shiningsoul told me, also its in the wiki.
but thats not all:
if you fadc from a normal or special it actually ADDS 3 frames to every characters dash, i assume this was because they didnt want any broken combos coming up.
-dime
shiningsoul told me, also its in the wiki.
but thats not all:
if you fadc from a normal or special it actually ADDS 3 frames to every characters dash, i assume this was because they didnt want any broken combos coming up.
-dime
Ok, my answer.
As Dime said, its a bad situation. You may not be able to win this match. These question series are about giving yourself the best shot at winning when the odds are not in your favor. My solution may not even be the best one, and it may not work at all in some cases. I just hope to give people more options during gameplay and increase knowledge of the game.
So anyway, you’ll want to bait an EX Ball out of Blanka. With Blanka at full screen, he can do nothing to you without moving forward and losing his charge. With him ahead in energy and the entire stage at his back, he probably doesn’t want to do anything at all. So its just a matter of baiting the player. However you want to do that. Whiffing pokes, taunting, empty jumping… As was mentioned, MP Kikouken has the fastest recovery, so even if Blanka tries to EX Ball through Kikouken on reaction, from this distance you should have enough time to recover.
If you are confident in your Blanka Ball punish skills, you can ultra. If not, you’ll want to jump straight up over it. What will happen here is that Blanka will roll himself into the corner now. You will hit the ground just as Blanka finishes his roll.
The majority of Blanka players will go for a throw here. Its usually Blanka’s best option - if you try to stick out any normal, Blanka’s throw will beat it, and if you try to throw Blanka techs. Its a win/break even situation for Blanka. You can beat this however if you do Hasan Shu, link into c.lk, EX Legs, corner juggle ultra.
It is a long shot, but as has been said, the odds are against you here.
If Blanka is NOT full screen then things become MUCH harder. He can easily slide under Kikouken and just finish you off that way. Depending on the Blanka player’s reaction speed, he may be able to EX Ball through Kikouken and hit you while you’re in recovery.
lol i was right… however after thinking about it i think i’m wrong… theres NOTHING chun can do in this situation to make blanka attack her, he can coward crouch her kikokens all day from fullscreen or jump straight over them (this is one of chuns weaknesses inability to change the timing of full screen kikokens cause only one reaches full screen besides ex) if she appraoches behind kikoken he has a mixup of ex ball or d/f+fp, cr.lp beats ex ball (hopefully) and resets for a mixup option. but cr.lp loses to d/f+FP, which means that the safest route here (jumping in isnt an option afaik) would be to block once in range of d/f+FP, however if blanka ex balled chun wouldnt have charge to punish so chun still loses.
basically chun has to find some way of approaching blanka safely where she can threaten him with her proximity ( throw threatening range to be specific)
but yeah this round is basically blankas to lose unless i’m missing something.
also if your going to be throwing FULLSCREEN kikokens lp is the only way to go as the mp and hp versions dont go full screen, and that being, wont force blankas hand at all.
after all coward crouch might be punishable by something from full to half screen
-dime
^ you arent. A smart Blanka player would know he is in control and no matter how we try an bait him he can just sit on his lead
And everyone keeps talking about MP Kikokens. They dont go full screen if Im not mistaken
No, they don’t. You would have to walk forward a few steps and then try to throw MP Kikouken. Which puts you at slide risk.
But yeah, the Blanka player really has no reason at all to want to do anything.
Moving in close is also risky, because he can just start his ultra, and you’d die to chip damage.
Would that really be the outcome? You said Chun has one bar and enough hp to block a special or two, so if he’s up close and you manage to block the bit you need to crouch block, you can EX sbk the next bit*, if he’s just too far out for that you can try jumping it (and now he’s in the corner) and if he’s a doofus and does it further out again (unlikely) you can do your own ultra.
Not that I would say moving in would be the best option, Blanka’s Ultra has very fast startup and can presumably punish a lot of seemingly safe things, but I don’t see going for the chip damage as being a particularly good option on Blanka’s part.
*If you time it too early it might not do much damage, and you wouldn’t really be in a better position, but I wouldn’t call it worse off.
Alright I"m starting to main Chun and have some good combo’s and playstyle down but theres one combo I"m having trouble with
Mid-air Frx2–>Land–>Ex SBK
Any tips? The other char seems to land to far away from my legs to connect.
There’s one thing I forgot. You can throw repeated Kikoukens…even if they don’t reach him, you will be building meter at least.
You can also whiff Hasan Shu’s…this would be a good candidate for baiting the Ball out of Blanka, and if he doesn’t buy it, again you’re building meter.
If you have enough time, you can charge up to full meter and help your chances.
I think I saw another Japanese Chun player counter Blanka’s Ultra with her Ultra. I’m not sure how viable it is but I believe it to help Chun a lot. As soon as Blanka’s Ultra starts, given you are not within range of the initial startup hits, just hold up back, it’ll build your charge for your Ultra and make you jump as soon as possible. After you land, Ultra. You’ll hit him cleanly out of his Ultra when he’s balling the ground. In that same video the Chun player even used EX kikouken to knock him out his Ultra.
I’m pretty sure in this situation it would win you the match if the Blanka is content with chipping you with Ultra if you find yourself in that situation. The only problem I see is where you are on the screen. With your back to the corner with no room to jump back you won’t be able to avoid the initial hits of the Ultra and it would definitely hit you when you land.
Plus, I’m not sure how a high-level Blanka player would hap-harzardly throw out an Ultra, even though the odds are so much in his favor to win.
I’m working on Chun’s challenge mode combos right now, and I can’t do this:
FA > cr. HP > M SBK
At which point are you supposed to dash out of the FA into cr. HP? Or do you just charge and wait til they start to crumple before you do the cr. HP into mSBK?
Try dashing by double tapping df & holding it. Unless you’re using a pad, in which case just dash forward, hold down & hope it works.
Is the dash timing-specific, or am I supposed to do it whenever.
If it’s a standard FA (ie not a focus cancel or something), there is a “point of no return” after which Chun is locked into the attack animation of the FA. You can input the dash at any point during this animation, and she will dash after it. If you input the dash before the point of no return, she’ll cancel the FA and dash.
So just input FA -> point of no return -> hit dash forward, then immediately hold your down charge.
Cool, thanks!
With all of the after discussion on this scenario, I’m suprised that nobody brought up my solution as a viable one.
This is my point for building up two meters and chasing behind a kiko which can be done in 8 seconds or less. If he is just sitting there and you established that he will wait for you and win by time out, then he will most likely not EX ball from full screen because it is too risky and not a guaranteed win (you are playing a smart player here). After doing a couple of kikos and HS’s to build for 2nd stock, if he hasn’t EX balled you by then, then he will not EX ball you when you throw out for kiko and chase. From here, if you dash three times and s. strong you can reach Blanka behind the kiko and force him in block stun. From there, cancel into HS and FADC throw. It would take very good reactions on his behalf to punish you from this. At worst, he’ll tech the throw.
EDIT: I just read that you have Ultra. Yeah, if you are playing a good player he will not EX ball you unless he sees that you have fully lost your charge since he knows he’ll die by Ultra if you block a ball, meaning you will not bait him by doing small little normal whiffs, taunting or full screen FBs and maintaining your charge.
Charge to 2, lp kiko and gun it! Best option you have IMHO.
the only reason i didnt see yours and az’s last posts as relevant is because 'cause az’s first post states that time is running out.ie less than 10 seconds to go.
-dime
ANy answer to my question? I can only get it to hit in the corner.
I guess “Near the end of the round” can mean a lot of things.
Also, question Dime…Why is your line spacing always so funky in your posts?
Make sure you are holding charge as soon as you enter the air. The double fierce hit does not have to be high in the air but if you hit em very early in the jump or late it probably will not work. As soon as you hit the ground, launch your ex sbk.
I have a question about inputting the ultra during someone else’s ultra animation.
For example, let’s say I’m sitting at full screen, and Ryu on the other side just did his ultra. When is the earliest I can input my ultra, assuming I have charge ready? Can I do the inputs while he is in the startup animation? Or do I have to wait until his super hadoken is in the air before I can do my inputs?