Advanced chun li 1- blockstrings, mixups, RTSD
Blockstrings vs. Normal To Large (anyone that j.lk hits crouching)
Step 1: Force a stand block
-Very Close/Wakeup : j.lk
-Medium Range : n.jump AD lk
-Full Screen : n.jump AD (pause) lk (can cross up on hit)
Ok, so they do not want to get hit by the infinite. You do not want to be counter hit into ROM, HSF, TyphoonXXHail, LAxxLS, Proton Cannon, you get the picture. Apply pressure and force a stand block when you get the chance. On the event your attack is c.blocked and you connect, do the following:
-Very Close/Wakeup : [j.lk connects] ,call psy, down + RH, AD, lk, (pause) RH (1hit) - (Shom)
-Medium Range : [n.jump AD lk connects] chain j.mk, RH (one hit) dash up launch - (Shom)
-Full Screen : [AD lk connects or crosses up and connects] chain j.FP, land, launch - (Shom)
On the event you force a stand block do the following:
-Very Close/Wakeup : j.lk, down + RH, AD, lk, lk, {landing}down + RH
-Medium Range : n.jump AD lk, lk, {landing}down + RH
-Full Screen : n.jump AD lk (or crossup lk) lp, {landing}down + RH
Using these block strings in a non wake up situation, if timed correctly, are enough to stop the opponent from calling their assist, assuming they dont call it before the j.lk is blocked. Remember, play smart, apply pressure, then force the stand block. After the initial block, no counter assist is coming out for the duration of this block string.
Frame advantage in these strings
The next step is understanding the down + RH normal on the next level. According to magnetro, and supported by Joos data, is the block stun formula:
*Active Frames + Guard Stiffness frames = number of frames in blockstun
*Chun’s j.down+RH - hits on first frame - 14 active frames
Now what happens if we create a block string where we land and stomp at nearly the same time, forcing it to be blocked as a string ender? A rough estimate on my part is that preforming the {landing} stomp is gonna take 3-6 active frames depending on how well it is preformed. Assuming we drop 8 to 11 frames off this move and force it to be blocked upon our landing (instant recovery) this gives us an 8-11 frame advantage upon landing. More than ample time to re layer high (j.lk 3-5 frames) or low (c.lk 4 frames) while the opponent is stuck in block stun…But wait…we havent figured in guard stiffness yet ~.~! So using sent:
**
Sentinel* - guard stiffness of 8 frames - blocks {landing} stomp with an 11 frame advantage. = +19 frame advantage on landing.
+19!!! Enough time to do hi/low without having to worry about counter hits or assists? Especially considering that whether crouching or standing sent misses a high or low block on the ground, he is getting hit with a easy mode 100% ground infinite combo. Just keep in mind that on wakeup people get a free assist call, and force them to block high into a {landing} stomp. Lets take Sents example and replace with other top 3.
Magneto - Guard stiffness of 12 frames - blocks {landing} stomp with a 10 frame advantage = +22 frame advantage on landing.
**
Storm - Guard stiffness of 20 frames - blocks {landing} stomp with an 8 frame advantage = +28 frame advantage on landing.
*Cable - Guard stiffness of 25 frames - blocks {landing} stomp with an 11 frame advantage = +36 frame advantage on landing.
Solo infinite Block string (with no push block or block mistakes)
During these +18 - +39 frame advantage situations, as previously stated, your opponent may not counter hit without Guard cancel, or call an assist. You may not immediately throw your opponent either. What you can do is go hi/or low and all they can do is block, push block, or get hit.
So assuming some never push blocked or blocked low and got hit with the overhead, you have a solo mid screen infinite block string:
{j.lk, down +RH, AD, lk, lk [landing] down+RH} xN
The frame advantage on landing stomp allows you to re layer high for free, if they block your second overhead attempt, you keep them in block stun until you get back around to the next {landing} stomp, another +18-39 situation.
Using frame advantage block strings to promote mix up
So basically, in these extreme frame advantage situations, you are forcing a reaction from the opponent while the opponents options are severely limited. Main options are as follows:
-Block High
-Block Low
-Push block
If you notice someone blocking (high) your overheads a lot in these frame advantage situations, your options are:
-c.RH + drones-(SJC) homing AD (wake up mixup)
-c.RH + drones-xxHCB +K (cross up overhead)
-c.lk (hit confirm) c.mk + psy
-c.lk c.mp (SJC) ground infinite
If you notice someone intent on blocking your lows in these frame advantage situations, which you will (you are landing after all, its instinct) you have these options:
-vary timing on stomp to either whiff and go low faster, or hit overhead late. land launch.
-j.lk (hit confirm) call psy, stomp, AD, lk, pause, 1hit RH (shom)
-j.lk (block confirm) AD, lk, lk, {landing} stomp, back into frame advantage
-s.lp + drones, s.mp, s.RH (whiff cancel) xxHCB + K (cross up high into drones into shom)
The last option, push block, is very situational. Different push blocks can lead to many things. Chun can get guard canceled, they can get kept in trap if you learn to watch for certain guard cancel attempts as well however. Anti guard cancel tools to keep in mind when you see push blocks mid chain:
-s.lp +drones, rocks, what ever pin down assist, down+back+RH flip when you see push block
-call drones, HCB+RH when you see push block
-n.jump AD forward + RH to stuff people trying to super jump out from far away (good push block)
-s.jump throw to match people trying to super jump out with a (bad push block)
-let people out and reposition if you think you see a good guard cancel coming.
I figured since this stuff is in the vid, i would go ahead and post it up, since an explanation is needed with the transcript anyway.