How often do you guys fadc through a fireball to poke at the opponent? How practical is that? Moreso against some chars than others?
Once or twice a round? A match? Never?
Am I just high is that something that’s even feasible?
How often do you guys fadc through a fireball to poke at the opponent? How practical is that? Moreso against some chars than others?
Once or twice a round? A match? Never?
Am I just high is that something that’s even feasible?
I was listening to one of gooteck’s podcast with Kai and Bebop, and they mentioned how good Chun’s dash is compared to everyone else’s. Even going so far to say that she has advantage(+1) after a dash. So does that mean after a blocked c.LP or something and she dashes right after she’s at +1. Does that mean her dash is 2 frames or does that mean Chun’s 1 frame ahead of anything the opponent tries to do after a blocked c.LP? Anyone who could give me a nice and easy breakdown of how this works would be much appreciated.
They meant after a FADC. If Chun’s Focus Attack is blocked, and she Dash Cancels forward, she’s at a +1 frame advantage. She’s the only one who is, everyone else is +0 or worse.
Sometimes I’ll absorb, dash forward, then hk.Hazan Shu over the next fire ball to hit them.
I find absorb, dash forward and sweep has deceptive range. It can be risky if you’re not close enough but I manage to stuff fireballs with that sweep, most of the time just at the tip of it.
To be fair, if you are close enough to your opponent to absorb->dash->poke, he’s gonna be wary about throwing non-hit confirmed fireballs anyway. If anything ex.fireballs are the fireballs of choice at that range because they move fast enough to perhaps tag the other player before they get off the ground; still very risky. Although, I have been seeing alot of open strings lately ending with fireball from Ken and Ryu players (like, j.rh->cr.jab->cr.jab->cr.mk->hadouken); but haven’t had the wherewithal to focus dash and punish. It’s probably because I started using backdash a little too often, and they notice and punish that way. So, yea, I could be using that information against them.
I have experienced what Black Dog is talking about though. Sometimes the other player underestimates Chun’s sweep range. I wouldn’t do it very often though, I think they should be able to get a jab.shoryuken out in time to at least trade.
I do find myself doing this more against Sagat players (obviously not good Sagat players) than other characters.
Yeah, Chun’s options become limited if you do this with your opponents foresight. If they realize you’re going to absorb and try to poke, both Hazan Shu and sweep are gonna lose to focus (although sweep may be safe at a distance, I’m not sure).
Thunder Sock, are you saying you focus in the middle of blocking their pressure string? Is that possible? Looking at the frame data at event hubs, Ryu’s block stun for his c.mk and c.mp is 13, the same amount of frames for his hadouken. However, looking at Ken’s, his hadouken apparently takes 14 frames to start up. Could you focus on that one frame and counter his hadouken? Cause that shit would be boss.
EDIT: Forgive me if this is common knowledge but I just noticed Chun’s c.mp reaches under fireballs. This might be good to stuff or beat them, though if your opponent is in range for one of these and launches a fireball they can’t be too bright.
The hadoken is most likely gonna take more than 14 frames to hit you after a block string and at the spacings they would just want to use cr. mk xx hadoken. Slow enough to focus absorb, ex hasanshu, ultra/super, but cr. mp gets counter hitted.
Samma is dead-on. Because they are pushing you out with the blockstring, they cancel the cr.mk into hadouken at a range where you leave blockstun in time to start your next move. The hadouken doesn’t reach you fast enough (although, it does get to you pretty fast, so you don’t have alot of options). All those options Samma mentioned are better than the one I thought of, d’oh ^^; Focus is still vulnerable if they decide to ex the fireball.
Sounds risky then. I haven’t had much success with it either.
For whatever reason, every time I do that, guys just want to jump away.
If they start getting into a pattern of jumping away when you focus absorb in, tag em with st.rh.
Interesting about the hadouken stuff. I don’t like getting too deep into theory fighter by I’m away from my ps3 right now so I got a hypothetical situation I wouldn’t mind verified. If you do focus dash in a hadouken in a block string, according to the frame data, Ryu has a whopping 45 frame recovery. Could you just absorb, dash and start a c.lk string? This is gonna help me a bunch if I can punish a bnb pressure string using EX legs.
I was messing around in practice mode earlier because I’m sick of eating the cr.lp, cr.lp, cr.mk xx fireball block string.
Here’s what I’ve found:
If the Ryu player executes this string perfectly from point blank range then you can NOT interrupt the fireball with anything. By “perfectly” I mean that he would get all 4 hits to combo if you didn’t block the string (i.e. he did perfect links). There’s nothing you can do besides block the string.
If the Ryu player does the string from point blank range, but does NOT properly link the 2nd cr.lp into cr.mk then you can interrupt the fireball afterward (I tested EX SBK, but other stuff may work as well).
As mentioned if Ryu is doing this string from max possible range then you can more easily interrupt the fireball, but at close range its much more difficult.
^ lol why are you sick of eating the string, you should be blocking.
whats this blocking you speak of?
I tested out the cr.mk->hadouken thing in training mode, just to be super sure I wasn’t seeing things in a match that aren’t actually true and I noticed that if Ryu does his blockstring from point blank range the hadouken will get to you intime to keep you in blockstun. However, even just a slight bit further out and you can do the things mentioned a few posts ago.
Yea, I just reconfirmed what Bronzefist just posted -.-. But I wasn’t sure what he meant by ‘perfectly,’ at the time; whether or not what I thought was being pushed out too far was just infact loose timing on a string I thought to be tight. Now that I reread his post that last sentence makes it perfectly clear what he meant… gah, silly me. And, he’s doubly right about having 2 chances to interrupt that string; After the jabs, and before the hadouken.
I’m curious what you guys think about risk/reward in this specific situation. If he’s close enough to jab you 3 times, he’s close enough to get up and tic throw or srk you.
If he jabs you 3 times, fair enough, he’s got 3 frames between cr. jab and cr. forward for you to play with fire. You can grab him in that time or focus backdash twice for his mk and hadoken. It seems best to react to his cr. forward rather than risk a srk FADC.
— cr. mk xx shoryuken would be a pretty funny way to trick chun into wasting ultra. EX HSU doesn’t seem like a shabby option.
If he gets up, is he going for a tic throw, more block pressure, or juke you with an srk? I think reacting to his standing up with option selects would be the safest options. Focus back dash if he has meter, but I suppose a grab or short is alright if he doesn’t?
But I could just be paranoid, so opinions would be nice.
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I’m not sure. I went to my first tourney today (double eliminated -_-), but I watched all these matches and it made me think how bad Chun can get beat up from making simple mistakes/dumb decisions, but also how strong of a character she can be. (I got taken out by A_Rival first round and another Chun made it into grand finals)
I’m pretty sure I’m just scared of a lot of situations because I’m not in deep enough to get good reads off people yet. At the same time, I know a lot of stuff can happen if you pick the wrong choice.
I know there are things you can do about stuff… lol but I’m not sure why you should be taking potentially big risks when you can just escape the situation and search for one that’s more in Chun’s advantage.
If Ryu is close enough to block string you, how do you tell which option is the best one?
That isn’t a good situation to be in, but you knew that. Every game starts out neutral. To be in that situation, you must have done something wrong, right?
A common way in the higher levels of play to land a jump, is to set it up. Against someone like a shoto or Sagat (uppercut), it’s not really viable since they uppercut is fast and has invincibility. But our character, Chun, has to recover from their last normal, and then still have enough time to get her anti air out, which isn’t always the case. So if you’re missing too many pokes, they can jump over and put you in that bad situation.
So let’s say you whiffed a st.mp, and they jump over. You have no time to get your st.mk out, but you do realize you have enough time to block, so you do that (but you can also focus absorb and back dash if you’re quick, but that’s not the question you’re asking so let’s continue…)
Ryu does his jump roundhouse, and now you’re in blockstun and in a 50/50 situation pretty much. Depending on how your opponent plays, and what’s on the table, is how you should base your guess. My way is to always block and ready crouch tech, since they really have to wait, fish, and time a proper bait to beat it. It’s something that will get you very far, but can’t be used alone. The counter for that, is to get you out of blockstun and wait and shoryu FADC ultra, or just walk back and sweep your crouch tech if you guessed with it.
Now, back to that option. They can’t hit you if you’re blocking, right? Overheads are nearly irrelevant in this game for the most part. So what’s the ONE thing they can do to you? Throw. When you ready your crouch tech, it’s SLIGHTLY possible with some excellent reaction to either just keep blocking, or press the crouch tech. Justin Wong told me he’s 80% with reaction throw techs, so it isn’t easy at all. The best way to react to them, is if your opponent reaches forward WHILE standing, at least that’s what I look for.
Once you survive the mix up, you’re safe and are at neutral again. Depending on how many times you see the tick situation, will determine how likely you are to lose the round, just about.
One thing to remember, is that when you’re in blockstun (which you have to be if he strings properly, otherwise you can EX SBK/hasan-shu in between them) … you’re safe as long as you’re holding downback. Whenever you think he will let up, is when you should back dash or take another action. Blocking the whole way when you know you’re in blockstun benefits you because you’re going to be pushed away eventually, and when you’re not, you can easily react to it if he ticked you up to 3 times. But it gets harder to tell the closer he has ticked.
A Ryu player that knows what this is all about is just going to throw you, from empty jump or one crossup tick, when they’re losing. They know that if they push you out, when you’re in the lead, that you’re going to win. So they try and soften you up a bit with throws…and try and get you to press buttons, so they can hit their shoryu FADC ultra. The best way is to just take the risk somewhere early, but not too early to back dash and get away. Once he hits you low once with low short, you can just mash back and either block his jabs, or eat the low forward -> hadou to get out…or if you’re unlucky then he EX’d, hopefully he doesn’t have 2 meters blah blah…you see where I’m going.
There is NO definite answer to these situations. For all we know, someone could be reading this post and basing a whole strategy against it. The best thing to always do is to just know what your opponent wants to do…and if it doesn’t happen that way, let it be the option that is less of a threat that is the counter to your defense.