WHAAATT?!! No American Voice Balrog? :tdown:
I think his Japanese voice is better. He says corny stuff like “Theres no escape” in english and then in Japanese “Bow in pain!” or something tight.
I think you’re confused about which of those phrases is the corny one…
you guys don’t like cammy’s english voice? that’s the least cheesy out of all of them.
Her Japanese voice is pretty crazy though. My no. 1 reason for playing Cammy is that she’s psycho.
her japanese voice is not even a british accent and she sounds like a robot
You really expected a japanese voice with a british accent? I don’t even know what that would sound like. Although that would be good for some laughs.
Quick question. Punish for a blocked Tatsu? I’ve tried c.lk 2x, EX Legs but was thrown out of it.
LOL. Yeah, the window for punishing that is really small – and if you’re not careful, the player can mash a DP (or in your case a grab). It’s annoying to deal with online. I usually do cr. hp->ex sbk.
bahn, do c.hp MK SBK because it does more damage plus there are many mix up opportunities afterwards. (stomp shenanigans, throw, EX SBK etc)
cHP to mk sbk does 260 damage, cHP to EX SBK does 220 and you spend meter.
**Aha. ** So you figured out which kick it was; I should have experimented the day you were talking. I LIKE that discovery… 260 is VERY good and the fact I don’t need to use meter is even better. Thanks. I will start using this immediately.
Can’t believe I forgot about that was. Now I can go back to working on timing the super after that sequence… which you peform can the aforementioned combo and it will give you 17 hits with 532 damage. That’s 70 - 80 percent of an opponent’s life!!!
Uhm it’s part of her trials. Lol. No biggie though. I like to use c.hp xx mk skb when they’re dizzied. Personally I wouldn’t use the super at the end of it because of damage scaling unless I know it will kill them. It sure is a flashy combo though.
Isn’t the average stamina of a character 1000? If so… that’d be more like 50% instead of 70-80%. Still huge though, especially for a single combo.
Whose Tatsu? Which strength? They range from -1 (safe) to -9 (hilariously punishable) but most opponents won’t throw out non hitconfirmed punishable versions (which are usually the lk versions, and as such won’t even see much use from scrubs). If you see them coming, crouch under them and sweep them while they’re still going*. If you end up blocking one anyway, treat it as if it were a reset situation with a mild frame advantage, not a punishable mistake, since that’s the most likely actual situation.
*Note, only works with Chun’s sweep, with another character you’d need to use a another crouching normal or special.
I’ve never tried to play Chun before. What should I focus on learning first? Which pokes are the most important?
Is there a specific use for forward st.mk? I tried many times today to utilize it.
Other than using it to maybe move forward in her medium distance game, it seems pretty useless. Yet I feel as if I’m using it wrong maybe.
It’s horribly match-up specific, so learning it is going to be a bit of a pain in the butt, however, I’d recommend learning her standing anti-airs first. Or, you might find it easier to just practise landing metreless damage so that you can play her more as a charge character at first and use ex.sbk for most of your anti-air. Simple combo’s like cr.lk->cr.lp->cr.lp->s.lp->s.fp are good for metre building and do respectable amounts of damage. Check out the combo’s thread for more metreless punishes, Skatan Milla recently made a good post about punish combo’s. As well you could use her quick speed to avoid jump-ins.
About pokes, I think s.mp is her strongest generic poke. Much of her other pokes are susceptible to focus attacks, or they can whiff versus crouching opponents, or they have inferior startup or range. Saying that, they are all useful to her zoning game, so learning how to apply them all is recommended.
I just find it more inhibitive than useful. Walk forward, crouch mk=f.mk, thanks -_-; I also get the same thing with b+mk when I’m trying to use neutral mk. I’d really like to be able to use s.mk more as an anti-air, but the input leniency really makes it hard to use online. Although, I could just not be paying enough attention to returning to neutral before I press it, my execution is lacking. It does move you forward quite alot though, so maybe if you use it as a meaty at neutral it could be a decent poke, despite the lengthy startup. It doesn’t lead to anything else though when you hit, as far as I’m aware, unless there’s some things you can do with it on counterhit.
Sagat main here. After using him for awhile in G1, I’ve only come to realize that he’s not really god tier. He’s just way to vulnerable in certain situations. I’m trying to pick up a second character and came across Chun-Li and Boxer. However, I decided that Boxer was such a boring character to use, and Chun-Li was way more fun to play with.
I’m just having trouble with the instant headstomp shenanigans. I don’t know how people can pull it off instantly. Any tips?
And for her BnB… Is she just limited to c.:lp:/c.:lk: EX Legs Ultra and c.:lp:x3 :hp:?
I’m just at a wall that I can’t break through, and it seems that her Ultra really never lands after my EX Legs unless I’m in the corner. I must be doing something wrong or that the Ultra never really connects.
The ultra only works if you get them in the corner. You can ex legs & carry them to the corner from an ok range. Best way to line is up is to wait til they’re right above her head.
I dunno if you’re using a stick but instant headstomp is as easy as uf, then immediately straigh d.mk. On pad it might be a lil harder.
those are her best bnbs, but you can do something like c.lk, c.lp, c.mkxx ex fireball. There’s also c.hpxx mk bird which is her bnb on a jump in.
Some dude says that forward throw puts you at the correct distance and timing for a double fierce safe jump-in here…
http://forums.shoryuken.com/showthread.php?t=180482
Does anyone use this set-up? Also, what are some of the safe jump set-ups you are using? I haven’t messed with this at all really, but find safe jumping in on sagat is pretty easy on the timing. No true set-up just timing it after any random knockdown. I imagine I should keep jumping in on knockdown to those situations where they cannot tech, no? Anyone have thoughts or ideas on safe jumping?