Footsy Bebop, post: 2495409 wrote:
Does chun's SBK as the super combo finisher only work in the corner??
If you're doing the super combo mid screen is it best to use upkicks rather than SBK as the finisher?
Spirited_Away, post: 2495408 wrote:
IMO new SBK ruined Chun Li, she depends on her instant jumping moves to counter. Now it's always Spinning birda kick = eat a shawerma combo !.
The old motion never effected her AA game like the new SBK.
jchensor, post: 2495404 wrote:
Here's another weird use for the Air SBK...
This is REALLY hard to do. But it is possible, and I can't put it past anyone to get really good at ridiculously hard things. But if you "Juice Kick" the SBK (Juice Kick being like Ken's Air Hurricane Kick at the lowest point possible), the Air SBK will actually hit crouching people and it is almost compeltely safe after blocking. I did it to my friend who was using Balrog and I got two Blocked hits, he did a Reversal Balrog Super, and I blocked it.
But again, it's super hard, and if you miss it, you fly above their head pretty much to die.
MiloDC, post: 2495411 wrote:
LOL, yeah, if you're referring to the "breakdance SBK" where she's essentially SBK'ing in place with her head on the ground, that is a blast (if you can do it).
I did that accidentally a couple of times, and it rocked. Too bad it's so hard to perform.
chun_li1, post: 2495407 wrote:
Doesnt always hit, whiffs more then hit on crouch. tried this on cammy and gief, sagat. (tried it in trainings mode, could be wrong about it in actual play)
skankin garbage, post: 2495412 wrote:
lmao! I'm stealing that name and pretending I came up with it :P You can actually do a BDSBK that moves forward or backward though.
skankin garbage, post: 2495415 wrote:
Upkicks aren't reliable anti-air all the time, and if you're rushing someone, you probably don't have a down charge.
jchensor, post: 2495417 wrote:
It whiffs only because it's timed wrong. Again, I swear you only have a 1 or 2 frame window to get the right timing. Otherwise, you do it on the ground or too high. If you can get good at it, I honestly think it'll be REALLY good, because it's a good attack and is virtually 100% safe and does chip damage, and the start up is invincible.
skankin garbage, post: 2495423 wrote:
I actually find Upkicks to be the least reliable AA in a normal situation. Except for a select few matches, I try to use the Upkicks as a reversal only. The big irony is that a lot of matches where Chun has to keep an opponent out, Upkicks are too volatile to use against (Thawk, Fei Long, Blanka, Zangief, Honda etc.). On other matches, the situations where Upkicks would be useful are rare (Dhalsim, Boxer).Most of the time, I find her most reliable AAs are Standing Forward (especially the close version), Neutral/Normal Jumping Short, or Neutral Jumping Roundhouse.
Buktooth, post: 2495427 wrote:
thawk and fei jump jabs beat chun's jumping normals, but lose to deep upkicks. blanka jump short beats chun air normals, but will also beat upkicks usually. i generally try to trade with a fireball in that matchup
gief and honda splashes beat upkicks 100% of the time if they're right over her. close standing forward usually works in that situation, jumping up with normals usually arent fast enough unless youre just jumping up and throwing it out randomly and not on reaction. that's news against gief (free sweep), but not so much against honda
skankin garbage, post: 2495423 wrote:
I actually find Upkicks to be the least reliable AA in a normal situation.
jchensor, post: 2495429 wrote:
Most important thing to know: Use SHORT (LK) version ONLY. It has easily the most number of invincible frames. Jump Jab from Hawk, for example, beats both the Roundhouse and Forward versions. But it loses to the Short vesion. Make sure you do it deep. But the Short version is the ONLY one you should ever use as anti-air.
TVG, post: 2495435 wrote:
Anti sagat strats PLEASE.
The only matchup where i feel i loose because i picked the wrong character. Seriously i can't do shit.
TVG, post: 2495437 wrote:
Thanks. I tried getting close but that's the whole flaw of the matchup, once i'm close it gets even worse. I'm scared of random neutral jumping RH because of the damn knees. If i evr block just one jumping RH sagat can just jump over and over and there's not much i can do. At that point i'm trapped in blocksun so jumping moves don't come out fast enough to stop him, her normals just loose and i don't have charge for upkicks. It's friggin horrible. I'm sure there's something to stop that but i haven't found it.
Skatan Milla, post: 2495453 wrote:
But if I have to eat a fireball or something then then it might just be prolonging my death in some cases, which sucks.
That's why I want air SBK to be able to get out of there if it's basically the same as ST, but maybe it recovers slower than ST SBK?