View Full Version : Chun-Li Thread
epsilon_
08-26-2006, 05:16 PM
Post up combos, strategies, matchup specific stuff, and any fun gimmicks youd like to share.
ramza
08-26-2006, 07:20 PM
so yea, c.mk is gay.
epsilon_
08-26-2006, 08:06 PM
meaty c.mk, c.rh is the best tactic in the game lol.
Litany
08-26-2006, 08:18 PM
Let's not forget the tick throwing and throw mixup games in general!
You should check out NKI's great guide for Chun-li (http://www.shoryuken.com/wiki/index.php/Chun-Li_%28ST%29)
meaty c.mk, c.rh is the best tactic in the game lol.I prefer meaty cr.Forward, cr.Fierce. It dizzies like mad.
skankin garbage
08-27-2006, 10:16 AM
Are DF+RH Shenanigans the most solid wakeup tactic you can do with Chun-Li? I just feel like while it works against most people I play, if I were to play another person who was good at SF2, they would probably know how to handle it.
- When are the good times to use DF+RH Shenanigans?
- What's a better, more solid alternative to wakeup games that keeps the pressure on, if any?
- What's a good tactic for wakeup when you can't use DF+RH Shenanigans?
- Any characters that DF+RH is largely ineffective against?
Are DF+RH Shenanigans the most solid wakeup tactic you can do with Chun-Li? I just feel like while it works against most people I play, if I were to play another person who was good at SF2, they would probably know how to handle it.This is true. I never do DF+RH against Mattsun (crazy Japanese N.Ken player) because he reveral DP's it every time. Don't ask me how.
Also, there are certain characters like Honda where you don't want to do it, because you have much better options. (Just throw a meaty fireball against Honda. If he buttslams through it, punish him. If he doesn't, keep him zoned with more fireballs.)
Also, you should never do it against Blanka, because he can reversal ball (either ball will work), and because he's airborn, he will not be knocked over, but YOU will be. That's bad.
When are the good times to use DF+RH Shenanigans?
-When you're opponent doesn't know which way to block it.
-Against Dhalsim and Dictator, because they have no way to reverse it (unless Dic has super).
-Against the characters that it can cross up: Ryu, Ken, Guile, Hawk, Cammy, Fei, DeeJay, Boxer.
What's a better, more solid alternative to wakeup games that keeps the pressure on, if any?Against Boxer, I prefer safe jump j.Forward, then make him guess between cr.RH or throw. That, or meaty cr.Forward, cr.Fierce.
What's a good tactic for wakeup when you can't use DF+RH Shenanigans?Against some characters, I like to simply let them get up and see what they do. Especially characters with good reversals, like Ryu, Ken, Cammy, etc. People want to do that reverasal, so let them whiff it, then punish.
Any characters that DF+RH is largely ineffective against?I would almost never do it against Honda, and definitely never against Blanka. Whether or not you should do it against Gief/Hawk is also questionable. You do get free block damage with the lightning legs follow-up, but it's REALLY bad if you mess up, because you just closed the gap, which is doing his job for him. You want to stay away.
Footsy Bebop
08-28-2006, 07:34 AM
Whether or not you should do it against Gief/Hawk is also questionable. You do get free block damage with the lightning legs follow-up, but it's REALLY bad if you mess up, because you just closed the gap, which is doing his job for him. You want to stay away.
Just wondering, exactly how open are you to attack after you do d/f rh?
I was trying this tactic on a sim player and I wanted to follow up the d/f rh with like a crouch forward to set up throwing options, but it seemed like he would yoga noogie me before the crouch forward would come out. Was I just mis-timing it? or is chun open to attack for a split second after this move? Because it seem to me that if you were to do it to zangief and tried to follow it up with lightning legs, he would just SPD you.
Also, I don't have any confirmation of this, just my belief, that Chun's short lightning legs seems to come out faster than her roundhouse lighting legs, is this true? Like for example I know short jump in into short lightning legs is a combo, while short jump into roundhouse lightning legs is not.
Like any meaty, it just depends how well (how meaty) you do it. If you time it well, so that it hits as late as possible, you have a big window of time where they are stuck in block stun but you can move around. If you time it poorly (so that she hits while she's still up pretty high), you get thrown for free.
Note: I would never do D/F+RH immediately followed by lightning legs, because there is a very good chance that you will get backwards lightning legs, which sucks. I always do meaty D/F+RH, slight pause, cr.Forward xx lightning legs. You only get one or two ticks of block damage, but at least you're guaranteed not to get backwards lightning legs.
~TeN~
08-28-2006, 12:51 PM
After D/F RH i generally hold D/B mk then lighting legs If i land backwards chun will do the flip kick backwards over him (Generally the player will try an attack and chun will backflip over him and get a free hit.)
Footsy Bebop
09-18-2006, 08:30 AM
What are the properties of Chun's upkicks/her flashkick maneuver?
I'm pretty sure her short and forward upkicks can stuff most jumping attacks if you time it late, like Sagat's uppercut but not quite 100% sure about this. I don't think her upkicks will reverse some of Sim's drills, the one's that are angled meaty into her. Do her upkicks have invincibility frames?
Just wondering, does anyone know if her forward upkick has more horizontal range than her short upkick. If so, I would think the forward upkick would be the better anti-air. Does her short upkick have a quicker animation? Is it the better wake up reversal?
How about her roundhouse upkick? It seems like it doesn't hit until it gets up in the air. Not very good for anti air? I know you can use it for extra hits after her super, but does the roundhouse upkick have any other uses?
Also another random Chun question, I remember watching Otochun and when he would be crossed up on wake up he opted for spinning bird kick. I tried doing this, SBK against a crossup on wakeup, but can't get it to come out. Are you supposed to do the SBK in the opposite direction?
And another random question, against Rog, when you knock him down, you should be able to get a free jump in right? his shoulder flashkick thing shouldn't be able to hit a jump in attack on wake up if you time it right, right? What would you opt to use to jump in on Rog on wake up? jump forward? jump short? jump strong? Do you get to throw him for free if he blocks?
Wow and another question, I keep editting this post as I think of them. Against Sim, are Chun's lightning legs a good reversal for his drills. Sometimes it seems like he can drill through her lightning legs and sometimes it doesn't. Are her short lightning legs better for anti air drills?
Thanks
popoblo
10-17-2006, 04:41 PM
hey NKI, i was wondering what the input properties of lightning legs were and what's the best hand method to use to get them out quickly? i see videos of ohnuki doing low forward, lightning legs no problem, but i can't get them out quickly. i'm just piano-ing like it's cvs2, but i'm not having much success. i'm still sifting through the huge ST thread and i looked in the wiki, so hopefully i'm not being repetitive.
also, i wanted to download some ST stuff (particularly the Dhalsim's anti-air vs. Chun's j.Short video) from the www.nki.combovideos.com page, but all the links were down.
thanks!
gridman
10-17-2006, 05:18 PM
Pop - I thought that you couldnt piano in ST like you can in ST and have to hit the button (like hk) 5 times consecutively.
yeah you have to hit one strength and one strength only to get lighting legs. Just mash on forward and it should come out. Alternatively if you're very clever, you could piano that one single button.
BoggleMinds
10-18-2006, 01:29 AM
yeah you have to hit one strength and one strength only to get lighting legs. Just mash on forward and it should come out. Alternatively if you're very clever, you could piano that one single button.
Oddly enough, in piano there's a technique to repeatedly tap a key by using three fingers + thumb. It results in less strain, and you can press faster, than if you just use one finger.
jaminbenjamin
10-18-2006, 06:29 AM
Since NKI hasn't responded to this yet, I'll try to report what I believe is his method.
I think he hits just one button (forward I guess) with 2 alternating fingers (index and middle probably). I'm surprised it's not in the wiki, or maybe the thing is down like it usually is...
yeah pianoing using three fingers on one button is what I was refering to. I really wouldn't bother including your thumb though, the extra effort wouldn't be worth it I don't think.
EDIT: above I'm guessing that's what most people use but using your first, second and third finger is definately more effective if you can do it.
Footsy Bebop
11-15-2006, 09:28 AM
Some Chun Questions:
First, no one really answered my question above. Are Chuns upkicks a 100% anti air if timed late like Sagat's uppercut? Because it seems like it gets hit sometimes and sometimes it works.
Second in this clip, http://www.youtube.com/watch?v=54UPznYSz5Y at 5:55 in Chun does downforward roundhouse move, the flip kick move, into super. How does he do this? With a stored super, doing downforward and roundhouse should bring the super out not the flip kick.
polarity
11-15-2006, 03:14 PM
Some Chun Questions:
First, no one really answered my question above. Are Chuns upkicks a 100% anti air if timed late like Sagat's uppercut? Because it seems like it gets hit sometimes and sometimes it works.
Second in this clip, http://www.youtube.com/watch?v=54UPznYSz5Y at 5:55 in Chun does downforward roundhouse move, the flip kick move, into super. How does he do this? With a stored super, doing downforward and roundhouse should bring the super out not the flip kick.
I swear in some other vid in that series I saw the same Chun do walk toward, low foward, immediate super. I was wonderign the same thing as you about that.
Footsy Bebop
11-15-2006, 03:31 PM
that you can do if you do neutral low forward and then quickly go back to towards and hit kick. The case I'm talking about the move that comes out downforward and roundhouse should make the super come out.
jaminbenjamin
11-16-2006, 06:44 AM
When I first watched it, I imagined that the Chun player did this: charge back, d+f roundhouse, back, forward (for stored super), then kick.
After view it a few times, it seems that the Chun player (after jumping straight up the last time) does a standing jab with some joystick wiggling (which would seem to indicate that he was storing the whole super motion at that point), then walks forward a little, does the d+f roundhouse without activating the super, then does super; if this is the case, then I'm as boggled as you...
A third option might be walk forward (with no super stored), d+f roundhouse then immediate charge back, then the entire super motion (f, b, f) then kick. I'm not an expert on the amount of charge time Chun needs for her super, but it's probably unlikely that she has enough charge time after only her d+f roundhouse.
jchensor
11-16-2006, 04:52 PM
Chun Li can store her Super. Charge it, do Forward, Back, and then hold Forward. As long as you never let go of Forward, it'll stay charged. If you hold D/F and hit Roundhouse, she does the Flip Kick (can't do Super while Crouching). To activate the Super, just hold Forward and hit Kick.
Honda can do the same.
- James
http://jchensor.blogspot.com
polarity
11-16-2006, 09:15 PM
Given that he refers to the stored super in his post, I think it's pretty obvious that he already knew about that. :confused:
Problem is, this:
If you hold D/F and hit Roundhouse, she does the Flip Kick (can't do Super while Crouching).
is incorrect. Chun can activate stored super from a (d/f) crouch.
jchensor
11-17-2006, 04:42 AM
Sorry, didn't read carefully enough. Completely my bad. My job has been slowly deteriorating my brain. Still, no excuse, and I do feel a bit foolish. Apologies. ^_^
Just that I could swear that I've done the Flip Kick into Super before without needing to do any tricks, so it never struck me as something more complex. If the super does get activated while holding Down/Forward, I'm not sure how I did it myself.... bleah. I'm sure someone like NKI can answer the question better than me. Especially given that it's 4:45 a.m. where I'm at right now and I'm still at work.
- James
http://jchensor.blogspot.com
You can charge the super during the flip kick and do it pretty much as soon as it's finished. I haven't actually watched the vid because for some reason it won't load but I'm guessing that's what happened.
EDIT: just watched it, he definately could have charged after the neck breaker or he could have just charged back, downforward+RH, back, forward...
epsilon_
11-17-2006, 01:31 PM
yeah chun can super from offensive crouch also if she stores it. which is why you can walk up, offensive crouch, then super through their attempt to stop you walking up.
geadom
12-01-2006, 11:33 AM
Im having trouble antiairing Sagat j.lk, among other things..
Any Help?
Onslaught2000
12-01-2006, 11:47 AM
Hey guys, still kinda a ST newbie over here. Anyways...
Was watching the advanced tutorial video on CCC Vol.2 and I remember the part on the instant overheads. They mentioned how Chun's headstop has so much priority that it can stuff something like a Shoryuken. But watching it in the video, a reversal SRK came out so I was surprised that it did'nt even hit Chun-li despite how much priority the move had. So was wondering if the reason why it hit was because of the angle of move when it landed. And also, in that case, would her headstomp beat out a reversal Tiger Uppercut from O.Sagat?
Chun's instant overhead only works against DP's if you do it while you're on your way up.
And yes, it would beat a Tiger Uppercut also.
geadom
12-01-2006, 04:47 PM
Im having trouble antiairing Sagat j.lk, among other things..
Any Help?
NKI,can you please help me? Also, what are Chun anti-airs, and how are each used?
epsilon_
12-01-2006, 04:50 PM
straight up jump hk is really good for jumpins from the front. huge priority, good speed/range, and knocks down. if u getting crossed up block i guess. upkicks can be used sometimes too.
Hol Horse
12-01-2006, 11:13 PM
Im having trouble antiairing Sagat j.lk, among other things..
Any Help?
in my (little) experience, very late LK spinning bird kick works quite well against that.
Im having trouble antiairing Sagat j.lk, among other things..
Any Help?Sorry I missed this before.
Sagat is doing j.Short against you? Why isn't he doing j.RH?
At any rate, your jump straight up Short should beat everything he has. Or if you have meter, make him land on the super for all six hits, then follow up with upkicks.
For more info, see the Wiki: All About Chun Li (http://shoryuken.com/wiki/index.php/Chun-Li_%28ST%29)
Onslaught2000
12-02-2006, 06:47 PM
Yeah, nice to know the Wiki is *FINALLY* back up agian! Hella good stuff!
K17020
12-14-2006, 06:45 PM
Im having problems doing stored super thing is there special timing or is it like doing the super but not pressing kick ?
Do the towards, back, towards motion but HOLD the towards part.
And as long as you don't stray from the up-towards, towards, or down-towards direction too long, you can just hit kick and the super will pop out.
Keep the stick pointed to their side of the screen.
Wait.. are you playing Anniversary Edition?
Im having problems doing stored super thing is there special timing or is it like doing the super but not pressing kick ?
if your playing hyper, hold start when you select Super turbo mode (you'll hear a different sound). If you don't she can't store her super.
K17020
12-15-2006, 02:44 PM
im playing the CCC2 Version
^^you just do the motion, hold forward and don't press kick.
Something that I've been meaning to ask for ages. Comboing into super, what are the rules for doing this with chun? I've been playing ST for a while now and the 2 characters I have the most trouble with are dic and chun. I've never once combo'd dic's super and I can combo chun's about 50% of the time from a crouching forward. Weirdly though, I can get boxer's most of the time. Anyway my question, how come sometimes it cancels and sometimes it only seems to link (and not combo)? I feel like I'm doing the exact same motion but half the time it doesn't work.
Here's what I'm doing. Store super, :db: :mk: , :r: :3k: . What is the timing to pull it off everytime?
chun_li1
01-26-2007, 02:29 AM
I just went through NKIs Chun wiki.
Following comment got my attention :
"Anti Fireballs
If you are stuck in the corner, you can do jump back Spinning Bird Kick over fireballs to build meter. Be careful though, because if he see's this coming, he can deley his fireball and make you land on it."
Huh?! You only wanna use this in the corner?
Nobody bothered to do a straight up jump air SBK mid screen?!
I know the execution is very tricky (you could make a mistake and do jump forward air SBK, land right in front of opponent), but in the old days I used to do this a lot.
Huge meter gain, plus you can still attach Lightning legs when you land, eg after slow fireballs, for additional meter until the next fireball comes.
Great taktic against people who want to stay full distance, shoot you dead and where you turn the tables once you get full meter first.
The timing for neutral jumping air Spinning Bird Kick is just too wacky for me to do consistently, so I never try it, but yeah, if you're good enough to get it all the time, go for it!
skankin garbage
01-27-2007, 05:03 PM
I never exactly understood how to do the air SBK...can someone explain that to me? The only way I've ever read it explained to me was "charge down for one second, then press up-forward/up-back+kick", but that doesn't seem right at all.
The command for the Spinning Bird Kick is charge back for a second, then towards plus kick.
Doing a jump back SBK is easy because obviously you just charge back, jump up back, then hit towards+kick in the air. Doing neutral jumping air SBK is more tricky. You have to charge back or down/back, then QUICKLY hit straight up, then towards+kick. The timing is pretty strict.
SweetJohnnyV
01-28-2007, 09:43 PM
The command for the Spinning Bird Kick is charge back for a second, then towards plus kick.
Doing a jump back SBK is easy because obviously you just charge back, jump up back, then hit towards+kick in the air. Doing neutral jumping air SBK is more tricky. You have to charge back or down/back, then QUICKLY hit straight up, then towards+kick. The timing is pretty strict.
I spent a few minutes in training mode tonight to see if I could do this move. I didn't get it once. I was however able to get an air SBK that went forward fairly often by doing this.
1. Get in corner and charge back
2. Jump up/back
3. Quickly, bounce forward off the wall and hit K
I don't really plan Chun all that much, so I didn't even realize you could do this :confused: Is there any practical usage of that? Can it help get you out of the corner, or are you more likely to get smacked down trying to do it?
chun_li1
01-31-2007, 01:44 PM
I spent a few minutes in training mode tonight to see if I could do this move. I didn't get it once. I was however able to get an air SBK that went forward fairly often by doing this.
1. Get in corner and charge back
2. Jump up/back
3. Quickly, bounce forward off the wall and hit K
I don't really plan Chun all that much, so I didn't even realize you could do this :confused: Is there any practical usage of that? Can it help get you out of the corner, or are you more likely to get smacked down trying to do it?
Naw, its just meter building in certain situations. You gain a lot of meter. Meter building in ST was always fun and style, unlike what you mainly see in *cough* *cough* 3s ...
Serves no other purpose I know of. And as a corner escape move, highly doubt youŽll get away w/ it.
Raisin
03-14-2007, 03:49 PM
NKI, I have a couple of questions about your awesome Chun Li wiki if you have a free moment.
1.) Under the Ground Pokes/Footsies (http://www.shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Ground_Pokes.2FFootsies) section, you say that her cr.RH has more range than her cr.Forward, but when I've tested this for myself, they either seem dead even or the difference in range is so miniscule that I can't tell a difference. Is there something I'm missing? :sweat:
2.) In the Advanced Strategy (http://www.shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Advanced_Strategy) --> Corner Awareness section, it's written that throwing an opponent into a corner can result in them teching and landing so fast that you can get punished in response. But in an Otochun vs. YuuVega (http://www.youtube.com/watch?v=TBQRRUo2KIA) game, Dic techs two corner throws (00:19, 00:21) and Chun Li still comes out unscathed, retaining the initiative. Can Dic be considered an exception to the corner-throwing rule because of his unusually long and floaty recovery from throw techs?
1.) Under the Ground Pokes/Footsies (http://www.shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Ground_Pokes.2FFootsies) section, you say that her cr.RH has more range than her cr.Forward, but when I've tested this for myself, they either seem dead even or the difference in range is so miniscule that I can't tell a difference. Is there something I'm missing? :sweat:Actually, that was my bad. The cr.Forward has more range than the cr.RH. It has been updated in the Wiki.
2.) In the Advanced Strategy (http://www.shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Advanced_Strategy) --> Corner Awareness section, it's written that throwing an opponent into a corner can result in them teching and landing so fast that you can get punished in response. But in an Otochun vs. YuuVega (http://www.youtube.com/watch?v=TBQRRUo2KIA) game, Dic techs two corner throws (00:19, 00:21) and Chun Li still comes out unscathed, retaining the initiative. Can Dic be considered an exception to the corner-throwing rule because of his unusually long and floaty recovery from throw techs?The reason is because she didn't throw him from point blank range. Even though Dic was in the corner, Chun was about half a step away when she threw him. If she had thrown him from point blank range, Dic could have gotten a reversal throw for free. I've updated the Wiki to reflect that it must be from point blank range.
Thanks for catching those two. I'm glad people are actually reading some of that stuff. :smile:
Raisin
03-27-2007, 06:09 PM
I'm glad people are actually reading some of that stuff. :smile:
Not only are we reading it, we're completely eating it up, because it's so full of high-level information and extremely well-written to boot.
I have a question about a specific issue with Chun vs. Blanka. In the Chun Li wiki, vs. Blanka (http://www.shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Vs._Blanka) section, it's said that, "Unless she has meter, Blanka can safely do the ball against her..." However, in the Blanka wiki, Advanced Strategy (http://www.shoryuken.com/wiki/index.php/Blanka_%28ST%29#Advanced_Strategy) section, under "Using Blanka Balls with Caution," it says: "Here is a list of attacks that can hit you AFTER your opponent blocks a Blanka Ball [...] Chun can walk forward and press FP"
Which one is right, the Chun Li wiki or the Blanka wiki? I've never been able to do the walk-up Fierce hit after a blocked ball nor a bunch of the other things on that list, but I suck, so that doesn't necessarily mean anything.
Also, NKI, are you still taking requests for specific character Chun Li matchup strategies to be put into the wiki? :bgrin:
Thanks. :smile:
I have a question about a specific issue with Chun vs. Blanka. In the Chun Li wiki, vs. Blanka (http://www.shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Vs._Blanka) section, it's said that, "Unless she has meter, Blanka can safely do the ball against her..." However, in the Blanka wiki, Advanced Strategy (http://www.shoryuken.com/wiki/index.php/Blanka_%28ST%29#Advanced_Strategy) section, under "Using Blanka Balls with Caution," it says: "Here is a list of attacks that can hit you AFTER your opponent blocks a Blanka Ball [...] Chun can walk forward and press FP"Hahaha...actually, we're both wrong. Chun can't do walk-up st.Fierce, but while I was testing it, I found that she can do walk-up st.Strong. This will only work if she STAND blocks the Ball, because crouching hit-stun/block-stun is longer than standing hit-stun/block-stun.
Sorry about that. I've updated the Wiki.
Also, NKI, are you still taking requests for specific character Chun Li matchup strategies to be put into the wiki? :bgrin:Hrm...I guess so, but I can't make any promises about how soon I'll get to it...:confused:
chamu's chun li isn't half bad (on x-mania 7 dvd)
very cute to boot :wgrin:
skankin garbage
04-03-2007, 04:14 AM
Hey, could someone make a list of what anti-airs are good against what characters? I realized the other day that I didn't know a good anti-air VS. Claw, and I'd rather not lose just because someone can jump in on me all damn day.
bacon333
04-04-2007, 03:10 PM
Hey, could someone make a list of what anti-airs are good against what characters? I realized the other day that I didn't know a good anti-air VS. Claw, and I'd rather not lose just because someone can jump in on me all damn day.
Jumping short works wonders against vega's dive.
skankin garbage
04-04-2007, 03:46 PM
Nah, I know that...Perhaps more embarassingly, I don't know what to do about jumping fierce...or any of his jump-ins that aren't wall dives, for that matter :(
wakeupsweep
04-08-2007, 09:22 AM
I haven't been playing st for too long, so I'm no expert by any mean, anyway jump straight short stops him cold, but you have to somehow predict it, because of how fast his jump is. Chances are sometimes he'll be close enough so he can jump at you and you have no time to jump, in that case s.forward (the close version) MAY trade (i feel it's a 50-50 situation, but I don't know really), in that case I tend to block and get ready to tech/reverse after the cr.strong he'll most likely throw out.
If he manages to jump in on you (and you blocked his jump in), things don't look too good, you have to guess right what will come next: cr.strong or throw and you have no low charge.
If you're feeling lucky you could stick out an anti-air s.forward, if it trades the damage trade is in his favour but you got him off you, if it doesn't trade... good luck.
One last thing, don't ever use upkicks against vega(claw)'s jumpins, but you probably already noticed that.
Again i'm not a pro, nor have I been playing for years, so I guess some of the older players can give you better advice, my info should be 100% correct though.
wtfisthissheeeet
04-12-2007, 10:26 AM
nooby queston, sorry
can't chun store her super in the ae version?
wouldn't work on the xbox version yet have no difficult doing it in the st rom
you have to hold start (or whatever the alternative is on the xbox) while selecting ST mode. You'll know it worked 'cos it makes a different sound. You can alos do it when selecting Super mode.
King Of Bums
04-13-2007, 06:47 PM
Does anyone know the combination for the chain/renda canceling for Chun-Li's super? I have seen it a lot in combo videos, but I dont know how it works. The combination i see the most is (close)st.jab->st.jab->cr.jab xx super. If someone can get more specific notation to this (especially which button to kara-cancel), it would be very helpful.
NKI... I'm counting on you to figure this out.
wakeupsweep
04-14-2007, 12:24 AM
charge :l: :r: :l: :r: st.jab x2, cr.jab xx any kick button, no renda kara cancelling.
It's like, for example, balrog's cr. jab x2, s.jab xx high rush.
King Of Bums
04-14-2007, 01:27 AM
charge :l: :r: :l: :r: st.jab x2, cr.jab xx any kick button, no renda kara cancelling.
It's like, for example, balrog's cr. jab x2, s.jab xx high rush.
Thank you for that, saves me a lot of trouble trying to do stuff that wont work :P. Although i requested NKI's help, this is the answer I was looking for. You have gained the blessings of the Bum King!
wakeupsweep
04-21-2007, 06:35 PM
I need some help on midscreen combos on dizzied opponents.
B'nB j.RH, s.FP xx FP fireball doesn't work on some chars, off the top of my head: chun, dic and it's real hard (for me at least) on claw.
I know I can do j.RH, s.SP, cr.RH but I'd rather use some non-link combos, for example I use cr.FW xx RH upkicks damage isn't that lower, it still knocks down and has 99.99% success rate but something fancier (and more damaging) would be cool.
On dic I go for j.RH, s.SP xx FP fireball, is that ok?
Chun is like... nuts, nothing works on her, I gave up any hope.
I don't know if that made sense but anyway I pretty much need a list of working midscreen practical combos for every character.
so far I got:
-Ryu: j.RH/FP, s.FP xx FP fireball
-Ken: j.RH/FP, s.FP xx FP fireball
-Honda: j.RH/FP, s.FP xx FP fireball
-Chun: crossup j.RH, cr. FW xx lighting legs / cr.SK xx RH upkicks (cr.FW will make upkicks wiff -_-)
-Blanka: j.RH/FP, cr.SP xx FP fireball (cr. FW will do too)
-Zangief: j.RH/FP, s.FP xx FP fireball
-Guile: j.RH/FP, s.SP xx any fireball
-Dhalsim: j.RH/FP, s.FP xx FP fireball
-T. Hawk: j.RH/FP, s.FP xx FP fireball
-Cammy: j.RH/FP, s.FP xx FP fireball
-Fei Long: j.RH/FP, s.FP xx FP fireball
-Deejay: j.RH/FP, s.FP xx FP fireball
-Boxer: j.RH/FP, s.FP xx FP fireball
-Claw: j.RH/FP, s.SP xx FP fireball (B'nB works but it's super hard for me, I think I got it once)
-Sagat: j.RH/FP, s.FP xx FP fireball
-Dictator: j. RH/FP, cr.SP xx FP fireball (s.SP is also doable but cr. SP is MUCH more consistent for me)
are those correct?
Link combos such as J.RH, s.SP, cr.RH or j.RH, s.SP, s.FP work on all characters, also her b'nb works on everyone in the corner.
anything I'm missing?
TocinoGo
05-11-2007, 09:39 PM
Hey guys. I was reading NKI's excellent Chun-Li wiki guide, and I really am learning a ton from it. :clap:
But can someone please provide some strategies against Guile and the Shotos? (NKI, I'm looking to you to complete the guide :wink: )
The guide says she has advantages over Guile, does fairly against Ken, and has a hard time against Ryu. I can probably understand some stuff to do against Ken, but I'm having a major difficulty against Guile.
Against Guile, I have a hard time getting close, since he can keep Chun away with sonic booms, his crouching kicks, and his flash kicks. He also puts pressure by j.fwd mk. Then I feel totally pressured in the corner as he throws more sonic booms, which sucks because she has to charge fireballs or turtle.
And Ryu... Well, it's Ryu. :sweat: Any help there?
Thanks in advance!
BlueMary69
05-15-2007, 11:30 AM
same here i have a really hard time against guiles any tips you can give us NKI?
wakeupsweep
05-15-2007, 01:18 PM
If he's throwing booms from far away you can easily j.forward to close the gap, keep him in block stun with cr.forward, s.strong, if you can bait a flash kick faking a walk up throw, knock him down (fireball, upkicks, sweep, whatever), then df+roundhouse all day, beats flashkick clean and crosses him up.
Watch out for his cr.forward since it has longer range than yours, also j.roundhouse has crazy range so don't get sloppy with your fireballs, and of course if he's throwing booms from close distance, don't throw fireballs or you'll eat a backfist to the face.
And of course, if you see him crouching, don't jump at him :looney:
I play it simple, don't try to predict fireballs, not only cause if they fake it out they'll flash kick you, but chances are he'll be able to recover in time, not worth it, if you really have to jump at him do it on reaction and remember head stomp beats everything he has when he has no low charge. Should be Chun's match really.
Raisin
05-15-2007, 05:20 PM
Random thought on Chun vs. Guile: as far as I can tell, Guile has the potential to do standing anti-air against all of Chun's most common jumping attacks from medium-far range. If he can position himself perfectly, he can do a s.far strong at just the right moment and distance so that the second hitting sprite (arm extended in the air) barely connects with jumping Chun's hitbox. This will cleanly beat her j.short, j.forward, j.RH, and j.fierce. Her j.jab and j.strong seem to randomly trade.
Luckily, it seems only the very best Guile players know about and can execute this consistently, but if they do, it can make a barrage of Sonic Booms a lot more intimidating, and you can't just rely on being able to j.forward over his Booms on reaction from long range.
I have some catching up to do...:confused:
Hopefully tomorrow...
wakeupsweep
05-16-2007, 02:29 AM
Random thought on Chun vs. Guile: as far as I can tell, Guile has the potential to do standing anti-air against all of Chun's most common jumping attacks from medium-far range. If he can position himself perfectly, he can do a s.far strong at just the right moment and distance so that the second hitting sprite (arm extended in the air) barely connects with jumping Chun's hitbox. This will cleanly beat her j.short, j.forward, j.RH, and j.fierce. Her j.jab and j.strong seem to randomly trade.
Luckily, it seems only the very best Guile players know about and can execute this consistently, but if they do, it can make a barrage of Sonic Booms a lot more intimidating, and you can't just rely on being able to j.forward over his Booms on reaction from long range.
Sure, I meant j. forward from real far away, if he's from the other side of the screen, you can close the gap (you won't hit him) and he can't do much against it.
Or use j. forward over booms if you are forced to jump in, to avoid time out loss or whatever. You shouldn't be jumping much against Guile, even if he can't anti-air you he'll probably block anyway.
I admit I didn't know of s.strong beating Chun's jump ins (any vids?), I'm still 99% sure it can't beat head stomps though, can you confirm?
Raisin
05-16-2007, 12:36 PM
Yeah, I didn't mean to be a downer or anything. I'm no expert or anything, and I thought your strats were helpful to read. :tup:
I admit I didn't know of s.strong beating Chun's jump ins (any vids?)
Ha, that makes two of us; I didn't know about it either for the longest time. It's pretty obscure (well, unless you're a pro or something) and extremely difficult to do, but it's like this:
http://i89.photobucket.com/albums/k227/Raisinspam/Street%20Fighter/b1741b3d.png
You can see it in videos like Tohjyo vs. Muteki video (http://www.youtube.com/watch?v=dm0_JSW7Gik) at 1:02 or Kita vs. Muteki video (http://www.youtube.com/watch?v=KscrEJgnNsU) at 5:21.
I meant j. forward from real far away, if he's from the other side of the screen, you can close the gap (you won't hit him) and he can't do much against it.
Haha, actually, I hate to be so disagreeable :bgrin:, but I think Guile has one tricky tactic here too, namely trying to make her land on a c.forward:
http://i89.photobucket.com/albums/k227/Raisinspam/Street%20Fighter/c5e78903.png
In the Kita vs. Muteki video (http://www.youtube.com/watch?v=KscrEJgnNsU) at 2:56, poor Chun does j.forward from far away and takes the low hit. You can also see this sequence clearly at 3:41, though the kick in that one is a hair late and Chun lands in time to block. Guile can also try this tactic of making Chun land on a c.forward if she jumps straight up (over a Boom or whatever). Of course, this is quite difficult for Guile to do, especially 'cause his c.forward comes out moderately slowly, but it is possible.
And yeah, you're absolutely right in that Chun Li's head stomp will beat either one of these moves. If Guile gets good at anticipating and punishing that too, then you have a guessing game.
wakeupsweep
05-16-2007, 01:18 PM
Wow... I'm not jumping ever again against Guile.
Raisin
05-17-2007, 06:57 PM
Heh, well, I don't think it's that bad at all given the all the factors -- the obscurity of the moves (especially the s.far strong), the extreme speed and precision required to execute them (if Muteki can't always pull them off, how are your random opponents going to?), the fact that you can always throw him for a loop with the Head Stomp like you mentioned, or the option to roll the dice with j.jab or j.strong against his s.far strong. I might be overlooking things, too. I think you might argue that this is dangerously close to Theory Fighter for most players and not really of much practical importance.
It's just that if his air defense is extra tight, the focus turns to the ground. And I think that's not necessarily the easiest thing in the world either if he wants to turn into a Sonic Boom factory, especially if he can whip them out one after another very fast. It's hard to advance from middle range or farther against it, and getting into a fireball war has to be done with caution. He can punish you with j.RH from any range, whereas it's much harder for you to do the same, 'cause Chun's jump is so much slower. On the other hand, you're building meter when trading fireballs, so if you're good with the super...
Again, that's just my 2 tokens. Don't take me too seriously; it's much better to listen to people who don't suck. :wgrin:
fatboy
05-18-2007, 08:55 AM
POST #68....
What an excellent post and reply. What a way to educate and back up you statements.
WOW. :tup:
Raisin raisng the bar :pray:.. + rep
Excellent posts, Raisin. :tup:
Hey, could someone make a list of what anti-airs are good against what characters?http://shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Anti-air
It's not as simple as "use jump straight up Short against Blanka" or whatever, because she has to use different normals depending on the distance and height, and possibly what move the opponent is doing.
Against Claw, jump straight up Short and upkicks both work well.
One last thing, don't ever use upkicks against vega(claw)'s jumpins, but you probably already noticed that.Hrm? Why not...? That's probably my main anti air against Claw...:confused:
I need some help on midscreen combos on dizzied opponents.
I know I can do j.RH, s.SP, cr.RH but I'd rather use some non-link combosWhy's that? If it works, use it! :tup:
But can someone please provide some strategies against Guile and the Shotos? (NKI, I'm looking to you to complete the guide :wink: )Maybe this weekend I'll have time to sit down and write it all out.
I'm fairly sure that Guile has no good anti air against Chun's max range j.Forward. Out of all the Guile's I've ever played (including Muteki), none of them have ever beaten it cleanly. (In the video Raisin linked to, Kita was too far away when he jumped, so his j.Forward whiffed.)
skankin garbage
05-19-2007, 01:11 AM
http://shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Anti-air
It's not as simple as "use jump straight up Short against Blanka" or whatever, because she has to use different normals depending on the distance and height, and possibly what move the opponent is doing.
Against Claw, jump straight up Short and upkicks both work well.
Yeah, I got that ("It's not as simple as...")...I just don't have steady enough competition to point myself in the right direction, and it seems like the CPU claw can just jump in all day, so it wasn't much use to play the computer and find out...In any case, thanks a ton!
Oh, while I'm posting, I have another question: Why J.Forward in so many situations, instead of J.Short? It seems like J.Short beats a lot more stuff...Besides the ability to cross-up, what's the deal with J.Forward?
wakeupsweep
05-19-2007, 03:11 AM
Hrm? Why not...? That's probably my main anti air against Claw...:confused:
Really? I always lose to Vega's j. fierce if he jumps from pretty close, so that he hits your head, am I doing it to early?
Why's that? If it works, use it! :tup:
Yeah, if I could do it 100% of the time I'd definitely use it because of the knockdown, but it's not that easy so I'd rather use some non-link combos, oh well... back to training.
Oh yeah, thanks to Raisin for the heads up.
I understand you not wanting to rely on that link combo. You could just practice it (I know I should) untill you get it down or use...
j. RH, s. FP xx fireball
..insted. You probably know about it already but it's my dizzy combo of choice. It doesn't knockover and leaves them at a distance (which probably isn't what you want) but it does good damage and if they're dizzied it'll near enough finish them off. Plus you can store the super during the fireball.
wakeupsweep
05-20-2007, 03:54 PM
Yo man, I know that, the problem is that combo doesn't work on everyone mid-screen, dic, guile to name a few, unless I'm doing something wrong but I don't think that's the case, a few posts above I made a list of the combos (non link) I came up for every char and I would have liked someone to confirm that.
Anyway I can nail j.roundhouse, s.strong, cr.roundhouse about 50% of the time now, I'm getting there I guess.
I figured that you'd already know it already but I thought I'd post anyway. I didn't realise that it missed certain characters. What I would say though is do it on everyone that it hits and just go for the link on everyone else. There isn't really another good damage, easy combo that's universal I don't think. You could replace the cr. RH with s. FP which I think is a little bit easier but again doesn't knock down.
actually j. RH, s. SP xx fireball hit's on both of those characters, it's really easy and does about 40% anyway. If you don't have the link down go for that insted. It's better than missing the link.
epsilon_
05-21-2007, 04:39 AM
I always do the link combo, i don't really bother with the other one. I get it consistently, and prefer the knockdown. Also you can set up a throw /c.rh mixup after the close strong if you want too.
jchensor
05-21-2007, 03:38 PM
Really? I always lose to Vega's j. fierce if he jumps from pretty close, so that he hits your head, am I doing it to early?
Which Razor Kick are you doing with Chun? Short has, by far, the most invincibility.
Yeah, if I could do it 100% of the time I'd definitely use it because of the knockdown, but it's not that easy so I'd rather use some non-link combos, oh well... back to training.
Isn't Jump Fierce, Fierce XX Lightning Kick the best Combo for Chun Li? That what I usually go for, even though I mess it up a lot. :rofl: But that one works on everyone, I'm pretty sure, does good damage, and leaves you in a decent distance.
- James
http://jchensor.blogspot.com
wakeupsweep
05-21-2007, 05:13 PM
Which Razor Kick are you doing with Chun? Short has, by far, the most invincibility.
I'm using short yeah, that's the only one I use as an antiair.
Maybe I'm reading this wrong, but it looks to me like the red hitbox is on Chun's legs during the invincibility frames, so if he's over my head he won't get hit and he can hit me as soon as my invicibility is over and I'm in a non-hitting frame (http://nki.combovideos.com/ST/tenshyoukyaku.jpg).
But if you guys say it works, I'll definitely look closer into it.
Isn't Jump Fierce, Fierce XX Lightning Kick the best Combo for Chun Li? That what I usually go for, even though I mess it up a lot. :rofl: But that one works on everyone, I'm pretty sure, does good damage, and leaves you in a decent distance.
I didn't consider that, but I'm assuming it works on the same chars j.fierce, s.forward xx lightning legs works on, which again isn't everyone, anyway I tried it against another Chun, which is the one who gives me the most trouble (other than Chun's mirror matches being terrible for me, but that's another story), and lightning legs seem to miss, I once got crossup j.fierce, backwards s.fierce xx backwards lightning legs for a 3 hit combo, but don't ask me how:sweat:
Anyway this is just nitpicking, I'll go back to practicing that damn link and in the meantime I'll use the combos I posted earlier.
I'm also interested in how you pull that combo, it's the first time I really practiced it, what I did was jump, press fierce+forward together, land, mash fierce+forward, works ok on Zangief. Also, is there any difference in damage using short instead? It comes out much more easily.
BlueMary69
05-22-2007, 12:57 AM
yea the timing for it is really weird cause sometimes i'll start mashing the kicks too ealry so i dont get shit out then i get thrown >.>
Why J.Forward in so many situations, instead of J.Short? It seems like J.Short beats a lot more stuff...Besides the ability to cross-up, what's the deal with J.Forward?Actually j.Forward has the bigger hit box, so j.Forward beats a lot more stuff than j.Short. (This is also the reason why it's easier to use j.Forward for a cross-up.)
Maybe I'm reading this wrong, but it looks to me like the red hitbox is on Chun's legs during the invincibility frames, so if he's over my head he won't get hit and he can hit me as soon as my invicibility is over and I'm in a non-hitting frameYeah, you gotta have your distance right. If he's jumping from that close, just take a step forward (to walk under him, because he has nothing to cross you up with) and throw him when he lands.
Also, is there any difference in damage using short instead? It comes out much more easily.For lightning legs, Short does one percent less than Forward, which does one percent less than RH.
Updated the Wiki with Chun vs. Guile:
http://shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Vs._Guile
It's just a primer, so let me know what you think is missing.
wakeupsweep
06-18-2007, 05:59 PM
You could add that Chun's cr. roundhouse beats Guile's cr. forward clean, especially at max range.
Deezo
06-21-2007, 01:17 AM
Wow this thread is livestock. A lot of good information in here for a semi new ST player. Is jump straight up rh a good anti air versus wall jumping Vegas? I heard jumping short is money against that, but I was just curious. I've also gotten caught in gross situations where I was stuck in the corner versus repeated body splashing Zangief and repeated standing fierce, chicken kick thing Fei Long. I'm guessing there's not much I can do when I'm caught in that situation.
wakeupsweep
06-22-2007, 07:13 PM
Jump straight up roundhouse is good against wll dives, good damage and knock down, but it comes out somewhat slowly (not that slow, but slow compared to Vega's speed), on the other hand j. short (straight up or back), while dealing less damage and not knocking down, comes out instantly, stays out until you land, and I think has more priority but you need someone who owns a yoga book to confirm that, it does stuff more jump ins though (shotos' j. fierce comes to mind), of that I'm sure.
As for splashes, close s.forward beats or trades with them, jump straight up short beats them clean. If you have meter, super out of the corner, you may not hit him and you have wasted a super, but beats dying to ticks.
If you get caught in a chicken wing trap you're pretty much done for the round, try to look for some opening and jump out, throw, super or something, but if the Feilong player is competent it's really hard.
Anyway, both Zangief and Feilong are at a disadvantage against Chun, so you should be able to avoid being cornered. There's more about fighting Gief on the wiki.
Deezo
06-25-2007, 05:18 AM
I see I see. Thanks for the informative post good sir. =]
I noticed Chun vs O.Sagat wasn't in the wiki, but I'm guessing the main gameplay against him is to ease your way next to him for standing strong/throw madness. Super of course as well.
Warrior's Dreams
09-19-2007, 07:13 AM
I see I see. Thanks for the informative post good sir. =]
I noticed Chun vs O.Sagat wasn't in the wiki, but I'm guessing the main gameplay against him is to ease your way next to him for standing strong/throw madness. Super of course as well.
Justin Wong (O. Sagat) vs. Chris Doyle (Chun)
http://youtube.com/watch?v=_eHSu5SZ2Vc
This'll give you a pretty basic idea of what to do
Raisin
12-17-2007, 01:39 PM
I guess there's a way to do Chun's df+RH and have it hit as a crossup on characters that normally are able to block it the same way every time. The key is that they have to get knocked down in such a way that their prone body is sliding towards Chun Li as she's initiating her df+RH. This gives her just a few extra pixels of distance to land the move on the opposite side.
http://i235.photobucket.com/albums/ee304/Raisin_SF2/Chun%20Li/Neckbreakercrossupvsothers.png
The characters in the above examples were trying to do a crouching, same-side blocks. In Blanka's case, the timing of Chun's df+RH is so strict that I was unable to easily capture one of Blanka's crouching "switch sides" frames to "prove" that it's crossing him up. But it still works!
~~~~~~~~~~
Setup #1: Limb-smash. If you do a neckbreaker that lands on an opponent's extended limb, you can smash down on them and have their body fall towards you. If Chun times another neckbreaker correctly, it can hit as a crossup.
http://i235.photobucket.com/albums/ee304/Raisin_SF2/Chun%20Li/NeckbreakercrossupvsGuile.png
Otochun did this no fewer than two times in his 10-game match with Gian, so that suggests that it could be nasty even on expert players. See one example of the limb-smashing setup (http://www.youtube.com/watch?v=ddGxLGLx5lc) into crossup neckbreaker, 0:33-0:36.
~~~~~~~~~~
Setup #2: Neckbreaker, jump over. Say you you land a neckbreaker on their head for whatever reason -- they messed up trying a reversal, they didn't know how to block it in the first place, or for whatever reason they just goofed. What you get is them sliding away from you. But you actually have so much time that you can jump over to the opposite side right after you land, and now they're sliding towards you. A second neckbreaker now has crossup ability.
http://i235.photobucket.com/albums/ee304/Raisin_SF2/Chun%20Li/Neckbreakerjumpoverneckbreaker.png
Check a neckbreaker, jumpover setup (http://www.youtube.com/watch?v=jwbppc0f6GE) at 4:33. Otochun goes for a third one, but he didn't make his jump completely over, ended up holding downback instead of downforward, and got a c.RH instead! :rofl:
~~~~~~~~~~
Setup #3: Crazy, backwards upkicks. The gist of this one is that it's possible to land upkicks when the opponent is behind you, i.e. when the opponent is doing a wild crossup. They get knocked out of the air but actually fall towards your body, giving you crossup neckbreaker ability.
From the same match as before, check the backwards upkicks setup (http://www.youtube.com/watch?v=jwbppc0f6GE) at 4:31.
~~~~~~~~~~
Setup #4: Crossup jumpkick. Another way is just to do a crossup j.MK, so you land on the opposite side and their body is being pushed towards you. If you immediately do a neckbreaker afterwards, they'll still be sliding underneath you so that your neckbreaker can hit as a crossup. You have to be fast with this follow-up or they won't slide underneath you far enough.
This setup is not without risk, because your opponent has a fair amount of time before the neckbreaker lands. If they get wise to it or can react in time, they can do something like jump up and hit you out of the air.
Gonzales
02-18-2008, 08:04 PM
the machtup vs. claw is kinda irritating, once you fall to the ground once
your fucked, any tips on how to rversal claw when your on the ground
casue upkicks tends to miss a lot vs his wall dives
epsilon_
02-18-2008, 08:06 PM
use LL to beat his ground normals. pressure with jab fireballs.
if he jumps, straight up j.rh
if he goes off the wall, jump back mk.
if you get a knockdown whore c.mk s.mp and tick throw, be aware of desperate flip kick attempts.
Raisin
02-18-2008, 10:11 PM
the machtup vs. claw is kinda irritating, once you fall to the ground once your fucked, any tips on how to rversal claw when your on the ground casue upkicks tends to miss a lot vs his wall dives
(scrub advice, take it for what it's worth)
If the opponent is good at wall-diving as I'm standing up, I often just try to block. Between getting the timing right and the danger of getting crossed up, I have trouble making upkicks look worth the effort for me. If you're gonna go for it, you may as well piano or 1-button piano the input for all you're worth.
I don't bother much with the Bird Kick here. It can get you away, but that takes proper timing and you can lose your horizontal charge when he crosses you up, and then on top of all that he can try to stick you with cr.strong after he lands.
Gonzales
02-19-2008, 11:06 AM
use LL to beat his ground normals. pressure with jab fireballs.
if he jumps, straight up j.rh
if he goes off the wall, jump back mk.
if you get a knockdown whore c.mk s.mp and tick throw, be aware of desperate flip kick attempts.
thanks on the ground its not that bad i guess all i have to do is avoid getting knocked down
(scrub advice, take it for what it's worth)
If the opponent is good at wall-diving as I'm standing up, I often just try to block. Between getting the timing right and the danger of getting crossed up, I have trouble making upkicks look worth the effort for me. If you're gonna go for it, you may as well piano or 1-button piano the input for all you're worth.
I don't bother much with the Bird Kick here. It can get you away, but that takes proper timing and you can lose your horizontal charge when he crosses you up, and then on top of all that he can try to stick you with cr.strong after he lands.
yeah upkicks is not that reliable againts wall dives so i tend to be patient
i swear is it just me or is claw the easiest top tier to play?
Mechanica
02-19-2008, 03:35 PM
Wait so some characters can block her df+RH the same direction (almost) all the time? Can I get some names of such characters?
epsilon_
02-19-2008, 03:42 PM
^ look in the wiki.
also vs vega, do use meaty flip kick.
straight up j.rh can catch him going off the wall for wall dives, jump forward lk, and reversal lk upkicks IF he crosses you up and is clearly on one side.
yes walldives are good against chun li, the best counter is not to let him knock you down, and stop every desperate attempt he goes for if you're standing.
wakeupsweep
02-20-2008, 12:34 PM
if he jumps, straight up j.rh
That's good yeah, but you have no time for that if he jumps from close, in that case st. forward can trade with j.fierce.
One advice I can give is never jump on him unless you really have to and you're 200% he doesn't have a charge, not just vertical but horizontal too because of standing flip kick, you're stronger than him on the ground and if you get knocked down you're probably done. If you do get knocked down, I feel the best you can do is try to block, even if you can get reversal upkicks consistently it's not unusual to still be hit, if you can't get reversal upkicks consistently that's even more of a reason.
Open the round with lighting legs (keep it out for as short as possible) or jump back short.
Be really careful when throwing fireballs don't be predictable, he can punish you from everywhere on the screen.
Most important, don't get frustrated if you lose to just wall dives, it's happened to everyone.
random note: if you're cornered (standing), and he dives off the wall you're against so that he comes down from right above your head, st. strong.
epsilon_
02-20-2008, 04:20 PM
if you have no time, just block. the trade isnt in your favor.
wakeupsweep
02-21-2008, 02:29 AM
I don't entirely agree. While the damage trade is indeed in his favour, if you block his jump in you're in a pretty bad position, a trade can reset the fight. It's situation dependent.
Gonzales
02-21-2008, 08:43 PM
i personnally dont like trading but sometimes its acceptable
cause in some matchups losing life as not as important as losing
position
Gonzales
02-23-2008, 09:13 PM
i've been applying some of the tips i got about the claw machtupp and its a little easier
unfortunatly i still dont have something clean if the claw player decides to jump aggresivle upclose, seeing how upkicks sucks as an anti air here's an example of what i mean:
http://youtube.com/watch?v=JJfX-0yZ2Eg
wacht closely in the second macht where dsp picks claw and start pressuring doyle with upclose jumping attacks, any idea what to do in that situation cause i ussuallyblock the barrage of jumping attacks to crounching mp but then i just get grabbed
i know there has to be somehting am missing in this machtup
any ideas?
ThisGuileKillYa
02-24-2008, 12:53 AM
What is good to do after Chun's throw is teched (assuming you didnt throw them into the corner, of course)? jump away? mash legs? must a teched throw mean the end of Chun's initiative?
epsilon_
02-24-2008, 07:18 AM
walk forward, and you can do a meaty c.mk mixup, or just whiff a jab and let them whiff their reversal.
What is good to do after Chun's throw is teched (assuming you didnt throw them into the corner, of course)? jump away? mash legs? must a teched throw mean the end of Chun's initiative?Depends on the character.
Against Sim, you pretty much have to just jump away, because if you're on the ground, he gets a free throw.
Against Ryu/Ken with no meter, st.Forward is pretty good. The only thing they can do about it is DP, but that's risky. Lightning legs are also good.
Who in particular is giving you problems?
Ehonda
02-27-2008, 07:08 AM
Chun vs Chun
What can Chun do in the air against Chun when she is jumping in with Forward? Player A is jumping in with Frwd and is in the air first, player B needs to respond in the air as well. This is assuming that the forward will be able to combo if it lands. What is the best counter to the J forward with Chunli.
ShinAkuma204
02-27-2008, 09:49 AM
Chun vs Chun
What can Chun do in the air against Chun when she is jumping in with Forward? Player A is jumping in with Frwd and is in the air first, player B needs to respond in the air as well. This is assuming that the forward will be able to combo if it lands. What is the best counter to the J forward with Chunli.
That's a good question. I have had limited success with the air throw as a counter, but I wouldn't say it is reliable.
Gonzales
02-27-2008, 03:27 PM
i've always wondered about mirror macthes, sometimes i feel a little sloppy playing Chun vs. Chun i would like some input please:)
wakeupsweep
02-29-2008, 08:59 AM
Chun vs Chun
What can Chun do in the air against Chun when she is jumping in with Forward? Player A is jumping in with Frwd and is in the air first, player B needs to respond in the air as well. This is assuming that the forward will be able to combo if it lands. What is the best counter to the J forward with Chunli.
Block. Yes, block, j.forward is like the best jumping attack in the game, and Chun Li's lacking in the antiair department.
I don't know what you mean with j.forward being able to combo when you're both in the air though.
Btw Chun Li mirrors are stupid I usually just switch to Guile, who's at disadvantage, but at least I know what to do...
epsilon_
02-29-2008, 11:43 AM
throw fireballs, try to stay at the range where you can counter j.mk with straight up jump short or rh.
once inside do typical s.mp/c.mk/c.rh/throw mixups.
do super motion after fireballs to store once you have it, you can use super as AA or anti fireball vs chun.
Trade by making her land on a fireball. Yeah, you still get hit, but she's in a much worse position, because she just got knocked down.
That, or super. (Catch her in the landing frames to get all 6 hits plus up-kicks.)
Gonzales
03-07-2008, 05:51 PM
okay so we all know taht when we have the super stored and we trow we have to tap back then foward to keep the charge btu what i was wondering was can you throw someone backwards and still keep your charge cause i've been trying to do it but i cant get it to come out
If anybody is wondering why i wanna trow backwards
its because if someone is in the corner and you trow them into the corner they get a free trwo
Yes, you can keep the super stored while throwing backwards too. It's a bit harder, but it's done like this: Say Chun is on the 1P (left) side, and the opponent is on the 2P (right) side. With the super already stored, Chun would do left+Strong (to throw backwards), then right, then left and hold it.
chun_li1
03-10-2008, 05:25 AM
Chun vs Chun
What can Chun do in the air against Chun when she is jumping in with Forward? Player A is jumping in with Frwd and is in the air first, player B needs to respond in the air as well. This is assuming that the forward will be able to combo if it lands. What is the best counter to the J forward with Chunli.
Have you tried jump straight up + LK, MK? I havnt played Chun mirror much in ST and its been way to long ago, but in older SFs this would work. I know it would beat out jump in LK. you just had to do it as fast as possible depending on the jump angle.
Anyone can confirm this?
Another option is sac throw by doing early as possible stand HK. either gonna hit chun midair or you recover faster then normal take the blow option since HKs hit box is extended to up front.
Or you walk under, past chun, then LP/HP chun mid air from behind or throw (risky) her.
chun_li1
meeya
03-11-2008, 12:30 PM
HI Nki,
may i know is there any way to counter deejay combo whenever he jumped
towards my back with middle kick ?
tq
Raisin
03-14-2008, 08:16 PM
may i know is there any way to counter deejay combo whenever he jumped towards my back with middle kick ?
He wrote about this in the Chun Li vs. DeeJay (http://www.shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Vs._Dee_Jay) section of the wiki:
------------------------------
NKI wrote:
If he crosses you up with j.Forward, it is not blocked as a cross-up. You need to block it as if it weren't a cross-up. Your other option is to just Spinning Bird Kick out of there. If you mess up your Spinning Bird Kick, a good DeeJay will follow up the blocked cross-up with a cr.Jab, then either throw or do cr.Short xx Machine Gun Upper. ALWAYS just plan on teching the throw. If you stand up early to try to reversal throw, you could get hit by cr.Short xx Machine Gun Upper, that very well might dizzy you, and you could be done for the round. Teching the throw is the much better, safer option.
------------------------------
Although I thought whether or not the j.MK had to be blocked as a crossup or not depended on DeeJay's position and timing when using it. :looney:
Gonzales
03-14-2008, 11:20 PM
Yes, you can keep the super stored while throwing backwards too. It's a bit harder, but it's done like this: Say Chun is on the 1P (left) side, and the opponent is on the 2P (right) side. With the super already stored, Chun would do left+Strong (to throw backwards), then right, then left and hold it.
thanks
meeya
03-19-2008, 11:20 AM
He wrote about this in the Chun Li vs. DeeJay (http://www.shoryuken.com/wiki/index.php/Chun-Li_%28ST%29#Vs._Dee_Jay) section of the wiki:
Thanks raisin for the wiki link.
guess what... today i played ST against Akuma/Gouki, only won 4 out of 10 games... really sick of his air ball....
the only to beat him out is do the forward/RH meaty...
i have to stop using all charachters against akuma now...
Gonzales
03-19-2008, 03:28 PM
uhh?!
nobody play's Akuma he's banned
hi's air fireball is too retarded for serious play
Raisin
03-20-2008, 02:47 PM
guess what... today i played ST against Akuma/Gouki, only won 4 out of 10 games... really sick of his air ball....
Where are you from, if you don't mind me asking? I'm amazed (as I'm sure are a lot of other people reading this) that your opponent's actually playing Akuma and acting like it's no big deal. I mean, here in USA, I've only ever seen him get picked by either the totally clueless and terrible new players or by the wiseguy playing a trick on friends for a single game only.
Looks like we need to update the wiki with info on the Chun Li vs. Akuma matchup quick! :rolleyes: :wink:
The cheesiness of the reused sound effects always gets me. Every time he does a hurricane kick, I'm like, "Heck yes, lariat!" :rofl:
Looks like we need to update the wiki with info on the Chun Li vs. Akuma matchup quick! :rolleyes: :wink:
Please, don't bother. Just study these puppies.
http://www.youtube.com/results?search_query=inoki+%28akuma%29&search_type=
Akuma vs. Chun-Li, Zangief, Ryu, and Blanka. :woot: :smile:
Somone can feel free to positive rep me now for my generous additions to the ST forums. :rofl:
Raisin, you'll be seeing my incredible Akuma at an upcoming Super Sunday event. Brace yo-self. :wgrin:
EvilSamurai
03-21-2008, 08:26 AM
^
Inoki was actually a more than capable Ryu player until he decided to retire and for his last tournament, X-Mania 3, he decided to play a one-man Akuma team as a joke.
Gonzales
04-28-2008, 11:59 PM
uh anybody have any ideas how to stop claw jump ins with j.fierce
claws j.fierce eats up kicks alive, i've been trying to use crouching RH but it still gets stuffed
maeby standing RH?
Kuenai
05-06-2008, 04:04 PM
Anyone have tips on execution regarding held super? I've tried to do cr.forward into it, but don't get super. I was told by Zass that one of the things he learned in Japan bu can't yet do himself is this:
Hold super walking forward, quickly bring the stick to neutral, then to down, pressing mk, then bringing the stick back to neutral, then forward>drum kicks, provided the mk connects.
So, this all comes out as: Walk forward, cr.mk>super, and it's a hit confirm! But I can't move the stick so quickly while going to neutral first :sad:
Gonzales
05-06-2008, 05:19 PM
uhh?! i think your talking about 3rd strike
i've never heard of hit confirming chun's super in ST
somebody coreect me if im wrong
Kuenai
05-06-2008, 05:53 PM
uhh?! i think your talking about 3rd strike
i've never heard of hit confirming chun's super in ST
somebody coreect me if im wrong
Corrected. You can do it off of fireball as well. I believe the strong and fierce punch connects are just links, but I may be wrong.
Gonzales
05-06-2008, 10:17 PM
really this is awsome i gotta start practicing this techinique it will really help my chun game
Wow, I should not be attempting to do forum moderation so early in the morning. Accidentally merged a thread instead of deleting it. :looney:
Kersey
06-28-2008, 07:40 PM
How do you escape O.Sim yoga flame trap in the corner? I could only think of jumping out which gets me thrown.
Battosai
07-03-2008, 06:42 PM
Here is an old school vid of SSF2 tourney from japan 1994 with Muteki using chun li against a really good ryu player.
http://www.youtube.com/watch?v=S6FZtcsPaY0&feature=related
Shadowless
08-28-2008, 01:30 PM
Hey, I'm a newbie ST scrub, and I've got a few questions about Chun-Li. I'm wondering specifically about her matchup against Dictator. Now, normally I do pretty well against Dictator with Chun, but once in a while I'll go up against somebody who completely stomps the fuck out of me. I think a lot of it might just come down to "do it better," but I thought I'd go ahead and ask.
Usually against Dictator, I can consistently knock them out of the air with vertical LKs, HPs, and jump forward/backward MKs. SOME Bisons seem to always beat me, either with MP (x3) or HK. Is this just a timing thing, where I have to try to be above him, or am I picking bad air-to-air attacks? It's just so weird - I'm used to beating Bison out of the air clean, most of the time, and then sometimes I'll get nailed over and over again. I suspect that this is a timing thing for Bison, where a well-timed attack can potentially beat Chun (since most of chun's attacks stay out a long time, so I don't think it's my timing that is off. Or, you know, maybe it is). Should I be going for reaction vertical HK?
Sometimes I also have problems dealing with Dictator semi-keepaway tactics. He'll crouch, wait for me to walk forward, then knee press and jump back safely. If I jump forward, usually I get a mid-air headstomp. I think I know what I have to do - just walk forward, block it and gain ground, or reaction jump against the knee press (not for damage, but for position, and bison loses charge - go for block damage, pressure strings, or a tick-throw). Is that the right idea? Sometimes it's hard to do for me, and I know I jump more than I should (doesn't help when I'm playing on GGPO - every millisecond counts when you're trying to punish bullshit), but if I'm on the right track, I'll just keep at it.
Finally, I have a rough time against smart Dictators who keep me in the corner. A lot of time it's the normal kick, kick, kick, throw or kick, kick, kick, knee press stuff, where I figure I just need to work on my throw reversal / tech timing (right?). But I also can have a rough time against Dicator's vert. LK for pressure when he tosses that in amongst pokes and knee presses, since it seems like it will stuff any attack, knocks me out of a jump, and will let bison combo another kick -> knee press if I block. Should I walk under? Time for a SBK? Try to trade MK, fireball, or HP? At this point, I'm usually flailing a little bit. Is there a single preferred tactic for this situation?
Obviously I try to avoid getting stuck in the corner. What I try to do against Dictator is keep the pressure on, since I know he doesn't have any good anti-air. That means lots of jump-ins when I'm close and lots of MPs and cr.MKs, occasionally mixing up with a throw attempt or a special for chip damage. Tips on good Chun-Li pressure are appreciated - I mostly use just those two, but I know there's room for improvement. What do you use for the mixup throw game, besides these two? st. LP seems like it would be useful, anything else...?
I try to go for the neckbreaker (df.HK) whenever I get a knockdown, since I know it's safe against him, throw out a few fireballs hoping to catch the beginning of a jump or a knee press for the knockdown or get a little chip damage in, rarely use lightning legs (only for chip), and never use the spinning bird kick. Sometimes I'll try for the upkicks, but usually it seems too risky. Am I missing any clever applications?
I'm also working on the combos I saw on page 3 (http://forums.shoryuken.com/showpost.php?p=3838208&postcount=61). MP -> cr.HK is a little iffy for me, but I'll keep at it.
I also have some questions about the matchup against Cammy. Cammy players are so rare; I'm not sure if I understand this matchup at all.
Footsy Bebop
08-28-2008, 02:21 PM
Against dictator, if you keep getting nailed with j. st x 3 or j. rh, that kind of player is super "antsy" to counter your jump in attack with their own jumping attack. Against that type of player, try to bait his jumping attack and walk under and hit/throw him or verticl jump with short should reverse his jump in attacks.
And you're right, other than that j. st x 3, dictator doesn't really have a lot of good anti airs. So pick your spots and initiate the attack with your own jumping attack first. Throw in some throw mixup strategies and utilize lightning legs when you're up close, it stuffs the double kick and his favorite pokes (standing forward/rh). the psycho crusher seems to get through sometimes, but often time lightning legs will stuff the psycho crusher as well. For the head press, I would just do jump backwards and forward kick or even air throw it.
Kuenai
08-28-2008, 03:10 PM
Better not use jump back forward against headstomp, because 90% of the time, dic will go right above the kick and stomp your face. Also, if timed correctly, the punch on the way down will beat every attack chun has, no exceptions. If he's coming up at you with headstomp and you're already in the air, your best chance is to take the gamble and forward, but if he does headstomp, don't chase him into the air. Try and neutral jump rh if he's coming at you with the flaming punch. Also, when hes coming down toward you (not from above, only if he's beyond the 45 degree line from your head), the jump> airthrow is good. If he's right above you, the neutral jump rh is your best bet. Believe it or not, jumping strong is also a very god anti-air with chun, so if dic is coming at you in the air and he's too high for you to do forward, rh and strong are decent options.
IMHO, when dictator gets momentum and starts stomping chun, this match becomes one of her hardest matches in the game, just because she has so little to fight against him with.
Shadowless
09-04-2008, 02:53 PM
Thanks for the tips guys, I'm slowly getting a little better. Still working on getting that super out when I need it.
Have you guys been obsessing over the HD Remix news? Sounds like Chun got a little toned down, which is a bummer for me. :(
Specifically:
* Super does less damage.
* Throw does less damage (probably).
* Spinning Bird Kick has a new arc (?).
* Flip kick/Neckbreaker no longer crosses up (!).
* Additional changes (...).
And, not really a change to Chun, but I guess now Honda and Hawk might have some real tools to deal with bullshit, so that takes away from Chun's glory somewhat. Also Dictator's Devil Reverse has invincibility on the way up, so harder to keep pressure on him. On the flip side, maybe Chun will have better tools against Fei Long.
Hard to say without the game being out yet, and all. I guess speculation's pointless.
chun_li1
09-09-2008, 10:23 AM
@ shadowless
Nothing is confirmed yet for changes.
But you can be sure of these nerfs, less throw damage and cross up on neckbreaker are gone, since those are the moves most players call Chun *insert bad name.
Not that its gonna stop in HD remix, lol
chun_li1
PS. New SBK better be good. New arc, more stun, juggle, maybe more invincibilty (that 1 is wishful thinking^^)?
If this were true, that be awesome to punish bad called moves (random tatsus, hawk dives, wall dive, etc.)
Shadowless
09-11-2008, 05:49 PM
Can somebody confirm or deny: In ST, neckbreaker (df+HK) can cross up against some opponents (as listed on the wiki, not including 'shenanigans'). It must be blocked low if it is timed to hit extremely late. It can always be blocked low.
Yeah, obviously nothing is confirmed, but those are the changes that had been made at the time, and they're probably going to be reflected in the final version.
I'll keep my fingers crossed for SBK. It would be nice if there were reasons to use it besides charging up your super.
Xeno-V
09-15-2008, 11:03 AM
Sorry if it has been answered before but i am playing AE (PS2 version) and I am trying to do Chun's stored super but it never comes out.
I read that it works on ST. Does the same apply for AE?
I don't think that I am doing sth wrong, cause I can pull off the super anytime.
When trying to do the stored version I charge b, f, b, f and walk towards and then press K but nothing comes out.
Alphastorm
09-15-2008, 11:07 AM
You need to hold start when selecting ST then pick chun-li.
tsukihimeblood
09-15-2008, 11:11 AM
Sorry if it has been answered before but i am playing AE (PS2 version) and I am trying to do Chun's stored super but it never comes out.
I read that it works on ST. Does the same apply for AE?
I don't think that I am doing sth wrong, cause I can pull off the super anytime.
When trying to do the stored version I charge b, f, b, f and walk towards and then press K but nothing comes out.
you have to hold start when you choose SUPERT at the character select screen.
I had this same problem :wink:
edit: beaten by Alphastorm
Shadowless
09-15-2008, 11:16 AM
YOU HAVE TO HOLD START WHEN YO... ops
And for what it's worth, yeah, the second poster is the correct one. Hold start when selecting 'SUPERT' - if it's done correctly, you should hear a semi-quiet chime instead of the normal selection sound.
Xeno-V
09-15-2008, 12:06 PM
Woah, thanks guys I am gonna try it as soon as i get the chance.
Hope that Ill manage to do sth like jumping hk, st. fp. , super.
I also hope that it will still work in HD remix.
tsukihimeblood
09-15-2008, 12:50 PM
Woah, thanks guys I am gonna try it as soon as i get the chance.
Hope that Ill manage to do sth like jumping hk, st. fp. , super.
I also hope that it will still work in HD remix.
From what I've read in the STHD thread stored super and upkicks after super are still in. I think the super damage was toned down a bit though.
I would send you a link but I don't want to go through that thread to find it. I think it was a couple weeks ago where I read it. I also believe this was info from the current build at the time so it may not make it to the final product.
Shadowless
09-15-2008, 04:47 PM
Yeah, I posted the changes further up on the page.
Unless they've changed since then. And of course they could still change from now.
Xeno-V
09-15-2008, 06:04 PM
Thanks again for the info.
I finally managed to do the stored super but I am wondering why j. hk, st fp xx super didn't work.
I stored the super as I should, then pressed uf to maintain the super and pressed hk as late as possible. Then i pressed hp and finally i piano-ed all kick buttons and it didn't work.
Is my timing wrong? I am sure that my inputs are correct...
Xeno-V
09-24-2008, 09:27 AM
Update: Actually I can't combo anything into stored super. Is there some "trick" behind getting it to combo?
Shadowless
09-25-2008, 08:59 AM
Do you get a normal, then a super? If so, I'm guessing it's just a timing issue.
If the super doesn't come out at all, it might be an input issue.
I'm just assuming it works in whatever version of ST you're playing. I know some of them are wonky, but nothing else.
Xeno-V
09-25-2008, 09:53 AM
I can do the super anytime. When i store it and then walk up to the opponent and just press K it always comes out.
When i try to cancel anything into super it never works. I tried s lp, cr lp, s. fp after a jumping hk.
Can this be a timing issue or do I need to do some kind of cancel or something?
Zandwich
10-19-2008, 10:49 AM
I need major help vs O.Sagat and Claw. I cant seem to AA claw and walldive absolutely destroys me. On the ground I cant seem to get my footing and his jump is so quick that throwing fireballs seems like a terrible mistake and also the only thing I can do.
with o.sagat, he is o.sagat and i find that a well timed j.forward from a walljump can trade w/ a DP but this isnt enough to win me a match. since I cant go toe to toe w/ his fireballs and chuns long jump makes it hella scary to jump in on sagat, what do i do?
insomnotek
10-19-2008, 01:08 PM
try to beat claws jump ins with well timed neutral jump rh. the hit box for that move is very generous and it knocksdown giving you great space advantage.
Raisin
11-06-2008, 02:57 PM
The other day, I saw my friend do something with Chun Li I'd never seen before... He anticipated an opponent's jump-in and met it with j.up HK xx air Spinning Bird Kick. :confused:
Anti-air knockdown, meter, and 5 billion style points. Even if it was a complete accident.
Raisin
11-06-2008, 03:06 PM
Tactics in Chun Li vs. O.Sagat
Here are some of my old notes on this match; maybe someone will find them helpful. Hopefully the info is all correct. I've purposefully kept this to "X beats Y" tactics and stayed away from the strategical questions of this match, since I'm a lot less sure about those. Also, I suck at this game.
Anti-Air
LK Upkicks are hard to use in this match, because Sagat has to be very close. The problem is that you can try to hit his jump attack with it from farther out, but just go launching harmlessly into the air, because his j.HK has fairly withdrawn hittable areas -- you can't reach them with the move and you just go through him.
Anti-air super will work and you should definitely do it if you can. However, I personally find the timing such that it's very difficult to land this for all the hits.
J.up LK will stuff anything he tries air-to-air. I learned this from NKI in this thread a few pages back. However, after observing it for a while, I'm not completely sold on this move... It has considerable startup (6 frames), so you're probably going to have to just guess when he's jumping. Guessing wrong and flailing around with straightjumps isn't the safest thing to do, and given that it does poor damage, the risk/reward on this seems iffy. It also has mediocre range, and if Sagat jumped from farther out, you can both miss each other in the air entirely and then he lands while you're still vulnerable on your way down. Play around with it and see what what you think; maybe you'll like it better than I do.
c.MK anti-air trip is possible (from farther away, hitting him as he lands with the very tip), but you will need a surgeon's precision to use this, as there is almost no room for error with the horizontal range. Unless you are an expert, I don't think this is worth messing with.
LP fireball done late and on reaction to his jumping from farther away works, and it's one of the few anti-airs that are consistent from that range. You will lose the damage trade but gain the knockdown.
J.up HK is one of the most reliable counters if your reflexes and anticipation are good. Use it from fairly close, at a range where he will get hit by it whether he's attacking or not.
Jumping his low fireballs
If you jumped his fireball from full screen, you are only going to be able to get one attack in before he is pushed away. Now, a lot of Chuns are used to just jumping with MK all the time, but I think better here is the j.HP, as it is Chun's strongest attack that will hit Sagat's low-Tigering arms.
If you jumped his fireball from ~3/4ths screen, you'll land closer and will be able to tack on an extra attack. I believe the best sequence here is j.HP followed by c.HK. Normally that would be an extremely difficult link, but it's not too bad here because of the way the game mechanics work -- for jumping attacks, hit stun lasts a lot longer if the opponent is crouching, and Sagat throwing a low Tiger counts as crouching. So the timing isn't too bad. After you knock him down with the c.HK, you can continue the pressure with an immediate auto-safejump (see Shenanigans section).
If you get caught in the air, then in my experience you should try j.HP and see what happens. I've looked at virtually all of the interactions between each of her jumping attacks and every Sagat anti-air, and I won't bore you with the details, but the j.HP generally comes out the best. The priority is high enough that you can actually beat the Tiger Uppercut cleanly from certain angles, like when you jump from far away and he isn't close enough. Another example is against his s.far HP -- you will beat it cleanly if you "land on" its hitting frame, or if he attacked a bit later, you still get a hit trade.
Don't get me wrong, because as far as I know, if Sagat plays perfectly then there is nothing you can do to avoid being anti-aired cleanly. That said, j.HP gives you your best chance of a good outcome.
Shenanigans & Pressure Notes
Automatic safejump is possible anytime after you land a c.HK, as long as he didn't get knocked into the corner (where he "sticks" for a moment and it messes up the timing). Simply jump at him immediately after the c.HK lands; you should be holding up-towards as the move is recovering so she jumps as soon as she can. It takes a while to get in the habit of thinking, "OK, if this hits then I jump immediately," but this tactic will yield tons of free initiative if you can use it.
Free crossup after throw is another built-in pressure sequence, as long as you didn't throw him into the corner (where, again, he "sticks" for a moment and the timing gets ruined). You know he can't tech your throw because he's playing an old character, and you can just hold up-towards. If he does a reversal Tiger Uppercut as he rises, it will miss behind you.
Crossing Sagat up can be hard if you aren't gifted with good timing, because his shape is weird and you need to kick earlier in the air if you want the crossup to connect, leaving you less time to combo your next attack. If you don't want to try the 5-frame c.MK, then you have a number of 4-frame options:
s.close HP isn't really appropriate here, unless you're one of those freaks who can buffer lightning legs after it, but even then it's questionable.
s.close MK with a buffered MK lightning legs gets you chip damage. Maybe after you do the jumping MK crossup, you can just start slamming on the button, but I tend to goof it up and get kara-cancelled moves sometimes.
s.close LK can be a tick setup.
s.close LP is cute, either as a tick setup or into some oddball combos: crossup j.MK, s.close LP, s.close LP, c.LP xx LK lightning legs, which isn't as hard as it sounds. To get the gist of it, practice the simplified version: s.close LP, c.LP xx LK lightning legs. The way you do it is simply press LP~LK and keep mashing on both of those buttons while holding down.
I couldn't think of anywhere else to ask this, but oh well.
So I've been messing around with HF Chun-Li in AE and I think that she's pretty good. A lot of her moves have pretty good hit boxes and also high priority. Plus, I think her fireball stuns pretty fast. This was all against the computer, so it could be irrelevant. I just thought that it was worth sharing...
BaSiK_TeKniK
04-22-2009, 01:37 PM
wow this is really helpful
maximuspita
05-25-2009, 09:01 PM
Can the pros give me a few pointers againts T. Hawk. Also keep up the great thread and wiki!
zaspacer
10-27-2009, 07:57 PM
I finally got the ST Chun Li section up at streetfighterdojo.com.
http://streetfighterdojo.com/superturbo/chunli/chunlimatches.html
Match footage of top players + combos/tricks
Enjoy!
Mechanica
10-28-2009, 01:39 AM
maybe s.mk or neutral jump hk against his jump jab. Or jump straight up lp or lk?
VirtuaFighterFour
01-14-2010, 12:43 PM
Here's a long series played between Ohnuki (Chun) and Aniken (Ken) courtesy of supersf2turbo (http://www.youtube.com/user/supersf2turbo) on YouTube.
Part one (http://www.youtube.com/watch?v=xZpidPrIsJY&feature=related), two (http://www.youtube.com/watch?v=5HtoyWuR3eE&feature=related), three (http://www.youtube.com/watch?v=mabCqmuvqW4&feature=related), four (http://www.youtube.com/watch?v=tY6WZOnuhjQ). Each part contains a few matches.
There are so many things going on in these videos it's phenomenal. Watch how Nuki threatens Aniken with the walk forward stored SUPER so that he scores a few walk up throws, because Aniken guesses that he's going to need to guard. Nuki also uses legs to build meter in between throws of Chun's fireball. Many times Nuki jumps right at Aniken when he throws a hadoken and gets a dizzy combo. When Nuki gets a dizzy and he knows that the next combo won't finish the match he sometimes changes the combo to end in low roundhouse to score a knockdown. Really there's so much going on here.
Kersey
01-14-2010, 08:51 PM
That looks an awful lot like Otochun to me. Not just the color, but the general playstyle. Nuki is a lot more aggressive than that, even against shotos.
oldschool_BR
01-15-2010, 07:19 AM
Really great videos, VF4. The whole Chun arsenal is there. Poor Ken is fucked up with that POS hadouken of his. BTW, that is NH2's channel.
Off topic: lots of Ken shit too. Crossups, knee bashes, cr.short x2 super, throw fakes into SRKs, and great spacing. At 1:38 from part 3 Ken tries 3 or 4 throws and gets countered by a far fierce and counter throws. Then he jumps in, attacks early and beats the counter throw with a SRK for the win. Later, at 2:03, he stands up and gives just enough space for Chun to miss cr.rh, and punished with a sweep. That's real shoto mastery.
RagingStormX
02-04-2010, 11:46 AM
s.rh will beat it out, also use s.mk and rh pre emptively when close, or charge upkicks, jump up lk etc. Everyone here should be able to do s.lp, s.lp, c.lp to super or hk lls also, very damaging punisher and really easy. Also learn to store charge after a cross up so you can do the jab combo also to super.
I prefer meaty cr.Forward, cr.Fierce. It dizzies like mad.
pft. same thing nki, haha.
nice joke there, if it was one.
if it wasn't, oh well, lolz for me.
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