Chun can safe jump 4f dp’s on non tech after her ambiguous setup that beats dp’s on tech. super->instant v-skill->j. MK (whiff)->neutral jump j. HK. Everything must be done ASAP. Lets you cover all post super options with 50/50 crossup potential. Also super is a legit long range anti-air.
Wasnt as practical in SF4 cause Ultras used 3 buttons to perform.
Its been used for ages to makes links easier in other Street Fighter games.
So lets say for example you want to link b.HK into super with Chun.
You perform the motion, then use a piano method and press every kick button one by one and then release one by one as well.
This means you actually pressed it 6 times, making the link a lot easier.
cr.Lp only connects on crouching opponents after a non CC b.HP
EDIT: My bad, I didn’t read correctly and I though you meant b.HP. I didnt know you could link anything from st.HP, will try it in the lab later tonight and report results.
As far as I know, if you are 100% on the face of your opponent and do st.MP EX Fireball, the cr.mk wont connect.
You need to be a little farther than that, and the perfect setup for it is doing cr.lp to st.mp.
Try it like that, and it should work. if you’re doing cr.lp st.mp to ex fireball and still can’t connect the cr.mk then its all just timing, there’s no secret, just press the button sooner, there’s a good amount of time to do it, it isn’t a tight link at all.
Eh meant non-tech. They can’t backroll the super. So same kind of knockdown as a throw. It covers all tech options if you watch the video you will see.
Essentially you get a setup that is guaranteed to not be able to be reversaled if you use the above method (excluding 3f dp’s of course) no matter their tech option and not quick teching is actually to their benefit since you get an ambiguous setup on their quick tech but only a safe jump on their non-tech. Since the quick tech setup times the non-tech setup perfectly you can always do the setup that is their tech option on reaction easily.
Also in V-trigger guys since ALL kikokens go forever FP is faster and has better recovery so use that one.
I feel pianoing in this game is kinda bad due to the input buffer. Super accidentally comes out a lot of times.
It’s range dependant of course but you can also sort of delay the ex fireball cancel to get better frame advantage afterwards, kinda like the delayed MK SBK cancel on cr.mk.
Typically if you have issues doing a normal>neutral normal>charge move, it’s because you’re riding the input buffer way too much and inputting the charge move before you’re able to cancel the neutral normal. The closer you get to achieving the actual link without the buffer, the easier it is to combo into the charge move.
And I believe you mean 2LP instead of 2LK into 5MP link? Because to my knowledge, 2LK doesn’t link into anything on hit.
I messed with the timing and finally got it to work. Although the odd time or two out of ten will still cross up when I’m holding back but I’ll figure it out. Thanks for the tip.