NKI, post: 1300043 wrote:
The command for the Spinning Bird Kick is charge back for a second, then towards plus kick.
Doing a jump back SBK is easy because obviously you just charge back, jump up back, then hit towards+kick in the air. Doing neutral jumping air SBK is more tricky. You have to charge back or down/back, then QUICKLY hit straight up, then towards+kick. The timing is pretty strict.
SweetJohnnyV, post: 1300044 wrote:
I spent a few minutes in training mode tonight to see if I could do this move. I didn't get it once. I was however able to get an air SBK that went forward fairly often by doing this.
1. Get in corner and charge back
2. Jump up/back
3. Quickly, bounce forward off the wall and hit K
I don't really plan Chun all that much, so I didn't even realize you could do this Is there any practical usage of that? Can it help get you out of the corner, or are you more likely to get smacked down trying to do it?
Raisin, post: 1300046 wrote:
1.) Under the Ground Pokes/Footsies section, you say that her cr.RH has more range than her cr.Forward, but when I've tested this for myself, they either seem dead even or the difference in range is so miniscule that I can't tell a difference. Is there something I'm missing?
2.) In the Advanced Strategy --> Corner Awareness section, it's written that throwing an opponent into a corner can result in them teching and landing so fast that you can get punished in response. But in an game, Dic techs two corner throws (00:19, 00:21) and Chun Li still comes out unscathed, retaining the initiative. Can Dic be considered an exception to the corner-throwing rule because of his unusually long and floaty recovery from throw techs?
NKI, post: 1300047 wrote:
I'm glad people are actually reading some of that stuff.
Raisin, post: 1300048 wrote:
I have a question about a specific issue with Chun vs. Blanka. In the Chun Li wiki, vs. Blanka section, it's said that, "Unless she has meter, Blanka can safely do the ball against her..." However, in the Blanka wiki, Advanced Strategy section, under "Using Blanka Balls with Caution," it says: "Here is a list of attacks that can hit you AFTER your opponent blocks a Blanka Ball [...] Chun can walk forward and press FP"
Also, NKI, are you still taking requests for specific character Chun Li matchup strategies to be put into the wiki?
wakeupsweep, post: 1300058 wrote:
charge :r: :r: st.jab x2, cr.jab xx any kick button, no renda kara cancelling.
It's like, for example, balrog's cr. jab x2, s.jab xx high rush.
Raisin, post: 1300064 wrote:
Random thought on Chun vs. Guile: as far as I can tell, Guile has the potential to do standing anti-air against all of Chun's most common jumping attacks from medium-far range. If he can position himself perfectly, he can do a s.far strong at just the right moment and distance so that the second hitting sprite (arm extended in the air) barely connects with jumping Chun's hitbox. This will cleanly beat her j.short, j.forward, j.RH, and j.fierce. Her j.jab and j.strong seem to randomly trade.
Luckily, it seems only the very best Guile players know about and can execute this consistently, but if they do, it can make a barrage of Sonic Booms a lot more intimidating, and you can't just rely on being able to j.forward over his Booms on reaction from long range.
I admit I didn't know of s.strong beating Chun's jump ins (any vids?)
I meant j. forward from real far away, if he's from the other side of the screen, you can close the gap (you won't hit him) and he can't do much against it.
Raisin, post: 1300067 wrote:
skankin garbage, post: 1300051 wrote:
Hey, could someone make a list of what anti-airs are good against what characters?
wakeupsweep, post: 1300054 wrote:
One last thing, don't ever use upkicks against vega(claw)'s jumpins, but you probably already noticed that.
wakeupsweep, post: 1300060 wrote:
I need some help on midscreen combos on dizzied opponents.
I know I can do j.RH, s.SP, cr.RH but I'd rather use some non-link combos
TocinoGo, post: 1300061 wrote:
But can someone please provide some strategies against Guile and the Shotos? (NKI, I'm looking to you to complete the guide )
NKI, post: 1300071 wrote:
It's not as simple as "use jump straight up Short against Blanka" or whatever, because she has to use different normals depending on the distance and height, and possibly what move the opponent is doing.
Against Claw, jump straight up Short and upkicks both work well.
Hrm? Why not...? That's probably my main anti air against Claw...
Why's that? If it works, use it!
wakeupsweep, post: 1300073 wrote:
Really? I always lose to Vega's j. fierce if he jumps from pretty close, so that he hits your head, am I doing it to early?
wakeupsweep, post: 1300073 wrote:
Yeah, if I could do it 100% of the time I'd definitely use it because of the knockdown, but it's not that easy so I'd rather use some non-link combos, oh well... back to training.
jchensor, post: 1300078 wrote:
Which Razor Kick are you doing with Chun? Short has, by far, the most invincibility.
Isn't Jump Fierce, Fierce XX Lightning Kick the best Combo for Chun Li? That what I usually go for, even though I mess it up a lot. But that one works on everyone, I'm pretty sure, does good damage, and leaves you in a decent distance.
skankin garbage, post: 1300072 wrote:
Why J.Forward in so many situations, instead of J.Short? It seems like J.Short beats a lot more stuff...Besides the ability to cross-up, what's the deal with J.Forward?
wakeupsweep, post: 1300079 wrote:
Maybe I'm reading this wrong, but it looks to me like the red hitbox is on Chun's legs during the invincibility frames, so if he's over my head he won't get hit and he can hit me as soon as my invicibility is over and I'm in a non-hitting frame
Also, is there any difference in damage using short instead? It comes out much more easily.