Does anybody have numbers on c.hp xx HK legs > MK legs frame data numbers on block? We know it’s +7 on hit but how much of an advantage do we have on block?

I usually try to set up a CH with a second c.hp or c.lp into Kikouken FADC’d into the loop. I just wanna know how safe it all is. It works online, that’s definitely a fact.

Should be 4 less frame advantage on block, which is typical of most specials.

Sorry if this has been asked, but does anyone have tips against players who focus a lot?

The walk of shame

I’ve just been trying to add the c.Fierce cancel Legs link into my chun game but it is wrecking my fingers doing the slide technique. When my girlfiend was out I got an old wool glove from the draw and tried again using the glove. Big improvement and no pain. But I look like a tool, If she comes home and sees me with one glove on i’d never hear the end of it!

My question is do any other chun players wear a glove and hope you don’t get dumped or do you just toughen up those fingers and deal with it?

Toughen them up princess :slight_smile:

On a more serious note, you could use a fabric bandaid, which would lead to more realistic excuse of “I cut myself, shaving my hairy finger”.

Haha yeah! Shes just come back and saw the glove on the sofa and asked if i’ve been sitting on my hand…

I’ll try that with the bandaid, or try making finger tips with tape or something, I know a lot of people piano tap it but I can only hit it 1 in 10 with piano, hitting it 9-10 with slide technique. Cheers

The firecracker (s.mp xx ex.legs) is an effective way to break focusses on the ground as is c.fierce xx legs. If they are spamming lvl 1 or lvl 2 focus, dont be afraid to just block and charge ex sbk to reversal any openings in their blockstrings, or tick throw attemps. If you are close enough, and feeling ballsy, walk up throw.

Ah sweet thanks, I gotta work on cr.fierce to legs. I piano it but it doesn’t come out consistently yet, still getting used to it.

AA help

Can someone tell me what anti air i’m supposed to use if the opponent is to close for a s.rh or a s.hp, because sometimes when I try those 2 aa’s I get caught with a J.rh or it trades and those mostly make me lose the life lead.

Also what am I supposed to do against adons and vegas that spam wall dives how do I punish it?.

If the opponent is close and they jump in use, st.mk or d/f lk… You can use either of the ones you’ve suggested but the timing is strict when using the close versions, best reserved for empty jumpers

I sometimes use cr.mp for close jump ins cause it lowers her hitbox enough to make them whiff and take the hit.

Yeah that works too but I think (although not 100 percent as it might just be I sometimes time it wrong) that it can be DP’d as they land…

Cl. MK has a higher hitbox than those others so if you can, you can hit that button earlier. You could also walk under and hit Cl. HK before they land… it does more damage than Cl. HP and I think has a better hitbox. You could also reset with cl. jab as it’s slightly faster, but it probably isn’t enough to make a difference I’m guessing.

Edit:

All these attacks are 4 frames except for jab which is 3. Looks like Cl. MP would actually be the easiest to execute walk under with the best hit-box, with the least exposure to error. Cl. MK would be easiest if you can’t move in time. Cl. HK would be the best damage.

You can be DP if you try to hit Cr. LK/Cr. MK/Cr. MP if they land from an empty jump.

Against Focus attacks:

  • If they’re in or near the corner, Ultra 1.
  • Swedish Firecracker (st.MP xx EX Legs)
  • MK Spinning Bird Kick if you’re somewhat close (seriously, it works more than you might expect)
  • Charge your own Focus Attack (make sure you backdash if it looks like they’re going to commit to a level 3)
  • Throw
  • St.MP xx Kikoken works well.
  • St.MP, cl.HK also tends to work well if they try to focus absorb and dash in to throw.

Regarding anti-airs:

  • df+LK and cr.MP are my go-to anti-airs for most matchups. cr.MP if they’re far, df+LK if they’re close.
  • f.st.HK catches them if they’re far or as they’re coming off the ground, just don’t let them hit your leg
  • jump back HK, MK and HP are also effective depending on the jump-in.
  • I still don’t use st.MK as much as I should to anti-air.

Gotta say, close mp for close anti-airs. Yes it does no damage, I don’t care, it has the best hitbox, and you can do it relatively late.

Hmm, is that the bitchslap one haha?

Yeps.

I’ll probably get screamed at for this, but I changed the layout on my TE Stick to have Fierce right next to roundhouse since it’s the 8 button layout.

It looks like this:

:lp::mp::hp:
:lk::mk::hk::hp:

I just piano roll across all 4 buttons and cr.FP xx Legs or EX legs comes out pretty smoothly. It makes neutral j.FP easier to do also. Took me a few days to get comfortable with it but it works.

Oh and don’t forget to select None for Taunt. Learned that the hard way.

Aha, that is sorta smart, but I learned regularly. I forgot that you could turn the Personal Action to none haha

I always turn my taunt off if I’m going to play seriously. Nothing worse than getting EX Legs > Taunt, and your opponent suddenly thinks you’re a douche when you were actually trying to Ultra.