I like the Axl Bomber description the most lol. Makoto Axe kick and IA Bad Moon have prepared me for Chun in SFV. I personally use the 360 degree spin in most situations, but I do it differently for when I do instant stomp > late cancel into legs to get better falling momentum.
I really appreciate this video. I still have the mindset of SF4 play style and it's really a bad habit that's making me lose a lot of matches. Thanks for clearing up some troubled areas.
2:08 You have the dummy set to reliably do the IALK at constant intervals; you're not reacting, you're just pressing the button in time with a rhythm. I'm not saying the it isn't reactable, but this clip doesn't show that it is.
+MystyrNile Yeah this is very base level to show that it is possible but after playing some people a lot they're already reacting to it. To be honest i think if people can now react to if you cancel Rose's cr.Strong and ultra you for it, this should be a piece of cake.
also its worth noting allthough a bit advanced that if you do instant stomp in mk lightning legs it leaves you at 0 frames which means you can apply pressure safely.
inputting 23696K works as well for getting the air legs out fast. Basically just over rotate on purpose then back to Forward + K, doesn't have to be MK but the strength determines the decent rate.
the easiest way I found to do it for me, I use a square gate, so this keep this in mind. I do a half forward U from D to up forward (which is down, df, f, Up f, then back down to df) and medium kick. Works every time and puts me in a position where I'm already holding down that charge in case i wanna go for that C.lp, sbk.
I use 236963MK to do it. It's easy and fast, but Chun crouches for a split second before jumping. Idk how much of a problem that is, since the opponent could see that and react in anticipation of the instant air legs. What are your thoughts on that?
I like the Axl Bomber description the most lol. Makoto Axe kick and IA Bad Moon have prepared me for Chun in SFV.
I personally use the 360 degree spin in most situations, but I do it differently for when I do instant stomp > late cancel into legs to get better falling momentum.
+KSabot Guilty Gear in general just made my execution that much better honestly.
Yeah i feel the same.
I really appreciate this video. I still have the mindset of SF4 play style and it's really a bad habit that's making me lose a lot of matches. Thanks for clearing up some troubled areas.
little did u know that this would be the bane of the universe
2:08 You have the dummy set to reliably do the IALK at constant intervals; you're not reacting, you're just pressing the button in time with a rhythm.
I'm not saying the it isn't reactable, but this clip doesn't show that it is.
+MystyrNile Yeah this is very base level to show that it is possible but after playing some people a lot they're already reacting to it. To be honest i think if people can now react to if you cancel Rose's cr.Strong and ultra you for it, this should be a piece of cake.
Just discovering your channel get information all around.
"Mixup ends after two hits"
"Which is really shit"
Thank you!
"it's basically a divekick" said every commentator ever
Can Nash knock her out of it or is there some other point that'd be better to interrupt in (extended) blockstrings
Yeah, I actually play Chun now funnily enough. Realised after this comment that c.mp was probably the best option, but thanks for the reply.
you can actually tiger knee the input, you just have to wait until she hits the height restriction. Ex has a much shorter height restriction
I can't seem to jump and kick fast enough like the video. Any advice?
dont have the retail version of SFV but find qcf, uf, df + K works. Like someone to verify this on the retail version
+M C CHUFFLER You prob already know, but this works in retail.
also its worth noting allthough a bit advanced that if you do instant stomp in mk lightning legs it leaves you at 0 frames which means you can apply pressure safely.
inputting 23696K works as well for getting the air legs out fast. Basically just over rotate on purpose then back to Forward + K, doesn't have to be MK but the strength determines the decent rate.
Nice!
the easiest way I found to do it for me, I use a square gate, so this keep this in mind. I do a half forward U from D to up forward (which is down, df, f, Up f, then back down to df) and medium kick. Works every time and puts me in a position where I'm already holding down that charge in case i wanna go for that C.lp, sbk.
wow, Capcom made it easier to do instant air kicks? thanks for noting that theory, loving the Chun vids so far.
+rakuko More to come, chances are i'll be sticking with her throughout the course of the game.
I use 236963MK to do it. It's easy and fast, but Chun crouches for a split second before jumping. Idk how much of a problem that is, since the opponent could see that and react in anticipation of the instant air legs. What are your thoughts on that?
I use that too. it's actually the best way to do it.
This is difficult the bird kick does not come out,charge characters are the worst.
This is OP and fucking broken. Should be patched out ASAP. A chun that knows how to do this basically has an endless turn.
+Grapes If this was OP and "fucking broken" then Chun would be dominating the capcom cup jfc.