im new to reading commands in threads
what does BNB mean?
im new to reading commands in threads
what does BNB mean?
Chun’s B&B or Bread and Butter
Its crouching short kicks into Ex Legs. Like cr.lk ~> cr.lk ~> Ex Legs etc etc. Its considered her Bread and Butter (or her main combo) because its easy to hit confirm into, does great damage, and can lead to an Ultra in certain situations
Pop quiz, Chun hotshots.
Lets say you are in the final round of a close battle with Zangief. Right now you are full screen distance apart. Zangief is about one good jump backwards away from being in the corner. You both have full ultra meter; Zangief has a slight lead in health. Chun has one bar of super meter, while Gief has three. There’s about 30 seconds left in the match - the Gief player has shown you that he’d be content to just sit there and get the time over victory.
(I was thinking about this setup for an entirely different thread, but I think this could be helpful for us Chun users. I have an answer, but I’d like to hear other people’s take on it of course!)
What is the right timing to do hasan shu into Super? I can’t seem to get this right. At which point exactly do I press the last F+K for the super to cancel out the hasan shu recovery?
All I can say is have fun trying. Lol but seriously. I would try and bait those ex green hands and punish them.
That’s a bad situation though. If it was me, I would start just tossing jab fireballs. Try and get his life less than yours and force him to come to you to try and catch you with ex green hand. I would save the meter for ex sbk and hope to god it hits him fully. Then run away and turtle for my life.
Wow I forgot you could FADC EX green hand. That’s a REAL gay situation then. I’ll still go with my answer though lol.
Jab fireball, walk up and fish EX green hand. If he jumps neutral, I’d press st.roundhouse half screen. I would try and chip as much as I can…depending on the clock. If I walk behind it…I’ll get inside my st.strong range. If he’s not pressing anything at all, and just waiting, I’ll wait for a dash up throw. If he’s jabbing randomly to keep me out, I’ll try and tag out of those until he allows me for the initial option. I will also try to bait EX green hand as well as I can, but there’s no stopping it if he guesses right, and if he guesses wrong he can get out safely.
Gief can attempt 1 safe EX green hand here and be lame in general. Depending on how much time is left…it’s tough to say, but he can just sit on his lead of course. That safe EX green hand makes a huge difference. Other than that, he can just st.strong occasionally pretty comfortably. If he’s looking for it, he can SPD Chun when she gets close and isn’t expecting it :/.
I’m not confident those are the 100% correct answers but at this point, that’s what I would do.
How much life are we talking here? If it’s less than 15% … I would bait Lariat with a jab fireball and hope he falls for it.
If he does, it’s obviously game over, as there are 1000 ways to land an Ultra the minute J.HP x2 has been confirmed.
Oh and you’re probably a better Chun than I am but … Yeah, that’s the first thing that’ll come to my mind.
Possible options:
JSU HK to keep him from jumping towards you. I’m using this to stop him from advancing towards me.
Standing HK at max possible range, but used moderately because of lariet. I get lucky if I can land at least 1-3 standing HK if the zangief is sleeping on me.
Play footsies with low HK if zangief tried to stick out his long reach normals.Often times I can react to zangief’s slow crouching HK with my low HK.
Shoot fireballs out of Ex green to make it whiff or blocked. On block you can throw, close standing HK into HK regular legs into low LK into EX legs to get
maximum damage output, but its hard to connect HK regular legs into low LK. Or just end it with standing close HK into Ex legs for easier execution.
2.Zangief with 3 bars can easily Ex. green hand my fireball. Worst scenario is EX sbk got baited and gief could end the game with ultra. Zangief could lariet my standing HK. The match is already over if gief can keep me out or punish me for fireball spam, Ex sbk on wake up, and lariet through standing HK.
Well, I tried evaluating the possible options that worked out for me with the zangief match. Hopes you get the idea what I’m trying to pull off against gief in the life lead with three Ex bars.
MM was on target.
The Answer
[details=Spoiler]1. Jab Kikouken, slowly and carefully walk behind it.
You’ll want to close the distance somewhat so that the fireball will reach him, but still out of range of any kind of Backfist. Gief is going to have to do something about it. The easiest solution for Gief would be to go backwards and let the Kikouken dissipate; but now this puts Gief in the corner, and he won’t have that option again.
If he jumps forward, you can beat him in the air with J.FP, which leads into ultra juggle. If he jumps straight up, you can beat him with S.RH or maybe J.FP if you have closed the distance/are feeling lucky enough. If he lariats; you can J.FP, or just start charging DB and hit him with ultra when he becomes vulnerable. If you block EX Backfist, you get to punish him however you want to.
Note that I specified that Gief has 3 bars of meter. Which means that he can throw the EX Backfist and then FADC out of the recovery. You can still hurt him for this though - if you start mashing out EX Legs as the EX Backfist is hitting, Chun should be able to smack Gief as he’s coming out of the FADC. Again, this will give you ultra corner juggle.
Pokes here don’t work well - or at all - because Gief can just sit on DB and make everything you do irrevalent. Hasan Shu will be extremely risky, as the Gief can Lariat it on reaction. Use jab kikouken to either chip him down, or force him to do something you can punish.
I don’t know if this is the 100% best strat, but its the one I use and it does me pretty well against Gief’s. If you can get him in that situation you can really limit his options and put yourself in a favorable position.
Did anyone find this useful?
Wow about the EX legs -> ultra if he FADC’s back. That’s gdlk, I have to try that, never even crossed my mind before.
Whiffed EX green hand in her face is another problem, and it is very sneaky. Like you said, jump back is great, and back dash serves the same purposes too, but harder to execute in a pinch.
So is the answer to killing him is just to push him to the corner with kikokens? No poking/dash up throw? At the level I’m thinking, I’m thinking there’s not really much of a choice but to test their reaction + execution while taking some chances to take the lead from him. Should I just kikoken and react out of his range?
You should make a thread on this, but this one fits appropriately too…either or is fine with me. I did learn a lot within that post though, so it was very, very helpful.
The biggest problem with poking is that if the Gief is sitting on DB, it doesn’t really matter what you throw out. You’re not going to hurt him unless you land Hasan Shu, or throw. While both options are in play, they carry a great deal of risk that can flat out end the match in Gief’s favor. Remember that he can SPD pokes, and very high-level Giefs can also ruin your dash throw attempt with SPD. Gief can also try a psychic EX Backfist through your poke, take away more life, and put you in a bad position overall.
Using the Kikoukens will force Gief to move. If he just blocks everything, at some point you will overtake him in damage thanks to chip - at that point, you can then back off and with the remaining time, Gief would HAVE to come to you, and probably be somewhat reckless about it. If he doesn’t block, he’s got to avoid them somehow. With the corner at his back, all his options will be very limited and risky. Chun can just sit outside of Backfist range, throw Kikouken, wait to see how he reacts to it, and punish accordingly.
I believe this is the solution that gives Chun the best risk/reward ratio.
I see…good insight. 98% of American Giefs aren’t there yet, but it’s good to know if they ever get there :tup: .
Awww I missed quiz time D:
ey guys im pretty new to sf and i was playing ryu as my main for a while but didnt really like him that much so im thinking of switching to chun. i have a question recently i saw some chuns at arcade nd i notice that they do some combos which then goes into certain charge moves or ultra. what i was wonderin is that do they charge the direction alrdy before the attack? like for example if chun is doing a focus is she alrdy charging the direction so if it hits it immediatly goes into ultra?
Haha, same here. My answer would’ve been similar to MM’s anyway.
I too missed the quiz.
TBH i would’ve said something stupid like dash in twice to get in range for the throw and that’s something i would’ve done. well it’s good to see reasonable people on this board to set me straight lol.
would like to see more problems specifically against rufus.
I’ll give the next one a try, if there is one. The answer was helpful.
This is a critical part of playing a charge character - you can hold a charge at any point, even if your character is doing another move. For example, you can start holding a charge as soon as you jump forward, and by the time you land the charge will be almost ready.
Simplest combo I can think of is to hold downback to block. Then throw out heavy punch, and as soon as the first part hits you hit forward + punch to throw out a kikoken.
Heh, my experience in similar situations against solid but not awesome Geifs who actually realise that a lot of Chun’s damage against Gief comes from punishing Gief’s constantly trying to get in, but don’t have all of his normals down enough that they can just own me with them, is that I usually to do the jab fireball thing for a bit, punish Lariats and Neutral jumps properly (I do enjoy when they Lariat your fireball, you HK them, and they get hit by the tail end of the fireball :lovin:), punish jump forwards inconstantly, throw the occasional fireball -> walk up -> sweep out, get irritated when they just crouch block the fireball two or three times, do jab fireball -> walk up -> Hasan Shu, and eat EX green hand.
It seems after naked ex sbk if you get the spinning animation when you hit Ultra is disabled, wtf is this?
Testing it some more it seems only possible if you buffer it as early as possible, then you’re allowed to do ultra, otherwise something else will come out like f+mk or ex hazan (wtf).
If you combo into ex sbk with say cr.lp xx ex sbk there’s no problem delaying then doing ultra.
Must be some weird restriction they put in there to prevent ex sbk from becoming too strong, strange that ryu’s srk for example can juggle into ultra then.
Testing it even more it seems as if this only applies to the point blank version of ex sbk, if you space apart and get maybe 2-3 hits but still the spinny animation you can delay your ultra. This is some of the weirdest shit I’ve experienced in this game so far.