable after the fact. You on the other hand are making one smart move after another. Now, Karin player is no slouch either because I did not that many blatant mistakes coming from this player.
I really need to start using cr. MP a bit more.
7:14 = Back+HP after V-Trigger to stop people from pressing buttons. You cancelled into V-Trigger after a normal to retain an advantage. Back+HP was the logical choice.
After EX Lightning Legs, one would probably go by the assumption that the opposing player is either going to back off, attempt a throw or perform
a low jab to discourage whatever the Chun player is trying to do.
Notice the Karin player using her V-Skill quite a bit more.
10:23 = Ugh… Karin’s shoulder is something we need to look out for.
At around 15:00 minutes, you are carefully confirming into EX Lightning Legs when you can. You may also be going for the st.MP, cr.MK to MK SBK… but if it does not work you are okay for as long as you hit the opponent with cr.MK. I tend to do this as well.
For df+MK (and f+HK) I need to check and see at which point Chun Li is actually air borne to avoid lows and throws. Probably at some point during the active frames of the said moves.
22:15 = In those sequence of attacks, using normals in V-Trigger may offer more advantage on block (and obviously on hit). This is another reason I should use V-Trigger more frequently as well. I keep using purely for extending combos after landing medium or hard normal…
23:07 = Ouch.
23:10 = God damn! XD
This Karin players defense is pretty nice.
I wonder if using Chun Li’s st.MK is plausible in some situation. It is minus yet safe.
(I’ll watch the rest of the video later. Going home from work).
Got second at a 40 man tournament in my state. Might have won but lost early with a bunch of poor execution going for advanced shit against the guy who got third in winners since I was running the tournament and didn’t get warm ups. By my second match I was doing IALL 100% of the time and dropped back to doing EX legs ender since I wasn’t 100% on my execution, but just to many drops that first match and even missed a st. MP->cr. MK and cancelled super on block the first time … ugh. Got the reset in grand finals but lost after the reset to a good necalli player though I learned a lot about that matchup and need to learn to EX spinning bird the stomps on reaction as he caught on to me not busting some gimmicks and was able to whore out some high damage potential without as much risk as it actually carried and VT Necalli is scary.
Necalli matchup definitely feels pretty even unless you prevent him from using VT, no VT and Chun wins it pretty readily. Feel Chun needs a lot of her advanced shit to be upper tier and when I was on point no one could touch me but I was my own worst enemy. I just was missing out on too much damage in some situations because I didn’t trust my execution so was just not nearly as optimized as I’d been in casuals a couple days before.
Learned a lot about matchups like Mika as the guy who got 3rd was a Mika player and by the end of the day was winning about 90% of our matchups. That match is definitely in Chun’s favor once you shut down charged HK consistently she has to do a lot of work to win. Also a lot of her more dangerous setups get blown up by EX Spinning Bird since she can’t dodge it because it hits on both sides.
General matchups it feels like she definitely wins.
Laura, Mika, Gief, Fang
Gief honestly feels 7-3 in favor of Chun for me at the second. If you are on top of your anti-airs his only hope is random parry which is a terrible idea to just throw out if their is a kikoken on the screen … and you should be putting out ALOT of kikokens with his shitty ass jump until he gets v-trigger. The entire matchup feels like ‘I hit you with v-trigger combo or v-trigger->super or I lose’ If he doesn’t take half your life with your v-trigger he just can’t fight chun without taking ALOT of risk.
There is a part of me that wishes that I was still in Europe. Good job, man!
As of now, I am going to post some okizeme set ups vs Ken…
Knockdown off of MK SBK scenarios:
Dash up cr.LP x2 to Cross Up vs normal/throw/SRK/EX SRK/CA
Projectile vs all of Ken’s options listed above, also addressing quick rise and back roll at the same time.
Once again, please excuse the badly excuted cr.LP, st.MP, cr.MK - MK SBK combo…