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Showing posts from June, 2026

rashid

Qcf LP is +3 DI on reaction to QCB HK

honda

Qcf k p p is -24 Qcb LP is -4 (fast recovery) Qcb MP and HP is -8 (fast recovery) HK is -11 but punish with dmp because it's the only one that hp reaches after initial punish hit FHk is -5 low but punish with LP punish combo as it reaches unlike throw For d (charge) u k if up close dp motion on the other side (it side switches), if far then do regular dp motion 

chun li

L lighting kicks is -8 M spinning bird kick is -17 (fast recovery) F HK is -4

jammie

Qcb LP and mp is -6 Qcb HP is -3 to 0 Qcf P is -6 Qcf (hold F) P P P is -15 Qcf (hold F) p k k is -49 Dhp f Hp FHk FHk is -15

kimberly

Qcf LP is -4 After blocking qcfn n lk/mk running move, DP beats all follow up options Qcf n lk/mk HK is -8 Qcf k hit crouch block and is safe Hcf mk is -12

c viper

DI in between 1st and 2nd hit of Qcf k k Qcf k is +2 After being grabbed, the ground pound fireball move execute is guaranteed to hit if not block Have to crouch block the execute move FHk is +2

guile

F HK is -8 but punish with dmp to reach (still unreable at tip range) Punish D HK HK with either HP (doesn't work at tip range) or DMK Dr or DMK qcf LP (both work consistently if timed correctly)

ch combos

D+MP D+MP QCB+HP QCF+LK (If crouching) D+MP D+MP qcf mk MK D+MK QCB+HP QCF+LK D+LP D+MP QCB+HP QCF+LK D+MP D+MK QCF+mk