I was also super sleepy at the time.
I am the rare east coast usa st player. So I’ve been up longer than practically everyone else. I can’t verify though. I miss the old map.
Keishin Chun Li at GameSpot Versus Rambat:
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High-level stuff, as usual. He goes against Kurahashi, Choshu, Numa and M.B★. He usues the usual tricks and combos, such as Chun’s patented 3-hit link combo ending in a sweep, instant overheads, safe meaty crouching short, st.Strong harassment, st.Strong throws, well-spaced cross-up aerial kicks on wake-up, etc. This guy shouldn’t go unnoticed just cos of Otochun and Nuki.
With Chun’s neckbreaker if it is quite deep you block it the other way . So if chun is 1p, gets a knockdown and goes for a very deep meaty neckbreaker the opponent would block by holding left down or just left. If it is not deep they can just block by holding right. With N and Oken you can reverse with a fierce dp if Chun does a very deep neckbreaker. Just make sure to do it the other way (if chun is 1p gets a knockdown and does a very deep neckbreaker the input would be a dp on the 1p side.
I find that it depends on how close they are to you when they do the neckbreaker. If they’re point blank next to you, it tends to cross up, otherwise, you block it normal. For some reason it helps to always block it low, since most of the time when I try to block high, I get hit.
What i want to know, is how Chun is able to land the neckbreaker on the cross-up side, and then switch sides on you. I’ve had this happen a few times, but I don’t think the Chuns I played were able to fully control it. You have to block it cross-up, and then block it correctly, because she stays on the same side. Very bizarre.
I think chun being point blank next to you is a necessary but not a sufficient condition for her to cross up. I agree when she is point blank next to you it crosses up often but I think that also depends on how early or late chun goes for the neck breaker. Even if she is point blank next to you on wakeup, if she does the neck breaker late I don’t think it will cross up.
Assuming the other guy didn’t tech any of the throws, it would seem like he used the HP version. They both look the same, but the MP does some spd-like damage.
You have to either stop his jump in jab with an anti-air, eat the j.jab and try to reversal the st.jab, or jump into the j.jab and bounce out in order to disrupt his timing. You can also pray that he fucks up his execution and try to reversal throw. At max range on his st.jab, you can jump out before the typhoon grabs you. Of course, you can always super to avoid getting caught by the grab, which lets you do some chip and push him away, effectively giving you another chance to fight him.
But pretty much once you land on your back and he’s in a position to do safe-jumps, you’re dead.
Reversal RH upkicks should beat meaty jumps on you. If he delays the jump, then Short upkicks work better, since they have longer start-up and invulnerability. I believe the standing Jabs should be a greater problem, when Chun is cornered. Walk-up st.Fwd (to get the close version) should beat or trade with diagonal Jab spamming, be if he dives instead, you will probably eat that.