SGGK if I remember correctly stands for
Standing Ground Guard Kara
SGGK if I remember correctly stands for
Standing Ground Guard Kara
it stands for: Super Goal Getting Kicks
What are some of the better options to use after parrying a jumpin for Chunners?
Umm, I can’t tell if you’re talking about parrying a jump in, or having a jump in parried so I’ll try and answer both.
If you’re parrying a jump in, b.Fierce if you don’t have meter.
It’ll blow them back, giving you some breathing room.
If you do have meter, I like to time a c.Strong so that they land on it and cancel it into SA.
If you jumped in and got parried, it’s pretty dependent on the other player.
Any good player with punish you.
If the other player sucks, land and proceed as if you never jumped at all.
standing close roundhouse is what you want to be using the majority of the time, if you think they might be able to block when they land just do it while they are still in the air. it will reset them and you can proceed to mix it up.
if you are pretty sure you will be able to hit it use standing close roundhouse still, its 4 frames and beefy damage/stun.
in some situations you are only going to be able to use c.mk such as a yun dive kick parried extremely high or any move where they land too far for the close version of roundhouse is too far. generally you don’t want to use back fierce because it is slow and there is a decent chance they will be able to block it.
there is a very short list of moves which pretty much no character can punish with a ground move EXCEPT for chun who can do c.lp into super. there are most likely more potentially including some specifically timed roundhouses. sometimes ken’s roundhouse or makotos when done very late have this property.
i haven’t tested it too extensively because honestly its better to just get the hell out of there or at least block than deal with those moves at those timings.
the main moves i know that MUST be done this way are certain ranges of urien j.RH and more importantly ibuki’s toward+rh and toward+mk off the ground moves.
Whats the timing for jumping after the super. I rather jump to late or I just dont jump…
the timing on jumping after super is right after you land the last hit…super jump right away or spam down, uf
as some of you know, Chun’s option select db+mk(hold mk) qcf, qcf+k(release K) SAII is very useful for zoning…anyone one got tips on execution of that? On pad i can spam it all day, but on the stick I can’t do it to save my life(literally)
how do you chunners hold your stick?
I just have one question for right now…
What are her bnbs?
cr.mk
:blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah::blah:
It’s all good, I ain’t a hater.
When I use her I do a lot of b.fp or cr.mk into a fireball not for combo sake or damage even, its just a check for them to keep a heads up. You can do b.fp or cr.mk mixup into hasan shou, but that’s parryable on reaction. Kinda gimmicky, only use if you’re desperate to get the kill and don’t want to waste a meter.
Otherwise I honestly can’t think of a “bnb” for her.
She plays as a safe poking character.
everyone who is worth anything already knew what sggk was . i was being sarcastic. its sad i have to point out sarcasm.
What a fool.
why is fierce so gdlk?
speaking of that her BNB’s are!
cr.jab
cr.mk
fierce
back fierce
RH
close RH
and kara throw
I need some help doing c.mk to sa2… I can get it once in a while but it seems more like a fluke as I’m not 100% about the correct way of doing it… Whats the best way to do this?
cr.mk qcfx2 the mash all the kicks lol
her best option for parrying jump ins are st.roundhouse because its the fastest poke she has… gives her lot of mix up potential with the dash under and can lead to big damage through hit confirm XX super or better positioning…say if your in the corner and you parry a dive kick from yun jus st.roundhouse dash under and do that chun thing.
in that situation you could just parry then low mk xx super, shit hurts
either that or b-hp xx super
those are definately great options…its just that godlike players such as ur self place ur dive kicks at chuns knees…so those options are too slow
I recently started playing FGs in general, and I’ve been trying to learn 3s because I’ve got some IRL friends who play it. Unfortunately, this game has a HELL of a learning curve when you don’t have much to build on already Anyway, my real question is about Chun’s cr.mk > super, or various versions with various other pokes.
Is there some sort of way I have to time the super after doing the cr.mk? I can get the super by itself most of the time, but it NEVER seems to come out after the cr.mk. Do I just hammer out the super as fast as I can after inputting the cr.mk, or should I actually be waiting longer?
Can I combo the super off st.hp, or is there too much recovery and/or pushback there to make it work?
Thanks in advance for any help.