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- Vs Rog notes for Chun:
- At the start of the round, chun: b.mp can stop dash punches.
- - B.hp can end up trading instead
- Focus on getting an early life lead in order to prevent rog becoming more dangerous with meter and v meter.
- St.lk will trade vs Rog: j.hp
- - Use st.mp or b.hk instead.
- - J.hp will also be very useful as well
- Dash straight is -4, punish with st.lp or cr.lk
- - If you can't reach him use b.mp to keep him in check.
- - Or you can go for a counter hit such as b.hp
- In v-trigger, dash straight #1 after 1st followup is still minus but the pushback makes him safe as well.
- If you get hit by dash straight and follow-ups, just stand up. This will help block the over head followup.
- - If it is blocked, you can chose to react to the overhead and mash or react with ex sbk
- - OR just stand block. This will leave him closer and reduces risk of an overhead mixup if you aren't prepared.
- - TRY TO REACT TO THE SPIN START-UP!
- After getting hit by the dash straight follow-ups into reset ender:
- - CONFIRM THAT HE HIT YOU WITH RESET ENDER!
- - Block low or delayed tech
- - Look for shimmy attempts and cr.hp cc attempts.
- - Fuck the mixup...ex sbk
- Hp.fireball is good for stopping pokes and is safer to jump ins:
- - Loses to spin follow ups and turn punch
- Lp. Fireball is good for dissuading spin approaches and forcing approaches in general...
- - gets blown up by jump ins... rip
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