Street Fighter V

Street Fighter V

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Gaxkang Jun 29, 2016 @ 11:38pm
Is there any way to beat Chun Li's light kick anti-air?
People talk about jabs being used for anti-air, from Ryu to Necalli...but I think Chun Li's light kick is like the bestest anti-air.

I feel like Ryu's jab takes more timing than Chun Li's kick. And you can use her kick late really, it seems like. It just feels perfect. Any jump or cross up even...just press the button and bam.

Between her light kick and her EX spin kick thing, seems like you can only try to beat her on the ground.
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Showing 1-13 of 13 comments
hardwood Jun 29, 2016 @ 11:46pm 
chun's LK has 3 active frames while nec's and ryus are 2, that could have something to do with it.
Last edited by hardwood; Jun 29, 2016 @ 11:47pm
Edwin Jun 29, 2016 @ 11:46pm 
It all depends on the character your using. I'm training with mika so off the top of my head I'd use Heavy Kick to knock her off her feet and to get in close. You could use crouching heavy punch to link into combos/grabs. You could use her EX down-forward punch to armor through.
Gaxkang Jun 30, 2016 @ 12:02am 
Originally posted by Edwin:
It all depends on the character your using. I'm training with mika so off the top of my head I'd use Heavy Kick to knock her off her feet and to get in close. You could use crouching heavy punch to link into combos/grabs. You could use her EX down-forward punch to armor through.

Oh I've played different characters against her, including Mika too. Most recently was with Ryu, couldn't get much going on the ground. And she's only gonna jump when you're locked into something you can't block from or whatever.

Your gameplan with Mika is sound though she may have a way to counter the dropkick if blocked like say Ryu or Karin does.
The crouching HP is good for getting in and trying to combo though if that gets blocked watch out.

Chun Li's got a good ground game, at least to me.
Gaxkang Jun 30, 2016 @ 12:03am 
Originally posted by Inquinox:
chun's LK has 3 active frames while nec's and ryus are 2, that could have something to do with it.

You mean like the timing for her kick feeling easier?
hardwood Jun 30, 2016 @ 12:21am 
Originally posted by Gaxkang:
Originally posted by Inquinox:
chun's LK has 3 active frames while nec's and ryus are 2, that could have something to do with it.

You mean like the timing for her kick feeling easier?
has nothing to do with feel, you should probably read this https://thirdpersonblog.wordpress.com/2012/04/18/universal-fighting-game-guide-how-to-read-frame-data/
Gaxkang Jun 30, 2016 @ 1:12am 
Originally posted by Inquinox:
has nothing to do with feel, you should probably read this https://thirdpersonblog.wordpress.com/2012/04/18/universal-fighting-game-guide-how-to-read-frame-data/

Well if I understand it correctly the 2 active frames for the jabs requires a more precise use than something with 3 active frames, especially for the given application.
BlueApe Jun 30, 2016 @ 4:53am 
If you play Ryu, just take it. There are not a lot of repercussions if you do. Her mix up is pretty easy to spot once you get used to it or you can always just dp through it.
On the other hand if you land your jumping attack its a lot worse for Chun.
Chun's LK is very good, but Necalli's LP has the same range, totally hides his hurtbox and since it's closer to the ground you can press it very late and it would still work. Plus the damage Nec can get from a single reset is way higher than what Chun could do.
There are only a few characters with such good hitboxes on lights for anti-airing and all of them except Alex already have other equally good AA options, I don't get their reasoning behind that.
WickedRequiem Jun 30, 2016 @ 5:28am 
Originally posted by ⎛⎝PirateSharky:Juri⎠⎞:
Don't jump and don't get hit by it... aka pro tips!

Actually... pro's been jumping in quite frequently in SFV because it's worth the risk:


Originally posted by BlueApeOfVenice:
If you play Ryu, just take it. There are not a lot of repercussions if you do. Her mix up is pretty easy to spot once you get used to it or you can always just dp through it.
On the other hand if you land your jumping attack its a lot worse for Chun.

Lars Jun 30, 2016 @ 5:45am 
Don't let the light kick AA stop you from jumping completely, its only 30 damage. Much more dangerous to jump when she is in v trigger and/or has some meter. Some characters have aerial attacks that beat it, for example Cammy's j.hk.
Gaxkang Jun 30, 2016 @ 12:35pm 
Originally posted by Couchfighter:
Don't let the light kick AA stop you from jumping completely, its only 30 damage. Much more dangerous to jump when she is in v trigger and/or has some meter. Some characters have aerial attacks that beat it, for example Cammy's j.hk.

Yeah fishing for that jump in or cross up and getting a sweet combo is what I always look for (and for practice)...just in a couple Chun Li fights the air was shut down no matter what, even if unpredictable.
Sticking to the ground was pretty fruitless...even felt like when I pressed block it wouldn't register at key times, so trying to deal with her attacks was tough.

The fights became uninteresting so for fun I increased my jumping just to see if they could ever not stop it and nope, it was a perfect defense.

I'll have to play Chun Li and Karin myself sometime...some fights I have with those characters seem harder than with others.
Gaxkang Jun 30, 2016 @ 12:38pm 
Originally posted by BlueApeOfVenice:
If you play Ryu, just take it. There are not a lot of repercussions if you do. Her mix up is pretty easy to spot once you get used to it or you can always just dp through it.
On the other hand if you land your jumping attack its a lot worse for Chun.

Yeah I guess I can try more shoryukens and see if that makes a difference when dealing with her up close maybe.
GODSOWN DJ Jun 30, 2016 @ 12:57pm 
Originally posted by Gaxkang:
Originally posted by Couchfighter:
Don't let the light kick AA stop you from jumping completely, its only 30 damage. Much more dangerous to jump when she is in v trigger and/or has some meter. Some characters have aerial attacks that beat it, for example Cammy's j.hk.

Yeah fishing for that jump in or cross up and getting a sweet combo is what I always look for (and for practice)...just in a couple Chun Li fights the air was shut down no matter what, even if unpredictable.
Sticking to the ground was pretty fruitless...even felt like when I pressed block it wouldn't register at key times, so trying to deal with her attacks was tough.

The fights became uninteresting so for fun I increased my jumping just to see if they could ever not stop it and nope, it was a perfect defense.

I'll have to play Chun Li and Karin myself sometime...some fights I have with those characters seem harder than with others.

Problem: You're playing online and SF5'd netcode sucks. That's why you block and still get hit even though you aren't pressing buttons. The other player is actually a few frames ahead of you. To "the game" you were still shimmying or doing whatever it was when you weren't pressing a button or holding back.This even happens on seemingly 5 bar connections. That's why I don't understand why people get mad playing online. It's not the best system. Just work with it and don't sweat the nonsense that happens. Either that or give up SF. Not you just talking in general.
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Date Posted: Jun 29, 2016 @ 11:38pm
Posts: 13