Hi fellow Chun-li players, I come bearing a couple questions. Namely, in what match ups and in what situations do you find read flip kick (df + lk) most useful since the change to it in ultra? I never used chun prior to ultra, so I have no idea how good or bad it may have been in the past, but I'm struggling to find uses for it and rarely see it used in videos I watch online. Is there a trick to using it to not get it to trade with so many things? It seems to only hit directly in front of her head, so anything deep on her head or crossing up doesn't seem to work against it, also it seems like it does work against anything that would hit her feet, like a well place dive kick, and that it isn't very useful against most jump ins after knock downs since they're either aiming for her head to stuff ex bird which also seems to stuff this move, or they're just too meaty for the long start up for rear flip kick. The absolute worst is when they actually come int at the right angle that I think I should hit, but I guess I activated it too soon and the extremely brief 2 active frames expires just before they move into range.
Obviously, like all of Chun-'s anti-airs, spacing plays a huge part, so there's no one go to move in any match up or against any specific move, but are there certain match ups or specials/jump normals you find rear spin kick most useful against and thus always keep it in the back of your mind, ready to throw out?
Also, do you only activate it when you've got ultra? 40 damage if I get the timing just right to clean stuff a jump in that would have scored them a heck of a lot more damage if I miss time it or mis judged the distance is pretty unimpressive, but I don't seem to have any good follow up outside of ultra, or maybe dash forward ex legs if I got them high enough, and even then I'm not sure the little extra damage that adds is worth the meter. And adding further insult to injury, quite frequently I can't even combo ultras off it since holding df to do the move gives up your charge for ultra 1 meaning you gotta hope they're not to low to the ground by the time you have charge for ultra 1 or you go right over, and often times it knocks them too far to even get caught by the normally extremely reliable ultra 2.
I don't know, maybe the move is just really specialized in its use, but figured I'd ask as I remember watching streams of early builds of ultra where combofiend was constantly complaining that the chun playesters at the test site weren't using this move, as if he believed it was much more useful now so wanted to make sure I'm not missing something, and if I am, have a better idea of what match ups I should be looking to use this tool in, and in what situations or against what sort of jump ins/specials.