Ok so, I recommend all you guys try this out at home if you already haven’t… it was very eye opening for me.
I decided I wanted to see how easy it is to tech chuns throw when multiple things are done.
On various recordings I recorded chun versus chun and these were my settings:
1.dash cr.lp, walk forward throw (just fast enough for the throw to connect even on hit since this is the timing that will mostly be used in game)
2. Dash Cr.lp, walk forward a slight step, walk backwards cr.mk (shimmy)
3. Dash cr.lpx2 walk forward a bit, walk backwards cr.mk (shimmy from 2 jabs)
4. Dash cr.lp walk forward a bit st.mp
5. Dash cr.lp,st.mp (standard starter bnb)
I also tried various fhk strings, they all started with dash cr.lp then:
Immediate fhk
Walk forward a slight step fhk
Walk forward, then walk back fhk
These were all terrible. So don’t use these (we already knew that though)
I also tried the no shimmy shimmy, dash cr.lp, crouch block. This is wack, doesn’t really work unless the opponent is paying no attention… it had a 99% miss rate against me.
So I also tried dash cr.lp, stand, and dash cr.lp walk backwards… neither work. Ok so that’s good info. What it means:
People are DEFINITELY REACTING TO THE FORWARD MOVEMENT. It isn’t actually hard… I’m doing it without even knowing it so the shit is easy. This means simple walk backwards shimmies willl almost never work outside blind luck.
Ok so moving on, we now know that throw teching is reactive… they aren’t just reacting to the situation, they are specifically reacting to the forward movement from chun.
Anyways, to make a long story shorter, versus my “tech only” defense, the shimmy basically ALWAYS worked, EVERY TIME, but unfortunately, a lot of the time I would actually grab chuns cr.mk… so the shimmy needs to be really on point to not get grabbed. But even more astounding was how good the cr.lpx2 shimmy was…
This shit was basically impossible for me to not to wiff a tech against. VERY misleading. So that’s one that we should all incorporate.
Moving on, I decided to then test cr.lp as a defense. This defense beats the shimmies (we already know that though) but it gets hit by the delay st.mp.
But the thing is, where the throw tech is a reactive thing where the opponent is reacting to the forward walk, the cr.lp IS NOT.
This is huge, because now we have all the info we need to force people to guess on terms that are in our favor
So… the best overall throw mixup for chun is:
- Cr.lp> Walk forward, throw (beats people expecting shimmie)
- Cr.lp> Walk forward, shimmie (beats people reactively teching
- Cr.lp>slight delay st.mp (beats people autopiloting a slightly delayed cr.lp that will hit the shimmie and the throw
These need to be mixed and matched to have a truly ambiguous mixup game… ok so that’s awesome, but there’s more:
To throw the mixup off, cr.lpx2 shimmy and cr.lpx2 walk up throw are very good options to mix up the mixup so to speak, first of all it throws off reversal timing, which the opponent will start to do if the above options are owning them, second it requires a bit of a different mindset to beat both that and the above mixups. In order to beat the cr.lp variants as well as the cr.lpx2 variants, the opponent will basically need to be mashing jab so that they can hit inputs in all the gaps, but that loses hard to the cr.lp slight delay frame trap.
And final bonus:
While practicing these techs and jab defenses, I noticed that my jab CH almost everytime… so instead of just doing jab, I started to just do cr.lp,cr.mk CH confirm… and tbh it’s REALLY easy from this position. Just CH confirm into a slightly delayed L sbk and you are golden and are getting some actual damage from your defense.
So I recommend everyone run the drill if these skills aren’t something you yet possess.
Don’t just take my word for it, record it yourselves and see what works and what doesn’t and you will also come up with what you think will work for your own offense.