close RH Kara-throw
One thing I’d like to discuss is the close RH karathrow on wakeup. I’m not totally sure what the properties of this amazing throw is, but it’s extremely good from the perfect distance of the opponent when your waking up. Throw frames + closeRH frame = ???. Maybe Fubarduck can explain this throw? When MOV came to EVO2k5, he tried to explain it to me in some very insane engrish, and I just nodded, having no clue.
Walking kara-throws (karathrow is neutral mk -> lp+lk)
Really important trick that needs to be learned, and very difficult to master, as whiffing a kara-throw leads to some major punishment. Here are some really good walking tick-throw setups that I know of:
walk-up c.lk, walking kara
The obvious danger of this, is that the opponent can be hit with the famous c.lk, c.mk -> super, so poke accordingly based on their playstyle.
s.lp, c.lp, walking kara
Really good if you have the opportunity to land the first 2 lp’s, also can be subbed with a c.lp, walk a bit up and c.lp, then walking kara. Rarely gets tech thrown.
close c.mk, wait a brief second, c.lk, walking kara
The point of this tick throw is to stop anything they were going to do after the mk, as most players will try to jump away, move back, move forward, or whatever. They will become in a small “shock state” after the c.lk connects with them, which then you’ll have a good attempt to get a karathrow off.
Some really good Yun strategy:
Yun always likes to stay in the air as his ground game renders him useless against chun, so there’s some quick things you should know, and you should be able to make ease of the match.
Don’t be afraid to parry every divekick! You can HK him afterwards and put him in the state NO yun likes to be in, the air recovery against chun is really scary because she has 2 options from here: THROW or c.mk… or even more advanced, c.lk, c.mk, since any smart Yun will want to get off the ground as soon as they land, they’ll eat the c.mk trying to get away.
If your hit with a divekick, Yun has 2 options which is to take off into the air again, or parry/attack… Just press RH after the divekick, your in a win-win situation, even with the tradeoff of a divekick-closeRH, the most he can do is parry, which is the least thing he’d do, and don’t forget you can cancel the RH into a jump-back. The RH covers so much area that it’d almost be a bad idea for yun to even try that. Watch Nuki play any yuns (http://exblog.gvision.jp) and he uses this strategy that totally kills yuns without trouble.
Now yun’s will want to build bar, so they will run, and try to consume space with empty divekicks that are somewhat near you. If you have good reactions, then throw out a s.HP! the trade always will favor you, as Yun has no life, and will scare him enough so he won’t be doing it much, and don’t forget about the air recovery afterwards, which means trouble for them.
The best poke in the world, and why:
I refer to Nuki alot because of his style of Chun-Li is really why he is argueably the best 3s Player in the world. Most smart players will try to jump away from chun-li because they do not like being grounded next to a chun-li that has the option to throw you from across the screen , so with the poke of c.lk, s.hp, it hits them when they try to do various things. The c.hp is not too fast, not is it too slow, which is why it’s ideal for a follow-up from the c.lk. It carries itself at the right speed which hits players when they try to retaliate, and most importantly, try to jump. Now I’m not saying do this just because, it can also be easily parried. Take into consideration that most players won’t try to parry against a chun-li, and for the ones that do, they try to parry her c.mk when she doesn’t have a meter in stock. Do it sparingly and intelligently.