Up-kicks or SBK have invincible start-up, or, you could stay the &@!# out of their reach.
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I think Shari is telling you to practice your reversal timing. LOL
Chun generally has tough time in corner against these two unless she can reverse quick enough. She can’t reach them to reversal throw.
that is correct practice your reversal on the up kick its the only way
d/f + Roundhouse looks like it will also work as a tick escape, and doesn’t require charge.
According to the frame data from YBH, it’s airborne on the 1st frame, which should theoretically help Chun Li escape all tick throw attempts. Knee Drop ({36 14} 0) = 50
It takes 36 frames to hit, which is a long time, but it should work. I haven’t tried it personally, but if anybody has any success with this, let us know. Could be a game changer for Chun Li if it’s practical to use.
The problem you’re overlooking with using that is that you’ll still have to use it on the earlier possible frame to escape with it. It might be a possible way out, but you’re essentially just using a reversal attack that’s much harder to reversal with.
So, I’m goofing around, testing stuff, and it appears that chun has a kara air SBK from the d/f Roundhouse, though it does seem pretty useless.
Except you wouldn’t need charge for it, which is a pretty big deal.
As was already said, you pretty much have to put yourself in situation where that isn’t necessary. If you get ticked in range with no charge, I’d probably just jam on throw. Better to go for that than get SPD’d 100% of the time.
That’s true, but you really shouldn’t be getting into situations against Gief and Hawk (and E.Honda, not sure why people don’t mention him more often in these discussions) where they can 360 you and you won’t be ready with a charge. The only ways they can do that are by:
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Walk-up 360s. Honda has much better things to be doing than trying walk-up 360s, and Chun’s method of zoning should naturally prevent this from happening 99% of the time against Gief and Hawk.
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Forcing Chun to block a jump-in. Never mind the fact that Chun-Li should never, ever, ever block a jump-in from Gief/Hawk/Honda unless all other options will end the round…if you block a jump-in, you’re charged for SBK, which avoids throws (despite having said a few times that it doesn’t; NKI has corrected me on this).
So, in the normal situation where Gief/Hawk/Honda will be landing command grabs - after a knockdown - Chun-Li should always be able to charge.
Even ignoring all this, I can still demonstrate why Neckbreaker is still a bad idea. Picture this situation:
You are a grappler character, let’s say, Zangief. You just knocked Chun down in the corner and you tick with some sort of jump-in and a C.Lp as you land. You go for the SPD, but Chun-Li manages to reversal out of it with Neckbreaker! What do you do?
Answer: Recover from the whiff animation in time to block, block the Neckbreaker, and retaliate with a SPD before she can even block. If you block the Neckbreaker, it’ll be from the highest possible point you can block it from, meaning that she won’t have time to recover before an SPD. If Gief can do this, then Hawk can do it, and Honda, who has no whiff animation, can certainly do it.
I still think that in the end, using Neckbreaker is a 1/60 chance to escape a tick, only to set yourself up to get grabbed again, as opposed to a 6/60 chance to properly reverse the tick, or at least escape from the corner.
That’s true skankin. Zangief and Hawk both have 36 frames on their whiff animations according to the frame data, and that’s for their longest whiff which is Fierce, Jab and Strong whiffs have even less frames. That should be enough time to block the first hit of the Knee Drop, and then reversal 360. That’s probably why the Knee Drop was designed to take so long to hit, cuz it’s airborne on the 1st frame and knocks down on hit. Ah well, I guess it could be used if you have no charge and hope it confuses the opponent enough to either hit or allow Chun to escape or tick throw.
I have a question whats the best way to counter DeeJay and Blanka when they are constantly jumping at you with j.mp.
Not sure but:
st. RH with proper spacing might work. But really, these are the matchups where YOU want to be the one jumping. Especially against Dee-Jay. When I play v. Chun as Dee-Jay, her j. short is my worst nightmare. Then again I suck as 'Jay so don’t take my word too greatly.
I don’t know about DeeJay, since the ones I play just try a single cross-up combo on knockdown and try to zone me the rest of the time.
For Blanka, if they are making you block repeatedly, I usually go with a LK SBK just before they hit. If they jump again, they eat three air hits and a knockdown. If not, you’ll probably go flying over their head and get hit with something else, so only do this if they are spamming jump kicks. You can also neutral jump roundhouse if you get it in early enough. If they are really close to you, you can try to walk forward and throw them from behind, or block it as a crossup to get out if they have you pinned in the corner. If they are just jumping at you from further away, you can try to time a Kakoken or st. MP to hit them right as they land.
While I’m posting, does anyone have any advice for getting within poking range of Vega? I can usually win once I’m there, but it usually requires either him making a mistake or my predicting a wall dive. Cr MP and Flip Kick stuff everything I throw at him but Kakokens, and spamming those just means they can predict one and wall dive.
EDIT: Nevermind, I figured it out after I posted. Follow your LP Kakoken so that you can start poking when he blocks it.
Chun’s best anti-air normal to hit directly above her is her close MK. That’s usually my go-to solution for repeated jump-ins. For farther away, experiment with the range on far MK, far FP, and far HK.
I’ve never been able to make close HK work for me, despite it’s appearances.
I have trouble with these situations also, but yeah.
Keep in mind that anti-airs don’t have to be on the ground either. A lot of Chun-Li’s neutral jump-ins are good anti-air.
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Neutral J.Hk is really good; it has the farthest horizontal range out of all her neutral jump attacks if I remember correctly. Unfortunately, it’s also the least safe out of all of them, so you need to be a little bit careful with this.
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Neutral J.Lk is perhaps the easiest jump AA to use; it comes out almost instantly, and it covers her front very well. This is good against a lot of stuff.
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Neutral J.Hp is probly my favorite; it’s the best mix of range, and priority out of all her jump AAs (fyi, her neutral jumping punches have more range than her normal jump punches). The only downside to J.Hp is that it has a little bit of a startup, so if you need a move in an instant, this won’t work.
Chun’s biggest weakness is that her anti-airs are crappy; learn to resort to many different attacks as anti-airs to make up for this as best as you can.
Thanks for the tip! I didn’t know neutral J. HP could be such an effective counter!
I love Chun’s ground game, but anti air leaves a lot to be desired. Did I also mention her reversal upkicks suck compared to other reversals? Otherwise, I got love for this girl, her pokes, and her throw range LOL
Chun’s reversal upkick is perfect the way it is. She doesn’t need a better arch. I think it is perfectly fitting that it goes about 75+ degrees upwards. Oto is the rule on Chun play and he uses it neigh perfectly and it is absolutely effective. Close MK does seem to be the best option. If you play the computer on ST she uses that move or more often than that, standing HK… over and over on almost all jump in attempts and it either beats out stuff cleanly or it trades, both of which are fine for a Chun player. I think with practice both of those, depending on the situation will give great results. I know its the computer doing it, but it’s a move a player can do just as easily in the same situation. I hate jumping in on comp Chun lol.
Have fun trying to beat a good Vega or Fei Long with just those two anti-airs.