Exvaris
1601
That’s the point of the Fellowship, ain’t it? Thigh Life.
Yo guys. I’m having trouble finding good use for cr.mp. I read it can be used as anti-air? What are some situations where I should think about hitting this button.
WhaWhat
1603
Balrog and Cammy. Although they have escapes for it. But these escapes have counters if you think theyre gonna try em.
c.mp is a TREMENDOUS anti-air! It doesn’t look like it’ll hit, but it will! It’ll actually push the other character back to where a “sensible” range of contact ought to be a lot of the time, it looks very strange
Exvaris
1605
Against shotos, cr.MP is almost the only anti-air you’ll ever need. It puts Chun’s hitbox so low to the ground that your opponent almost always lands before getting to connect with their attack, and at the same time they still get hit and pushed back to a relatively safe distance. It’s a win-win-win.
It’s not all win.
Against Ryu, empty jump shoryuken will beat it. FADC into ultra and wave goodbye to half your life.
Use it, but not every time.
Late j.hp will also beat it.
I actually don’t like using it at all.
I prefer cr.forward so I can cancel into legs, but I throw a cr.strong in there every now and then.
Also, I googled your signature out of curiosity and found Akagi, and subsequently watched the first episode.
Quite unique, I’ll give it that. Do you read the manga or watch the show, and which do you suggest?
I also use c.mk because it has faster startup so you can do it later.
So if I whiff a st.mp due to someone jumping I can still do c.mk to either go under their jump or it will hit them during landing and cancel into ex legs.
About Akagi, I watched the anime, I haven’t read the manga but from seeing the anime I can say that the manga is most likely better due to the sudden ending.
cr.mk is cool but it loses to Ryu’s j.fp so i dont use it that often
That’s why I don’t like using the c.mp and c.mk.
The only place where I think c.mk is the best choice is against xups that you can’t beat out any other way.
Kelgar
1612
If they jump over a kikoken or a poke and they’re not too close I think the c.mp is safe, cause in that situation they’ll try to throw out the move as early as they can hoping to hit you before you recover.
yo guys, anybody knows a tip to do a instant ex lightning legs
yesterday i saw a video of chun juggling it after an AA kikouken and after that command combo kicks, but i just cant do it lol
i always ending doing a normal attack be4 it and loose the link
i play on a arcade stick btw
ty and later
^^ You have to buffer the inputs during the move in question so that the 5th input is pressed as the recovery from the move in question starts. You can piano the inputs (lk~mk~hk~mk~hk+mk/lk+mk) or you could use Dimes patent pending “console slide” if you have an 8 button stick (tap lk and then slide left to right lk~mk~hk~3k).
If I’m trying to add a 2nd ex legs to a combo I usually use my BnB input (lk~mk, lk~mk, lk+mk) since I’ve grown accustomed to inputting it smoothly.
There are several ways to land it, it comes down to what is comfortable to you.
EDIT: In regard to TIMING tips, with the upkicks you want to get the last input in when they are near head height. With Kiko, its really about getting the timing down for when your recovery finishes.
How do you guys deal with Akuma’s FORWARD DOWN FORWARD + KICK grab attack? Is that grab attack even techable?
Nail him with st. mk, Jump away with hk, jump forward with mk, backdash. You can’t tech it.
guy22
1617
can someone explain the goods of using cl.hk in a block string? I’ve seen it done many times by various japanese players, but isn’t it -3 on block which can be reversal DPed?
Because if your opponent is trying to tech throw, it will hit him with a counter hit, that can lead to mk hasanshu into big damage. It is sort of frame trap.
you should cancel cl.HK into hasanshuu or lightning legs to make it safe.
[media=youtube]fSab0MNY-O8"[/media] doesn’t work against Fuerte !!!