Hi, I’m a Gief player but I was just labbing with my friend who plays chun li and realized that if you do b+fp as a meaty on its last active frame, chun is +6 on block and +7 on hit, so if the opponent blocks, she could do b+fp again for a 1 frame gap frame trap into a potential crush counter. Just trying to help the knowledge spread
So I’m finally starting to hit SBK during actual matches. Do you get any kind of strong oki after the knockdown? And is there a difference between the light and medium SBK besides damage?
Yeah this is where I was going wrong, it seems it works a lot easier if you roll into back before going into neutral from just downback. Good tip.
So I’m finally starting to hit SBK during actual matches. Do you get any kind of strong oki after the knockdown? And is there a difference between the light and medium SBK besides damage?
Can’t remember if it’s from the m.sbk knockdown…may have been a throw set-up I use but I do double dash f.hk on a no tech knockdown, it spaces it perfectly so that you can get st.mp from the meaty into another m.sbk.
So I’m finally starting to hit SBK during actual matches. Do you get any kind of strong oki after the knockdown? And is there a difference between the light and medium SBK besides damage?
There’s no difference, only damage. You get the same frame advantage, oki/setup, spacing, etc. And the ‘oki’ you get post-knockdown is just the same as your normal pressure game. Dash up, then walk up and you’re in the opponent’s face, from there you can just do your regular throw/meaty/frame trap/shimmy/IALL/etc as your opponent is getting up.
So you can actually get meaty pressure, that’s cool. I kept screwing myself over with dashing in after a forward throw and would always get blown up lol. So I was hesitant to follow up after a SBK, when I actually did land one.
So you can actually get meaty pressure, that’s cool. I kept screwing myself over with dashing in after a forward throw and would always get blown up lol. So I was hesitant to follow up after a SBK, when I actually did land one.
After a f. Throw dash you are even on block. So characters without a 3f move like ken or bison you can get a cr. Jab guaranteed. I do that into st. MP. You are to far to get the cr. Mk but just doing cr. Jab st. MP into ex legs can setup some free pressure.
It is kind of annoying that you are +0 after dash, vs 3 framers just plant a fp on them or walk forward b+fp/iial. If you have super you can meaty fb hit confirm into super, not likely to hit but vs mashers you never know.
After a lk/mk.SBK you can double dash to get in close. If your opponent have a 3f normal and quick rises you are +2. If they back roll you are +7. Trying to beat someone that is quick rising and mashing a 3f normal is tough but can be done with enough practice. Whats nice about this followup is that you are in range and in time for throw and standard bnb combo(cr.lp, st.mp, cr.mk). The combo works on everyone except a standing Chun li(the cr.mk will whiff).
As for after a forward throw against 4f normal characters, I like doing cr.lp, cr.mk. If I get a counter hit on the cr.lp I’ll finish with a mk.SBK.
https://www.youtube.com/watch?v=btqd45lO-JM
Video I made featuring assorted “tech”.
Stuff like:
- comboing after non-ex kikoukens in corner
- stuffing “invlunerable” wakeups with stomp
- IA stomp xx mk air legs frame data on block (much more testing to be done in the future on this)
- dumb, mostly useless combos (maybe one of them is useful).
Nice vid, do those stomps actually hit a croucher?
Aye, tested it both ways: as a recorded overhead stomp on player 2 and against a dummy doing it on wakeup. The timing on hitting the stomps on the shoryus is actually quite specific, most of the time you’ll just get it to whiff (which is probably way better with her st.hk CC to punish afterwards). There’s a good timing where you can late stomp and it will still hit crouchers, but also hits the frames of the shoryu that isn’t invuln.
Also worth noting that against Cammy, she has to use LK cannon spike to beat stomp, the others go under her.
My friend keeps blowing me up with cr.lp on wake up. Any tips on the timing to stuff that?
My friend keeps blowing me up with cr.lp on wake up. Any tips on the timing to stuff that?
@VersatileBJN007
You should ask this in the Q and A thread. That’s not really a tech thing.
Took a quick look and didn’t see mention of this anywhere, so I thought I’d drop some knowledge. Apologies if this was already discussed and I missed it:
f+hk can cross-over a downed opponent.
It won’t cross-up (doesn’t have a hitbox behind it afaik), you can use it to switch sides over a knocked down opponent. This could be a really useful tool for getting favourable screen position without giving up pressure (e.g. swapping them into the corner after a knockdown without jumping half way across the screen). It can also DEFINITELY catch people blocking the wrong way on wake-up if they don’t know about it. And, when people do know about it, they get so concerned about blocking the right way that they never see the throw coming.
So, yeah. IDK if this was common knowledge or not, but f+hk crossing over grounded opponents gives you a lot of control over positioning after knockdowns. I think it’s really good tech.
Yeah that’s been talked about before, but still good to bring up.
Some random tidbits:
Stand throw keeps you in place.
Crouch throw makes chun step forward slightly before throwing, doesn’t matter db or df input for the throw
After CC b+hp: st.mp(resets opponent), cr.hp(only 2nd hit connects) – if cr.hp actually hits meaty so you can link st.lp or st.lp into EX legs or super. Probably not super useful but could be good against certain characters reversals/options?
Stand throw keeps you in place.
Crouch throw makes chun step forward slightly before throwing, doesn’t matter db or df input for the throw
The first time I saw this I thought I accidentally hit a button and ended up doing a kara throw that I didn’t know existed. While I haven’t found or heard of a legit kara from any of her normals, you can, ironically, “kara” from a whiffed throw if you hit throw again. This works standing or crouching. Doesn’t really seem all that useful though unfortunately.
I never realized how much v-trigger cancelling hurts the damage scaling until just now
example:
Non v-trigger cancel: st.hp xx CA = 403 damage
v-trigger cancel: st.hp xx VTC xx CA = 353 damage
Just mentioning this because sometimes I use the VTC as a “scrub buffer” to make connecting the CA easier. Usually it’s when I hit an unexpected far st.hp poke, but sometimes just blocking a sweep or something unsafe I’ve used it to give me extra time to hit the quarter circles on reaction.
Why would you ever do that second combo though? You can always add another st.HP and cancel that into CA instead of going into it directly after the V-Trigger cancel.
Yeah. VTC counts as a hit for scaling purposes. So in the first example , CA would have 90% scaling and in the second, 80%.