I believe it’s forward+MK and no, it’s use is next to none.
Just picking up Chun-Li and got a quick question about comboing into her ultra.
I know the timing on some characters are different, but are there also some characters she just simply can’t hit the launcher on after comobing into it with EX Legs or Tenshyo? I’ve set my friend up in the corner with these but I never seem to get the launcher. (She uses Chun too.)
Yes you are correct Zujira the last hit will sometimes not connect.
I understand safe jump-ins (thanks gootecks), but what are late jump-ins? And what moves are best to use for each?
Some characters wont get launched unless they are a specific distance away from the corner
- How safe is CR.HP xx M.SBK on hit? If I try to throw them after SBK ends, what beats my throw?
- My joystick broke, so I’ve been using the controller, which makes it hard for me to do EX moves. So now in games I usually have a super which I’ve never bothered learning how to use before. What’s the easiest way to hit with the super, the ones with the easiest timing or most often able to be used?
Pop quiz, Chun hotshots.
Chun vs Blanka. Near the end of the round, both of you are low on health, but Blanka is in the lead. Chun can block a special or two, but a clean hit might KO her, and the chip damage off Blanka’s blocked ultra would probably also do her in as well. Chun is in the corner, with Blanka sitting on charge a full screen away. Chun has one bar of meter, Blanka has three. Both of you have fully-charged Ultra. Blanka has shown you that he’s just going to sit on his charge and protect his lead. The Blanka player also figures that you know how to punish Blanka Ball with ultra, so he won’t do it if he sees you sitting on charge. This Blanka is also very good at sliding under Kikouken.
How are you going to win this round? I can think of one way, involving the ultra corner juggle.
throw kikoken, d/f+hk over slide, sthk ex legs ultra…?
he could just ex ball through kikoken though… if blocked could setup for ultra punish.
could jump the ex ball land on other side for punish…
i have no idea, but i do know how i would try to play it:
throw lp kikokens, trying to bait an ex ball. if that doesnt work i would follow kokokens in and block at slide range trying to bait that and if successful i would target combo into ex legs and hope that he was at enough health to where a 2 hit ultra juggle would finish him off…
cant count how many times i kill people with 2 hit ultras…
honestly nothing is really going to work for sure in this situation… all chun has is bait,blanka will probably be looking to sit, ex upball or ex ball… only thing chun can do in this situation that has no real obvious counter is to throw kikokens, if blanka trys to be psychic with his exball and fucks up he loses the round, so he’ll wait to see the kikoken…
i’m stumped…
-dime
Bait an Ex Ball with Kikoken, punish with Ultra?
Move forward and look to block and punish a slide?
Idk, Blanka isnt a strong match up for me
If you were worried about getting balled(lol) on reaction, which kikoken should you use?
I’m reading from eventhubs frame data that LP kikoken has the slowest recovery.
Seems unintuitive. They have other errors in their frame data, so I’m taking their numbers with a grain of salt. Is there a definitive fastest recovery kikoken?
Like Dime, I would try to bait slide/EX Ball with Kikoken (probably MP version), then punish; maybe do an occasional neutral/back jump from 3/4 to full screen.
EDIT: V My bad.
mp kikoken has the fastest recovery
Can someone please tell me how to get the rapid punches and kicks out with chunli and honda. I see in videos all the time and i cant put it into a combo without hurting myself, lol.
I thought i heard of something called pianoing the buttons but never seen how to do it correctly.
- LP kiko, empty HS x2 in corner, repeat until you have 2 bars.
- LP kiko
- Dash 3x behind kiko
- s. strong poke block, 2-in-1 hasan shu
- FADC
- throw
He’s only sitting down for vertical ball anti air right?
I would just walk up and jab, it’s nearly free for Chun even if he is in the lead. The only problem is in this situation she can’t take a hit, so it becomes riskier.
First I’d step back, and see what he wants to do. Fierce kikoken is the safest so I would throw one of those out full screen after whiffing some jabs/shorts to see if he reacts to those twitches. I wouldn’t take damage from blocked horizontal balls since Chun can easily standing jab them out. The fierce kikoken is to get them to break charge. From what I know, Chun jumping in with roundhouse beats everything Blanka has without his special moves.
A simple way of winning (more than likely not in the level you want us to answer on) is to just walk up and let him activate ultra, then jump back and counter activate.
Dash up block + crouch tech option select to block a vertical ball, or start tick offense. If he did a vertical ball, walk up and sweep.
If Chun blocks a slide after fierce kikoken then that’s a free ultra.
New idea: Focus EX rainbow ball and dash ultra?
Also if Blanka doesn’t know his pokes well, then that’s a free ultra too (again more than likely not on that low level you want us to think on).
Lastly, if he’s sitting on charge, a good spaced medium hasan-shu, low short -> EX legs (not too far so that it won’t combo) into ultra MIGHT work but I haven’t tested this combo on him.
Or maybe the answer is something like low forward, EX SBK, into ultra in the corner to juggle.
I would sit on charge in the corner, getting up to whiff jabs so he might twitch an ex ball I can punish with Ultra. Then I’d throw a jab kikoken and walk forward a bit, hoping maybe he’ll try to chip me once since I don’t have charge – jump over an ex ball on reaction and sj. rh > ex legs > ultra juggle him. If he takes a step forward at this point, I’d throw a strong kikoken and see if he tries to slide. If none of that works, I’ll either repeat the process or do some random full screen approach depending on how much time I have.
not sure if this has been answered elsewhere…
I heard or read somewhere that CHun is +1 after Level 1 Focus attack. The frame data looks like she should be at zeros with opponent, even stevens, what have you. L1 FA puts opponent in 15 frames of blockstun and Chun’s dash is 15 frames. what’s up and why? Tanks.
yeah i was confused about this as well, basically when you focus cancel a dash from focus the game actually shaves a 1 frame off of every characters dash… in this case chuns dash becomes 14 frames instead of 15.
-dime
Thanks Dime! where did you get that info?