LOL I’m continuously having problems against Chun Li. Seems the majority of good players I play use Chun Li, so I’m having to not only deal with her high priority pokes, insane throw damage and range, and her “weird” hit box, but also having to learn the various strategies of the good players using her. It’s a headache.
I’ve found that a combination of rush downs and keep away works well on her, but with emphasis on the keep away. Rushing her down too much leads to a lot of throws from her. The only thing I recommend is to NEVER miss your Shoryukens when she jumps at you.
I can attest to that. Her throws are insane-every chance you can whenever a Chun whiffs a move try to go for a Shoryuken. and if you can tick throw… Knee bash and immediately walk up to her cr.lk and throw again-one of the things I learned from playing Blitzu.
Speaking of shoryukens, can someone explain to me how Ken almost always gets the throw (or another follow-up move) after a whiffed super?
I dont’ get it. I think I remember this happening most vividly while playing you, Blitzfu.
Does Ken have some sort of crazy recovery after the super? Perhaps the problem is on my end; I shouldn’t always go for the throw.
Ken’s super has a deceivingly short recovery time. Much shorter than his regular DP. You have to be careful. Either make sure you get the throw off early or just hit him while he’s in the air.
What downRupLYB said. Although I don’t know if Ken’s Super has faster recovery than his Jab Shoryuken, I would say they’re the same. While it’s not impossible to punish, there is a very small window of opportunity. I basically assess the angle/positioning of Ken’s landing point relative to mine. But I do have to admit that I rarely go for a big combo to punish Ken the way I would Sagat’s Super. And if there’s lots of lag, I won’t even let Ken land.
You gotta remember too, BeautifulViolence , that good Ken players don’t wait to see what you’re going to do after they land, they’re usually mashing a throw, or mashing a poke or another Shoryuken. And the expert Ken players can read the situation so well, they can tell if your counter is blockable or not, if so, they will block. Hope that helped. = )
Dude this happens to me SO FUCKING MUCH that I want to throw my stick through the TV. What seems to be happening is that Ken will sometimes cross you up when he lands from his super, and when that happens you character briefly gets stuck facing the wrong direction and Ken lands behind you. From there he can throw you before you can throw him or hit him with a combo/attack/etc. This happens to me so much that I just jump and kick him out of the air now instead of waiting for him to land. I know this happens to other players as well because I see it all the time.
With that being said, it may be possible to hit him with a ground based attack/combo/throw after he lands behind you, but it never works for me so I don’t even bother anymore.
I almost always sweep a Ken after a whiffed super. Remember that most times Ken lands close enough to you that if you can throw him, he can throw you. Therefore you are either going to get knee bashed for full damage, you are going to throw Ken and Ken will tech for half damage, or Ken will land with a reversal jab uppercut with immediate invincibility. If you throw out a meaty sweep there is actually nothing he can do, then you have the knockdown.
scrub combos:
j. rk/mk/fp xx qcb rk, cr rk
j. rk/mk/fp xx super (like 70%+)
j, mk cross up, standing close fp, fierce dp
qcf mk link cr rk
cr. short short xx super. this is done 2short short36236+short+punch (kara cancel)
i’m not sure what frames you have on hurricane in hd. i know the first hit will hit ducking if close. i’/m not sure if you can link a super off the last hit but apparently you can’t link a dp although you could in the test versions
the most simple knee bash loop is a walk under cross up guess. after you bash you can walk under or almost walk under into cr short short dp / knee bash.
another easy tactic is meaty safe jump jumping jab into hurricane into dp or shorts or another bash.
I found that the close fp will wiff on crouching Guile, so I end up using crouching fierce which has never wiffed for me so far.
I think it might be character specific or something. Because you should just be able to hold the proper direction and just walk right under them. But it doesn’t always work.
is there any use for the following:
knockdown into hurricane into funky kick (i forget the strength for these)
it looks like you double cross up (which is basically not a cross up at all). i saw it in a japanese match vid and wonder if it has any practical use or they just fucked up their exec.
can you use the funky kick overhead as a mix up? or is it too slow?
i would think the mix up on wake would be:
funky kick overhead into cr roundhouse where you have to block high
or
funky kick whiff / or funky kick whiff overhead into any low move where you have to block low
what are the ways to abuse the new hurricane (if any)?
The Roundhouse Crazy Kick will cross over when it whiffs at point blank range, apparently only on Ryu/Ken/Akuma, but I’m pretty sure I’ve seen it happen on other characters too. And it only crosses up when Ken is facing the right side. So it’s possible (in theory) that a crossup Tatsu into point blank RCK should crossup twice, but I haven’t seen that happen. If you have a link to that vid, post it up.
The Overhead is great for mixing up on wakeup. Same options as Ryu, Overhead>Sweep or cr.Forward>Shoryuken.
I mostly use the Tatsu to punish projectiles like Booms and Yoga Fires. Other than that, I use it to surprise my opponent into a Knee Bash.
i always thought ken’s tatsu was shit frames (neg) on hit? am i mistaken? it’s also not as good as ryu’s for building meter or short tatsu into shoryu.
any vids of ken using the juice kick, or tatsu on the ground effectively?
Ken’s Tatsu is not used the same way as Ryu’s Tatsu. It covers distance a lot faster than Ryu’s, so I use it to punish things that a Hadoken/Shoryuken can’t reach, eg Cammy’s blocked Super. It’s also good as a surprise/mixup tactic, it’s good to crossup and then crossup again with Tatsu much like Ryu. Short Tatsu>Shoryuken is not as fast as Ryu, but is still viable. Just do it from farther out than you would with Ryu.