The Official I am a newb thread!

Well this seems like a good place to ask my embarrashing questions. I’m sure I’ll think of more but for now I have two.

  1. After Chun Li’s super art and the super jump cancel what is the best attacks to do afterward? I see many do this quick two punch combo but I can not figure out what they are doing.

  2. Umm yeah ok… Umm how do you low parry? I mean what motion is it?

It depends, and is somewhat character-specific. You can do two HPs to any character after the superjump cancel (just tap HP twice in the air), and that resets.

Basically, it gives you a chance to get some control over the match. Doing two toe-stomps (d + j.MK) will put most characters into the corner at any range, and causes knockdown, so you can dash them into the corner if they aren’t already in it. This sets you up for her mixup c.MK / b+HP / kara-throw / tick-throw setups. The double HP in the air will reset, like I said before, so if you wanna keep the pressure on, go for that.

Other possible ones include just a j.LK, then walk under to mixup, or on Chun, d+MK, j.LK right before you hit the ground, then dash under mixup. Etc.

Just tap down when you’re about to be hit.

Time it so that you super jump cancel right on the last hit. So when she yells, press down up quickly(speed of a super jump) then you have to time it correctly and yu can either mk stomp twice or lp lp twice(may be mp mp) but I don’t use her so I dunno

press down to low parry

Thanks guys. That helps. One generic question I hade. How do you parry? Not the motion but how do you do it? Do you either concentraye on the way your opponent moves and just watch for the frames of their characters attack or do you simply predict when to hit forward based on your opponents situation (which wouldn’t work on A.I).

So basically do you predict your opponent or watch for frames? I can’t parry anything but projectiles on command and even when I know the attack is comming I don’t get them all the time. Is their anything I should know?

PS: Is low parry different timing than standing? They seem harder.

Timing is different depending on what attack is used regardless of whether they are low or high.

Parrying jumpins and fireballs is good. Randomly trying to parry is bad. Its always safer to block, and most of the time you’ll be better off blocking unless its an easy parry like a jump in, fireball, or some other random special (e.g. hurricane kick) that someone throws out.

If you want to parry more difficult things you are going to either have to know your opponent, know the character they are playing, or be really good at zoning. If you know your opponent, you might just get a feel for when they are going to try to sweep or you might know that they like to dash up with ken and do c.MK + fireball. If you know the character you are playing against well enough, you might know what moves are used in certain situations and make an educated guess on what is coming next. Finally there is zoning. If you are good at zoning, you’ll know what attacks can and can’t hit you (e.g. chun s.FP). Oh yeah, you can parry bait as well.

Thanks. The answer seems obvious now. lol Different moves have different parry timings. I have another question. I’m working on Chun Li right now and was wondering if you could explain what a Kara throw is and how to do it with respect to Chun Li. Thanks.

Check out this link for Chun related play, as well as the Chun Forum in general:

http://www.shoryuken.com/forums/showthread.php?t=99565

I don’t play Chun (hence the thread reference) but I’m pretty sure a kara-throw is a normal move that is cancled into a command throw. The purpose of the kara-throw is to extend the reach of the command throw which usually has poor range.

Incase you don’t check out that thread here are some Kara throw set ups you can use:
**
popo187 posts: **
Walking kara-throws (karathrow is neutral mk -> lp+lk)

Really important trick that needs to be learned, and very difficult to master, as whiffing a kara-throw leads to some major punishment. Here are some really good walking tick-throw setups that I know of:

walk-up c.lk, walking kara

The obvious danger of this, is that the opponent can be hit with the famous c.lk, c.mk -> super, so poke accordingly based on their playstyle.

s.lp, c.lp, walking kara

Really good if you have the opportunity to land the first 2 lp’s, also can be subbed with a c.lp, walk a bit up and c.lp, then walking kara. Rarely gets tech thrown.

close c.mk, wait a brief second, c.lk, walking kara

The point of this tick throw is to stop anything they were going to do after the mk, as most players will try to jump away, move back, move forward, or whatever. They will become in a small “shock state” after the c.lk connects with them, which then you’ll have a good attempt to get a karathrow off.

it lives!!! my thread does anyway

We newbies never die you know!

Hehe, gogogo thread!

I guess I have a few questions… how do you uh do the little tech roll thing whenever you’re thrown? And is there a particular benefit for it? I see that it sometimes puts people out of range for getting rushed, but often times, I see people actually getting hit out of the roll.

And along those same lines, how do you guys/gals sorta tell when you should go for a throw cancel? Or is it a lot of luck and coincedence? (Like you happened to be trying for a throw at the exact same time your opponent was?) Is it mostly just learning that specific person’s tendencies for when you think they’ll try to throw you AND knowing everyone’s kara throws to an extent?

I was just about to ask the same question: How do you tech roll?
Also, can you tech out of a command grab?

When you hit the ground, press down on the pad/stick. And I don’t believe you can tech out of command grabs.

You can’t tech out of command grabs, but your command grab can tech a normal grab. If they’re going to throw you and your command grab “activates” within the tech throw frames, you will tech out. I’m not sure if this works with all command grabs; it definitely works with the karakusa, which is why some people will tell you that their command grab was teched.

Haha, awesome.

Ok how exactly do you do this , you cant cancel a super art ? when exactly do i superjump ? during SAII ? wha ? confusion.

as for parrying it really comes into play when u have 1px of health left, fun times.