her jump is slow and floaty for easy SRK counter so don't use it to jump over fireballs. use focus and dashes to close the distance with air fireballs. Her walk speed is good so you can keep walking forward when you face a lamer (they never had the guts to just walk up and poke you so don't worry about walking into combos) when they realize they can't use air fireballs to keep you out they will start throwing ground fireballs. Now you need to time your overhead well and punish it (name is... Hazanshu?). after landing an overhead she can do a lot of stuff like kicks or ex kicks into ultra or even sweep. This will stun Akuma fast. Once you knocked him down it is all down to predicting teleports and such... the main problem is her anti air, that her sweep is bad against Akuma divekicks and her ex SBK requires the down charge. Watch out carefully for his flips and counter them air-to-air. Air throws or jumping target combo are nice, neutral jump Kick is good too. This match up is harder if they know how to use the focus attack since most of her attacks are 1-hit-pokes, so remember that you can FADC her overhead then back dash + ultra to punish a focus attack.
Thanks guys! I once tried chun as a secondary but after getting my ass kicked by scrubby akumas I just gave up. Looking back at it, I realize that I didn't utilize her focus attack enough to get in close.
To me, Chun Li is very good at running away. Practicing the timing with her st.HK is very useful. On the offensive side, you have some nice high/low mixup which you pretend are frame traps or you can try and catch them mashing by following a frame neutral move with EX Kicks or EX SBK
Another Chun-Li tip, when an opponent likes to do crouch jabs or crouch low kicks, crouch high punch will almost always beat it if you have the correct spacing. If you dont have enough charge cancel it into fast kicks. You can fadc fast kicks for some good mixups.
If you can land this combo, you are definetly insanely awsome, good and will have my outmost respect (its possible cause ive gotten half of the combo). Chun-Li vs gief/sagat Kikoken, tc, stomp, tc, cr.hp, kikoken, fadc, stomp, tc, cr.hp, kikoken, fadc, stomp, tc, cr.hp, sbk probably for the last fadc you can do instead fa level 2 for better damage as the damage scale has already reached 10% scale. you can also finish with stomp, tc, forward kick, kick, up kicks, ultra EDIT: For instant neutral jump stomp (stomp has to be lowest to ground possible), tc to cr.hp/forward kick, you need to delay the tc first hit link as much as possible and the second hit as well.
Weekly Revolt Tournament 2 Even though its a small playlist stay tuned cause week 3 has a lot of matches available. Weekly Tournament 2 http://www.youtube.com/watch?v=nyAqm_MlSvk&list=PLkPf9IE6FjYdCMI1zzvUUaC8pZPJxqPGU
Does anyone know any meaty set ups for Makoto. I tried going into training mode and only found one meaty setup off of EX oroshi. Thanks for any suggestions, I really want to use Makoto now.
Meaty as in hitting the foe with the last active frames of a move in order to give more frame advantage. For example with Makoto I can do Ex oroshi dash forward then whiff a neutral jump and then I press s.p. The s.p will become meaty because it hits within the last active frames so then I am able to combo a c.p, ultra, or b.p. I'm wondering if anyone knows any other set ups that can set up meaties for s.p, hayate, and oroshi. I hope you understand what I wrote. >.<
-After landing EX Oroshi, st.K, then jumping P/K is meaty -After landing ultra, jump x2 lands 1 frame before they recover. So you can take the slightest step forward before one of the jumps and do a meaty jump-in setup. -corner setup: cr.HP, then jump back and EX hayate. If it connects, it will be meaty and you can followup with EX Fukiage. (Normally you can only followup with Fukiage)
Thanks for delaying TODAY's comic a little more as well, Harle! XD It's not like I'm up at 4 am right now drawing or anything! GGs buddy. That ultra shoulda connected against Cody and you know it! ÒnÓ
Yun musing: What is the best combo you can do with cl.MK xx shoulder xx Genei Jin starting from one corner (facing out). Felix taught me: up kicks, up kicks, lunge punch, up kicks, lunge punch, into overhead, palm loop in corner. I found a variation of that that does slightly better damage, topping out at 537 on Ryu (starting from 100% hp). What have you guys got?
How come nobody ever tries any mid-genei jin reset mixups? I know it's risky, but if your damage is already scaled low, it's worth going for that double combo once in a while, am I right?