Chun-Li HD Remix

Almost any anti air vs Vega is a toss up and that’s just how it is with most of the cast vs him, Chun is no different?

If you say so. Or, you can try Neutral J.Hp and see what you think. If there was truly no decent way to beat Vega wall dives - a toss up, as you say - then there wouldn’t be any reason to do the rest of his moves, don’t you think? The damage of the wall dives, coupled with the mixup and the option select, would be so powerful that you could risk just trading a whole bunch with him. But, most good Vega players don’t do that.

I was refering, originally, with just Chun’s anti airs in general vs jump in crossovers… on the subject of Vega specifally in regards to wall dives, if you have time to jump up/back, then yeah you have a few options. If he is already on top of you I’d vote for block in the right direction and not try the standing MK’s or HK’s ever lol. Sorry for confusion there.

cl. Standing MK works as a perfectly fine anti wall dive in certain situations, upkicks work in certain situations, cl st. mk works in certain situations, and far st. hk works in certain situations. the down forward mk used to work as well sometimes… fu sirlin. So yea you don’t have to just block if you don’t have time to jump.

This matchup to me seems to take the most experience with spacing/knowing where he will use the attack, because i really really suck at it no matter how many matches i watch. I still always choose the wrong thing for the situation and have a ton of trouble creating damaging situations of my own when his normals own me and his anti airs are pretty good.

As a main Claw player with second being Chun, none of those options will generally save you if I’m cross diving, you’ll just get hit. Upkicks usually come out too late and Chun is struck from behind, however one particular Chun player had an interesting way to deal with dive.

When I fight most Chun players, they usually counter dive with Neutral j.lk or forward j.lk o j.mk to stop Claw from going behind.

I hate Chun matchups as a Claw Player. To me it seems this way, on the ground, Chun makes Vega her bitch, but Vega has Air superiority in general, so it depends on who pressures who first.

How does SBK work vs a dive? I’ve seen that used a few times…

You have to predict that Claw is going to dive at you for the 3-hit sbk to hit. However, most Claws will just fake out of the dive upon seeing the SBK coming.

Does SBK have any frames of invincibility at the start? I’ve seen it done pretty late on the dive, after Vega has committed to it and is neigh on top of Chun. She does it almost as a reversal and it misses Claw, but Chun is also safe on the other side of the screen. Basically resetting the encounter.

Yeah, SBK has a few frames of invincibility, but has a slow startup. Not only that, but veteran Claws will see the backing away and think about that as a possibility. It can work, I’ve fallen for it a few times as a Claw player but in general, 9 out of 10 times, the Claw player will anticipate that. If I could predict you were going to SBK, I would counter with Sky High Claw for knockdown and pressure afterwards.

Best move for Chun against dives seems to be: j. mk or j. lk, either neutral or forward.

Ground SBK does have invincible start-up, but doesn’t hit immediately like the Dred Kick, or Spinning Backfist, or the Chicken Wing. Air SBK doesn’t have invincible start-up. The hitbox is pretty good though, so throwing it out early can be strong.

I can’t remember for sure, but when I experimented with using Air SBK to deal with Claw, I think the range on his dive attack is still longer than Chun’s leg, so he can always beat SBK clean.

This is what I remember to be true, but it has been quite some time.

thank you I was able to own this blanka player who kept tick throwing with the constant jump in pressure thank you. Dee Jays are still a workin progress.

Yeah I was thinking of Ground SBK, where Claw lands through Chun, while she is invincible and the move has not started it’s hitting frames.

what’s the most reliable way to get here air SBK? i love the move, but its start-up has me shaking my head - it really look slik ewe’re going to have to try hard to make it useful. how can chun air SBK after jumping off the wall?

thanx

charge down press up after she jumps

I haven’t been able to do Air SBK after a wall jump without Headstomping first.

It can be done I do it all the time, It’s a delayed SBK. I jump back towards the wall with a charge press the stick forward triggering the wall jump then press kick similar to the super low SBK off the ground. It’s cool cause it moves you forward all the way across the screen but for a shoto waiting charge character, your a sitting duck (or flying duck) I think I’ll call it the FDK lol

I have a question and haven’t read this thread in over a year but can you time her df rh to hit meaty so that it has to be blocked low after knockdown? Off topic but I just have to tell voltech that robotech is the best.

That’s the thing tho. I’ve tried it both ways, and can’t get either one to work. If Chun is in the corner, and the opponent is full screen, I’ve tried charging b, jumping ub, f to wall jump, then delayed Kick, nothing happens except a whiffed j Kick. Are you doing f + Kick at the same time? Cuz I’ve tried that too, and still get a whiffed j Kick. I know it’s my timing that’s wrong, but I’ve tried it every which way, and still can’t get it. Are we even talking about the same thing, cuz I’ve never seen another Chun do a SBK off a wall jump without Headstomping first.

I’ve also tried ub, then hold df right away, wall jump, and u + Kick just before Chun lands, also nothing.

Yes, you have to time it really early, so that it’s really meaty so that Chun will hit right before she lands. I’ve seen it hit standing opponents this way. But good players will be blocking low every time anyway.

Wow that makes me feel stupid, so it doesn’t overhead then?