Dunno why u don’t mention st.HP xx Super. 403 dmg outta a halfscreen poke. My favourite way to go into super. Pressing that also feels omega satisfying:D
I also often fish for b.hp CC (meaty or in neutral) to confirm into super for juicy 431 dmg.
That way u still have vtrigger left for stuff like st.hp vtc or cr.mp vtc.
I’ve actually mentioned it before many times. And yeah one of my favorite ways to get it out as well. It’s amazing if you can confirm it.
Ok so after experimenting a bit more I finally figured what makes iall so hard… And it’s actually made it much easier for me:
Doing a tiger knee iall is the best way to guarantee that the iall is as low as possible. But, doing a tiger knee iall is super hard. I used to not know why but now I do:
The buffer for the air lightning legs motion is VERY short. So if you try to do a tiger knee iall the buffer will run out right before the iall comes out, resulting in you doing a wiffed jump attack.
Previously it’s been said that the reason for the iall being hard is because of doing it to early… I don’t really think that’s what it is. The reason for the up forward then qcf motion isn’t to get iall out later, it’s to get it out IN TIME FOR THE BUFFER. It’s actually somewhat hard to do it to fast with this motion.
So that leaves us with 2 important concepts to doing iall:
Do up forward first to give yourself enough time to rise up in the air and get out your buffer as fast as possible. The other thing to consider of course is clean inputs. Looking into training mode most of my missed iall are because I miss the down forward input in the qcf.
If you have slowish hands like me, it’s VERY IMPORTANT that you differentiate between these 2 different motions as one is slower than the other:
(8 or 9)5,2,3,6
As opposed to
(8 or 9)5,2,3,6,9
The first motion is the quickest and will allow for lower iall. The second motion requires more wrist work and allows for easier flubs dropping a diagonal motion.
Practice the first motion if you don’t have iall down yet. I also recommend always doing 8 instead of 9 when practicing.
You will discover a very clean and precise motion for iall that will help in you getting it out when you want and having less flubs in general.
If you play ryu and versus games you probably don’t need any help, but a neat mental trick is to close your eyes, act like you are playing ryu and you want to neutral jump then throw a fireball as fast as possible. It’s the exact same feel for chun, only you are using kicks instead of punches.
Another way to flub this is to do
9523k6 so also look for that as a reason for the flub.
Going to 9 at the end can help alleviate this, but it also makes your iall much harder to get instant versions.
-edit
Tip on how to practice things like dash into iall or pokes into iall:
Do your moves or pokes, then just jump. Don’t do iall. Just tap jump. DONT HOLD JUMP! Just tap it. Do this a couple times to get the timing for the tap jump, then just do the iall with tap jump timing.
note: im not the chun li in this video, ive come here for matchup advice cause the ken forum isnt very active.
ive been having a lot of problem when facing this guy in particular. I dont lose badly, but im never able to clutch it out and win a single set. outside of missing very simple meaties, what else do you think i can be doing different in this video to make this matchup easier?
I normally dont get frustrated, but losing to this guy brings out the worst in me.
Doesn’t really seem like you struggle that much, maybe it’s different the other times you guys fought but your losses here came down to silly mistakes more than a particular lack of mu knowledge. I’ll say that an important thing to note is that if a Chun uses air legs that much then you need to be threatening DPs rather than late techs, as Chun’s optimized CC punish is not significantly more threatening than her air legs.
Well after playing A LOT of Overwatch and Ibuki; I thought it was time to get back into Chun.
I magically lost the abilities to do IALegs…lol, it’s coming back but geez how ridiculous.
I’ve also noticed an influx of Chun players, what’s up with that?
My Laura is still pretty sick though.
I came up with a little reset by accident with Chun. It’s not fool-proof of course.
But say you’re in VT and you’ve done IALegs or Anti-Aired with St. Lk, you go for Cr. Lp, St. Mp for the follow up.
Lets say they blocked it, maybe you missed a link - a lot of people can actually get caught by Cr. Mk xx SBK/Legs
simply because they stay standing but if you have someone who does block it correctly your momentum is essentially lost unless you want to use EX Kikouken.
So long story short the reset.
Cr. Lp, St. Mp into D/F Mk actually puts you in range to combo
Then once you’ve landed the opponent may expect again, so they block standing or hopefully try to jab you out of the overhead and that’s when cueing up another IALegs Cr. Lp xx comes into play.
It’s nothing ground breaking but it has worked in a few matches today.
I’m always seeking ways to suffocate the opponent with pressure.
consequences = I eat DPs or mashed CAs…oh well.
Want to add this after further experimentation. I pulled it off against a Karin player this morning and it was very satisfying:
St. Hp xVTCx Cr. Hp xx Legs, Cr. Lp - reset with IAlegs, Cr. Lp, St. Mp - rest with D/F Mk, Cr. Lp, Cr. Mk xx MK SBK
It’s almost a guaranteed stun, but again requires two resets so it is risk/award.
Unfortunately I can’t find a way to kill the opponent off once they get stunned.
Dime_X - I think instant air legs is better than the bHK you described…and if you connect with the legs you can do almost the same amount of damage with no meter, plus you get a knockdown/setup with SBK ender.
Using air legs in neutral has become one of my favorite things ever. It’s generally low risk and still pushes you forward, but absolutely blows up forward dashes & forward-moving attacks and can even accidentally air-to-air for you. Plus people are generally scared of trying to stuff it because doing so opens you up to Chun’s superior grounded normals.
Indeed - it’s almost unlimited pressure as if they block it, you can hit them with a couple normals to keep the block stun up and then go right back to instant air legs. Gotta be careful not to become tooooo predictable with it, but it works well.
Eventually people will get used to air legs though. Nuckledu anti airing almost all of Nukis air legs and scraping him 3 0 just goes to show thats its only time before more people stop being afraid of it and keep it in check. Plus Nash just naturally fights her well and takes advantage of her inability to quickly disrespect zoning/runaway
Its still really good regardless, but using instant air legs to dominate matches at high level is going away pretty soon. Especially since even perfect instant legs is still slow and reactable.
It’s a bit gimmicky - Nash’s crouching medium punch or whatever it is (I don’t play Nash at all), is a really good and safe option to shut down air legs, too. I think if you use it moderately and rely more on Chun’s good pokes in the close range, it will still be a strong tool at all levels for a long time.