That’s a pretty tough one. You certainly don’t want to pressure her to approach with fireballs.
If she’s poking you with standing fierce, standing roundhouse, or sweep, you can get close to those ranges, then kara focus in. I think you can at least hit her with a lvl one focus, then back off (if you dash forward, have a shoryu FADC ready, or you might eat her jab on the way in). Of course, this may lose to standing strong, since she can cancel it into hazanshu or something…
Maybe Chaos should be answering this, since he plays against MagMan and such. You should also check out MagMan’s youtube channel, since he has matches of his Chun vs. Chaos’s Ken.
I’m not a Ken player but for punishing Blanka’s Ultra with Fei Long, I cross him up with j. MK, st. HP > rekka kens for free when he flips back at the end! Since Ken has a cross up too, try it out! Big damage!!! XD
About chun, as I was saying above, she has a spam move. Quick sweep, and a standing jab are really great pokes, every Chun will use them a lot. How do you beat it, use c.mp, FA, kara throw. Like Bison, i think this is one of those matches where you need to get a knockdown. If she doesn’t have meter, she can’t do that EX heli-kick on wakeup.
Not sure on specific strategies, but whenever I beat a good Chun, I’m usually utilizing kara throw, and getting in a least one EX tatsu mix-up…
there are no recovery frames, cause this game has trip gaurd, you can block on the very first frame that you touch ground on. hell if you attack during those jumps without a special when you land that cancels recovery on that normal so… again you can trip guard.
Her EX SBK gets beat clean by an lk crossup (I think even a non crossup jumping lk), just like Blanka’s electricity. Actually, I think the timing is quite a bit easier than Blanka’s electricity.
it’s not so much the timing that matters with either chun or blanka, it’s the spacing. in blanka’s case the lk needs to hit him in the forhead or where his head meets his neck (not exact but it’s just slightly past his axes on a cross-up) and for chun you need to land your lk directly in the middle of the sbk.
recovery frames are the same for both whiffed, blocked, or hit. Just depending on what happened determines if you are at a positive, negative or neutral frame advantage.
If your c.MK gets blocked you’re at a -4 frame advantage. Which means your opponent recovers 4 frames faster than you do.
Since the recovery on c.MK is 14 and hit frames is 4 and start up is 4, I guess you could say whiffing that would leave you at -22 frame advantage.
(14 + 4 + 4)
essentially the entire duration of the move on whiff is all recovery.
I have a question. Maybe one that is weird or hard to answer, but here goes.
Lets say I jump at my opponent, and he focuses, and lets go exactly when my attack hits him while he focuses. Now, I used to do a lot of Rt down RT, I stopped doing that. But I still tend to do RT instead of B. I know RT can easily be FA’D without you being able to link another attack.
And I know with B, if you’re a bit lower and cause its faster you can beat the FA with a shoryuken after or w/e.
My question was, or is I guess… uhm, howmany frames or anything to I have when I kick into a focus [Mainly with RT… I guess it depends on howfast he lets go, or the character] … I’m not good at reading frame data, I know RT down RT is to long… But for example when I RT to cr. B? Or… Rt, to down RB (Main 2 I use), or Jump RB, to down RB [This one I like to know to for when im close] would I then be in time?
Cause I have a big weakness for FA [I get hit by it everytime on jumpin]. And I basically sometimes come with RT, or with B, I Know B is better, but there should be one link after RT that can beat the FA before the opponent actually hits you.
I know weird question and someone must prob look at frame data ;-; And yes I know, if you know you’re gonna get FA’d, do an empty jump in, or anything else I know, but that’s not the point of the question : D
if by RT you mean jumping roundhouse. i dont believe theres a height that will save you from getting FA’d. unless the guy has major slow reactions. if you play someone that luvz to FA jumping cuz omfgrapezilla it works every time, try empty jumping and throwing him once in a while, at least use a deep jumping short. but even still, in my opinion best option is to scare them off it by doing a few empty jumps.
another dirty trick is to ex tatsu xup more, if you get your spacing right you can catch them with a low forward into a ground tatsu and then you get all the doubled damage from their FA
Ah, so I would still get hit with RT? You think Jump RB, (the incoming punch) Is better/harder to FA? (Also a question : D)
And yea I know how to beat it as stated above, but I just wanted to know for if I would attack if one of these would work. But yea I should work on that, and just doing more 2 hit combo’s when someone focuses right infront of me lmao.
I use ex tatsu a lot, its very usefull. I think if you aim it right on crossup it hits in front of the head, then behind the head
I’m not 100% sure what you mean but if I am understanding you right you are looking for a way to jump in safely when someone is using focus to absorb your jumping hits? You’re only option is to go with two hits which limits your options greatly. Properly done air tatsu can give you multiple hits and of course you can jab the shit out of them when you land (which never works for me). If they are doing last second FAs to absorb your attacks you’ll have to decide whether to tatsu or not.
I’ve been having trouble with this too when I jump in with light kick. Jumping fierce punch will not affect their focus any differently than jumping fierce kick. AFAIK jumping normals have no recovery time when you hit the ground so it won’t matter what attack you do in the air if your opponent has good timing.
Unfortunately, AA focus never works for me when I use it against other people :sad:
Well the main question was more, if there was an attack you could follow RB up ,or rt up [In air] so that it would hit twice/link quick enough to discard the focus attack… Although I guess I’m misunderstanding the FA thing, cause if they time it right they can probably still always FA.
But I guess its kinda howmuch recovery one move has on hit? I guess, that’s why I wanted to know if RB would then be faster, but Idk if it applied on FA. Cause for example, my friend uses jump B on me, if I focus I get beaten cause he can follow it up easily making it 2 hits. Rt is to slow for that and would prob never win, I guess I have to test myself to see if RB would cause its a strong hit to
And I never focus, only on AA, which mostly works for me lol
your best option is to srk as soon as you land, because it starts up invincible it will beat out focuses a lot. this is however not without risk, if timed perfectly and you don’t do a late jump in they can still release focus and catch you before you can even start a srk. not only that but if they see it coming they can focus your jump in then quickly backdash away from your srk and bam your caught with your pants down so to speak.
AFAIK jumping normals have no recovery time when you hit the ground so it won’t matter what attack you do in the air if your opponent has good timing.
^^ this is the end all. although i think it might be character specific your right, if the opponent has good timing and they’re FA comes out in 3 frames or less then there isnt anything you can do, after any jumpin. i dont agree with jabbing when you hit the ground, you’ll probably get Countered andthey get a free crumple. at least on a jumpin that gets focused as long as you just land and block you’ll either just get the lvl 1 focus (if they have time to charge lvl 2 and you still hit RH than you deserve to be focused) or have time to block if they wait too long. the only sure way to play against this is to empty jump or tatsu over them. teach them to stop doing it and you free up your jumpin options once again.