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
www.youtube.com/shottanuhmis
nsc
104
uh, am I crazy or did they nerf chun-li?
I seem to remember using 4.hp to stuff fireballs but now it only works in v-trigger?
they got rid of that in one of the betas
Doing Headstomps from df/3 besides down was removed after Beta2. Although the Prima guide still lists the input as D or DF+ MK…
Anyone know why Capcom removed DF input?
Probably because it would have made instant overhead stomp trivial to execute.
can someone elaborate when i can combo sweep after CC b.hp and when not?
i dont get it.
you simply have to be fast and reactive, it’s not htat hard
If you’re having trouble I would just cancel RH.legs
Does anyone have or know where I can find the frame adv/disadvantage of cancelling normals and specials into V-Trigger?
Dime
113
What do you want to know? I have the primaguide with all that info.
Like which normals are plus or minus when you cancel into V-Trigger
Dime
115
St.lp +5 hit/+2 guard
St.mp +8/+5
St.hp +7/+4
St.lk +1/-3
St.mk +7/+3
St.hk +6/+3
Crouching:
Lp +3/+0
Mp +6/+0
Hp +12/+9
Lk +1/-1
Mk +8/+6
Hk down/+5
That’s all according to the paper guidebook.
Assume more hit advantage on CH.
Doesn’t say the difference in advantage on all the sweep possibilities (CC, CC V cancel, regular hit v cancel)
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.
You can forward dash for a left-right mixup, forward dash into IALL as well
Mr.X
121
Dash and crLP stMP crMK L SBK, IA LL, crLK, throw, nothing to bait