I found a weird execution bug and I saw other streamers perform it also.
I was able to cr.Jab , st. Short xx LK SBK
I canceled the standing short into the LK SBK instantly⌠how the hell is this possible lol. I felt like a charge partitioned the standing short into LK SBK somehow and I dont know wtf happend.
Was in 4 as well, you charge is held long enough for you to do a st. normal into a down/back charge. Itâs how combos like st.mp xx EX Kikoken are possible.
@MAGUS1234 @"DevilJin 01 @Dime_x etc when are you guys electing to go for st.mk over f/b+mp?
They both have similar hitboxes, ranges, and uses, but st.mk is slower. I have almost completely eliminated st.mk from my gameplay and go with b+mp, but the few times I do go for st.mk, it tends to subconsciously be because of it feels more like a âget off meâ move being -2 on block while b+mp is 0 on block and lets you keep being aggressive.
I go for st.mk when I REALLY need priority. But all in all Iâve gotten used to using st.mk and bmp much less in general. My go to tends to be cr.mk,st.hp and sweep. I only really use sweep in the Nash matchup since it tends to beat his buttons.
I use a lot more fireballs than anything else⌠Fireballs to get them to jump into my AA. Then MY AA gives me a mixup on their landing.
I donât mess with her pokes TOO much because any character can tend to just auto win with sweep.
I use my fireballs to make ways in for me, like to make the opponent block a low/overhead âmixupâ I use lots of ex fireballs as well and tend to prefer to save my meter for ex SBK and super and ex fireball. Chuns ex fireball is ridiculous⌠Free way in most of the time.
Sometimes, I like to throw a Kikoken (or EX version) and then move forward with her fireball and either hit them with a sweep if they block high or the Df MK if they block low for an overhead.
I do it sometimes as a meaty after a SBK but in all the move is frankly to slow for anything. It is 100% blockable on reaction. No one in my local group gets hit by it anymore. Literally 100% block rate. Most of them donât mash it out since they are afraid of pressing buttons and by the time they see the overhead mashing is too late but blocking always works.
You can also at some range do an EX fireball into it and âframe trapâ it since it has like 2/3rds screen range. In all just throw it out occasionally if you think they are sleeping. Other then that there arenât really any places you can do it where all they can do is reversal.
Also I notice ALOT of people just block high when you are v-trigger so mixup dash lows and whatnot if you want to use the overhead. Still seems the overhead is worthless. Dash cr. MK is faster then her overhead.
I like to think of s.mk more as a wall poke than a counter poke. Usually if I use it, it is on whiff to stuff what I think is a counter poke coming at me. f.mp is more of a range finder that you can spam and fish for CH xx ex legs. I also think it does better vs low forwards, so you can bully with it in the corner more so that s.hp or f+mp
this is correct, itâs also a decent bison-style blockstring ender. something like s.MP s.MP, if they donât bite and get CH already, you are at a good range to safely end pressure with s.MK. exactly like you describe, you can watch for them to have pressed a button that doesnât reach you and confirm that visually into VT if you have it (goes into sweep, EX legs, or super)
No one good will get hit by it much at all. But that really isnât the point. It moves further forward than simple dash stuff and, the key here, is only -2 on block, but has good pushback so it sets up chun at her best range for a simple -2 that most characters canât do a whole lot about (if you spaced yourself correctly) itâs a tool that chun can use to get other characters to give up their turn⌠Example⌠If spaced right most moves wonât make contact with chun on block⌠So the opponent has to throw out something big in order to make chun block, but because of the nature of the game, most big things are very neg on block so chun gets a turn. If the opponent doesnât bite⌠Then things are generally pretty even with chun having just gained ground⌠So itâs a spacial win for her on block.
If your footsies with chun are on point then you should be able to get away with it ârawâ because your opponents wonât be sticking out stuff pre emptively. I donât usually do it raw though, I usually do it by following a kikoken in with it. This gets chun close which is an advantage in many matchups despite her being -2. A song as your -2 isnât in your opponents jab range you should be fine for options with chun. Also though itâs a âgimmickâ if your opponent is being REALLY PREDICTABLE about pressuring you after they block it (when you mis space it), you can get a free ex SBK.
It also has esoteric uses against down up charge characters like chun and Bison since they lose down charge to block it.
@VersatileBJN007 You have to use s.MK sometimes just simply for the fact that there are some low normals that go under f+MP. Plus s.MK seems to have more range even if its slightly more unsafe. Only big advantage with f+MP is that it has better counter hit combos and doesnât make you lose your turn at close ranges like s.MK would.
Like Dime said you use df+MK more so to close the gap in neutral than as an overhead. Itâs just nice if you catch them sleeping since its the only overhead thatâs fully safe on block so it never hurts to try.
Iâve seen Japanese players get hit by that overhead. If they can get hit by it, anyone can. Yes itâs slow, but people are human and when you factor nerves, things happen.
What does Chun get off counter hit f+mp outside of EX legs?