Thanks alot for the tip, man. I haven’t been able to connect a super after a UOH, period, but with your tips on the timing, and this sureshot method, I definitely will be giving it another shot tonight :tup:
Yeah I know lol. I just got a little hopeful and thought maybe I had an efficient way to land it.
Ah well, guess I’ll stick with ex moves.
about the uoh connect to super, how do i buffer the super motion? do i do the 2 fireball motion then quickly ouh then when the uoh lands i press kick or punch?
I’d assume so, if this is wrong, could someone please correct it?
UOH, buffer the motion during the UOH
ok i overhead and then when im in the process of jumping and about to hit, i motion the 2 fireballs and when it hits i press punch, but the super doesnt come out even when the ouh hits t_t. maybe im not timing it right? any hints guys?
Chun Li UOH Link questions:
- Is her UOH practical to use as a link into a super?
- Best used against which characters?
I believe she can link it against ken, but the distance it requires seems a bit strict (or I probably just need more practice). Should I even bother working her UOH into my gameplay?
Hecks yeah Chun’s uoh is practical, and hecks yeah you should work it into your gameplay. It’s no crouching forward, obviously, but it’s not to be neglected. And I disagree, I find it retardedly easy to link into SAII from her uoh.
RedDragon, you have to know the timing for your character for linking into super from a connected uoh, ie one that actually hits your opponent. Learn that by just setting the computer to not blocking. Once you know the timing for that, just use that timing whenever you do a uoh that will either hit or get blocked/parried by the opponent. If it hits, huzzah, the super links, and if it gets blocked or parried, huzzah, nothing happens.
Yeah, timing it meaty/deep after a knockdown is infinitely more easy than spacing it properly. Just practice the timing so that it hits meaty and you don’t need to worry about how close you are.
But then, it’s also a good idea to learn the spacing too, since that’s roughly the right distance for a max range c.MK or kara-throw mixup, which is one of Chun’s strongest weapons.
Speaking of auto-selects (option selects), Ibuki has one too that may or may not be applicable to other characters.
Her far standing HK can’t be super jump cancelled if it’s blocked, parried, or whiffs – but it can be super jump cancelled if it hits (meaning, only if it hits).
Thus, you can buffer SA.1 or SA.3 every time you throw out a regular (non-chained) far standing HK, and if it hits then you will also connect the super, but if it doesn’t hit then nothing happens. In the case of SA.3 though, you have to time it so you cancel your super jump – but with SA.1 you do the super once you leave the ground.
I can’t think of any other characters that have properties like that, though.
Xenozip: Low short, close standing jab x jab shoryu with ken. Theoretically they can block the short low, then block the jab high to fuck you over, but I’ve never seen it done. And who the fuck would do that anyway?
With Akuma - something that Jiro uses a lot that some of us have started trying out too.
After an option parry > kara throw mixup - do the raging demon straight away. If you didn’t parry anything, you get the kara throw. If you parry something, you get the kara demon. Depends on you guessing a one hit parry correctly.
those tutorial vids are dope