Not sure if anyone has really seen this, but there has been this frame trap I’ve been using that works depending on matchup to matchup.
After you carry your opponent into the corner with her BnB or ticks or whatever, I find that using cr.LP into her v-skill is a decent little blockstring/frame trap depending on whether they block or not.
If they block the v-skill, you can now attempt to 50/50 cross up in the corner. If you land the stomps on overhead or whatever, you can just reset them with hp while still in the air and then put them through mixup hell on the ground. Even if they manage to block all of that, you are still relatively safe and can just cr.LP into throw or shimmy or whatever your intuition tells you.
If they don’t block, then you can always just do the classic three stomps into ex legs, two stomps into mk air legs, or even three stomps into hp if you have v-trigger activated.
I don’t normally post stuff on these sort of threads, so hopefully some of this isn’t already common knowledge.
See, I wanted to come in say I might not be able to turn down a Akiman costume since he’s on of my favorite Capcom artist but this post has me feeling really uncomfortable right now.
Hey been gone from chun for a whiles, was there ever a way to cheat out ia stomp reliably yet?
I can do neutral jump stomp legs perfectly fine but thats more shit cause you need to be touching them to make it work. But forward stomp I keep fucking up because I wind up hitting df or db.
You can try to do sort of a circular motion - to do IAL, I start at down and go to up forward then immediately back to down forward - this is when you hit mk and the instant legs come out. Try to do this, but stop at down instead of down forward - just got to get the muscle memory used to moving all the way to down.
Guys if you can help me with this. I am currently making a Tutorial video on Chun-Li. This is targeted at the intermediate level player. Now, in the video am discussing :
1- Her normals and their uses that i know off.
2- Her specials.
3- SBK vs LL and why you should always try to go to SBK. Also some execution tips on it like using the buffer window and the late cancel on cr.MK.
4- Her Air legs and the different ways of inputting it.
5- Her V-skill and V-trigger and Super.
Do you think that this is enough for an intermediate level tutorial ?
I would really like to share it here once it is done. Maybe i can go back and add some of the stuff that back in.
Maybe include something on the instant overhead stomp? Perhaps that’s more towards the ‘advanced’ side of things with Chun-Li simply because the execution is pretty tricky?
On another note - I don’t know how you guys do the air legs, but I really think the ‘dead inputs’ method works the best.
Roll (or slide your thumb like I do on pad) from down to up forward, and then back to down forward + MK. You could go from down to upforward and press MK, but your relying on a button timing.
The time it takes you to go back to down forward is the exact amount of time chun-li needs to be in the air before the kicks will come out, so it’s perfect every time.
Manually as in you press jump, and then do QFC+MK?
Gotta hit it a little quicker, but it works - player 2 side is definitely my weak side which makes it harder, but I try to keep everything the same.
Yeah I do the down -> up forward -> down forward + K method.
Btw very general arcade stick question. For button presses, do you guys use your Index finger for individual button presses and combos, or do you use a bunch of fingers?
I"ll use my index, middle and pinky.
my ring finger seems dumb - he won’t push buttons when my brain tells him too.
now that I actually think about it, I use my middle finger the most…
especially when I crush counter some DP mashing hoe and kill them with St. Hk VTC F+Hk, death.
Eat stun bitches
My IA LL input depends on the situation. I’ll use the qcfu,df mk way off block strings, neutral jump qcf+k after dash up or if the other way would cross up.
neutral jump qcf is harder for me to execute - I only use that if I am at point blank range as the other method makes you fly over their head.
Do you guys have any tips for hitting the instant air stomp xx LL deal? I either cannot get the LL to come out after the stomp, or I am too high when it does and cannot combo after it - or the LL just doesn’t combo after the stomp and they block it.
Right, I just forgot to note that - I do understand it needs to CH, but even then I have the same problem. I either can’t get the stomp to hit early enough, or I can’t get the LL to come out quick enough after the stomp does hit.
I was wondering if there’s a motion method similar to the IAL (start @ D, roll to UF, back to DF). I searched around but, no luck.
Not usually one to care about combos because SFV is pretty easy with it’s buffer and hand-holding, but I finally got down Chun’s EX Kikoken extensions from st.mp. The charge method to get to EX Kikoken out from st.mp has confused me for so god damn long but I’ve finally got it down, now my corner damage is gonna increase a hell of a lot. For one bar you get so much damage, and it looks cool as well.
Its the Alioune charge combo. C.lp (charge down), return stick to neutral then immediately hit s.mp and press f+PP to do ex kikoken and combo c.mk into sbk after. The part where you return the stick to neutral and then hit s.mp and follow with ex kikoken has to be done pretty fast. Almost at a plink timing.
You can also just charge down then return the stick to neutral hit s.mp then immediately ex fireball to do it straight off the s.mp.
Its only really useful in the corner, but its nice.