View Full Version : CvS2: Chun Li everything
Kikosho
06-04-2002, 01:50 PM
Lets keep this thread going as long as possible with all the Chunli strats and combos!
redwiz
06-04-2002, 01:58 PM
It's a bit old, but better than nothing.
:)
darthJones
06-04-2002, 02:46 PM
how about a discussion on character specific anti-airs? we already know that crouching strong can take out sagat. who else does this work with? what do you use to counter other characters?
GeekBoy
06-04-2002, 03:01 PM
Combos:
c.Jab, s.Fierce (close), Fierce Kikoken
c.Jab x2, c.Strong (link) XX Rush super
c.Jab, s.Strong works as well into super or Fierce Kikoken. I normally use that as a poke combo though.
Cross up = j.Short
Air-to-Air = j.Forward
I prefer Chun in a groove where she can have a lvl 3 handy (C, N, P), she can becomes a greater threat (not that she never was ^_^)
Gandido, told you, shit didn't go to waste meign.
Gandido
06-04-2002, 08:11 PM
OK, people are already getting this thread back together. Good stuff. :)
I'm going to do a small run-through about most (or maybe all?) of Chun's anti-air options, because she has quite an arsenal.
Crouching roundhouse is your main anti-air. It beats a lot of shit in the game flat out, and if you trade, you still get the knockdown, which is always a big plus. And remember, you can cancel it out to a Kikoshou, which is another anti-air by itself. Also, if anyone can test this, can Chun-Li activate her CC after a traded crouching roundhouse anti air? If it works, it could really alter my whole game plan.
Crouching strong and crouching forward work as anti-airs because of something called tripguard. Basically, if someone throws an attack that either Chun's animation goes under it in the air, or they threw it too early in the air, tripguard is thus disabled (tripguard is always in effect in a jump to avoid getting sweeped when you come down. Attacking disables it). Use crouching forward when the attack is too far and when you don't have meter. Use crouching strong when you have meter and when the attack is closer. Also, crouching strong is a GREAT normal. I use it a whole lot more than standing strong. Integrate it into your game, and you will see why.
Standing strong should be used to stuff low jumps while their animation is starting, and when their attack is a high-hitter. Standing forward should be used at a closer distance and when the attack aims lower.
If you are far away, and you predict a low jump, try using her towards + forward, which has decent priority. If it whiffs, remember that if you DID hit it, it links into a crouching strong, so it cancels out pretty quick.
Also from afar, you have another list for options. If the guy you are playing with is the type that loves to do jump in with nothing, then throw, your best bet is to out-throw him with Chun-Li's airthrow. If you predict the jump, run/dash under them, and do standing roundhouse. Since you can superjump cancel it, you can set a mindgame right after, since you can do:
a) early/late headstomp. Timing of your choice determines the side you land
b) double fierce. Early landing for them, setting distance for footsies.
c) 2-hit air roundhouse. Send them straight up, keep them guessing.
d) (Character dependent) jump and do nothing (jumping towards them obviously). It lets you land right next to them for a throw, and on some smaller characters, it sets you up for a crossup afterwards.
Those are all of the anti-airs that Chun-Li has that I use mainly. I'll think about some other stuff later.
-Gandido-
Gandido
06-05-2002, 09:42 AM
Some quick notes I thought should be important to post:
When you do the SBK trap, make sure that after you recover you ALWAYS use close fierce to keep them pinned down. The reason for this is that if you use a crouching jab, people can either roll or throw you during the SBK startup animation. If you use crouching strong, they can only roll out, but it's still a momentum switch. Close fierce is the only one that keeps you safe because of the blockstun it causes.
Flip kick goes over people in the corner when you do a knockdown. You can set up your own little mind games from there.
Towards + roundhouse is a great move. It's good against moves that slide forward or hit too low (Blanka's slide, King's slide, Athena crouching fierce) because it goes over them completely.
You can play a pretty decent mindgame with Chun-Li's advancing forward, especially on characters that can't crouch it. For example, do advancing forward, they block, expecting something more, walk up, throw. Advancing forward, then c.strong for a low hit, or towards + roundhouse if you anticipate a low-hitting move.
-Gandido-
"When you do the SBK trap, make sure that after you recover you ALWAYS use close fierce to keep them pinned down."
hm.. most of the time, not always
u can super after that if u think they will tech the throw
u mean mash forward + fierce, not just fierce right?
Gandido
06-05-2002, 10:45 AM
I don't mash it, because you should have the timing down for each SBK version that you use. And no, not towards + fierce because I wouldn't be charging for more. And I meant being thrown DURING the SBK animation startup, not after the SBK ended. I usually do that trick for setting up CC's.
do u mean your trap is
s.fp into SBK?
is it really that much worse than say, my 3 options which i usually do which are
1) mash towards and fierce
2) super right after the SBK, yes to do this i do have the timing down for each SBK
3) c.wp x 2, c.mp, SBK
let's discuss this.
your s.fp into SBK can be thrown by opp. i think right after..
also supered as a counter
and if u hold the charge for another like that, chances are you will be supered after easier too, by the position u hold joystick i think
Baltimore Chun
06-05-2002, 07:03 PM
how does her ducking med punch beat Sagat?
what is the sbk trap?
James
Gandido
06-05-2002, 07:52 PM
ZNZF: The point is, people can ROLL out of the trap if you link c.strong into SBK. The only true "trapping" normals (causing the most blockstun when blocked) are her close roundhouse, and her crouching fierce, but crouching fierce isn't bufferable into specials, only into supers, so I use close fierce instead, also because it has more priority. Doing supers after a SBK is good, but if you get too predictable, they will just hit you out (no one tries to get out of a SBK trap when Chun-Li has a level 3 handy). If you mash on towards + fierce, you still get the close fierce, but you never recovered your charge time, so you lose the trap.
Bmorechun: Look for me in IRC.
Next post: List of characters that are vulnerable to SBK trap.
EDIT: Also ZNZF, if I just hit fierce, they can't throw me, because it's fierce. It would cause a tech hit.
Gandido
06-05-2002, 08:33 PM
Characters vulnerable to traps with SBK:
This list is coming right off the top of my head, so don't expect it to be 100% accurate, especially at this hour (1:27AM over here).
US Names are in use, just so you guys know. ? after a name means that I'm not specifically sure about it. I'll clear this up tomorrow though for sure.
Capcom Side:
Sagat, Blanka, Bison, Balrog. Guile, Dhalsim?, Zangief, Kyosuke, Honda, Eagle?, Maki?, Morrigan?, and the Shotos? (including Dan)
SNK Side:
Chang, Raiden, Todo, Kyo, Yamazaki, Rugal, Benimaru, Haohmaru, Rock?, Terry?, Geese, Joe?, Ryo?, Kim?
Those are the only ones I can thing of right now. I'll do the full testing tomorrow for you guys.
-Gandido-
VManOfMana
06-05-2002, 09:14 PM
Gandido asked me to post to say I am alive, so...
I am alive. >:)
---
Anyways, I still have trouble dealing with Sagat's low jump roundhouse using Chun Li's crouching strong. Is there a specific timing for that?
using' chun's low strong vs sagat's round house.
basically you use them when they jump at you and time it regardless of what their attack is to down + c.mp. think of the timing as right when u think the roundhouse will hit u. also only do it at the range where he can't c.short kick you i think? well that's the only time i do it anyways ./
basically you do it when u think he can press it at the last second, and your c.mp will show a split second later and u hit. takes practice.
TigerLee
06-06-2002, 03:17 AM
I dont think some of the guys on your list are vulnerable to the trap because i know hoahmaru isnt for sure they just crouch under it
Hey B-more chun I'll teach ya chunny:D oh well how bout your whole team j/k
Kikosho
06-07-2002, 03:12 PM
**bump**
Zakuta
06-07-2002, 06:23 PM
Let's not forget that...
*You can get a free close fierce hit when you land a crouching weak jab...good for a SBK combo, or just as a Super setup.
>=]
can someone plz tell me how c-groove chun has any chance vs n-groove ryu
be specific plz .. i don't do too well vs shoto's in particular but i do especially bad vs n-ryu but i'm not quite sure what i'm doing wrong. these kind of ryu's don't roll like crazy but does it occasionally and plays like a good k-groove ryu ./ hope that makes it more understandable
vs shoto's i mix up my poking more
but since shoto's usually stay on the ground unless for crossup u can't anticipate their jump and jump too to intercept
any advice is appreciated -_-
jae hoon
06-10-2002, 06:44 PM
i just started using k groove and chunli do you think that will work? and what should a begginer for chun li know about her?
k-groove is not chun's groove at all
she needs fast lvl one's to cancel off her c.strong imho
use chun in c-groove or n-groove if your a beginner
jae hoon
06-10-2002, 07:25 PM
im a chun li beginner yeah n groove huh, im trying to use something different besides c and i want to learn chun li
its your 50 cents -_-
don't hate on c-chun
not scrubby at all
takes mad skill to use c-chun at a high level
Gandido
06-10-2002, 09:53 PM
K Chun isn't necessarily my cup of tea, but I'll try and help you out with what you could use with it.
You have run, low jump, and JD...
Low jumping straight up with roundhouse is good against people who like to throw out random moves when they see you jump. Plus, it's a VIABLE anti-air option.
Running with crouching jabs (standard jab rushdown) with Chun-Li is decent, because you have frame advantages with her c.jab, but it isn't all that because her run isn't that fast.
Low jumping with double fierce also works pretty well. Do one fierce on the way up, and one on the way down.
K has pretty powerful level 3 supers, so on the road you should start getting used to JD'ing with her, as her level 3 does PLENTY of damage already ^_^.
Running and throwing out random s.strongs works, but not as well as most people expect. Throw in a c.fierce once in a while, and you should be getting near decent results.
I just wanted to make a post on purely c-groove chun because I feel that in this game, chun li is very complex character with many weaknesses that has not fully been discussed in the chun li forum. and i simply cannot use chun li in any other groove effectively, being a hardcore alpha3 player in the past
Some thing's I note when using c-groove chun, her weaknessees. Her alpha counter does not hit sagat after he does a crouching fierce when not up close. her j.short seems to have more priority than her j.mk, even though they look the same, can someone tell me if that is true or not?
Now some questions I have for c-chun experts..
how accurate do you have to be able to link c.wp x 2, c.mp or s.mp into super? 60%? 80%? to make chun li effective. Because if u do the link badly, you could be comboed or supered hard afterwords. This is why i do not try this link when my opponent has a level 3. Simply doing c.mp into super when your opponent makes a mistake or you get lucky simply isn't enough. It get's obvious after a while too.
I was thinking that c.wp into s.hk or c.wp into c./s. mp using only one c.wp would be not be that great because it is near impossible to realize so quickly that your first c.wp has hit.
Also, what can c-groove chun li do against p-groovers?
The common p-groove characters I have to face are cammy/ryu/blanka/guile/vega.
And for one more..
When p-blanka has a level 3 and is turtling hard, or say a-groove cammy with full bar is turtling, what is the best tactic to attack with her?
random chun question.. can chun li really cancel her far s.fp into super? i can't seem to do it
post some things on c-chun!
Zakuta
06-12-2002, 05:10 AM
Nope; you cant link of that attack; only the close fierce attacks.
I reckon Chun-Li is best used in N-Groove.
C-Groove Chun-Li isn't all that fantastic.
eddieW
06-12-2002, 08:31 AM
c groove chun owns
her level2 cancel combo takes off damage like a ratio 3's level 3 super.... when she's at ratio 2.
level 2 puffball is her perfect wakeup and AA. If puffball connects with a grounded opponent, cancel into kick super before the puffball knocks em away for more damage... N groove chun has no wake up unless a stock is broke but then your opponent will know not to attack duh. And the c.rh and c.mp doesn't stop all jumpins. Once you have at least a level 2 super ready you can start rushing down because of the fear of the puffball.
N groove chun can be rushed down all day if she's knocked down thats the weakness of N groove chun. The only thing n groove has that benefit her is low jump fpx2 and counter roll...
P groove imo is her second best because she gains the low fpx2 and parry for solid AA. making her a brick wall closing in on you till your cornered
jab, c.mp link is a must learn the be good with chun. after landing couple of those into super your opponent should know not to get hit by that c.jab. so you won't beable to land that much anymore. So in C groove c.jab,c.mp cancel into level2 cancel can pretty much change the momentem of the match.
just my couple of cents
Gandido
06-12-2002, 05:20 PM
The problem is, that Puffballs aren't that good as an anti-air. I'd much rather stick to using c.rh and trading, as the trade is STILL in my favor because a) it was a fierce hit, and b) I get a knockdown. I'd much rather save my meter if I was playing C-Groove for a solid, damaging level 2 cancel combo, than blow more than half of it on a so-so anti-air super.
IMO, Chun-Li's best groove would have to be P (but that would go towards every character, in theory, so I'll be realistic), but in the truth, I'd have to go with N. You have more solid options with Chun-Li in a groove with running and low jump as compared to grooves which don't have it, and znzf and others, don't call me biased. I don't play N-Chun-Li anymore, because I play A-Chun. Low jumps add SOOOO much to Chun-Li's game, that it's downright horrifying. You get low-jump straight up with roundhouse, which works OK as an anti air, as well as an anti walk under move, as it hits both sides.
I did an old groove ranking for Chun-Li of some sorts, which I shall try and re-do.
N/C/A/P/S/K is the way I would rank Chun-Li as good. I put P in fourth because I'm not assuming I will parry everything, as NO ONE, I repeat, NO ONE, can. Plus, you don't get rapid level ones to combo into, which, I think, consist of a lot of the damage Chun-Li gives out.
I'll explain to the fullest later.
-G-
i was kinda hoping people could go kinda more indepth with chun li in c-groove -_-
her weaknesses and strenghts in that groove, matchups and grooves against c-chun as well etc etc
Gandido
06-12-2002, 05:56 PM
C-Chun has a harder time against most of the charge characters, as she can't low jump to break their charge, but she has an easier time against Blanka, as she can block the jesus fist (jump straight up + fierce) and the air ball that he can use to get a quick knockdown. You can SBK trap most of these characters though (Honda, Guile, Blanka).
i don't feel that charge characters give chun li too much of a problem. it's more that when people use p-groove charge characters, then my chun li has trouble getting an offensive. any advice on that, gandido?
chars. like p-vega, jump up towards and press forward + fierce, when i jump, or when he jumps and see's me jumping, sticks out that hk. i am reduced to trying to throw oftentimes, and that gets predictable.
vs p-guile, kinda the same problem, but easier because he is slow and easier to read, but the parry and airthrow is annoying as well.
vs p-blanka, my chun just dies.. for free.. the main problem as always is the offensive, and like against vega, slow fireball then superjump to start it off will not work because of the quick and far jump that they have.
----------------------
also... (hehe i have a lot of problems, u must think i suck.. but i don't really.. lol)
a shoto type character with a run, n-ryu,k-sagat, k-ryo.. etc..
what can chun li do against these characters ? the best kind of poke ? not ever safe to jump and chun has to stay on the ground a LOT and poke like crazy and hope to get a c.mp into super or somethingl ike that?? i'm not well versed in these matchups and vs a good shoto i lose. jab shoryuken then jab shoryuken again is annoying too.
i can't really think of how i can beat a shoto rushdown.. maybe somehow u can do an alpha counter when they cross u up ? when i'm crossed up by a shoto with chun then aggressively attacked afterwords, crossed up again or whatnot.. i stick to c.mp/s.mp/s.hp and keep on trying to cancel into a super.. but that doesn't seem to work too well either.
YellowS4
06-12-2002, 06:15 PM
im thinking of a pgroove chun...
to compliment my other team of pblanka/vega/guile/gief...
any suggestions?
i parry extremely well.. but just curious
as to what to abuse...
:)
Hcparker
06-12-2002, 09:46 PM
I've got a question.
right now I'm using a team of a Ratio 1 Chunli and a Ratio 3 Sagat and C-groove.
I have problems with Blanka (mostly P and N grooves) and especially against a K groove Balrog (boxer), the guy playing Balrog has got the Gigaton blow down and can do it almost instantly, any help?
Kikosho
06-12-2002, 10:16 PM
Good posts guys! :D The best groove i use for Chunli is C groove. I use C groove because Alpha 2 and 3 Chun was my best so I use the closest thing to a groove. Her level 2 cancel is great and her level ones are a must for me. I dont do to good against Sagat, but im good against everyone else with her. I use my Cammy for Sagat, but I need to start whipping his top tier ass with my Chun. Any suggestions guys?
Kikosho
06-12-2002, 10:20 PM
i can't really think of how i can beat a shoto rushdown.. maybe somehow u can do an alpha counter when they cross u up ? when i'm crossed up by a shoto with chun then aggressively attacked afterwords, crossed up again or whatnot.. i stick to c.mp/s.mp/s.hp and keep on trying to cancel into a super.. but that doesn't seem to work too well either.
The best thing to do against cross ups is airthrowing. Airthrowing comes in handy in a lot of situations. Master airthrowing to control the air. Dont get to obvious or they will try to do high priority air moves (shotos jHk). Rushdown shotos are tough, but they can be stopped.
TLKayin
06-13-2002, 02:47 AM
hahaha....I like how you guys describe her kikosho super....phear the puffball...
eddieW
06-13-2002, 07:41 AM
chun vs. sagat. well this can be as frustrating match for sagat as it is for chun li if you play your cards right...
got to play mix between turtle chun and rushdown chun. Most sagats I play when using chun are turtle sagats.
you can get a clock out by landing level2 cancel(over 8000 damage at R2) and then turtle the rest of the match and just counter what ever sagat does.
how would u run away from sagat.. can u be more specific, once u are ahead in life from as much life as a super then u start running right.. can u be more specific in chun's running away
even chun's wall off jump can easily be "dashed back, uppercutted" or suppered or something like that i believe.. and when i run from sagat i find myself soon in the corner, which takes a lot of trouble to get out of, and when i am out of it, i am almost down on life, because of guard crush c.fierce into super or some shit like that
eddieW
06-13-2002, 01:18 PM
Originally posted by znzf
how would u run away from sagat.. can u be more specific, once u are ahead in life from as much life as a super then u start running right.. can u be more specific in chun's running away
even chun's wall off jump can easily be "dashed back, uppercutted" or suppered or something like that i believe.. and when i run from sagat i find myself soon in the corner, which takes a lot of trouble to get out of, and when i am out of it, i am almost down on life, because of guard crush c.fierce into super or some shit like that
Not necessarly run like rolento or mai(can't catch me type) but you don't have to rush down no more just play a good footsie game and c.mp>super any jump attempts and throw out a couple of fireballs to stop running fierces and s.mp any wiffed fierces. This will encourage sagat to roll and thats another opening... its all about the mind games... That can wreck havoc on most characters when using chun. Once you land a couple of more hits you'll have a level 2 super. Level 2 super goes through fireballs too:D
that makes a lot of sense.
eddieW give more advice !!
its uh... fun to read
lol
i don't know.. just say more
chun vs a-groove/ c-geese
chun vs a-iori/ n-iori
some advice on those matchups please? -_-
Kikosho
06-14-2002, 10:44 PM
Great post eddie. Thats usually how I play against Sagat my self. Fireball works fairly well against that darn fierce. When they roll, what do you use for a counter, a throw or a crouching mp to super?
eddieW
06-15-2002, 07:30 AM
Originally posted by Kikosho
Great post eddie. Thats usually how I play against Sagat my self. Fireball works fairly well against that darn fierce. When they roll, what do you use for a counter, a throw or a crouching mp to super?
I know right. her fireball comes out pretty fast and has pretty good recovery to add to her poke game.
either or I guess. do what ever you feel like doing. A smart player will super fagat I mean sagat...
Kikosho
06-15-2002, 11:13 AM
I raped some guys Sagat today! I was so proud of myself. I didnt get to do it with Chunli though cause she's my clean up character. Cammy handled him well. I poked away, keep him at bay, and when he rolled, crouching mp, super, cancel to qcb+k, then other super. It was great. I just wish Chunli could have got at him.
eddieW
06-16-2002, 09:00 AM
Originally posted by Kikosho
I raped some guys Sagat today! I was so proud of myself. I didnt get to do it with Chunli though cause she's my clean up character. Cammy handled him well. I poked away, keep him at bay, and when he rolled, crouching mp, super, cancel to qcb+k, then other super. It was great. I just wish Chunli could have got at him.
lol
cammy is good in any groove. especially s and p
Zakuta
06-16-2002, 11:30 AM
Cammy is a bitch. haha
Anyway; as I stated before; I use N-Chun-Li.
Not only because it makes her faster in terms of ground movement, also because the stocks come quick and her most damaging can destroy a 1/3 or an opponents vitality guage (on the lowest damage setting; on the highest damage setting, it can quite possibly kill someone. hehe).
shin D
06-16-2002, 01:53 PM
I have always wanted to pick her up and put her on my team soemwhere .. And I have definetly learned alot from these post, but can ayone please explain to me whats the SBK trap is? ..
basically u do the SBK with any button of your choice, then at the end of it u can super or throw, or start the "trap" by pressing fierce in between your down motion to up motion so that chun li will combo the fierce into an SBK. after that, u can do the fierce into SBK again or whatnot.
sometimes u can do 2wp then mp , press up, then SBK again for variety.. if your opponent has counters and hes guessing u will do fierce then SBK i guess.
f_man
06-16-2002, 06:01 PM
best poke: c. fk. but dont rely on it too much, just use at the appropriate times such as after crossups or when youve distanced yourself so that it barely hits them. people not used to playing chun li tend to underestimate its hit distance. as for crossup, jumping lk has good priority; i like to follow it up with c. mp. and a c. fk. a little less risky is immediately after the j. lk, just mash that lk button- if they arent blocking theyll get hit multiple times, if they evade somehow, the rapid kicks can push off or give a safe cushion. also, she seems to be a character with a better roll in the game, so dont be afraid to use it.
now i have a question: how do you play her against rushdown characters?
Havoc
06-16-2002, 06:21 PM
What you do against rushdown depends, obviously, on what groove you're in and what type of rushdown you're dealing with.
Chun does well versus low jumpers with cr. RH or cr. SP. She can handle cross-ups by doing jump straight up RH/air throw/ j. SK.
Against jab rushes she can do s. SP or cr. SP to keep them back.
I don't know..... what exactly are you dealing with?
f_man
06-17-2002, 10:54 AM
specifically, im talking about handling a cammy. she outspeeds chun li, and i get overwhelmed with the dash followed by the s. fp, s. fk, then occasional cannon drill to poke me out.
Gandido
06-19-2002, 12:10 AM
Well, I got my hands dirty with an ECC7 tape, and up to now, things are looking pretty bright. I must say, this Chun-Li usage is getting better :)
Corner meaty: close s.rh, sj cancel short, repeat for a while, then bait a roll by not superjumping, and you get a free c.strong xx super.
Walk under jump and sweep is better than just sweeping itself. You technically CAN make her sweep as a perfect anti-air, but you need to figure out the hitboxes on some of the attacks that could trade with it. Some you should hit from the front, others from the back side.
Ghetto ass anti-air CC: (c.rh x 3, wk SBK) x 2, c.rh, wk SBK, c.rh xx Kikoshou....
YAY FOR SMILIES! :wtf: They are BAAACK!
melanthius
06-19-2002, 03:25 AM
For C-Chun Li, here are my main tactics:
Use her ground speed, walk back and forth a lot, it gives you advantages over most characters.
Her dash is a good way to move forward, try not to get poked out of this, but I like to dash into the max range of her standing (or crouching) strong, or s. roundhouse (beats all low attacks!)
If your opponent does not mash jab constantly, you can make them start! chun-li's dash-throw is very effective, as well as a tick throw composed of a crossover short , then jab, then walk-up throw.
Here's a HUGE hint, I found this to be very very helpful:
After you do a ROUNDHOUSE throw with Chunli,
(if your opponent is not thrown against a corner) they will be in PERFECT range for a super-jumped crossover short.
So whenever you land a roundhouse throw, you can work on doing a meaty crossover short into jab, jab, c.strong, xx level 2 super (difficult), or against tall characters (sagat, bison, blanka), you can do my favorite combo!!! crossover short, standing strong (the close, bitchslap version), into level 2 super, into level 1 kikosho or jumping roundhouse (very easy)
anti-air, for me, is c. roundhouse.
if they cross me over, I usually roll under them...if it's a meaty on-chun-li's-getup-crossover, I try to use roll as a reversal or just block...
Also, use but do not abuse chun-li's jump straight up roundhouse, especially on their getup. you can do this twice, and the third time, just walk up and throw (if you think they will block).
Standard poking game should consist of jab, jab, standing strong into kikoken, standing close fierce into kikoken, poking at the right range with s. fierce,
*abuse low strong* also good as meaty getup attack, try not to abuse this against shoto.
A stupid combo that is fun to use: low roundhouse, level 1 kikosho... I've never been punished but I feel it can be, probably against balrog or bison's level 3 supers.
Hope this helps u guys who are building a stronger chunli.
eddieW
06-19-2002, 06:02 AM
chun's C groove combo:evil: crossover lk, windkick 2hits, st.fp>level 2 kick>cancel into windkick 2hits, st.fp>level 1 kick super, super jump cancel rh.:evil: over 9000 damage:evil: :evil: :evil: hard but easy with practice
C groove chun owns....:evil:
Geenyoon
06-19-2002, 11:53 AM
Anything to beat Sagat's low fierce with?
and what is windkick?
VManOfMana
06-20-2002, 12:07 AM
Guys: go to tournament results and check the latest results of the CvS2 Japanese 5 on 5 tournament.
Chun Li is tournament material, being part of one of the teams used by the runner up team and part of the team used by Ohnuki, as well as Daigo.
It would be neat to see footage of these tournaments, eh?
Jonstar!
06-20-2002, 04:21 AM
Any of you here coming to MWC? =]
I'll be there, so we can meet up and talk more bout chun :D
Just randomly scream out jonstar, or ask like.. arturo or any T.O player.
eddieW
06-20-2002, 08:26 AM
hell yea chun is tourney worthy. imo she's top tier but probably at the bottom top 5 though. shes better than shoto's and most other characters
Kikosho
06-20-2002, 01:06 PM
Hey Eddie, C groove Chunli does own! :D
GeekBoy
06-22-2002, 07:24 PM
Chun Li...yay
Havoc
06-22-2002, 08:23 PM
You guys need tournament results to know Chun is too good?
She's definitely top ten. She misses the top five by a little bit IMO. Shadoloo - Balrog + Blanka = CvS2 Top Tier. I guess Chun is right on the tracks of Shadoloo, where she wants to be.
That was so fucking corny.
Kikosho
06-22-2002, 10:22 PM
Okay guys. Im willing to try something new from my tried and true C groove Chun. Im interested in Agroove Chun. Anyone have any tips?
VManOfMana
06-22-2002, 11:33 PM
Kikosho: A-Chun would be Seany DX6's field. Hopefully he comes back and share more of his information. He used to make fabulous combo analysis posts.
Seany, where are you!?
melanthius
06-23-2002, 01:11 AM
Nothing feels better than when you are crossing up Sagat or Ryu and you hear "Tiger upp..." or "Shoryu..." and it gets stuffed flat out by Chun-Li..... ooooooh yeah.
Gandido
06-23-2002, 09:13 AM
A-Chun is MY department now, okay V-Man? :) Well, she has a couple of decent CC's. I posted her ghetto anti-air CC a while ago.
Ground CC: c.fp x 3, towards + rh x N xx qcf x 2 K super. Over 7500 damage.
PM me for some tactics later on yo.
Kikosho
06-23-2002, 02:46 PM
Hmmm, where is Seany? Anyways, Agroove sounds really fun.
Kikosho
06-26-2002, 12:34 AM
^^bump^^
Kikosho
06-27-2002, 09:20 PM
Uhhh, any help guys?
let's talk about the styles that chun li can play, break it down good
i know how a local chun plays a-groove chun really cautiously as his last char, ratio2, light fireballs from a distance and very rarely playing close up, unless for the SBK trap and aims at hitting the cc, until he is losing and the time is running out.
(i use c-groove chun)
i do play that style as well but very occasionally when i am very ahead of life, and i am much more aggresive, going for the SBK trap whenever possible even when the opponent has a lvl3 (is that smart when i don't have a lvl2 myself for puffball super?, vs say, blanka /w a lvl3?. i'm not sure if puffball will beat the lightning at that distance), throwing a lot and basically keeping close to the opponent at all times
p-groove chun in a vid i saw did a lot of parry into s.mp into fireball, just basically did a lot of pressuring with s.mp. and did short jump short kick into lightning very occasionally, and short jump light kick for pressure from the front, as well as walking up and throwing a lot
i find myself using c.RH instead of s.mp a lot though, even though i use both, because it has more priority and has more staying power, acting as an anti air if they jump late
post any "chun styles" that u know
*bump*
hey its about chun and its something to talk about
work /w me here :(
eddieW
06-29-2002, 04:12 AM
well, I use C chun. she's more solid in that groove imo. C cancel is one of the most damaging in the game. And her lvl1 kick super is one of the most damaging lvl1's. N groove chun isn't as solid as C imo. The other grooves, she just doesn't have her roll. and level one's which is her main combo finisher.
Zakuta
06-29-2002, 05:04 AM
I play my Chun-Li like I do in 3s...
Get in there with a f+mk; kill anti-airs with fp; abuse standard fp action anyway; use d/f+hk for a bit and only use SBK in combos.
crouching lp > close heavy attack always works out; use it to get into SBK or into Hoyokusen super. Only do it when I charge and have a stock left in N-groove.
I used to have a few good damage A-groove combos for Chun-Li; but my CvS2 is dead now after too much play. lol
So I have to invest into another copy...
I have many ways of getting into a super; not just the common cancelling way.
Usually I do a regular combo that cant be cancelled into a super; but do the super after its finished its animation.
Advantage is that some opponents will usually try and get a counter attack in. So when I use the super; it will most definatly catch them.
Like f+mk > kikoken - super
or just
f+mk - super (ppl tend to go for low attacks more than high ones after this move. So a super after it makes sense. ;))
I also do standing fp - super; but you are gonna have to be pretty close to know if it's gonna be blocked or not.
interesting
f + mk to move forward. only when u are already kinda close to your opponent right, use it like guiles f +mk.. lol
i guess those special ways of not connecting into super are ok to do once in a LONG while. i'm guessing your opp. catch on to that trick fast
but its nice to know, thx for sharing
keep it coming people ~
revive this thread to its former glory
today i played a very weird blanka
he kept mashing s.fierce like 3 or 4 times intelligently when i was close, so i could not poke (i think it stuffed my c.wp and c.rh as well as s.mp)
what do u do when u see this ? i'm thinking c.mk but i'm not sure because that's a pretty slow move to do against a powerful character like blanka /w a super bar
Storming Flower
06-29-2002, 05:37 PM
i guess i've read her anti air is d+hk, but that shit doesn't stuff blankas high jump, i don't see how its a true anti air...
Havoc
06-29-2002, 05:47 PM
Chun's cr. RH at least trades with everything I've ever put it up against. Plus, for those characters that trade a lot with it (Rock's j. RH comes to mind), you can use Chun's walking speed to walk under them as they jump and do it on the other side for a clean hit.
Edit: Kikosho, am I the only one who notices that more than a few poeple seem to have almost identical avs? Viscious Slash is such a bum.
VManOfMana
06-29-2002, 08:46 PM
Then I guess you are timing it wrong.
Chun Li's crouching roundhouse can stuff Blanka's jumping attacks, or at least trade. Probably the most troublesome is low jump roundhouse because of how fast it comes out, but regular and high jump should not be a problem. Just make sure that he won't kick you on the head instead of the leg.
i think i came upon something that would help out all chunners who do the SBK trap
use the s.RH kick into SBK instead of the s.FP
whY?
u can cancel off super, and u can also go into the SBK as well as superjump after if you want to run away and win by time out or something of the sort
but maybe it has less priority than the normal s.FP, i'm not too sure. i'm guessing the normal s.FP has slightly more priority, but not enough to warrant not using the s.FK instead because it has more flexibility
ALSO, it deals more damage, and if u mess up and throw the guy, it is harder to tech i think since its a kick throw, and even that kick throw deals more damage
edit: also, i saw some guy in a vid "try" to cancel (down + forward RH overhead) into a super puffball. is there anyway to make that work, or is it just my bad timing that i can't do this?
btw he didn't make it work in the vid
GeekBoy
06-30-2002, 07:51 AM
How do I do a standing move from a down-up charge move?
i think the easiest way to do it
is to hold 3 seconds down back, let go of the joystick so it goes to neutral, press a the button, move the joystick directly up, then press the other button that executes move.
GeekBoy
06-30-2002, 09:35 AM
Originally posted by znzf
i think the easiest way to do it
is to hold 3 seconds down back, let go of the joystick so it goes to neutral, press a the button, move the joystick directly up, then press the other button that executes move.
Would it also work if I did, db.LP, b+FP, u+RH for a SBK combo?
i tested it for u.. it works lol
way better than my old way
Gandido
06-30-2002, 02:11 PM
GeekBoy, that combo is hella ancient, lol. I use the SBK combo as my bnb because it causes more dizzy damage, as well as if I fuck up I can at least trap the other guy. It leaves you right next to the guy too so you can try and score a throw/level 3/cc afterward.
ViciousSLASH
06-30-2002, 02:18 PM
Edit: Kikosho, am I the only one who notices that more than a few poeple seem to have almost identical avs? Viscious Slash is such a bum.
Hey Shaddup. Loser.
*Runs off*
:p
Zakuta
06-30-2002, 04:43 PM
crouching lp - close heavy strike - sbk isn't that hard to pull off.
When I do it I don't go and press back and hp/hk; I just take longer to press up when I do it.
Just delay the motion.
But when you have a super and you are going for the kill; I advise a super after a rouching lp - close hk.
=]
SBK combo is all too flashy for my liking. heh
someone plz confirm which comes out faster/has more priority or something (close s.rh or close s.fp) or is just better
i want to use the right one for the sbk trap :)
Gandido
06-30-2002, 06:19 PM
Her bufferable fierce comes out slightly slower, but it comes out at a further range than her bufferable roundhouse. I would reccommend the s.fierce
but once u start the trap it the s.RH will always still work right, so maybe do the s.RH when the trap is already in progress?
so maybe when your setting it up use the s.FP as in
c.wp then s.fp -- > SBK to make sure all the hits connect is that what u mean
Zakuta
07-01-2002, 03:12 PM
It doesn't matter which heavy attack you use; you will be able to apply all the hits.
Jou can jump in and do the SBK trap also; if you need to.
I would recomend the close hk for the SBK trap though because it's a little quicker.
Kikosho
07-02-2002, 04:05 PM
Ok, Ive encountered my first problem, Yamazaki! Anyone have any tips on figting him? He uses kgroove, and he's the last character of this guys team im fighting. The thing is I can take out his Rock and Terry with Mai, but then Yamazaki comes and kicks my whole team's ass! Chunli seems to do the best, so anyone can help me? I use Cgroove and Ngroove.
GeekBoy
07-02-2002, 04:18 PM
What problems are you having?
for chun. i think there is no one right way to fight against yama. just play chun li like chun should be played.. SBK traps.. throw him when u feel like it.. etc. if u think hes the type to use the throw super more than get prepared to intercept his roll.. the anti air one.. stay on the ground.. bait him with fireballs.. just play intelligently.. u could also hurt him and kinda run away, cuz yama's hella slow and even MORE predictable without a roll
so just keep playing yamasaki until u can beat him, you'll figure out a way.
(i note that he can't roll cuz u said k-groove)
anyways i'm more used to fighting c and n-groove yama's
Kikosho
07-02-2002, 05:46 PM
Thanks. The thing is that he was kinda intimidating with the Kgroove bar and i was screwing up. I just have to keep calm and like you said znzf, play intelligently.
Gandido
07-02-2002, 05:49 PM
Yama clearly poses a threat to Chun-Li. She can't use her j.forward because he can do his j.fierce to it, and she can't do crossup short because of his c.fierce. Against Yama, you're limited to s.strong -> kikkoken games (which is not half bad, actually) and the SBK trap.
don't say chun is limited to that, that's what i tried to make him not think.
she can still use as her main poke of c.rh
s.fp as a retaliation poke of s.rh maybe
still a lot of options.
Gandido
07-02-2002, 07:00 PM
Random sweeps will get stuffed by Yama's s.rh, but for that you have Chun-Li's low fierce, even though it only works if timed right. Chun-Li DOES IN FACT lose a lot of her options on her Yama matchup. I've had this matchup a LOT, and clearly, that is all she can rely on.
For all that Chun can try, Yama has s.rh, his counter, and the 2 anti airs I mentioned in my previous post. You can't even rush safely with jab kikkokens because he'll just reflect the fireball. Also, if Yama has a level 3, he'll wait for you to do SBK trap on the guy, then do any of his level 3 supers. If you jump, jumping super. If not, grab super... =\
Havoc
07-02-2002, 07:42 PM
SBK trap is fairly safe against Yama. Sure, on paper he has a perfect way to punish it if he is raged, but in reality, he doesn't.
Just looking at Gandido's post, it's clear. Yama has to wait for you to do something before he can attack. The split second that he has to wait is more than enough time for Chun to just throw him, jab him, walk backwards (my favorite choice), or jump away. He does have a fifty-fifty chance to counter you, but if he's that willing to just try random stuff, then you shouldn't have to much of a problem beating him anyway.
Unless the Yama player is extremely quick, Chun can super jump backwards pretty safely. I don't play P/S/N/K Chun, but I'm just thinking right now, can't she just low jump backwards safely?
As for the Yama fight on the whole, throwing Jab Kikokens isn't that bad. If he reflects them, Chun can roll through on reaction, or do a Lv. 3. Yama's s. RH does out-range everything Chun has, so there really ain't too much she can do. It's even pretty hard to start the SBK trap. I usually have to RC a SBK to get it started.
In my experience, this fight calls for Chun to turtle up a bit. Yeah, we all know Yama can crush guard in the blink of an eye, but if you let him go on the offensive he'll either A) be extremely safe, and do s. RH's (which pose no real threat to Chun) or B) go for the GC. Once Yama abandons s. RH to use his better GC'ing moves, Chun has a fighting chance. cr. SP is essential in this fight, as it's one of very few ways for Chun to land real damage.
My CCs against Yama are pretty funny. It's basically just fwd+RH for the whole time since my CCs have to start from fairly far away.
Whatever. That's just some overall stuff.
maybe chun has to be a little more careful about doing her SBK trap against a c-groove and p-groove yama cuz she can't abuse SBK trap like crazy when yama has a lvl2 or lvl3, respectively. but chun can still super puffball after it..
c.rh is decent, of course u would not stick it randomly for him to counter hit it. yes it's slightly slower coming out and it does get stuffed a little more easily by yama's s.RH maybe but u can stuff him too, just a matter of anticipation.
maybe u could try c.mp as well.. gotta try that sometime. c.mp into fireball as well as s.mp into fireball?
the thing is, imho, in grooves that yama can store super, he is not as mobile, (n-groove being an exception but its not lvl 3's so its not as bad, and he has no air blocking/defence in that groove too.
there are many characters that "pose a threat" to chun li (n-ryu, vega, sagat, blanka, p-gief, maybe yama). now don't get me wrong i'm not saying your wrong but i think a well played chun has a slight advantage over every other character.
except possibly cammy, p-blanka and p-gief. there are always exceptions.
for a new topic of discussion, what are the weaknesses of chun li? i would like to know. i'm talking about chun li in general, as well as chun li played by a good player
for example
chun li (weaknesses): floaty jump, easy to dp, etc. can't jump straight up and come down and throw cuz her jump is too floaty.
of course i know there are advantages of her jump too..
i can't think of any real weakness of chun li. she can turtle or rushdown very decently. top tier. everyone should use chun :D
what about c.wp that makes it so special against yama?
please elaborate
Hmmmmm I must say that chun li helped me ALOT to get to the finals at ECC7 :)
Gandido
07-02-2002, 09:10 PM
Yeah right Prez, you go to NY and xcopy Eddie Lee's Vega (and by no means start dissing me. I don't go to NY and I don't talk to them either, but I know Eddie's style, both on tape and when people copy it (i.e. Ricky Ortiz)) and then you go on running your mouth on stuff. I saw the ECC tape. Your Chun-Li is a disgrace. The only thing that saved you from Arturo was the fact that Vega is a total Chun-Li counter character and he kept picking a ratio 2 Chun. If he would have picked Nakoruru ratio 2, he would have owned you. But I can't change that, can I...
Anyways, don't bring the hate to this thread. The only thing that got you to the finals was Vega, and maybe Rolento, even though the CC you did with him totally sucks, lol.
In fact, Mr. Phillips, I extend a personal challenge to YOU on Evolution. Take it or leave it. Only one chance. No joke. We'll talk money after it.
-Gandido-
hey gandido. if someone plays chun and can win with it, its still all good
what don't u like about his style of play?
i know someone who does almost nothing but walk back, tons of fireball games combined with c.RH for anti air, and very occasional crossup and SBK trap, in a-groove. super defensive, almost pure turtle, and hoping for most damage with the cc.
which is weird with chun.
in the beginning i thought it was very weak, but if others don't understand how to beat it, in tournaments i guess theres no point in doing much more.
Gandido
07-02-2002, 09:38 PM
Thats the point. He didn't win with Chun. He was antagonizing the fact that Sabin's Chun couldn't get past his Vega. It's a counter situation. His Chun got biz0wned x 109608680683594. I got the tapes. I know what I'm talking about.
Kikosho
07-02-2002, 10:12 PM
Thanks guys, I owned the guy today! I turtled a lot and I used alot of careful poking and when he retaliated with a super I knew what to do. I didnt use much of the trap because I cant do it that well and havent used it that much at all when i play her. Got a 33 win streak today. Thanks guys.
You guys strats lay around the sbk trap. I need a lil help doing this because when i connect the link the sbk never comes out. Can anyone help me with this. I noticed that on a counter hit, the crouching mp can connect with sbk.
sweet :)
more advanced way of doing SBK trap is c.lp, into (press back + fierce to make it easy), then up and kick for SBK trap and repeat the back + fierce after its done into SBK
but in the beginning if u feel very frustrated at not being able to do it and still want to do it, just go, c.lp x 2, c.mp then kick. this way is much easier because c.mp can go from standing and crouching into SBK. then just continue pressing c.mp or into SBK after or c.lp x 2 and another c.mp into it. or throw/ or super whatever
later u can do different attacks with it (wk, mk, or RH SBK) to change timing and confuse
but for now just use the RH one, does good chip, and master the timing when the SBK ends.
Kikosho
07-03-2002, 12:05 PM
Thanks znzf. Ill be sure to try that.
Havoc
07-03-2002, 05:46 PM
Originally posted by znzf
sweet :)
more advanced way of doing SBK trap is c.lp, into (press back + fierce to make it easy), then up and kick for SBK trap and repeat the back + fierce after its done into SBK
but in the beginning if u feel very frustrated at not being able to do it and still want to do it, just go, c.lp x 2, c.mp then kick. this way is much easier because c.mp can go from standing and crouching into SBK. then just continue pressing c.mp or into SBK after or c.lp x 2 and another c.mp into it. or throw/ or super whatever
later u can do different attacks with it (wk, mk, or RH SBK) to change timing and confuse
but for now just use the RH one, does good chip, and master the timing when the SBK ends.
Hold on, this is new stuff to some of you? If you guys are just doing SBK-> s. FP XX SBK over and over again, then you're not using the "trap" anywhere close to its potential. The beauty of the "trap" is that it's mad random. It's always best to throw a low jab after a SBK because it allows for the most options. If it hits, go into cr. SP/ s. FP XX Kick Super. If it's blocked, continue the trap, or tick throw. Or cr. JP-> s. RH <crouch cancel> sj. SK-> continue. There's mad shit that you can (and should) do.
heh. yea i guess i haven't been using the trap as randomly as i should
"Or cr. JP-> s. RH <crouch cancel> sj. SK-> "
that doens't make sense.
cr.jp x 2, close s.rh into super jump short ??? i don't quite get how this can continue the trap. after the super jump short i mean.
Havoc
07-03-2002, 06:50 PM
The super jump short is just a pressure tactic. You only do it in the corner (so Chun just doesn't fly over her opponent). After the short, you can do more low jabs into other bullshit.
AFAIK, it's the only thing even resembling an overhead that Chun can do during her "trap" in C/A-Groove.
and you are saying there is more advanced things on her SBK trap with a run? this stuff hasn't been talked about before i don't think, so please say what you know :) . i guess SBK. one c.wp then short jump crossover short kick
also, i'm not quite sure what chun can do safely after her short jump crossup short kick, because i usually play c-groove.. dabbling in n-groove tho. for some reason lightning legs seems to have less invulnerabilty after the crossup then say, blanka's short mk into electricity. why, i have no idea.
(i think i was thrown out of the short jump crossup trying to lightning kick afterwards before)
i'm guessing after short jump u should press s.fp and that's your only option? i'm not sure.
VManOfMana
07-03-2002, 10:57 PM
Close s. fierce is one of her best options of a SBK trap because it is fast enough and has very good priority. Although it is true that it is better to mix the different options, I think that s. fierce is the best.
For example, c. jab, c. jab, c. strong is not that good since there is a little window where you can get hit before the first SBK kick with AA moves.
What I usually do is to start with c. jab, c, jab, c. strong, and when continuing the trap, do c. jab (just one), c. strong after a short SBK (buys time), and s. fierce after forward and roundhouse SBK.
Besides, s. fierce is also cancellable in a super.
Kikosho
07-03-2002, 11:08 PM
Wow thanks for the help guys, the sbk trap is some solid stuff.
Kikosho
07-03-2002, 11:15 PM
One thing though, When you do the sbk trap one and you try it again immediately after, couldnt say Yamazaki do his level 3 or Max super and tear you to shreds?
GeekBoy
07-03-2002, 11:17 PM
Originally posted by Kikosho
One thing though, When you do the sbk trap one and you try it again immediately after, couldnt say Yamazaki do his level 3 or Max super and tear you to shreds?
Yes
Geronimo
07-07-2002, 09:21 PM
bump
Gandido
07-07-2002, 09:46 PM
Wow, two bumps without anything in a row.
BTW, this is a BUMP! in disguise! =).
SBK trap = too powerful
Kikkoken traps = too powerful
Crossup confusion = too good
HOLD THAT SHIT!
Um...I'll post something.
Easy way to do nasy short jump combos: short jump then time your forward, then hit RH and then alternate between the two for a second ending with RH. heheh, it's just makes the RH LLegs come out very easy on a deep short jump. Then stop as soon or just before you see the start up of the legs. This will give you time to watch both hits of the LLegs to connect and to time your low strong into super. Crazy easy basic combo that looks leet.
um...dash under ownz
RC SBK isn't fair:)
Um...ok I posted:)
Apoc.
Mai Shiranui
07-09-2002, 09:17 PM
*bump*
Hehe, I OWNED with Chunny today. Gotta luv them SBK traps. Gotta keep this thread goin....unless...there's nothing left...is there?
LeX:)
Kikosho
07-09-2002, 10:19 PM
Hmmm, is there anything left. I mean went through everything I guess. Maybe someone wants to contribute some combos or something.
Gandido
07-09-2002, 10:37 PM
Short jump combos are too powerful. N Chun is too good.
Short jump forward/short, rh legs, low strong xx super. TOO GOOD!
VManOfMana
07-09-2002, 11:42 PM
Mai: I bet that after EVO2K2, there will be a *lot* to talk about about Ohnuki's Chun Li ^_^;;
Anyway, just wanted to say I am still alive. Been pretty busy, though.
Let's see if I can come up with some required Chun Li stuff... not much. *sob*
There's plenty more. Like footsie set-ups and such. Character specific match-up strats still left to go. I, unfortunately am not playing Chun much currently as she prolly isn't going to be on my team for EVO(I know, I suck). That's why I haven't posted at all really for a while. Although I did own it up with S-Groove Chun in our tourney last night:) She's a whore I tell ya!!!
Apoc.
eddieW
07-10-2002, 02:09 PM
chun li is top once u get her down
she's more complex than sagat, blanka, etc, once u know all her strength's and weaknesses. she's a big in ur face thorn in ur ass whore.
she requires more practice than the so called tops. thats all. after evo. everybody's going to use chun,blanka,sagat. lol
Kikosho
07-10-2002, 08:44 PM
Yeah lets start some character vs. specifics. Lets start with that other Chick Cammy (she's a whore to ya know, but she's in my team).
c.RH trades in your favor when cammy's doing cannon drill, because it knocks her down. it helps when u know cammy's optimal cannon drill distance. for instance if she is like a little more than half screen away i think, for her RH cannon drill and suddenly stops doing anything, u know what to expect
s.FP or c.RH when u see her do the hooligan combination. i think if u time it right the c.RH beats the dive and the s.FP beats out the grab
when your winning. still try to stay in her face. chun has a hard time running away from cammy so imho there is no point unless there is like .14 seconds on the timer
$|-|U(V)AYeL
07-10-2002, 09:07 PM
So.. What's better for the SBK TRAP? The FP or FK?
Thoughts?
another thing? how do you do the kikoken traps?]
and crossup confusion thing gandido was talking about earlier in the thread?
I'm fairly new to chunnerz.
Edit:
What's her best anti air?
and her ground and AA CC? and anyways to set it up?
chun best aa
c.RH. especially since u can cancel into a superpuffball
no point even using s.mk and s.mk for anti air, short jump or whatever. when u could do c.RH.
jump straight up s.mp is good too.
s.FP better for SBK trap. unless u want to superjump after a anticipated blocked close s.RH maybe
kikoken trap - walk up. s.mp, mp fireball. repeat. mix it up with some s.fp/c.RH. something like that
Zakuta
07-11-2002, 07:28 AM
jump-in lk is good; just because its a cross-over. heh
You can get your little combos off it if you time the attack right and the sbk trap works after it too - like most of her jump-in attacks.
At first I found it annoying that you couldn't cancel the kikoken into a super attack; but forget that, she got links everywhere.
f+mk being my favourite little move in 3s; I use that in this game for great effect just because you can link of it this time round.
But I don't like the d/f+hk in this version. This move only hits well when you don't knock them down (when you are a tad off from where you 'usually' use it).
And as always; I kikoken to either d/f+hk or a super. Usually in these cases - your opponent will strike back - sometimes with a delay. ;p
Havoc
07-14-2002, 06:10 PM
Chun vs. Rolento
WTF?
I've got no clue how to win this fight. Help a brotha out.
$|-|U(V)AYeL
07-14-2002, 06:11 PM
LOVE your av Havoc :P shou-shou that shit :D haha
Havoc
07-14-2002, 06:17 PM
Thanks man. I had the idea last night, and the best av maker out there Burningifst hooked it up.
Way too good (It's even better when you notice who's getting hit).
I don't think I'm ever gonna change this one (but then I always say that).
eddieW
07-14-2002, 06:40 PM
Originally posted by Havoc911
Chun vs. Rolento
WTF?
I've got no clue how to win this fight. Help a brotha out.
try to get on the offense and corner him. then do walkin jab, throw mind games.
Havoc
07-14-2002, 06:52 PM
It's hard as fuck to corner Rolento though.
What do I do when he does the same shit to me? That damn stick just messes me up. I get a low strong out every now and then, but it's not enough.
BTW, this is Eddie Lee's Rolento I'm talking about, not some random Rolento.
eddieW
07-14-2002, 09:25 PM
Originally posted by Havoc911
It's hard as fuck to corner Rolento though.
What do I do when he does the same shit to me? That damn stick just messes me up. I get a low strong out every now and then, but it's not enough.
BTW, this is Eddie Lee's Rolento I'm talking about, not some random Rolento.
I don't know how lee plays rolento but I know how rolento is to be played because I can use him too and I play rolento's all the time.
Concentrate on getting a knockdown. If rolento is running. try to anticapate a wall jump when he's trying to get to the other side of the screen. Use her jump, double fp to get him out of the air. I use c chun, so have a lvl2 puffball ready. Its really all about how good u are with chun... other than that if ur having trouble pick somebody else. Akuma does good against rolento
Havoc
07-14-2002, 10:08 PM
Thanks.
I know Akuma can lock down Rolento pretty well. I can do that, but I'd rather build my Chun up as much as possible without having too many matches that I can't fight (especially if I should be able to fight it. This isn't Chun v. Vega we're talking about here).
Whatever. I'll fill in the gaps with time. That goddam walking jab is just too much!
Gandido
07-15-2002, 11:46 AM
Havoc, I've played Chun vs. Rolento a couple of times. Chun really gets eaten by the walking jab, but you should try and pull off a c.jab of your own, I think because it has a frame advantage. Then, you go into low strong xx super = GGPO.
I play a good Rolento, so I've had some matchups against Cano2k over here. What he tries to do is if he expects a hit that has a little bit of startup, he'll do a low fierce xx super. Chun's low fierce has deceptively high priority (owns Yama's s.rh) and can only be cancelled into supers.
I think Chun-Li has to use ALL, or almost all, of her normals to win this match ok. If Rolento is coming down from a weird angle, use s.forward as your anti air. I assume you're using A-groove, so try dashing under him as much as possible. Rolento is toast once you get close to him aggressively.
gandido
can u explain why you would use s.mk even at an weird angle when u can just use c.RH?
it has more damage, can be canceled into super
Havoc
07-15-2002, 07:47 PM
Yeah, s. FK does sound useful. I never even tried that. Thanks.
Random low fierce-> super = too good:D
znzf: standing forward is better than cr. RH in some situations. Chun's sweep isn't some uber AA. I find myself using cr. RH, s. FP, s. SP, cr. SP, and s. FK all for AA with Chun.
cr. RH is the main one, but a lot of times, there's a better option.
cr. RH-> Kikosho is pretty worthless for A-Chun. I'd rather save the meter, since the Kikosho pushes the opponent too far for Chun to apply proper pressure. The added damage doesn't justify that for me.
Gandido
07-15-2002, 08:03 PM
Standing forward works because sometimes it out prioritizes moves that it normally wouldn't (a LOT of Blanka jump-ins come to mind) and it sets up crossups beautifully. It just sticks out at that 45 degree angle and hits people, lol.
Now that you mention that Havoc, Chun's standing fierce kick (s.rh) or towards + rh come to mind to beat some of Rolento's attacks. I think I'll try them out.
Umm, and another thing vs. Sagat... Your c.fierce beats his low fierce CLEAN... well, at least when you use the tip of Chun's low fierce :evil:
Fei-Leung
07-16-2002, 12:30 AM
Wow,
yah, this thread rocks, especially for me, i used to only know how to use the Alpha3/Cvs1 version of Chun. never was a big fan of the 3Strike Chun, but it's getting better.
SBK looks useful once i get it down pat.
Was wondering though, what's Chun's best guard break combo? or in other words, good pressuring combos. i've using c.jp>c.mp>s.fp (even though the fp doesn't combo it really knocks the meter down).
Blanka's got his cheesy, standing punch, to duck kick, back to stand punch, (and i think their all mediums) takes hella lot off the meter!
thanks to all!
Gandido
07-16-2002, 03:35 AM
Chun's most guard damaging combo (guard bar, not chip) would have to be either j.short, c.jab, s.close rh, rh lightning legs (2 hits), s.strong xx strong kikkoken
or any SBK combo. That trap just puts the meter away =)
aks216
07-16-2002, 12:40 PM
what's chun-li's most damaging combo? for instance, if i ha just guard broke someone, what combo should i use? or should i just throw? thanks.
ashapiro
07-16-2002, 01:11 PM
Low fierce/low strong -> super if you have bar. Low jab, stand fierce, roundhouse spinning bird kick/fierce fireball if you don't. Lates.
- Aaron Shapiro
Havoc
07-20-2002, 04:27 PM
Thanks for the anti-Rolento help guys.
Chun-Li = filthy whore
Rolento = dead
joni blazini
07-20-2002, 05:04 PM
Doesnt Chun Li beat Rolento? She is hella annoying once she gets in real close. Rolentos s.mp is ineffective at closer range so she basically gets to jump in on Rolento, unless you anticipate it.
Hmm, so Eddie Lee is playing Rolento now. Guess thats the flavor of the month at CF, or hes getting serious in preparation for EVO.
S_G_Ami
07-20-2002, 05:27 PM
how about some anti-rock assistance?
hmm the person is dizzy or guardcrushed u have many options as chun
jump straight up combo j.mp (deep) into c.RH should work
j. mk or short into c.RH
s.mp (2hits) into fireball
s.fp into fireball or c.wp, s.fp into fireball
throw
if i have the time i'll check to see which ones of these are the most damaging
usually i would just throw tho if i don't have a super handy cuz no chance of messing up, use the kick throw, more damaging
vs rock.. i think this is in chun's favor. hmm.. don't jump obviously if u see that he has more than a lvl1 for a raging storm.. zone and pressure him like normal, his kicks have high priority tho, maybe his j.RH beats your c.RH. just pressure him with the usual crossup's, throws, pokes. your air game beats his too, just make sure your higher than him. that's pretty much it i think
oh yea watch out for the counter and don't do semi close medium/low fireballs when he has lvl 3, he has the same rush super as geese's which can go through fireballs
someone asked where this was./
*bump*
VManOfMana
07-24-2002, 10:48 AM
Well, I don't know if you guys noticed, but both Daigo and Ohnuki are using Chun Li in their teams. Also, there was another Chun Li in the winning team of the last CvS2 3 on 3 tournament in Japan.
Good news indeed.
Gandido
07-24-2002, 11:52 AM
I swear that they are reading this thread and they don't say anything just because they're japanese and want to retain their pride :P
Anyways, random low rh = too good.
Walk up low jab, s.jab (whiff) xx throw = too good
how do u know, if from vids could u lead us to them
were they doing anything that wasn't talked about? i'm guessing they might try to use her running c.Rh like ryu's s.fp or is there anything special like that you saw?
also what kind of chun's are they, n-chun/c-chun/a-chun?
VManOfMana
07-24-2002, 09:11 PM
Here is the thread.
http://shoryuken.com/forums/showthread.php?s=&threadid=4948
The tourney was 5 on 5 teams. I messed up there. Daigo and Ohnuki are using N Ryu/Chun Li/Sagat 2, while Kashiwaki, who was in Daigo's team, used C Chun.
WYLDFYRE
07-26-2002, 03:48 PM
damn, this thread is really helpful. i never knew about the sbk trap before, thanks guys. anyway, i play my chun very aggressive in n groove. besically, i start with a jumping short crossup, crouching jab x2, crouching mp, mk sbk, crouching jab x2, crouching mp, forward+forward, crouching roundhouse, forward+forward, walk up just a tad, standing mp (double slap), rush super. i know its long, but i usually run my game around this arsenal of attacks. the only hard thing is the sbk, since they can roll at the beginning, if they can roll that is. also, after the sweep, i usually pause since im scared that i might get punished during the first few frames of the forward+forward. this little rush though, will do mad guard damage and by the time you do the double slap, you should guard crush them, and then the super will hit. sometimes i skip the second set of crouching jabs and just go right into the crouching mp, forward+forward, walk up mp.
what do you guys think of this? any suggestions? i know it sounds like im committing suicide, but it works, like bits and pieces of it.
WYLDFYRE
07-27-2002, 11:16 PM
damn, strat didnt work too well, the problem with it, theres two, is the beginning of the sbk, and the double slap. first, i cant really keep them blocking for the sbk, since they always roll out, or hit my out of it. i tried doing the fierce into sbk, but i cant do it. how do you do a standing fierce, when charging for the sbk? the other problem, is just me, ill just leave it out for now.
oh, is it possible to crossup lk, to standing mp? just want to know. it could help me with more options. thanks guys.
VManOfMana
07-28-2002, 09:51 AM
If you want to leave less space for the opponent to roll out of the trap, do just c. jab, c. strong instead of c. jab, c. jab, c. strong before the SBK.
To cancel the standing fierce into the SBK, press the fierce as you move the stick up to do the SBK, in other words, charge first, then move the stick up, pressing the fierce as the stick goes into neutral (standing position).
crossup short into s. strong works too.
Dreaded Fist
07-28-2002, 02:12 PM
The was I do the Fierce into SBK is to just press Fierce~Roundhouse. Press it realatively fast. Because if you just do D,U+Fierce you will get a standing fierce instead of a jumping fierce. Thats just my method of doing it.
Gandido
08-18-2002, 08:46 AM
Well, there's a lot of trickery I saw at Evolution, including some basic stuff that basically remained forgotten which got exploited to say the very least. If you all want some kind of updates, let me know.
-Gandido-
aks216
08-18-2002, 08:52 AM
Originally posted by Gandido
Well, there's a lot of trickery I saw at Evolution, including some basic stuff that basically remained forgotten which got exploited to say the very least. If you all want some kind of updates, let me know.
-Gandido-
UPDATES!!! :)
Gandido
08-18-2002, 09:00 AM
Well, stuff as simple as short jump headstomp as a fast as hell overhead was being used. Stuff as simple as wall jumps to escape corner traps but making it work as a crossup tool at the same time. Run under people, close s.rh is her most offensive anti-air tool as it sets people up for either a double fierce in the air, or another crossup! Let's see... RC Spinning Bird kick as anti air was also used often. A lot of stuff that you usually don't see but it's so basic that you laugh at it.
RC fierce kikkoken = free meter
Short jump forward or short (to cross up), rh legs, c.jab, c.strong xx super. Easy comboing after a short jump because LLegs is a special move, which is easy to do after a low jump :) TOO GOOD!
Also, I accidentally took off 60% of a C-groove player's guard crush bar with 4 air to air blocked headstomps. Try that on for size.
rol3nto
08-18-2002, 09:06 AM
Originally posted by Gandido
Well, stuff as simple as short jump headstomp as a fast as hell overhead was being used. Stuff as simple as wall jumps to escape corner traps but making it work as a crossup tool at the same time. Run under people, close s.rh is her most offensive anti-air tool as it sets people up for either a double fierce in the air, or another crossup! Let's see... RC Spinning Bird kick as anti air was also used often. A lot of stuff that you usually don't see but it's so basic that you laugh at it.
RC fierce kikkoken = free meter
Short jump forward or short (to cross up), rh legs, c.jab, c.strong xx super. Easy comboing after a short jump because LLegs is a special move, which is easy to do after a low jump :) TOO GOOD!
Also, I accidentally took off 60% of a C-groove player's guard crush bar with 4 air to air blocked headstomps. Try that on for size.
How did some Jap dude connect c. lk(i tihnk) or c. strong/jab after the LLegs(2 hits)?
selfscience
08-18-2002, 09:55 AM
Originally posted by rol3nto
How did some Jap dude connect c. lk(i tihnk) or c. strong/jab after the LLegs(2 hits)?
if you perform two hits of the lleg, you recover before them, making these links possible.
i used chun at evolution and did pretty decent in my bracket. i fuckin choked my last match though. low jump headstomp is dope.
hey gandido could u say the ratio of grooves of the chun's used at evo, and give a guess of how many people used chun?
also, how did people do with chun vs sagat? good or bad generally or about the same
rol3nto
08-18-2002, 12:30 PM
Originally posted by selfscience
if you perform two hits of the lleg, you recover before them, making these links possible.
i used chun at evolution and did pretty decent in my bracket. i fuckin choked my last match though. low jump headstomp is dope.
Heh, I know. But how? And what normal would you use...?
Gandido
08-18-2002, 06:25 PM
N Chun was the most dominant, followed by A.
And it starts with either s.jab, c.jab or c.strong or s.strong
VManOfMana
08-18-2002, 10:01 PM
So Gandido, how did you do in the tournament? Good? Bad? Got any surprises to tell us? What about Ohnuki's Chun?
And a question: how to counter (psycho) Vega's forward + forward scissor kick + c. strong trap?
Gandido
08-19-2002, 07:17 AM
I did pretty good. I won 7 matches total, losing to Danny Leong and some other random guy after my confidence went down the shitter. Ohnuki's Chun was just like any other Chun, but his execution of everything was excellent. As for the whole Bison thing, you should be able to get out if he uses forward scissor kicks. It's harder on short scissor kicks, but I think low strong beats out his low strong. Gotta test though =(
WYLDFYRE
08-19-2002, 09:41 AM
what characters are vulnerable to the sbk trap? i know someone posted some characters earlier in the thread, but it was full of unknowns. does anyone accurately know the chracters vulnerable to the trap?
also, what is chun's best cc. i know of a couple, but i can only do one, which goes, crouching fp x3, rh sbk, crouching fp x3, rh sbk, crouching fp, crouching rh, super puff ball. i tried to do the rh one, but the lightning kicks come out and push me too far. is there an easier way to do it? ive been thinking that if i just went four rh's then standing fp and repeating, it might be a little easier, but i havent tried it yet. any tips. also, if i end the cc with her rush super, is it better to follow up with the jumping rh x2 or the jumping fp x2, and can you only do this in the corner.
also, when you are going to combo out of her lightning kick (2 hits), is it easier to just roll the fingers or mash?
thanks guys.
VManOfMana
08-19-2002, 04:46 PM
Gandido should help you with the CCs :)
As of SBK trap, I think it is the same rules with Balrog's dashing punch. All those who have to block it, have to block the SBK trap. A listing of characters is in SRK's CvS2 section.
rol3nto
08-19-2002, 07:38 PM
Originally posted by WYLDFYRE
what characters are vulnerable to the sbk trap? i know someone posted some characters earlier in the thread, but it was full of unknowns. does anyone accurately know the chracters vulnerable to the trap?
also, what is chun's best cc. i know of a couple, but i can only do one, which goes, crouching fp x3, rh sbk, crouching fp x3, rh sbk, crouching fp, crouching rh, super puff ball. i tried to do the rh one, but the lightning kicks come out and push me too far. is there an easier way to do it? ive been thinking that if i just went four rh's then standing fp and repeating, it might be a little easier, but i havent tried it yet. any tips. also, if i end the cc with her rush super, is it better to follow up with the jumping rh x2 or the jumping fp x2, and can you only do this in the corner.
also, when you are going to combo out of her lightning kick (2 hits), is it easier to just roll the fingers or mash?
thanks guys.
j. FK is better. You land before the opponent(same with HP) but behind them.
Do you know Chun's LLegs CC? c. FPx4, f+HKx4, c. HP, RH SBK, f+MK(mash as well, it'll be like: advance forward(f+MK), mash, LLegs, f+MK, mash into Llegs, once the CC is nearly done, c. FP into rushing super...into j. whatever.
I think that CC was mentioned in here. There are tons of CCs, just do the one that's the easiest to you.
Gandido
08-19-2002, 08:00 PM
Trust me, by the time you try pulling off that first set of mashed forwards, you won't have any meter. Nice try though, lol. Anyways, here are Chun's CC's.
Chun Li custom combos:
Activate: c.fp x 4, towards + rh x N (timed so you can keep hitting), c.fp xx kick super xx sj double fierce. Can go up to 7700-ish that way.
Activate: c.fp, close s.rh x 3, c.fp x 2, towards + rh x3, fierce kikkoken (to stand people up if crouching), mash towards + forward x N, c.fierce xx kick super, sj double fierce. 8200-ish
Anti Air: (c.rh x 3, short SBK) x 2, c.rh x 2, short SBK, puffball super
Anti Air: c.rh, s.rh, whiff short, (walk up close rh, whiff short) x 4, close s.rh, sj forward kick x 2, land, Puffball. 6600-7000 ish.
Guard crush customs: fierce kikkoken x N (if people counter attack too far away they will get hit by the next kikkoken and you keep comboing), or if its a big char, RH sbk x N.
Technically, her most damaging custom is in the corner: fierce kikkoken x N, kick super, double fierce. 36 kikkokens max I believe I have pulled off... 47 hit combo. It's pretty hard =(
The quickest ways for her to pull off hits are mashed forwards, SBK's and kikkokens, mix however you want, or you could do like s.jab x 4, s.strong, towards + forward patterns to increase hits fast. It's up to you.
rol3nto
08-19-2002, 08:55 PM
Originally posted by Gandido
Trust me, by the time you try pulling off that first set of mashed forwards, you won't have any meter. Nice try though, lol. Anyways, here are Chun's CC's.
:o I knew it. But I'm sure it was similar. Maybe without the c. FP into SBK. Heh.
MuayThaiEmperor
09-09-2002, 07:34 AM
What's up guys? I'm running the team Chun-li/Sagat/Iori in K-groove. I like Chun as my opening char, but im thinking of swapping her with sagat, or maybe putting her as my ratio 2.
Here's a question. Can you combo into her standing Strong punch(double slap)??? Also, can you super jump attack after her lvl.3 kick rush super? Thanks.
VManOfMana
09-09-2002, 01:25 PM
1). Yes, you can. A good example is jump in > close fierce > kikouken/spinning bird kick/super
2). Yes, you can. This opens up a lot of options for her.
A couple of questions,
What is the SBK trap/combo please tell me what SBK stands for!
How about WP?
What's SJ? Super Jump?
How about "mashing"? is that the lightning kick? rapidly hitting the kick button?
Also, I saw in a clip from gamecombos.com, chun li did her kick super and she cancelled the super before she did that final kick shooting upwards and chained it into another combo. HOW DO YOU DO THIS? how do you stop her from throwing that last kick so you can chain the super into a bigger combo? please please please someone tell me!
Thanks!
VManOfMana
09-17-2002, 05:35 PM
SBK = Spinning Bird Kick
ImasterChun_Li
09-17-2002, 06:40 PM
Whit which attack should I jump in when my enemy is in the ground?
Thank you.
GeekBoy
09-17-2002, 06:49 PM
Originally posted by ImasterChun_Li
Whit which attack should I jump in when my enemy is in the ground?
Thank you.
Short or Forward.
ImasterChun_Li
09-25-2002, 04:18 PM
For the SBK trap with wich kick button should I do the SBK for it to work? and what is the purpose of the trap? can the enemy stop the trap?
Kumene (forget my spelling)
WYLDFYRE
09-25-2002, 04:28 PM
you should not always use the same strength kick when doing the sbk trap. that way, the opponent has a harder time guessing when the sbk will stop, thus, less chances of you getting hit when you get out of it. the purpose of the trap is to keep the opponent blocking. however, its very hard, since timing is tough. the best way to do it is to use the fierce punch in between the sbk's, but the timing on that is really tough to learn. just keep practicing. there is no sure fire way to keep your opponent from stopping it, but you can make it harder to stop by just practicing and changing up the strengths.
ImasterChun_Li
09-25-2002, 04:55 PM
I just don't get it, the opponent just have to crush and hit(crushing) you to stop the SBK, right?
Can someone put some comboes for N groove Chun Li please?
TigerLee
09-25-2002, 05:01 PM
crossup lk, st.rh, rh lightning kicks (2-hits), cr.mp, kick super
GeekBoy
09-25-2002, 05:34 PM
I think I found a decent shortcut for run jab rushdown (might be old, but I don't use N groove)
Run...hold forward, then slide to DF+jab, repeat.
WYLDFYRE
09-25-2002, 08:01 PM
actually, i found that using her standing far mp as a run in, sometimes works better than the jab. the mp has a better chance of stuffing attacks than the jab, so sometimes its safer to use.
hey chun master, what do you mean by crush? if you can do the sbk trap good, and not often, its hard to get out of. if you keep doing it, then the opponent will see it coming and hit you out of it before you actually start the sbk. as for n groove comboes, any combo of hers is good, in any groove. what i use alot is crouching jab, standing far mp xx fireball. works really well. also, you can try crouching jab x2, crouching mp xx kick super xx double air fierce. also, you can try jumpin mk/lk or crossup lk, standing mp (the double slap) xx kick super xx double air fierce.
GeekBoy
09-25-2002, 08:43 PM
Think he means guard crush...
And yes, using s.Strong for a run-in attack is good, but add in c.Jabs for mix ups and you'll have a better chance to land s/c.Strong
ChunLiKasumi
09-27-2002, 08:26 AM
Originally posted by ImasterChun_Li
I just don't get it, the opponent just have to crush and hit(crushing) you to stop the SBK, right?
Can someone put some comboes for N groove Chun Li please?
Jumping RH, Close RH-> RH Lighting Kick, JB, SK, SK-> L3 Houyukusen, Super Jump Cancel, RH.
Sometimes you can do JB, JB, SK, SK or JB, SK, SK, SK depending on your opponent. Or you can do crouching JB, crouching SP-> L3 Houyukusen, Super Jump Cancel, RH or FP, FP. RH does 2 hits and slightly more damage than FP, FP and the timing isn't all that different. Remember that you shouldn't do more than 2 hits with the lighting kick, do 1 hit to be safe, or the links after it won't connect and it must be RH lighting kick. I am not sure if you can tack on a L1 kikosho at the end for a juggle in N groove for extra damage, but if you can, godly damage.
Or you can try:
Jumping RH, Close RH -> RH Lighting Kick, c. JB-> SBK
I think you should be able to get enough charge if you do 2 hits with the lightning kick.
ChunLi
Gandido
09-27-2002, 10:46 AM
There is no reason ever why Chun should do a j.rh jumpin.
ImasterChun_Li
09-27-2002, 05:56 PM
Thanks for the help, and sorry about the ''crush'' I did a mistake I ment ''crouch''.
And another little question, what can Chun Li do against blanka?
And what moves should I abuse with Chun.
Thanks for the help people.
ChunLiKasumi
09-27-2002, 06:35 PM
Originally posted by Gandido
There is no reason ever why Chun should do a j.rh jumpin.
Well, its just a jump in so you have 6 buttons to choose from. I just chose RH cause its also the next move in the combo. Jumping Fierce, forward, etc. all work fine.
ChunLi
ChunLiKasumi
09-27-2002, 06:48 PM
Originally posted by ImasterChun_Li
Thanks for the help, and sorry about the ''crush'' I did a mistake I ment ''crouch''.
And another little question, what can Chun Li do against blanka?
And what moves should I abuse with Chun.
Thanks for the help people.
I can't really help you with character specific strategies as I never really got into this game because they messed up P groove too much for my liking and thus I moved back to 3rd Strike. But as for moves to abuse, both versions of her standing FP, low RH, RH lightning kick, SBK, Kikosho, Houyukusen, standing jab->standing jab->standing short->standing short->Houyukusen(sometimes only 1 short will connect, this is very character specific), jumping FP->jumping FP, air throw, crouching jab, crouching SP->Houyukusen are all the best moves to use. Damn Capcom for taking out low mk->Houyukusen!!!!
ChunLi
CrimsonDisaster
09-27-2002, 09:29 PM
Close s.fierce. far s.strong and c.strong. RC fierce Kikokens. RC SBKs. j.short. c.roundhouse and close s.forward for anti air.
Then again... that's basically what Chun uses against everybody...
How do you do this?
Do you hit the strong button first and then do two quick QCF and kick? or do you do one QCF, then strong, and then another QCF and kick?
Any other suggestions on how to pull this off?
jreinert13
10-03-2002, 12:02 AM
Uhhhhh I hit Strong then do QCF x 2 Kick...its kinda hard I guess...same as Standing jab or short into super..
In my opinion, you should never buffer supers (ex. QCF+P, QCF+K for Chun) No matter what. Just learn how do do supers anywhere/anytime and it will improve your game, execution wise.
soup or man
10-03-2002, 12:58 AM
Originally posted by jreinert13
Uhhhhh I hit Strong then do QCF x 2 Kick...its kinda hard I guess...same as Standing jab or short into super..
In my opinion, you should never buffer supers (ex. QCF+P, QCF+K for Chun) No matter what. Just learn how do do supers anywhere/anytime and it will improve your game, execution wise.
never is a strong word.
in this case it's a bad idea to, you'll probably end up just doing a fireball if you mess up. but buffering is a skill you'll need for just about any SF game.
Zakuta
10-03-2002, 03:43 AM
This would be her far strong or close strong...?
b0kch0yb0y
10-03-2002, 07:25 AM
Never buffer supers with chun-li????????????
Chun-Li is all about buffering supers, unless you're in A-Groove.
Gunter
10-03-2002, 08:09 AM
Actually, there's a timing to it where you can just always do the motion+button... and if the strong doesn't connect (i.e. is blocked), the super won't come out. Ohnuki and other Japanese players utilize this technique.
FMJaguar
10-03-2002, 08:16 AM
Are there specifics on that?
Originally posted by Gunter
Actually, there's a timing to it where you can just always do the motion+button... and if the strong doesn't connect (i.e. is blocked), the super won't come out. Ohnuki and other Japanese players utilize this technique.
Do you know how to do this? If so, how?
Bonesaw
10-03-2002, 10:53 AM
Hey...that combo is pretty easy to do actually..just have to do it fast...don't need to buffer or anything....
Havoc
10-03-2002, 12:12 PM
Originally posted by Norm
Do you know how to do this? If so, how?
It seems pretty simple.
Just do QCF+SP (hold SP), then do another QCF, and if the strong connected, hit kick, if it didn't, just don't hit kick.
Make sure you hold on to SP throughout the motion, though, or, you might get an unwanted Kikosho.
GeekBoy
10-03-2002, 12:27 PM
There's no need to drag this out into a long ass thread about this...you just have to practice pressing s.Strong, then doing QCF,QCF+K...it's not rocket science.
jreinert13
10-03-2002, 02:04 PM
Originally posted by soup or man
never is a strong word.
in this case it's a bad idea to, you'll probably end up just doing a fireball if you mess up. but buffering is a skill you'll need for just about any SF game.
Well, if your fast enough, there is no point in my opinion.
Maybe there are situations in which buffering is useful, but other than just not being 'fast enough', I don't see it. Maybe I'm missing something, I don't know...
And I'm not saying I'm the fastest and 'too good' for buffering.
Ex. Facing right I tend to buffer HCBx2 supers, because I'm just not fast enough.
But, in time, I look to improve this.
sagat is a counter to chun. but here are some things chun can do
c.rh trading with c.fierce = knockdown for chun, don't do this too often but it gives you momentum
outside of sagat's range, s.wp against c.fp. be careful of using this when your opponent has run tho, he can easily just run and c.mk into super
i believe chun can also s.mp back after sagat's c.fierce, then u combo into super if you can.
fierce after sagat's fierce is tricky, and it takes luck to hit back, usually the sagat player will be able to block it, and if he's able to block it, he's also able to tiger uppercut it, so its not that good.
after hoyoukusen (kick super), you can press RH, and then walk forward so that you cross him up, and go c.wp, s.fp into fireball. if your fast i guess you can go c.wp, s.fp into super again, which would look simply amazing.
after they figure out what you are doing you can go forward to crossup, then back again so you don't, and do the flip kick (twd RH)
in the corner u just might as well do two fierce punches tho since you can't really move under him to crossup i think (correct me if i'm wrong)
s.FP is also a good anti air to be considered, when you think your opponent will just try to jump in and throw.
against obvious sagat's, u might as well just roll and throw when you can predict his stupid fierce punches and fireballs. leave nothing to chance
against a good sagat who is on the rushdown against you, do not just waste your time trying to blindly c.mp into super. you have to run away (and if you see the opportunity, damage him back, ala superpuffball if he jumps), doing some fakes such as moving the joystick from neutral to down and back etc is sometimes a good idea before you triangle jump off the wall. make up different ways of running away such as multiple jabs then superjump forwards as sagat wants to superjump and c.fierce you, etc. chun has to be original and unpredictable to beat sagat.
blanka also beats chun li. he is, however, in my opinion, easier to beat than sagat however. understand that his short jump early fp is your most feared anti air you have from him. also, when you are doing the SBK trap when he has a lvl3, just do the light one, fp, , light SBK, super. or light one, throw. try to end the trap fast because it is not worth dying to a super from blanka for block damage.
c.RH beats blanka's c.fierce. also if your opponent is being predictable in his patterns, such as c.wk, c.wk, s.wp, c.fp, remember you can blow through his stupidity by lvl3 supering him
a trick some scrub at my local arcae does is roll to crossup his opponent and lvl 3 super. it actually works more often than it does not even good players, and even tho it seems absolutley STUPID to me, it might be a good trick to do when your losing against blanka and sagat and there seems to be no way of coming back.
when you hit with the close. s.mp just try to cancel right away into super, if you wait till the 2nd hit you might mess up, and if you try to super the first time, you have a 2nd chance to do try on the 2nd hit of the close s.mp
against zangief, chun li really has trouble. the easiest kind of chun to beat gief is a-chun, because she can just cc a jump in and run away the rest of the match kind of.
but for c-groove chun and n-chun, you cannot jump at gief basically. ducking, c.wk, c.wp, c.RH. VERY occasional s.mp into super or normal puffball if you see a laggy poke or s.FP is what you are reduced to. I guess sometimes you can jump to c.mk into his head and go off the wall to run away. puffball super when he jumps.. his j.fierces seem to beat or trade in giefs favor to chun's c.RH. after all this time zangief is still my personal hardest matchup, there is no end to improvement tho i guess :D
also, i think c.wk is not used as often as it should for chun's game. a good whiffing and poking move to mix up in your arsenal. also as someone has mentioned has mentioned earlier, "ghetto" s.wk's are really good, but i think he did not mention that it's best used when your opponent is almost dead.
GeekBoy
10-23-2002, 09:18 AM
the chun li c groove combo is:
c.Jab, c.Jab, c.Strong xx lvl 2, lightning kick 3 hits, c.Jab, c.Strong xx lvl 1?
Gandido
10-23-2002, 09:48 AM
ZNZF: Are you aware that most people pick Chun-Li to BEAT Sagat? Low strong makes him not jump, and when Sagat is not jumping, you can RC spinning bird kick ALL day long to beat his ass. Chun's low fierce (yes, Chun's) has some fucked up priorities that it sometimes beats Sagat's fierce, and since that cancels into supers, it's good to throw out at random. S.strong stops Sagat from short jumping, as well as s.forward or an early low rh. Besides, if Sagat ever tries to resort to c.fierce x N, get inside his range and throw a low strong (INSIDE his fierce range. High chances are you'll beat him and get in a super.
Also, after the crossup walk under after a j.rh, it's best to use low strong as it has to be blocked low, whereas c.jab does NOT have to be blocked low.
Gief vs. Chun-Li is a tough match indeed, but have you ever tried headstomping Gief repetitively? It usually works wonders because if they JD it or Parry it, you still go up and away from them, plus on this hit, for some odd reason, tripguard remains intact, as you can block some sweeps
jchensor
10-23-2002, 10:41 AM
GeekBoy:
Actually, the lightning kick only hits Twice. ^_^ But I'm nitpicking now. Just do the Roundhouse Lightning Kick. You can't Link after the other two. Just when Chun Li starts her second burst of kicks from the Level 2, type out:
Short Forward Roundhouse Short Roundhouse
To make sure you get the Roundhouse Lightning Kick.
And I agree with Gandido. I use Chun Li against Sagat all the time. Her Crouch Roundhouse is probably the best weapon, because it reaches far and is good anti-air, so it stops Sagat's Low Jumps (on reaction) as well. Most Crouch Fierces cannot stop Sagat's Low Jumps.
ZNZF: In regards to Zangief, saying you cannot Jump at him is rather moot. No one can Jump at him. The key to beating Zangief lies merely in how well you can anti-air him and how well you can keep him away from the front. In this situation, yes, Chun Li isn't the best equipped, but her Stand Strong would be your best anti-Gief poke. But I have almost NEVER played this match before, so I can't really speak from experience. The only person I know who uses Gief in CvS2 is me. ^_^
- James
Gandido
10-23-2002, 11:08 AM
Actually James, I've had this matchup against scrubby Giefs, and it's not pretty for Chun-Li. Chun-Li's only weapons in this match would be: s.strong xx strong kikkoken, and HEADSTOMP. Headstomps work so well in vs. Gief matches, I tend to overabuse it.
gandido: ZNZF: Are you aware that most people pick Chun-Li to BEAT Sagat?
yes i am aware of that, but from my 1000 + ? games of chun vs sagat, + the fact that my chun li and sagat are both really good (don't mean to brag if i don't have to but it helps my argument here), tells me that sagat does indeed beat chun.
also while sagat's jumping rh gets beat by chun's c.mp means helps chun game a lot, sagat can just jump OUT of chun's c.mp range and super or c.fp or some shit like that. chun has a hard time jumping agains a good sagat as well imho, and when she jumps behind him he can super tiger shot.
now i'm not saying sagat outright beats chun, not even significantly better, but i think sagat is better than chun enough that it would be a good idea to poin