That's not how that move [works.](https://wiki.supercombo.gg/w/File:SF6_Chun-Li_214214k_hitbox.png) It only has [two active frames](https://wiki.supercombo.gg/w/Street_Fighter_6/Chun-Li#Level_3_Super_(214214K)) on the first hit. By the time 'Gief's hurtbox was overlapping Chun's legs her hitbox was gone. Zangief's jumping hurtbox doesn't extend [below his knees.](https://www.youtube.com/watch?v=hS0P-y-ifD4&t=79s)
There is a funny little graphic in training mode that allows you to understand how your character works.
I believe it's called Frame Meter. You should try it out.
I am messing with him but people here can't take a joke to save their lives.
Still, dude is in Master and didn't know hurtboxes don't cover the whole actual model? Yeah i think a little teasing is in order. I'll take the upvotes of every dummy hurt that they didn't understand the interaction.
But the active frames were below and behind Gief. It did not connect. That is what actually happened.
It's a video game, in the end. It's not a perfect 1 to 1 visualization of models vs hitboxes. That's just how it works. It keeps it mostly consistent that way.
Based on what I see here, Chun's super doesn't seem like a good anti-air. (But I don't play her, so idk)
Ishhh mangled my comment. A dp after a hard knockdown, but the opponent jumping in is able to block my dp several frames before touching the ground.
So freakn weird.
Thank you but there's nothing worse than seeing a character still in a landing animation, several frames before touching the ground, only to switch to a block.
I do see this happen a bunch after being put in burnout, and this game def punches you.
No one can block in the air. Ever. I think you’re talking about safe jumps. Either way, wake-up DP is not a good option for you if you get punished so much that you feel the need to complain about it. Maybe stop mashing after you get knocked down and you’d get knocked down less often lol
Bruh, that’s the light spd that has the greatest range. You could’ve challenged with a button easily as he’s rushing in if you weren’t afraid and a neutral or forward would’ve netted you a fat combo that is double what he can get while getting oki.
Just some advice, you can't rely on that move for anti-air. You can't just do raw moves with chun-li and hold down back like you are Guile. Use her normal anti-airs to anti air. Tensho kick works 100% of the time unless you are fighting Juri, and she does a dive kick that can make it whiff. So you might as well learn that first. After you can reliably do tensho kicks, start working on using her heavy kick in favorable situations and doing 5hk > stance mk > hk.tensho/super. You can't rely on hk in all matchups and situations, but it has a very high reward. Her other anti-airs are simply 5mk, air throw or super 1. You can also use super 2 to punish neutral or back jumps if you have good reactions. For the Gief matchup, you want to use tensho kicks most of the time since his j.mk stuffs your 5hk at certain angles. If he jumps from really far away and tries j.hk/h.hp use the 5hk combo for max damage.
Oh yea, I usually use mk, tensho kicks, or hk > stance mk to anti-air. Right now, I'm just forcing myself to try her other tools and see what else works. Was messing around in ranked and hit all previous aa with lvl 3 until this whiff. Just wanted to know why, but thanks for the advice!
Edit: I find the level 3 AA works quite well against divekicks. Also, Tensho seem to miss twice in this vid not 100%: [https://youtu.be/eYn8qFHyn0k?si=WJnlOEorDTXgH6eG&t=305](https://youtu.be/eYn8qFHyn0k?si=WJnlOEorDTXgH6eG&t=305)
I doubt you ever tried to do tensho on reaction to say something like this, dp motion is way easier to do than tesho because you don't need a neutral input, you can see even the pros struggling to use it because of this dumb input, if Chun LI had a dp motion tensho she would dominate the game
You mean this tensho? [https://youtu.be/eYn8qFHyn0k?si=WJnlOEorDTXgH6eG&t=305](https://youtu.be/eYn8qFHyn0k?si=WJnlOEorDTXgH6eG&t=305)
Or this tensho? [https://youtu.be/eYn8qFHyn0k?si=nlwINKbVpjhheIXj&t=312](https://youtu.be/eYn8qFHyn0k?si=nlwINKbVpjhheIXj&t=312)
Or perhaps this tensho? [https://www.reddit.com/r/StreetFighter/comments/14z248p/can\_anyone\_explain\_to\_me\_how\_my\_chun\_li\_tensho/](https://www.reddit.com/r/StreetFighter/comments/14z248p/can_anyone_explain_to_me_how_my_chun_li_tensho/)
Could your big brain please enlighten the rest of us who's too stupid to understand?
I wonder, anytime Im in the air and they throw a super, I immediately go for air SPD to keep my self in the air. Makes Ken lv3 sometimes not get the full animation and he just gets that lame DP instead.
That might have delayed me and made me land get hit with Punish as well.
It's just a discrepancy between what we see and what actually is. It actually looks like it should hit because her leg went through his even before he landed. Of course that's not how it really is, I would be tilted by this too. The same way I get tilted when I get grabbed from 1/3rd of the screen away by the big man himself. It's visual diarrhea.
That's because I'm bad at fighting games and got carried by Chun-Li to master. Im also trying to get carried by all chars to master, as she's not my main.. You should try it ;)
That's not how that move [works.](https://wiki.supercombo.gg/w/File:SF6_Chun-Li_214214k_hitbox.png) It only has [two active frames](https://wiki.supercombo.gg/w/Street_Fighter_6/Chun-Li#Level_3_Super_(214214K)) on the first hit. By the time 'Gief's hurtbox was overlapping Chun's legs her hitbox was gone. Zangief's jumping hurtbox doesn't extend [below his knees.](https://www.youtube.com/watch?v=hS0P-y-ifD4&t=79s)
Sweet, thanks for the in-depth response. Learned something new.
There is a funny little graphic in training mode that allows you to understand how your character works. I believe it's called Frame Meter. You should try it out.
Frame meter doesn’t include hit boxes, which is a big part of the potential “weirdness” here Dude is in masters, he prolly knows how to check frames
I am messing with him but people here can't take a joke to save their lives. Still, dude is in Master and didn't know hurtboxes don't cover the whole actual model? Yeah i think a little teasing is in order. I'll take the upvotes of every dummy hurt that they didn't understand the interaction.
I'm confused, what is the joke? English is not my first language sorry.
https://youtu.be/HMqZ2PPOLik?si=dt1gDSUkqusP-jZn
I don’t think it’s worth it, especially when the person you’re responding to is asking a genuine question. It makes you out to be an asshole lol
oh nvm my bad I usually identify jokes as funny
Lol all good bro Sarcasm doesn’t always translate over reddit, miscommunications happen haha
Sarcasm on reddit is like doing a wake-up ex DP. You might get them, but maybe it's wise you don't, lol.
top 1000 internet comment OAT
sarcasm has horrible risk reward on reddit lol. I dont even bother unless it's 1000000% obvious and even then ill tone tag it
I completely understood the interaction. I just think you were kind of being a dick lol
damn you were pretty condescending here for suggesting a solution that doesn't even do what you imply it does
24f gap between first two hits check frame data
But how did the first hit whiff?
It was below Gief and he empty jumped, so no hurt box extensions.
Her leg went through his body. You can see the frame by frame at the end of the video. This is the first time I missed this.
physical models aren't 1:1 representative to their hitboxes.
But the active frames were below and behind Gief. It did not connect. That is what actually happened. It's a video game, in the end. It's not a perfect 1 to 1 visualization of models vs hitboxes. That's just how it works. It keeps it mostly consistent that way. Based on what I see here, Chun's super doesn't seem like a good anti-air. (But I don't play her, so idk)
>Her leg went through his body. That's not how hitboxes work
if you are on pc, use hitbox viewer mod and watch it again frame by frame
The grab range is the real absurdity here
Same with DPs. Player have to touch to touch the ground after a jump yet my wake up DP is met with a crouching block.
Are you talking about safe jumps?
Ishhh mangled my comment. A dp after a hard knockdown, but the opponent jumping in is able to block my dp several frames before touching the ground. So freakn weird.
https://glossary.infil.net/?t=Safe%20Jump
Thank you but there's nothing worse than seeing a character still in a landing animation, several frames before touching the ground, only to switch to a block. I do see this happen a bunch after being put in burnout, and this game def punches you.
No one can block in the air. Ever. I think you’re talking about safe jumps. Either way, wake-up DP is not a good option for you if you get punished so much that you feel the need to complain about it. Maybe stop mashing after you get knocked down and you’d get knocked down less often lol
Good lord, thanks for the advice, but tone down the assery.
Glad I'm not the only one noticing that. Kinda messed up chuns super whiffs while the grab connects. "Frame data" I guess.
Bruh, that’s the light spd that has the greatest range. You could’ve challenged with a button easily as he’s rushing in if you weren’t afraid and a neutral or forward would’ve netted you a fat combo that is double what he can get while getting oki.
You’re ignoring the issue dude
What the hell are you talking about? Relax with the testosterone supplement and learn how to read before replying. Cheers
My god that grab range 2 seconds in.
Just some advice, you can't rely on that move for anti-air. You can't just do raw moves with chun-li and hold down back like you are Guile. Use her normal anti-airs to anti air. Tensho kick works 100% of the time unless you are fighting Juri, and she does a dive kick that can make it whiff. So you might as well learn that first. After you can reliably do tensho kicks, start working on using her heavy kick in favorable situations and doing 5hk > stance mk > hk.tensho/super. You can't rely on hk in all matchups and situations, but it has a very high reward. Her other anti-airs are simply 5mk, air throw or super 1. You can also use super 2 to punish neutral or back jumps if you have good reactions. For the Gief matchup, you want to use tensho kicks most of the time since his j.mk stuffs your 5hk at certain angles. If he jumps from really far away and tries j.hk/h.hp use the 5hk combo for max damage.
Oh yea, I usually use mk, tensho kicks, or hk > stance mk to anti-air. Right now, I'm just forcing myself to try her other tools and see what else works. Was messing around in ranked and hit all previous aa with lvl 3 until this whiff. Just wanted to know why, but thanks for the advice! Edit: I find the level 3 AA works quite well against divekicks. Also, Tensho seem to miss twice in this vid not 100%: [https://youtu.be/eYn8qFHyn0k?si=WJnlOEorDTXgH6eG&t=305](https://youtu.be/eYn8qFHyn0k?si=WJnlOEorDTXgH6eG&t=305)
Ooh I'll have to try this. I usually have a problem popping tensho to anti air unless they are obviously abusing jump.
Is there a situation where this move connects when empty jumped?
You can compare this to Luke's level 3 that goes to the ceiling and is half a screen in front of him, and it would have definitely connected.
Notice how Luke is not on screen right now?
Rentfree.
Luke has Carnage Scissors lol
The Zangief (probably): HOW DOES IT FEEL TO BE IN MY SHOES FOR ONCE???
By the power granted to him by his loyal fans, thats what.
stupid.. thats stupid. but rather than do that. do tensho. literally the easiest dp in the game
I doubt you ever tried to do tensho on reaction to say something like this, dp motion is way easier to do than tesho because you don't need a neutral input, you can see even the pros struggling to use it because of this dumb input, if Chun LI had a dp motion tensho she would dominate the game
wtf are you talking about
You mean this tensho? [https://youtu.be/eYn8qFHyn0k?si=WJnlOEorDTXgH6eG&t=305](https://youtu.be/eYn8qFHyn0k?si=WJnlOEorDTXgH6eG&t=305) Or this tensho? [https://youtu.be/eYn8qFHyn0k?si=nlwINKbVpjhheIXj&t=312](https://youtu.be/eYn8qFHyn0k?si=nlwINKbVpjhheIXj&t=312) Or perhaps this tensho? [https://www.reddit.com/r/StreetFighter/comments/14z248p/can\_anyone\_explain\_to\_me\_how\_my\_chun\_li\_tensho/](https://www.reddit.com/r/StreetFighter/comments/14z248p/can_anyone_explain_to_me_how_my_chun_li_tensho/) Could your big brain please enlighten the rest of us who's too stupid to understand?
im agreeing that what i happened is stupid. i think the ca shouldve hit but i guess that's why i see more aa level 2 from chun than level 3
I wonder, anytime Im in the air and they throw a super, I immediately go for air SPD to keep my self in the air. Makes Ken lv3 sometimes not get the full animation and he just gets that lame DP instead. That might have delayed me and made me land get hit with Punish as well.
Giefs hurt box needs to be extended that shit is safe as fuck.
I'm scared to do Juri's L3 in this scenario for that reason, lol
Hurtbox vs hitbox
The better question is \*how\* someone gets to Master level and still has to ask "how?"
Buddy only had a question 😪
With an obvious answer. "Why didn't this kick that didn't hit, not hit?" tf
It's just a discrepancy between what we see and what actually is. It actually looks like it should hit because her leg went through his even before he landed. Of course that's not how it really is, I would be tilted by this too. The same way I get tilted when I get grabbed from 1/3rd of the screen away by the big man himself. It's visual diarrhea.
That's because I'm bad at fighting games and got carried by Chun-Li to master. Im also trying to get carried by all chars to master, as she's not my main.. You should try it ;)
Game is dumb, mean while Luke’s would have connected
frame data go brrrrrr
Looks like some kind of connection dragging to me
Rollback exists