papasi, post: 1300170 wrote:
[disclaimer : i'm guilty that i haven't read through the past 7 pages yet, this thread could use a bump anyway ]
so what to do when fei has you cornered and do that hp xx chicken wing lockdown?
djasshole did that to me yesterday and i can't do anything about it
also, how do to st jab, st tab xx legs consistently? i mash lp+lk (repeat) and it sometimes works.
and when you don't have super stored, how to do st jab x 2 (maybe another normal) xx super? (i.e. you start charging when you begin your combo)
also, why don't people use the hf combo more often? (jump hp, hp xx legs). it's a big 3 hit combo plus 50% chance bonus lucky 4th hit if opponent tries to push a button after the first 3 hits.
(gotta whore the top tier if you're not talented. too bad osagat, boxer and claw are all really boring)
Unessential, post: 5797320 wrote:
I'm always baffled how on paper chun is supposed to have an advantage against hawk, it seems like she always gets into this situation easily
Why isn't that legit for hawk?
I can sometimes walk under hit, walk under throw, but nothing i do seems to be consistent to avoid/get out of that situation...
TNB, post: 6503432, member: 8654 wrote:
-TheBastard-, post: 6564598, member: 47314 wrote:
lol, well, u can always walk under O.Chun when jumps in, then grab her.
O. Chun doesnt have xup attacks plus no mp/grab trap.
the point of df hk is to make it as ambiguous as possible, also u can either block high or low, it doesnt matter, just worry about blocking left or right.
O. Chun sbk is easy to punish, sweep it
ANaqvi, post: 7318525, member: 4597 wrote:
With Chun's neckbreaker if it is quite deep you block it the other way . So if chun is 1p, gets a knockdown and goes for a very deep meaty neckbreaker the opponent would block by holding left down or just left. If it is not deep they can just block by holding right. With N and Oken you can reverse with a fierce dp if Chun does a very deep neckbreaker. Just make sure to do it the other way (if chun is 1p gets a knockdown and does a very deep neckbreaker the input would be a dp on the 1p side.
eltrouble, post: 7318920, member: 50728 wrote:
I find that it depends on how close they are to you when they do the neckbreaker. If they're point blank next to you, it tends to cross up, otherwise, you block it normal. For some reason it helps to always block it low, since most of the time when I try to block high, I get hit.
What i want to know, is how Chun is able to land the neckbreaker on the cross-up side, and then switch sides on you. I've had this happen a few times, but I don't think the Chuns I played were able to fully control it. You have to block it cross-up, and then block it correctly, because she stays on the same side. Very bizarre.
ANaqvi, post: 7319563, member: 4597 wrote:
I think chun being point blank next to you is a necessary but not a sufficient condition for her to cross up. I agree when she is point blank next to you it crosses up often but I think that also depends on how early or late chun goes for the neck breaker. Even if she is point blank next to you on wakeup, if she does the neck breaker late I don't think it will cross up.
NKI, post: 1300005, member: 13 wrote:
This is true. I never do DF+RH against Mattsun (crazy Japanese N.Ken player) because he reveral DP's it every time. Don't ask me how.
Also, there are certain characters like Honda where you don't want to do it, because you have much better options. (Just throw a meaty fireball against Honda. If he buttslams through it, punish him. If he doesn't, keep him zoned with more fireballs.)
Also, you should never do it against Blanka, because he can reversal ball (either ball will work), and because he's airborn, he will not be knocked over, but YOU will be. That's bad.
-When you're opponent doesn't know which way to block it.
-Against Dhalsim and Dictator, because they have no way to reverse it (unless Dic has super).
-Against the characters that it can cross up: Ryu, Ken, Guile, Hawk, Cammy, Fei, DeeJay, Boxer.
Against Boxer, I prefer safe jump j.Forward, then make him guess between cr.RH or throw. That, or meaty cr.Forward, cr.Fierce.
Against some characters, I like to simply let them get up and see what they do. Especially characters with good reversals, like Ryu, Ken, Cammy, etc. People want to do that reverasal, so let them whiff it, then punish.
I would almost never do it against Honda, and definitely never against Blanka. Whether or not you should do it against Gief/Hawk is also questionable. You do get free block damage with the lightning legs follow-up, but it's REALLY bad if you mess up, because you just closed the gap, which is doing his job for him. You want to stay away.
Raisin, post: 1300088 wrote:
df+RH crossup weirdness
I guess there's a way to do Chun's df+RH and have it hit as a crossup on characters that normally are able to block it the same way every time. The key is that they have to get knocked down in such a way that their prone body is sliding towards Chun Li as she's initiating her df+RH. This gives her just a few extra pixels of distance to land the move on the opposite side.
The characters in the above examples were trying to do a crouching, same-side blocks. In Blanka's case, the timing of Chun's df+RH is so strict that I was unable to easily capture one of Blanka's crouching "switch sides" frames to "prove" that it's crossing him up. But it still works!
Setup #1: Limb-smash. If you do a neckbreaker that lands on an opponent's extended limb, you can smash down on them and have their body fall towards you. If Chun times another neckbreaker correctly, it can hit as a crossup.
Otochun did this no fewer than two times in his 10-game match with Gian, so that suggests that it could be nasty even on expert players. See one example of the into crossup neckbreaker, 0:33-0:36.
Setup #2: Neckbreaker, jump over. Say you you land a neckbreaker on their head for whatever reason -- they messed up trying a reversal, they didn't know how to block it in the first place, or for whatever reason they just goofed. What you get is them sliding away from you. But you actually have so much time that you can jump over to the opposite side right after you land, and now they're sliding towards you. A second neckbreaker now has crossup ability.
Check a at 4:33. Otochun goes for a third one, but he didn't make his jump completely over, ended up holding downback instead of downforward, and got a c.RH instead!
Setup #3: Crazy, backwards upkicks. The gist of this one is that it's possible to land upkicks when the opponent is behind you, i.e. when the opponent is doing a wild crossup. They get knocked out of the air but actually fall towards your body, giving you crossup neckbreaker ability.
From the same match as before, check the at 4:31.
Setup #4: Crossup jumpkick. Another way is just to do a crossup j.MK, so you land on the opposite side and their body is being pushed towards you. If you immediately do a neckbreaker afterwards, they'll still be sliding underneath you so that your neckbreaker can hit as a crossup. You have to be fast with this follow-up or they won't slide underneath you far enough.
This setup is not without risk, because your opponent has a fair amount of time before the neckbreaker lands. If they get wise to it or can react in time, they can do something like jump up and hit you out of the air.
Soto, post: 7325748, member: 15999 wrote:
3 hits + super (11hits) n cross super same deal ...
SesshaZL, post: 7485751, member: 35545 wrote:
What strength tenshokyaku do I use to follow up senretsu?
SesshaZL, post: 7518782, member: 35545 wrote:
every time this thawk player had me in the corner, it was the same shit, jump in jab to crouch jab or st jab into that spin throw of his.
is there a way to beat that besides get out of the corner?
holy shit this guy and his jabs