multiple options:
Dash under them
Cr. Mp to slide under them
J. Lk has a nice vertical hit box for people neutral jumping
B+HK usually wrecks player who jab, jab, cross up, jab, jab repeat
You can jump back and hit throw or J. Lp
EX SBK if you want to use meter
Does anyone have any tips for cancelling standing normals into SBK enders? I find that I can do the cancels by themselves sometimes, but have difficulty doing so out of a combo. Here’s the two combos I’m looking at:
cr. LP, st. MP xx (LK/MK) SBK
cr. LP, (st. LP/st.LK) xx LK SBK
As soon as you press st.mp, INSTANTLY go up + MK (try to do the st.mp as late as possible, but where it still combo’s). Don’t try to confirm the st.mp visually just instantly cancel to up+mk. There really is no secret trick to it. Just practice.
Thanks! Somehow that managed to get everything to click for me. I still have trouble ending combos with st. LK xx LK SBK (no problem with st. LP xx LK SBK), but I can live with that.
Also, interestingly enough it also optimizes damage on this situational combo:
V-Trigger (point-blank) cr. MK, cr. LK, cr. LP, cr. MK xx MK SBK: 244/409
V-Trigger (point-blank) cr. MK, cr. LP, st. MP xx MK SBK: 251/383
I know Chun-Li’s st.lk is one of her go-to anti-airs. But what do you folks recommend to do after? Cause the one move I do is after I use her st.lk to anti-air, right as the opponent lands, I rush in and throw. But I’m looking for other follow ups to mix things up a bit so it’s not so unpredictable, and looking for possibly more damage output options than just throwing after anti-airing.