im no chun expert, but that stupid df+lk move will have you eating counter damage if you dont time it perfectly. and chun doesnt have the vitality to be eating counter damage from jumpins.
You don’t really need to be an expert to understand what you experienced but …
I’m going to guess you started your df+LK, around the time, the ‘hitting’ frames of Ken’s jump in HK was ending.
I’m not too comfortable using that move, mainly cause I don’t really know its properties but yeah.
I tried use df lk. as an anti air against blanka’s jump in and it didnt work. Maybe it only works against certain characters but i wouldnt rely on it.
Ok, just got back from the Street Fighter Bar fights and I was messing around with meaty close MK and it stuffed ken’s shoryuken clean. I timed close MK and I saw a reversal on ken’s side when he tried to wake up, but my meat close MK stuff it. I don’t have console to test this 100%, but its a nice meaty + overhead move to trick on people.Hope this is legit…
More than likely, you stuffed some scrub who did a wake up hadouken.
Meaty Close HP and HK would have been better for that anyway.
Close MK focus cancel after the first hit is VERY trippy though. Might be a good shenanigan, might not be but still something that might scare an opponent.
i’ve used that move to counter a crossup so many times. lets say u r doing ur block string(while doing this u r holding bckdown) and suddenly ur opponnt jumps to cross u up, if u were spamming light kicks as ur block string, u will activate Kaku Kyaku Raku and counter his cross up with ease. this sound stupid but i do this all the time…by accident…
just thought i’d share this little tidbit for landing chunli’s ultra vs fullscreen fireballers.
just crouch while charging back, and bait them with heavy punch. she’ll do the double hitting punch while also inching forward. if they fireball, you can ultra and it will connect because the crouch hp moves you forward.
of course, you can also dash ultra, but the difference here is, you can spam crouching HP to advance without losing your charge.
very nice ill have to try this
i was watching vids of chun and i noticed that many people used st,mK as an AA and she wins even it its a trade. so in terms of priority and hit box how good is st,mK in general. i know that chun should use different things for different situations but this move seem easier to do on reaction.
If this works, that is probably the best piece of advice I’ve received on here.
I just can’t dash Ultra on the 360’s analog stick, there’s just something impossible about it for me.
hahaha I like this alot. Definitely gonna try it! Only problem I see is that you’re making it obvious to them that you’re gonna advance, but it will at least make them stop the fireball spam.
it’s win-win because like…you either advance and stop their fireball zoning, or you ultra them
of course you should mix it up a bit with some kikouken of your own, don’t just crouch hp aimlessly. often you can bait them into jumping at you that way, and when that happens, you either air throw them or crouch mp/hk.
A little tid bit I learned in training mode for getting dash Ultras to come out.
charge b, ff, hcf + KKK
For some reason this was working a lot better than ff, b, f+KKK. I think the main problem is pausing just enough to get the dash to come out, then Ultra. The HCF delays the input long enough for the dash to finish. Kinda of similar as to how people do a tigerknee motion to do Magneto’s ROM infinite instead of just timing everything out.
What are the rules on which direction EX SBK launches the other player? Someone mentioned somewhere if you do C.MK xx EX SBK, it’ll launch them backwards setting up the ultra (since you can hold the charge), but what about in other cases? When can you hold charge and do the ultra after EX SBK?
Wish I knew the answer to that as well. One of Clx’s youtube videos inspired me to start practicing combos from cr. hp -> ex sbk -> ultra.
Thing is, depending where the ex move is executed, the opponent tends to get launched in the opposite direction, which totally cancels out your opportunity to finish with an Ultra.
Cr.mk->ex.sbk will always launch them in the direction you are facing, no matter how close to the corner you are. Which is beneficial in that, you can land full ultra on some characters that usually fall out of it during the corner juggle, without any sensitive spacing requirements; Although to get the charge whilst you are close enough for cr.mk to connect probably requires a jump-in. Characters like, C.Viper and Guile get the full ultra where before they didn’t… I didn’t test it on everyone, but I think Akuma and Gouken still fell out early.
If you don’t use cr.mk which direction they go depends on how close to the corner you are. Something like a few characters width from the corner and the other player will be sent to the opposite side of the screen. So, it’s very situational and not something thats easy to develope into your match skill set. The best thing you can do is make sure you always maintain backcharge when you use SBK… don’t allow yourself to fall into the habit of using up->up/back or thereabouts, but always upback and the same with downback.
Which one o_0
Has anyone used s.MK as an AA. Usually done from distance like s.FP (far)
Yep, I use it often, especially if s.hp or s.hk wont hit them