First page, nice big post on his post-TC oki. I’m not sure if it’s universal though, as I think this was all against Chun and different characters may fall at different speeds from his TC ender. I also feel like I didn’t do my due diligence for Slash enders and have been working my way through the cast there. I’m going to end up with a giant notebook of setups by the end of this. AND I THOUGHT SFV WAS SIMPLIFYING THIS SHIT
Yup, can’t replicate any of the TC Backroll stuff. So just TC in the corner, for whiff punishes, at the edge of st.mk, or if it’ll build you that last bit of V Gauge.
LP Slash
Quickrise
St.lk: Walk forward slightly jump in MK/HP, instant jump slightly delayed divekick
b.hk: Instant jump hp
EX SBK: instant jump super early divekick, walk forward slightly jump in MK
Backroll
St.lk: Early divekick to dodge, slight walk forward MK/HP
b.hk: Instant jump late HK, empty jump
EX SBK: Empty jump, early divekick, slight walk forward MK/HP
EX Slash
Quickrise
St.lk: Whiffs on reversal timing but divekicks that punish the other two can be blocked
b.hk: Instant jump super late divekick
EX SBK: Instant jump super early divekick (trades in your favor)
Backroll
St.lk: instant jump HP, empty jump
b.hk: instant jump HP makes the b.hk whiff and you can punish with a 7f normal or better, empty jump
EX SBK: instant jump HP, empty jump
So nothing works on both wakeup options. You get more off an empty jump against an EX SBK as it air resets if you do the j.HP
So that’s Chun’s main options, anything else on her to test? You don’t get anything more than a jump in/empty low on backroll if you do an instant jump
We went over this in the Balance topic, you don’t have a way of forcing her to reversal early so it’s not a real setup any more than hoping they DP from full screen is a setup. You need a divekick setup to make normal jump ins work.
Its not about beating the SBK… Its about getting in. The best situation that could come from this is that they start blocking instead of guessing. If you train them to do that, then you have free pressure
As chun you can just react to the jump and ex sbk at the proper time. There is no conditioning if the ex sbk is guarenteed to hit when you jump, she never has to block if she has meter and quickrises and you jump after the forward throw.
I need to save myself a copy and keep it handy. Hell I’ll print it out if I ever get a chance to make it to a local. (unlikely as I have a 4 month old…)
Have I spread the good word about st.lk? Since I feel like I should
WHY ST.LK IS SO GREAT
It’s a 4f move with 4 active frames and is +4/+2 on hit/block and +6 on CH. It can be meatied up to +7/+5 or +9/+7 on counterhit. If you get them to block a deep jump in, you can do a st.lk as a blockstring (or frametrap) and then either LP/EX Grab them or do a cr.mp. The cr.mp will stuff every normal that doesn’t dodge its hitbox, goes into MK Stomp on counterhit, and then leaves you close enough after that stomp to link into another cr.mp xx LP/EX Slash.
The same thing applies on meaty, except depending on how good your timing is you can link into st.mk (easy) or VT cr.hp (hard)! You can VT Cancel it for a full combo! You can link on normal hit into st.lp xx EX Stomp!
It’s probably the single reason why we don’t have a 5f throw. But thanks to how crazy advantageous it gets on block if you do a perfect meaty you can hit on the third frame out of blockstun with your Command Grab, beating any normal they press!
Seriously, frametrap with this button more. If you do st.mk (blocked) -> cr.mp xx MK Stomp you can’t continue the combo. This lets you do it for mid 200s damage if you spend some bar on an EX Slash. The other combo you can do is st.lk (blocked) -> st.mk -> cr.mp xx LP/EX Slash or EX Stomp. Bit less damage, but leaves you at +2 if the cr.mp is blocked instead of -2 from the stomp. The cr.mp xx MK Stomp is also mash proof and will catch jumpers on the ground if they were worried about you walking up and throwing them (you need a slight step forward to connect an EX Grab). So will a perfect st.mk -> cr.mp frametrap. Doing the cr.mp xx MK stomp frametrap is also a 3f gap, and if you trade you can convert! Just testing with Karin, a point blank cr.mp xx MK Stomp lets you link a st.HP or cr.HP xx MP/EX Slash!
**
V Trigger Cancel Advantage (VTC) on block**
The weird thing here is that you seem to have 1f more of command throw protection or something going on; a regular throw connects after being +3, but a command throw whiffs after being +5. Maybe his command grab is a frame faster in VT? Throws do beat out strikes that connect on the same frame though.
After a crush counter sweep, you can forward dash four times and immediately do the s.lk to make it meaty. This is pretty good for corner carrying too, especially in VT due to his buffed dash.
Look above, I’ve mapped out what to do after LP Slash for Ken and Chun, noting that in addition to those jump options you can dash meaty (but only a cr.mp/mk/hk if they backroll). Going to try and knock out another character tonight.
After a command grab that’s LP or MP you just return to neutral as they’re +0 and +1. You’re +8 on an HP version if they quickrise, so you can walk forward and get a not quite meaty.