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popoblo
06-02-2003, 02:07 PM
hey, i'm just wondering what are some good starts for chun li in A3. i play her extensively in cvs2, and i might as well carry my skills with her to other games, like A3. i have a few general questions...

1. what is her best -ism? i've heard it's X, but why, besides the gaining of her SBK?

2. does she have any good combos?

3. what are her good/bad matchups? i know she does bad against zangief, but who else?

4. any normals that are very abusable/useful? does her jumping lk still have the same priority as it does in cvs1/cvs2?

thanks. i saw apoc recently won a tourney w X-chunners, so i'd imagine you've got some good stuff up your sleeve:D

gawsome
06-03-2003, 01:55 PM
Right I am by no means an expert with Chun-li but I do dabble occaisionally.

X-ism is good with CHun-li, and she is arguably the best X-ism character. It is not really because of her SBK though (at least not to my understanding).......its the extra damage that is inherant to X-ism.

Her jumpink sk and fk both have good priority, although I think in A3 the fk has the better priority, but its the sk that crosses up. Her sweep is also topper AA as usual.

You cannot play Chun-li the same as you would in CvS2 though. Or at least you can, but u probs wont get too far.

Strike
06-03-2003, 06:44 PM
X-Chun is for sheer damage and guard crushing power, but A-Chun is probably better because she gets airblock and AC vs. customs.

Abuse: jumping LK; standing close HP, crouching HK, standing MP, jumping MK... in roughly that order

- jumping LK: huge cross up, beats practically everything in the air
- standing close HP: super meaty attack, almost always use on a getting up opponent, especially if they don't have a DP/super available
- crouching HK: stupid high priority on her sweep, her best anti-air since it's all-purpose
- standing MP: when you're getting pressured up close or to hit Dhalsim's limbs
- jumping MK: exactly like LK, but doesn't cross up, so use this for air-to-air

Stupid effective trap: cross-up, then standing fierce, then...
1. combo if it hits
2. crouching HK for guard damage
3. cross up again
4. walk up throw

You can get pretty far with just that.

popoblo
06-03-2003, 07:24 PM
thanks for the reply Strike

i've got some more questions...

1. is the SBK very useful?

2. does her lightning legs move have much priority/usefulness?

3. is her tenshokyaku (charge down, forward + Kick) move good for AA options?

4. should most of my combos end with her fireball?

5. what is the best way to combo into her X-ism super?

Strike
06-05-2003, 01:20 PM
1. Not really. The only thing it's good for is chipping an airblocking opponent for huge chip damage. But they could and will just hit her out of hit in the first place.

2. Not really again. Last pixel chip is the only thing I use it for. Like they're almost dead: jump in with MK, standing close MK xx MK Lightning Kick (mash).

3. It's good for surprise, especially in X-ISM as a wake-up, everyone forgets she has it there; but only do it once or twice. In A, it's okay for an AA, but her crouching HK and Kikosho are better.

4. No, never end her combos with a fireball. They recover from being hit before you recover from the move. If they were in middle of the field, you lost your momentum. If they were in the corner, they won't be pushed back far enough and will punish you bad. Plus her fireball does almost no damage anyways. Keep the momentum going and if you hit with a standing close HP, continue your cross up/guard crush games rather than tack on a worthless fireball.

5. Standing MP/crouching MP/standing HP xx super. You have to hold down the punch button you hit and not let it go when you do the super motion because if you don't, most of the time her palm thrust comes out. It's harder to combo the super in X than it is in A. Crouching HK after a blocked super almost always connects because she recovers so fast.

SaBrE
06-05-2003, 09:21 PM
short sbk is dhalsims worst nightmare. its pretty much an instant overhead on him and knocks down.

also, her b&b combo into super is s.jab x 2, s.short xx super. best use for kick super is if you face fireball characters, save it to blow through fireball happy characters. works well.

her rising kick has good priority. but its air blockable. you're better off using c.rh for AA instead since its a ground normal, so its unblockable. or if you wanna try for big damage. aa with s.jab, follow up with j.rh. if they dont flip after, or flip at the wrong time after the s.jab, you just got yourself a free cc dizzy combo for like 60% damage.

her fireball isnt all that either. atleast not for combos.

Apoc
06-06-2003, 02:54 PM
Done deeply, her rising kick is unblockable from the air. On the ground, it's a perfect reversal. It's basically her dp or flashkick and works just like it should.

I'd say more but...damn, I know a lot of Chun shit, heheh.

Oh, you want to watch using the RH as all purpose AA. A lot of characters can hit it clean if they smell it coming.

Also, her SBK is dope AA vs. some characters.

Apoc.

SaBrE
06-06-2003, 04:35 PM
yeah its good wakeup. yeah its unblockable on startup since the hitbox comes out before you leave ground. i think all its really good for is wakeup like apoc said and maybe to tack on for a juggle if you guaruntee it.. c.rh is best all purpose AA. no true substitute for it

popoblo
06-13-2003, 08:27 AM
any advice on how X-chun should approach V-sakura? any pokes that can compete with sak's standing hk?

thanks

Muskau
06-13-2003, 04:56 PM
I play against a really good Chun-Li player, I think Chun-Li is a great all around character, does she lose badly to anyone? I haven't seen any really bad chun-li matups.

The guy I play against only uses the super rising kick as anti-air, the kikosho as a block damager when you have 5% energy left. And will do Chun-Li's Rushing kicks super into the rising kick super in the corner. I once saw him connect a lvl 3 super rushing kick comboed of a standing LK on reaction. At close range, he uses all of chun-li's pokes mixed up. And will cancel into super on a good hit. Standing JP stops quite a few moves at this range. Then the flip split move and the flip over move are used, even if you are expecting them the best you can ask for is a trade usually.

I get beaten by Chun-Li alot, because of me using Cody, who just lacks the range and priority against an expert Chun-Li. Also Good Blanka's beat poor Cody too.

Strike
06-13-2003, 07:29 PM
X vs. V anyone is just bad for the X person. But in general, the Sakuras I've fought can't really stop the crossups. If you can get that going, you should lead to a couple good standing fierces in her face, a guard crush, or at least a throw. Obviously, if she has meter, don't jump at her dead on. Hopefully knock her down with a crouching HK and try for the crossup then. It'll be a lot harder for her to wakeup CC your crossup. If her bar is empty, you can jump in more freely. Against her Sakura's standing HK, I think Chun's crouching MK or crouching HK should beat it.

Hard match ups for Chun? Uh, vs. Zangief. I want help on that one. Anyone got strats? So obviously you can't jump on him ever because he has that 100% antiair Lairat. And you can't crouching HK his jumping fierces or body splashes. What to do? Sometimes if I can predict a jump, I can jump early and airthrow him or early stomp xx jumping MK. Still, that's all based off a guess. Standing far HK on the ground works better than her other pokes. But time wrong, and he'll jump in for free. What's good anti-Zangief stuff?

Also anti-Ryu too. His Hurricane Kick gives me trouble. His air Hurricane kick beats crouching HK and can sail over the Kikosho. Ground Hurricane kicks aren't vulnerable until near the very end and a mistimed sweep = uppercut, crossup, overhead guessing game nightmare. How do you stop the Hurricane kick?

popoblo
06-16-2003, 05:09 PM
i used X-chun li in the arcade for the first time today, and she's a BEAST. i've got a few questions based on my experience...

1. i would often get crossup lk, standing hp for a 2 hit combo, but wouldn't know what to do after that. should i just go for another crossup, or go for a 3+ hit combo?

2. any guard crush ideas besides repeated crossups and standing hp's? i would often just focus on my poking game and almost forget i even had my super.

3. overall, what is the best way to utilize her super? should i try to combo into it, or try to guardcrush then hit it?

thanks

Muskau
06-16-2003, 05:35 PM
I just tried X-Chun yesterday on Arcade expert mode, finished the game first try no continues, its soo different compared to finishing the game with Cody, who you have to really think with to win against the CPU, I think even Ryu takes more effort to win with.
I'd put Chun somewhere near Dhalsim as a ease-of-use character, but just because shes easy to pick up doesnt mean she isnt deadly when mastered.

Chun can seemingly just can pattern poke the opponent to death and theres nothing the other person can do unless they have moves that outprioritise chun's normals.

The player I play against uses throws, the flip over attack, or the backwards flip kick after a chain of hits, to keep the opponent guessing.

I've seen her super used for either combos, or as block damage death when the opponents energy is low. Also I remember you can combo into super off of standing FK.

If someone is up in the air(either jump-in or juggle) I've seen players use headstomp, FP to get some big damage and send the opponent into the corner as well.

ghgh
06-17-2003, 08:36 AM
Chun 101: Answers

Chun is quite easy to use until you run into good/expert players.

Bad matchups can include: Zangief, Akuma.

Against Zangief: Distance is key. Stay away and be tricky. Anti-air = none (consistent). Block and run if cornered. Personal strategy vs Zangief: Poke and frustrate until guard is low/broken. Then attack. Hint: You CAN jump in. Experiment.

Against Ryu Hurricane kick: no mystery - low roundhouse when the kick is finishing. Air HK is different - (well timed) throw at landing. (Ken's HK is quite difficult - no consistent solution).

Vs Sakura: Distance and timing is key. As mentioned, low forward is good to mix in. Sakura's HK is vulnerable AFTER she throws it (and whiffs). Do NOT jump in on Sakura with CC bar regardless of situation and distance. Without CC bar, fight is in your favor.

After a crossup, FP: Don't ask this kind of question. Similar to asking what to do after downing an opponent - totally depends in every situation. Use your fighting experience.

Guard crushes: Don't concentrate on them unless you notice that the opponent is in Danger. Or if that is the specific strategy ala Zangief. HK and HP are usually the most effective.

Best way to use her super is to land it successfully. Another words, it doesn't matter as long as you can get it in there. Combo is the most effective, post guard crush is also good, throw projectiles (be careful), block damage vs "X" characters, etc.

V is always better than X in Alpha3 (arcade). I would recommend A or X for new Chun players. Get used to X and, unless you're real tricky, you'll GET used by V-ism. Watch out.

I know a lot of the info has been stated in previous post - just reiterating some things.

popoblo
06-17-2003, 09:25 AM
Originally posted by ghgh

After a crossup, FP: Don't ask this kind of question. Similar to asking what to do after downing an opponent - totally depends in every situation. Use your fighting experience.



i'm just asking are there any combos after a crossup lk, standing fp.

SaBrE
06-17-2003, 10:22 AM
v is not always better IMO. chun sucks in V. her worst ism

Middlekick
06-17-2003, 10:51 AM
Chun Li does have reliable anti-air vs Zangief.

Standing Forward beats his splash.

Jumping Fierce or Jumping Jab(where a counter hit really pays off) against his Knees.

Low Roundhouse against everything else.

REALPLAYER
06-17-2003, 11:19 AM
I recall seeing a Chun player combo her kick super like this.....

jump in attack while charging, f+jab, b+short, f+kick.

ghgh
06-17-2003, 05:30 PM
Popoblo: My bust - I think there's a few things like the fireball combo or something. If you can combo good, it seems that after a crossup (hit), you may want to go for jabx2, palm strike move.

Middlekick: Chun has no reliable anti-air against Zangief - trust me. A successful standing forward completely depends on the DISTANCE - same with low roundhouse. Try it - against a good Zangief player. Don't say, "jump in and lemme try something." Just play and see what happens. He'll get in close and start splashing, and splashing, and... eventually screwdriver. Stay away.

Sabre: V is always better than X. That's one of the only problems with the game. Atleast two things should have been tweaked with Alpha3 - 1) V ism charges too fast and 2) X ism block damage is crazy. Put the two together and V is greater than X. With any X ism character, get'em in a position to block (when you have a full V charged meter) and it's usually atleast 20-30% block damage - possibly more. That's not good considering V might get 2-3 full charges per ROUND.

shadowcharlie
06-17-2003, 06:03 PM
Originally posted by ghgh
Sabre: V is always better than X. That's one of the only problems with the game. Atleast two things should have been tweaked with Alpha3 - 1) V ism charges too fast and 2) X ism block damage is crazy. Put the two together and V is greater than X. With any X ism character, get'em in a position to block (when you have a full V charged meter) and it's usually atleast 20-30% block damage - possibly more. That's not good considering V might get 2-3 full charges per ROUND. i think what is met here is that some characters have better options X, or rather lack of good options in v VS options in X.

Apoc
06-18-2003, 02:28 AM
I'm just gonna toss in shit here and there as yall pick her up.

One problem seems to be her lack of AA against Gief.

I will list them and they are ALL reliable when used properly.

Crouching RH(duh)

Walk under standing fierce(it may trade, but then as you walk forward, Gief is landing on a free RH whether he flips or not{exclucing a jump in Vism})

Walk into him and st. jab(this is great for setting up her dizzying crouch cancels)

Far standing fierce(Use low forward to keep him at THAT distance. If he jumps from around her low forward range the fierce hits clean 100%)

Flipping Neck Breaker(used to dodge the jump in and change momentum)

St. Forward(timed so he runs into the full extension)

St.Strong(it's a frickin' shield against cross-ups in general when used properly)

St.Rh(to hit him on the way up)

Airthrow(hello?)

Rising kick(reversal only in X=weak)

Rising kick or puffball super.

VC

Heheh. These are all the reliable ones off the top of my head although I'm sure there are more situation specific ones.

Apoc.

Ryu1999
06-18-2003, 02:58 AM
Originally posted by ghgh
Popoblo: My bust - I think there's a few things like the fireball combo or something. If you can combo good, it seems that after a crossup (hit), you may want to go for jabx2, palm strike move.

Middlekick: Chun has no reliable anti-air against Zangief - trust me. A successful standing forward completely depends on the DISTANCE - same with low roundhouse. Try it - against a good Zangief player. Don't say, "jump in and lemme try something." Just play and see what happens. He'll get in close and start splashing, and splashing, and... eventually screwdriver. Stay away.

Sabre: V is always better than X. That's one of the only problems with the game. Atleast two things should have been tweaked with Alpha3 - 1) V ism charges too fast and 2) X ism block damage is crazy. Put the two together and V is greater than X. With any X ism character, get'em in a position to block (when you have a full V charged meter) and it's usually atleast 20-30% block damage - possibly more. That's not good considering V might get 2-3 full charges per ROUND.

lol, telling 2 of the more reknowned a3 players that their observations are wrong...

ghgh
06-18-2003, 04:40 AM
ShadowCharlie: I have to agree with your comment. It seems that the X character may have better power and options than the V character sometimes. So, yes, in that manner. Your interpretation is correct.

Apoc: Sorry dude, but no - not in my definition. When I say reliable, I mean that it works without too much thought - ie, low RH against virtually any other character. Again, all her anti-air moves have to be well distanced or in anticipation. Like I said, go actually play a good Zangief player (who knows what he's doing) and you'll see. In fact, I'm sure you have.

Crouching RH - Close splash kills it. If you get lucky and trade, you get a raw deal.

Walk under standing... let me stop right there. You're not going to consistently walk under Zangief - especially if he's splashing. No.

Walk standing jab - sometimes... sometimes you get pummeled. It totally depends on distance.

Standing FP - At the RIGHT DISTANCE again.

Flip kick - don't even think about it. Trust me. Free screwdriver when blocked. If Gief is already in the air with a splash, flip kick is stuffed.

The others - "full extension, when used properly, on the way up" need to be VERY well placed... sometimes anticipated, unlike just sticking a low RH out there with other opponents.


Again, what you're saying is right, just maybe our definition of reliable is different. Again, reliable in my book = standing FP or crouching RH against most other characters. You should know what I mean if you know your stuff.


Ryu1999: lol, yeah. So?

Apoc
06-18-2003, 05:42 AM
Originally posted by ghgh

Apoc: Sorry dude, but no - not in my definition. When I say reliable, I mean that it works without too much thought - ie, low RH against virtually any other character. Again, all her anti-air moves have to be well distanced or in anticipation. Like I said, go actually play a good Zangief player (who knows what he's doing) and you'll see. In fact, I'm sure you have.

Crouching RH - Close splash kills it. If you get lucky and trade, you get a raw deal.

Walk under standing... let me stop right there. You're not going to consistently walk under Zangief - especially if he's splashing. No.

Walk standing jab - sometimes... sometimes you get pummeled. It totally depends on distance.

Standing FP - At the RIGHT DISTANCE again.

Flip kick - don't even think about it. Trust me. Free screwdriver when blocked. If Gief is already in the air with a splash, flip kick is stuffed.

The others - "full extension, when used properly, on the way up" need to be VERY well placed... sometimes anticipated, unlike just sticking a low RH out there with other opponents.


Again, what you're saying is right, just maybe our definition of reliable is different. Again, reliable in my book = standing FP or crouching RH against most other characters. You should know what I mean if you know your stuff.


Ryu1999: lol, yeah. So?

Ok, I'm gonna tell u this and you can take it like a man or assume you actually know what works and what doesn't in high level play. You don't know what you're talking about. Simple as that.

First of all, if you're going to use a word like "reliable", you might want to use dictionary definitions instead of your own version of the English language.

"Crouching RH - Close splash kills it. If you get lucky and trade, you get a raw deal."

How does Zangief get close enough to do that other than after a knockdown? And if by chance you ever traded with that(why use it when at a point it's not reliable? I don't know), if you were smart enough to be in Aism, Gief is eating a rising kick super or another low RH whether he flips or not. I.E. Chun clearly wins the trade. Not to mention that you can do mean shit from there just by jumping immediately after trading but...why go into since you seem to think you understand the match. Moving along....

"Walk under standing... let me stop right there. You're not going to consistently walk under Zangief - especially if he's splashing. No."

"I'm" not? Of course I am. Check who you're talking to. You see, Chun gets to walk under for free at a certain range because if Gief splashes any sooner he eats a jab. A jab in that situation leads to mad set ups that Gief wants no part of. Once you make Gief understand the jab, then the fierce becomes awesome.

You have to use the right AA for the right situation. But I suppose you can stick with X if you want a Chun that a monkey could play. Just saying, think before you reply. You don't understand how to utilize Chun's AA's.

"Walk standing jab - sometimes... sometimes you get pummeled. It totally depends on distance."

Wtf? Are you just stating the obvious? EVERYthing in SF depends on distance(range). Nothing works the same at every range. That's why ppl don't stay in one place and do moves. At this point you're sounding kind iffy.

"Standing FP - At the RIGHT DISTANCE again."

Now you're just being dumb. Zangief's 360 only works at the right distance. OMFG! Guess what!?! Zangief's splash is only effective and specific distances too! Chun has fast walking speed which allows her to adjust distance very quickly while Gief is airborne. Again, you don't play A3 on even a mediocre level if you want an AA that's perfect at every distance. There isn't a 100% solid AA in the game. If moves acted the way that you wanted, we'd have a pretty moronic game.

"Flip kick - don't even think about it. Trust me. Free screwdriver when blocked. If Gief is already in the air with a splash, flip kick is stuffed."

Trust you? Why? Who have you beaten? Do you have some proof that you know what you're talking about? It's not a free 360 when blocked when used properly. Not to mention Chun can land into super and the rising kick for back up when you misuse it. And right now, it's obvious that you are concerned with Gief being directly ontop of your head. That problem alone should show you that you need to be quiet and listen or at least ask how something works instead of assuming you know something because, you don't jack about Chun vs. Gief. Gief should have to work MAD hard to get that close to Chun and after one splash, he can't repeat it.

Let me help you out though. I forgot to mention that jump back fierce also hits the splash. haha. Those were off the top so I knew I missed some.

"The others - "full extension, when used properly, on the way up" need to be VERY well placed... sometimes anticipated, unlike just sticking a low RH out there with other opponents."

No. She can't just stick out low RH against other opponents. Ok, she can but, only if those opponents are scrubs or have zero experience against Chun. Hell, a shoto can cleanly nail that RH with a fierce and a forward. You must be facing morons that jump at you without a clue of how to counter the cr. RH.

See, I was helping out. But you don't realize that you don't play ppl that truly understand how to play. I'm not saying that to be rude. A3 isn't an easy game to understand. So, yeah, cr. Rh is dope but, it can be hit clean if the opponent knows that will be your AA. I.E. You can't just use cr.RH as AA. Not against players that know what they're doing.

"Again, what you're saying is right, just maybe our definition of reliable is different. Again, reliable in my book = standing FP or crouching RH against most other characters. You should know what I mean if you know your stuff. "

"I" should know what you mean if I know my stuff? Wtf? How am I supposed to know that you have your own definition of "reliable?"

Either way, by your definition, Chun has no "reliable" AA against 90% of the cast. Without using her other AAs in conjunction with cr. RH her cr.RH becomes average.

Try not to post like a dork next time:rolleyes:

Apoc.

arcticninja
06-18-2003, 06:31 AM
PWNED! :D

ghgh
06-18-2003, 07:18 AM
LOL! Here's goes again.

First of all, you're sounding a little narrow minded and very insecure Apoc. LOL! I betcha you just CAN'T be wrong, huh?

First, the morons I've beaten with Chun include one of your heros Watson from S.Cal. (No doubt he's a great player, and I'm not saying I'd beat him all of the time (played twice, won twice), but is he on your "morons" list?) In fact, I've played quite a few people at Golfland and didn't have a problem with at least 80% of 'em. All "morons" huh?

Narrow minded? Think about this: you don't know who I am, yet you seem to assume I don't know my stuff. Hmmm. From what I post? LOL! Okay. I'll get back to that.

Insecure? You SOUND very insecure. It seems each time someone post something countering your OPINION, you have an online fit. LOL! Calm down little one... calm down. You're not always right.

Now let me get into it:

Well, I'll tell you what. If I have time, I'll post later, but if anyone has a chance to play against a mean Zangief player, please try what Apoc has posted.

popoblo
06-18-2003, 07:21 AM
Originally posted by arcticninja
PWNED! :D

i second that. good stuff apoc.

does anybody have any good vids of X-chunners? i'll check the hub later today, but i'd like to see an expert one in action.

REALPLAYER
06-18-2003, 08:00 AM
Originally posted by Apoc


Ok, I'm gonna tell u this and you can take it like a man or assume you actually know what works and what doesn't in high level play. You don't know what you're talking about. Simple as that.

Apoc.

:eek:wned!
That's needs to be your motto Apoc.

SaBrE
06-18-2003, 08:22 AM
Originally posted by ghgh

Sabre: V is always better than X. That's one of the only problems with the game. Atleast two things should have been tweaked with Alpha3 - 1) V ism charges too fast and 2) X ism block damage is crazy. Put the two together and V is greater than X. With any X ism character, get'em in a position to block (when you have a full V charged meter) and it's usually atleast 20-30% block damage - possibly more. That's not good considering V might get 2-3 full charges per ROUND.

if V is always better, then why does V-chun suck so much worse then a or x chun? why does V-balrog suck 93875938675835 times worse than x/a-rog? those are obvious examples off the top of my head. If you can find a way to play v-rog pretty well that could decimate the other modes, please, by all means, let me know

Middlekick
06-18-2003, 08:41 AM
The Standing forward, while it only works at certain ranges(mid to far away) is probably her best anti-air normal at this distance.
At closer ranges the CLOSE stading forward beats the splash cleanly as does an early close standing roundhouse.

The short tensho kyaku is also great all-around anti-air as it has invincible frames at its start. Its only disavantage being a charge motion. When done deep it CANNOT be airblocked.

So to clear.

Far - Early far standing forward.


Close - early close standing forward or early close standing roundhouse.

Any distance(if charged) - Short tensho kyaku. I use the short version because even though it has the most start-up of the three versions, it also has the longest invincibility frames. The roundhouse version has the smallest amount of start-up but the smallest amount of invincibility at its start(making it impossble to land a meaty jump in attack as she's getting up). The forward version is somewhere in-between.

marvelscrub
06-18-2003, 11:23 AM
Originally posted by ghgh
LOL! Here's goes again.

Insecure? You SOUND very insecure. It seems each time someone post something countering your OPINION, you have an online fit. LOL! Calm down little one... calm down. You're not always right.

I'm not one to agree with ghgh.. (I usually don't see eye to eye on his views), but I will have to agree with him on this one.

Not insecure, maybe quite the opposite. But anyways, I've noticed it's hard for people to have a discussion with Apoc. If someone disagrees with his stance, He usually types out a 2 page essay on why they're wrong (he's thorough), but it's filled with put-downs and "i'm better than you" stabs. Then you have 2 or 3 people posting afterwards "Yeah Apoc! You own!" and "your my hero dude!" and other ball-licking posts that have to real purpose other than to lick his balls.

Granted, he does know a LOT, and is a good player.. But he's kinda like the Peacock of SRK. Always puffing his chest out and showing his feathers. (no offense to you Apoc) That's his perrogative I guess, It's the ball-lickers that annoy me the most.

That's my OPINION. :)

Apoc
06-18-2003, 05:47 PM
Originally posted by marvelscrub


I'm not one to agree with ghgh.. (I usually don't see eye to eye on his views), but I will have to agree with him on this one.

Not insecure, maybe quite the opposite. But anyways, I've noticed it's hard for people to have a discussion with Apoc. If someone disagrees with his stance, He usually types out a 2 page essay on why they're wrong (he's thorough), but it's filled with put-downs and "i'm better than you" stabs. Then you have 2 or 3 people posting afterwards "Yeah Apoc! You own!" and "your my hero dude!" and other ball-licking posts that have to real purpose other than to lick his balls.

Granted, he does know a LOT, and is a good player.. But he's kinda like the Peacock of SRK. Always puffing his chest out and showing his feathers. (no offense to you Apoc) That's his perrogative I guess, It's the ball-lickers that annoy me the most.

That's my OPINION. :)

Perhaps I could do without "I'm better than you" stabs? Perhaps that's how it's viewed but, there really is not true way to make someone see what's real. The only proof one has on SF is tourney proof. Citing that may come off wrong. Then again, I may be having some fun with the person if they were really nasty or particularly interesting.

As for licking balls? I've posted "U own" when i've read some flames that were well deserved and funny. I think we all have. But believe me, despite what you may think, because of my demeanor(I can only speculate), I get so much more hate than props. At least in person. I even post sometimes just to thank someone for being encouraging. Aside from Evo and a few others, I'm almost always being cheered against. Even in Vegas it was like that. Ppl would be behind me if there was someone from out of town that they wanted beaten. Otherwise, it seems more fun to watch me lose. Even the vids that make it online are usually of me losing. I've even told ppl not to tape me since I dont' know how to play(at the time) and still the shit gets online. Think what you want. But you don't experience the hate I get. Ppl have gone out of their way to lie about me in order to get others to hate me.

When ppl "nutlick" I don't take it as such. Because the person I'm replying to probably made me wonder why I still posted on these forums. When I help out and someone throws it back at me when I'm seriously telling them that they don't understand ONLY because they want to think they know some shit.... Well, that type of weak ass shit makes me understand why guys like Valle or Nelson(off the top) won't post. I mean, why help if some moron is always gonna be starting an argument? I wasn't going to reply anymore until I saw this post.

Like many, marvelscrub, you take my cockiness in the negative, and that's unfortunate. It's part of the way I compete. And it's an area in life that you can be cocky without it really meaning anything. It's like being cocky about a rental car. I would think that stinking my chest out, over something the majority of the world doesn't care about, would be more funny than offensive.

As long as ppl understand the differences between cocky and arrogant then it's ok.

Still, I feel my time on SRK is coming to an end as far as posting goes. Also, the ppl influencing the scene the most have their own agendas. Not much room for an SFer that likes to keep it real. I don't even enjoy playing that much since most of the newer gen games have left me uninterested. Full of bs but lacking true depth.

In all honesty, it's those that post positively(ball-lickers in your words) that keep me posting at all. You're about to only see this chest puff up at a couple more nationals until my lack of interest and practice leaves me unable to compete. As is, look at CvS2. It hasn't progressed for shit in a whole year. If it had, I probably wouldn't go to Evo since I wouldn't put much time into it. I'm competing now because I've had some cvs2 comp up here and everyone is still doing the same old shit.

I'll be posting less and less though. I'm too old to shove a picture of reality in denial's face. Not into wasting that kind of time anymore.

I can't wait to see ghgh get top 3 in an A3 national though. His Chun must be the best in the US! :lol:

I'm sorry that I come off that way but, we're all entitled...:)

I'm outta this thread. Peace.

Apoc.

popoblo
06-18-2003, 06:12 PM
damn apoc, that's sad to hear. it sounds like the scene is kinda dying all around.

and fuck the haters man. when some random bitch tries to challenge the tips of a PROVEN A3 master, it's straight up ignorance. on my evo dvd, i don't have vids of ghgh or marvelscrub playing a really good A/X-chun li, but i do have apoc playing A-rog.

i can honestly say that when i see people like you post in threads, i read them irregardless just to see what good advice is being given. and you're one of few (gunter, buk, gandido, choiboy, and jchensor are basically the others) whose word i take to actually change my gameplan.

the entire reason i made this thread is so you would enlighten me with YOUR info, cuz i knew chunners was one of your main OG characters. thanks for the stuff you've contributed so far, and hopefully you'll keep on posting in general:)

FMJaguar
06-18-2003, 10:03 PM
Originally posted by marvelscrub

Granted, he does know a LOT, and is a good player.. But he's kinda like the Peacock of SRK. Always puffing his chest out and showing his feathers. (no offense to you Apoc) That's his perrogative I guess, It's the ball-lickers that annoy me the most.

That's my OPINION. :)

Apoc and buktooth are the only two posters that stand out in my head as providing gameplay value over the past 6 months or so cause they stood up for things so much and defended them well enough that i could learn why they thought the way they did (which is SUPPOSED to be the point). I'm sure we all don't think we're right all the time, but the only way to find out is to go through the discussion, not to redefine every topic into something meaningless to justify an ill-prepared answer.

If we were in a competitive arena, the majority here would be the minority there. Apoc would probably be middle tier information-wise cause he hasn't played seriously the whole time, it says a lot if he's the peacock of SRK =P.

Apoc
06-18-2003, 11:15 PM
Thanks for the props fellas:) I'll help out when I can now but I try to let folks figure out their own ideas and style like we did back in the day. I think it's more fun that way. I don't mean to be a jerk. Back in the day I would just talk shit and wait for the big tourney or whatever. Nowadays, I don't have the time or money to go to every big tourney or to put into practicing for one like I used to. I don't really feel like arguing points that I can't show up to prove because it's meaningless and I understand that. That being the case, arguments can be endless. So now, it's kind of become my off switch. Neither side can prove shit all of the time. I don't have the patience for this kind of thing anymore. Although I try every now and then, heheh. I just felt the need to explain myself and say thanks for the dope sentiments. I save that kind of shit to look back on 10 years from now, lol. SRK memories.

Hope ta see some of yall at MWC!

Hey Popoblo, you gonna be at SVGL this weekend? I'm trying to make it.

Apoc.

Muskau
06-19-2003, 04:09 AM
Yeah, after playing awhile I think faqs don't really help things too much, unless its a systems faq or all about streetfighter book from japan. All's thats really needed for reading is the rules and restrictions of the fighting engine, and from there the player can experiment.

Any reasonably good player will pick up what he needs to know from playing the game against competition alot, if one thing doesnt work, try something else. Gradually from experience and practice you'll become comfortable with how the character plays and will have trained yourself to do the combos you've practiced so much automatically on seeing an opening.

Telling somebody things about a characters moves and matchups is helpful a little, but really most people play differently, so you might be playing a Ken that likes to go for guard crushes alot and next a Ken that likes to tick throw often, so really the only thing you can do is rely on your own practice and intuition with your character/s...

I'm not saying faqs and forums are completely useless, but I think too much importance on theory fighter(tm) and too little of people going over to prove it :lol:

Guess its time for me to go back to the arcade and kick some amateur shotos around with cody lol

popoblo
06-19-2003, 04:55 AM
Originally posted by Apoc

Hope ta see some of yall at MWC!

Hey Popoblo, you gonna be at SVGL this weekend? I'm trying to make it.



and i think another problem is that there are so many new kids (me being one, i'm only 17) coming up onto the scene nowadays, that they don't know how to respect their elders (not trying to make you look old apoc:) ). they'll be iconoclastic and start shit just for the sake of starting shit.

and i agree with you muskau in terms of personal player style. but the reason i ask so many questions and post so many new threads is that i have about ZERO comp in my area. i have to drive an hour to get excellent comp on the console, or advertise a tourney and pray that somebody outside of the locals come. and most of the locals at my arcade are scrubs big time, which obviously doesn't help. so i hope to improve my playing level so the scrubs will either reciprocate or quit.

and apoc, i live in villa hills KY, about 5-10 minutes south of cincinnati. i'd love to come to SVGL, but it would obviously be one hell of a drive/flight to make it out there. i wish i lived by SVGL...:cool:

i was gonna go with some guys from columbus to MWC, but that didn't pan out. so i'm gonna either try to go to Evo or just hope xbox live will provide good comp once i get my MAS this weekend. it'll be so nice to finally bust out my CC's on a stick. my gamertag is popoblo, just in case you ever have the opportunity to play on xbox live at somebody's house or something.

peace

GianL
06-19-2003, 04:59 AM
right, so I haven't seen the sen'en shuu (HCB+K) being discussed yet. I think it deserves mentioning that the HK version goes through fireballs. Cool thing is, sometimes when you expected a fireball but they jump in instead the kick snuffs their jump-in. (It's hard to explain because I havent thought over the setup, so i can't spell it out for you, but in some situations I feel like anticipating a jumpin with the sen'en shuu :eek: )

Of course being an overhead attack it works good supplemental to her set of moves to go for when the opponent wakes up,
in order of assumed (yes imho) effectiveness:

-close s.FP
-far c.RH (knockdown with her bigtoe)
-throw (her throw is fast and has decent range, making it a good throw in general)
-c.LK (into c.LK/c.SP)
-c.SP (into c.FP, could land a Fat Counter Hit; into another s.SP; xx sen'en shuu)

when you get pushed away from making your opponent block a move or two in this way, you can follow up with a c.FK or a s.SK (xx kikoken) or a (whiffed) s.RK even. S.RK could counter a jumpin at that range. and you can use her senretsu (grounded kicksuper)
or RH sen'en shuu at this range to snuff whiffed counterattempts or go through fireballs.

wow, i believe it wasn't even mentioned that her senretsu works wonders in anticipation of poking and mid-range fireballs.

one of my own tactics is, when you are far away but don't want jump in, instead just walkup and use the s.RK just out of its range. this in anticipation of grounded pokes by the opponent or jumpin attempts. when they see Chun marching from all the way at her speed (ooh, intimidating), they may well try to jumpin or poke. ex. : you somehow managed to position yourself away from sakura, then you just one time just walkup unexpectedly to aim with a s.RK in front of her to counter sakura's s.RK, if it whiffs cause nothing happens your safe, if they go for a crossup they get nailed, if they go for a s.RK you get a Fat Counter Hit. okay next time they will use a fireball i know :confused:. don't flame me. i know.

Temujin
06-19-2003, 06:34 AM
I learned more about Street Fighter from Apoc's posts than all other posts combined.

gawsome
06-19-2003, 10:18 AM
Well lets see......I agree with whats said about paying a greater amount of attention to certain posters.....buk, apoc etc. I will generally always read posts from these players, because 95% of the time what they say is the shit. However I also read what others say and weigh it up. Then I throw in what Iv learnt playing for myself.I take all of this and mix it in during gameplay to find out for myself. Im not gonna trust someone implicitly. Its people who do this that annoy me

But generally I have to say I like Apoc - not that I have ever met him/spoken to him or ever will in all probability. I like his style and his response to flames. His advice is consistently of a high standard, and when its not it is useful. I like the fact that he doesnt conform and consciously pick top tier characters, but instead works away at non obvious characters.......and can not only compete but win as well. AND he is always there to help people improve. I aint no fan boy - thats just the way it is. You cant deny it.

And no, I dont like the cock.

marvelscrub
06-23-2003, 10:33 PM
APOC
Perhaps I could do without "I'm better than you" stabs? Perhaps that's how it's viewed but, there really is not true way to make someone see what's real. The only proof one has on SF is tourney proof. Citing that may come off wrong. Then again, I may be having some fun with the person if they were really nasty or particularly interesting.

Ok.. reading again I realized that I probably could've posted something else. Instead of just "complaining". :) It's just that when I read these forums I see way too many people just shitting on each other. It seems like a lot of people would rather tell people they stink instead of helping them. I do understand that some people just don't listen (they do, but don't really UNDERSTAND), but I think crapping on thse people doesn't do anything really but fuel their ignorance. They might read your post and realize some things, but just because you came off like you're their cocky big brother I think they're more likely to try and find something (ANYTHING) wrong with your post to keep their egos. I guess I was in a bad mood (I defended GHGH.. didn't he say Guile had the advantage over Ryu in ST?)

And just for record, Tourney proof is an excellent way of showing that you are a skilled player (who obviously has to know what he's doing), but factual in-game proof is another form that cannot be argued. This can get lost in mind-games and such (where is it's more about decisions), but is a better way of showing people another view rather than saying "see how well it works on >insert cali player here<, LOL". They might think thay might be able to compete with the cali player (however wrong or right it may be), and the whole thing is lost and they just feel resentment towards you.. Insert another post of flames.

As for licking balls? I've posted "U own" when i've read some flames that were well deserved and funny.

I dunno.. Call me the Ned Flanders of SRK, but I usually don't find it at all hilarious when someone rips onto someone else, and then 2-4 people respond with posts that do nothing but praise the ripper and "LOL" at the rippee.. You're virtually laughing at the guy and high-fiving each other in the process. You really think the guy is going to submit and own up after that? :) I guess not many people see it that way, but I was raised in an irish-christian family so maybe I -am- the Ned flanders of SRK. :)

But believe me, despite what you may think, because of my demeanor(I can only speculate), I get so much more hate than props.

I hate to say it, but I know people personally (in my local extra crappy old SF scene) that causually read these forums that wouldn't mind seeing you lose. :)

When I help out and someone throws it back at me when I'm seriously telling them that they don't understand ONLY because they want to think they know some shit.... Well, that type of weak ass shit makes me understand why guys like Valle or Nelson(off the top) won't post. I mean, why help if some moron is always gonna be starting an argument? I wasn't going to reply anymore until I saw this post. Like many, marvelscrub, you take my cockiness in the negative, and that's unfortunate. It's part of the way I compete.

Which Is why I reconsidered my post on the first place.. I guess there will always be people like this. :-/ (Jinston?JB Gainz?) but I do take some of your posts in the negative because it IS in the negative.. towards the person you're replying to anyhow.

As long as ppl understand the differences between cocky and arrogant then it's ok.

There's a difference?? :)

In all honesty, it's those that post positively(ball-lickers in your words) that keep me posting at all. You're about to only see this chest puff up at a couple more nationals until my lack of interest and practice leaves me unable to compete.

Yeah.. New games are lame, but anyhow.. Now you've made me feel bad! Don't get me wrong.. you sound (er,read) like a pretty decent guy, who knows his stuff, and likes to have a bit of care-free stabbing at people you don't really know personally.. But I was just pissed off at the time for reading a bunch of posts where people do nothing but shit on each other. and now people will resent me because of your decision to post less.. that was your plan all along! wasn't it Apoc?! :)

POPOBLO
when some random bitch tries to challenge the tips of a PROVEN A3 master, it's straight up ignorance. on my evo dvd, i don't have vids of ghgh or marvelscrub playing a really good A/X-chun li

Am I challenging his tips? No. You don't have to post in his defense against me.

popoblo
06-23-2003, 10:55 PM
Originally posted by marvelscrub


POPOBLO


Am I challenging his tips? No. You don't have to post in his defense against me.

you're right, it was just ghgh. my mistake.

and gawsome's second paragraph pretty much summed it up for me. unless i go to evo or some other huge tourney, i'll never meet apoc, although he is always there to help whoever in terms of SF knowledge.

marvelscrub
06-23-2003, 11:26 PM
well.. "Always" is a pretty strong word. But yeah, Apoc usually does help out in areas that I guess he feels he can. I never said he didn't really.. He's opened my eyes a few times to certain things I had overlooked.. and I thanked him for it.

Apoc
06-25-2003, 11:12 AM
Originally posted by marvelscrub
APOC


Yeah.. New games are lame, but anyhow.. Now you've made me feel bad! Don't get me wrong.. you sound (er,read) like a pretty decent guy, who knows his stuff, and likes to have a bit of care-free stabbing at people you don't really know personally.. But I was just pissed off at the time for reading a bunch of posts where people do nothing but shit on each other. and now people will resent me because of your decision to post less.. that was your plan all along! wasn't it Apoc?! :)



It's not your fault. I already post less. I just have less time on my hands and when I use it to post and then I feel shit on; it makes me feel like I'm wasting my time. I'd much rather post something and ppl could take it or leave it. I don't understand why ppl want to start arguments or find ways to dis. It just makes me take a break from posting helpfully because it takes too much time to argue a point that needn't be argued. I didn't mean to say that YOU or anyone in particular would stop me from posting. It was just to say that posting isn't worth the time when ppl use it for arguing. An honest argument is good. An argument specifically aimed at making someone look bad isn't interesting to me.

I'm a click away from SRK! I'm not going anywhere. I may duck out now and then but if I was going to outgrow my love for SF games it would've happened years ago, heheh.

Anyway...last post before MWC!!!

Apoc.

KenShotokanMas.
10-19-2004, 06:02 PM
Any suggestions for shotos/Sagat?

bowiegranap
10-19-2004, 08:58 PM
Akuma: Walk up to chunli, if she uses crouching FK, VC through it, walk up a tiny bit more, crouching sk->fireball-> combo from there. Or VC then simply red fireball into an unblockable.

Middlekick
10-19-2004, 09:13 PM
...*sigh*

Inigma
10-20-2004, 01:53 PM
Shoto's:
1. Standing short will beat it clean
2. Bait the whiff and punish (Low roundhouse for example)
3. Akuma: Standing forward will stuff it

Sagat:
1. Standing short or low fierce are the only things that come to mind (Though I would go with standing short more)

Apoc
10-20-2004, 05:07 PM
Shoto's:
1. Standing short will beat it clean
2. Bait the whiff and punish (Low roundhouse for example)
3. Akuma: Standing forward will stuff it

Sagat:
1. Standing short or low fierce are the only things that come to mind (Though I would go with standing short more)

Also, shoto low strongs on a counter work. Meaning, you have to be in range for the strong and extend it just before she extends her RH. For example, cross up with a shoto and then do 2 low shorts, stand up and walk forward(at which point Chun notices and wants to sweep you)and then crouch and hit strong. Basically, you set the counter strong up by baiting the RH into your strong similar to baiting a whiff but a lil better because, unless she wants to get tossed, Chun is going to want to do something to keep you from walking up like that. More times than not, the low strong will take out whatever she's doing at this point.

Also, shoto low forwards, while walking. Cr. mk, when not walking forward, is going to suck in this match. You want to be walking forward and hitting this right when your in range for her cr. RH. Unfortunately, it would take too long for me to explain why walking forward seems to change the priority of this move so, just understand that walking forward makes ALL the difference in using this as a counter.

Between Inigma's examples and these, you now have multiple options for countering this bs move:) Good Luck!

Apoc.

Joe Fry
10-20-2004, 05:44 PM
God damn notation.

Are you talking about Roundhouse Kick or Forward Kick?
The post says "c.fk" but Apocs response seem to be about c.rk. I don't care either way, but I hate when people talk about "Fierce Kick" and then abriviate it.</pointless post>

Inigma
10-20-2004, 06:51 PM
Also, shoto low strongs on a counter work. Meaning, you have to be in range for the strong and extend it just before she extends her RH. For example, cross up with a shoto and then do 2 low shorts, stand up and walk forward(at which point Chun notices and wants to sweep you)and then crouch and hit strong. Basically, you set the counter strong up by baiting the RH into your strong similar to baiting a whiff but a lil better because, unless she wants to get tossed, Chun is going to want to do something to keep you from walking up like that. More times than not, the low strong will take out whatever she's doing at this point.

Also, shoto low forwards, while walking. Cr. mk, when not walking forward, is going to suck in this match. You want to be walking forward and hitting this right when your in range for her cr. RH. Unfortunately, it would take too long for me to explain why walking forward seems to change the priority of this move so, just understand that walking forward makes ALL the difference in using this as a counter.

Between Inigma's examples and these, you now have multiple options for countering this bs move:) Good Luck!

Apoc.

True enough, but I just wanted them to get a very basic and safe way of going about countering it (Even though it is just one move)... Not saying that way is unsafe, but if they are afraid of that attack then it would be really ballsy to just walk up on her and challenge it you know?

Besides you can sorta spam the standing shorts and not be punished for it(Sorta)... Also if they can not deal with low roundhouse then I am pretty sure they are not gonna get any free jump-ins let alone cross-ups on her...

Apoc
10-21-2004, 08:28 AM
True enough, but I just wanted them to get a very basic and safe way of going about countering it (Even though it is just one move)... Not saying that way is unsafe, but if they are afraid of that attack then it would be really ballsy to just walk up on her and challenge it you know?

Besides you can sorta spam the standing shorts and not be punished for it(Sorta)... Also if they can not deal with low roundhouse then I am pretty sure they are not gonna get any free jump-ins let alone cross-ups on her...

Word. I didn't mean to discount your advice. On the contrary, I was just adding a bit more that were in my head. St. short is, by far, the safest and most practical counter.

Btw, I'm talking ROUNDHOUSE, heheh.

Apoc.

Inigma
10-23-2004, 12:46 AM
Word. I didn't mean to discount your advice. On the contrary, I was just adding a bit more that were in my head. St. short is, by far, the safest and most practical counter.

Btw, I'm talking ROUNDHOUSE, heheh.

Apoc.

Never thought otherwise, just giving a "safe" approach over the "right" approach...

Postman~730
07-26-2005, 11:21 AM
why do she have crazy priority?? I mean I play Balrog and Sagat, and it seem like everything she throws I get hit and when im at a hittin' distance, it whiffs. This dude turtles and he basically a scrub. I guess Im a scrub too, but atleast I can combo j.rh.c.sh.xxGenocide. He does Random supers and has to do the notation 3 or 4 times before the shit comes out. anyway this shit is frustratin' cause I kno Im betta than him. he abuse c.rh A LOT!!!!!! Jumps in with Fierce then combos Fierce alot. Stupid shit....lol. what can stop this bitch?? advice. PLEASE.

Renegade
07-26-2005, 12:25 PM
Chun Li is a scrub killer. Even in the hands of scrubs. And as you say, you're a scrub.

Besides, Both Rog and Sagat have hard fights aganist her (especially Rog).

Try Zangief or one of the shotos.

Zangeif: Jump Splash all day (D+FP), Anti Air WIth Crouching Kick lariat. Use Fierce/Forward for pokes, GGPO.

Ryu/Ken/Akuma: Throw fireballs and bait her into jumping, DP her. Don't let her cross you up.

Postman~730
07-27-2005, 11:00 AM
Ha Ha, Nah, this is at my Job. Im tryin' to get T5 there!! I think Im goin' to stick with Ryu. any good tatics with usin' him against Chun? And Im not that scrubby, just NOT an Elite player in A3, I just start playin' last year.

Buttermaker
07-27-2005, 11:11 AM
http://www.shoryuken.com/forums/showpost.php?p=1718780&postcount=1690

Postman~730
08-03-2005, 10:53 AM
why it seems like she doesnt Whiff any attacks!?!?!?!?

Temujin
08-03-2005, 01:52 PM
Just use crouching fierce kick, up-kick super !

Postman~730
08-03-2005, 10:53 PM
Just use crouching fierce kick, up-kick super !


:confused: with what character?? Im not usin' her Im fightin' against her.

Postman~730
08-14-2005, 06:59 PM
Sim can beat her, right?

PcLanAdmin2
08-15-2005, 05:17 PM
Sim can beat her, but you have to work too hard. might was well v-sakura -- she beats chun

Postman~730
09-11-2005, 02:04 PM
can somone link me to a real good strat thread for chun?

Buttermaker
09-11-2005, 02:24 PM
Advanced Search

Key Word: chun
Search Titles Only

Search in Forum: Other Games

DaDesiCanadian
09-11-2005, 03:45 PM
Just use A/V-Ryu, with what the guy said earlier. Chun has to work so hard to win that match.

Postman~730
09-20-2005, 10:51 AM
jab fireballs, bait dp's?? in close, do what?

Dark Geese
10-09-2005, 07:37 PM
Someone post that ChunLi Crazy Ass Natural EVO combo...insanity

Postman~730
10-17-2005, 12:24 PM
Ha Ha, I started playin' Gief and he fuckin' PWNEDS Chuns ass, I wasnt tryin' to learn him, but I said let me see what I can do with him, yo, Jump in D+FP, jab, Spinn' Pile Driver or his Special all DAY, catches her everytime she tries to c.rh me. Then when Im in the corner ITS A WRAP!!! High, Low, Throw Mix-ups ALL DAY, he cant do shit, he dont kno what to do to beat it, if theres is anything to do, He's TOO Slow, round be ova in 10 seconds once I get him in the corner. Now how do Gief far againgst Shotos....:confused:

Postman~730
10-31-2005, 07:09 AM
I dunno now. She still seems to be a pain in the ass!! Gief still gets hit with a s.fierce when he jumps in wit da splash. Her back+fierce, OMG I hate that move wit a fuckin' passion!!!! How can something that looks like it has NO RANGE constantly hit...:confused:.....Shit is aggravatin' man, y'all just dont kno!!!!!!!!

Postman~730
11-17-2005, 12:09 PM
Dont worry now, Gief is pwnin' again.

Dark Geese
11-18-2005, 06:50 AM
Triple posting lol:karate:

Postman~730
12-01-2005, 11:19 AM
dem post was 15 days apart from each otha, what you talkin' bout....:confused:.....anyway, I have a habit of sandbaggin' with him too, and thats how he gets his wins, but sometimes when I want to beat him, some bullshit happens...my otha manz that work at the job plays Blanka and he says he wants to break the game fightin' this dude's scrubby Chun. whats her winnin' percentage for Gief and Blanka for her?

This thread seems dead, just like the game...:lol:

Bacardi
12-01-2005, 01:43 PM
Theres a alpha 3 thread =[

Renegade
08-08-2006, 02:59 PM
Updated SRK wiki:
http://www.shoryuken.com/wiki/index.php/Chun-Li_%28SFA3%29

Hoping this will get moved to SFAA board. There are a couple of Apoc gems in this thread. despite all the flaming.

Kyokuji
08-08-2006, 03:16 PM
Granted, he does know a LOT, and is a good player.. But he's kinda like the Peacock of SRK. Always puffing his chest out and showing his feathers.

That's irrelevant when he's right and the other guy is wrong though.
Why be polite to someone who's spouting bullshit anyway?

Renegade
08-08-2006, 04:44 PM
From my edit to the Wiki:

Stand Jab is VERY important to Chun Li. It enables her to charge her B&B combo

Aism (Stand Jabx 2, Stand Short XX Kick Super)

Xism only (Stand Jab x 2, Stand Short XX Palm Thrust)

After a cross-up, sometimes it's nessesary to do Stand Jab x 3, Stand short for the extra charge time.

However, Stand Jab whiffs certain characters crouching. Couple of wrinkles here though, certain characters will get hit in their crouching REEL animation (say after a jump short). Also Xism hits more characters than Aism.

Characters who cannot duck it are susceptable to stand jab harrasment techniques. Walking jabs, jab then throw, etc. Use your imagination.


These Characters CANNOT duck Stand Jab (Aism or Xism) hit or block

Blanka, Zangief, Sagat, Dhalsim, Sodom, Adon, Cody (can dodge in V), E. Honda, Birdie, Bison, Balrog

These Characters Cannot Duck after a hit in Aism

Akuma Charlie

These Characters Cannot Duck Xism jabs Block/hit

Rolento Dan (sometimes 2nd jab whiffs on hit, maybe reel animation?) Akuma

Cannot Duck Xism jabs After a hit

Charlie Ryu Rose (inconsistant)



St. Jab Completely whiffs

Ken Guy Karin Vega Sakura Gen Cammy/Dolls

eks
08-08-2006, 11:12 PM
moved as requested

- eks

TheGrape1
08-09-2006, 07:29 PM
Apoc actually uses low forward to set up anti-airs against Gief. Cr. mk keeps gief at a range that, if he jumps he will get hit by her far st. fierce. I checked the wiki and it isn't in his post. That's a big part of his game vs. Gief iirc.

Renegade
08-09-2006, 08:37 PM
That part of his post is in there, it's in the parentheses. Give it another looksee. If i should bold it i will. Consider it a work in progress.

Shocky II
08-11-2006, 06:01 PM
I just want to say that I am a new player and found this thread and the wiki most helpful.

Renegade
08-13-2006, 07:59 AM
I just want to say that I am a new player and found this thread and the wiki most helpful.

Thanks alot man. Means a bunch to me. I will try my best to complete it very soon. Keep checking back.

TheGrape1
08-14-2006, 05:20 PM
That part of his post is in there, it's in the parentheses. Give it another looksee. If i should bold it i will. Consider it a work in progress.

Sorry about that. Thanks:wgrin:

henr1
08-19-2006, 07:56 AM
Could someone please outline the setup and moves for Chun's crouch cancels?

It was written earlier in the thread that they can start from a jab AA counter hit, what comes next?

Renegade
08-21-2006, 10:15 AM
Could someone please outline the setup and moves for Chun's crouch cancels?

It was written earlier in the thread that they can start from a jab AA counter hit, what comes next?

The crouch cancel. It's like a superjump. Down- Up.

The easier setups are when you major counter someone air to air. Happens alot w/ Chun li. Especially w/ jump fierce (downward angle), forward/short (straight ahead), or jump strong (upward angle, useful against vega especially, somewhat against guy and rolento.

Then just Crouch Cancel J.Rh till corner.

Nescu69
08-26-2006, 06:45 PM
Uhh, this is just to add to the whole Apoc/other dude debate/flame war/whatever. Yeah, Apoc has helped people, and has done well in a few tournaments, but there are times when the "common people" have their say. And in this case, I think the guy was right. There is a MASSIVE difference between what's written and what goes down in a match. Almost ALWAYS, people will use simple, effective tactics to win. You wanna worry about the mental game, and not have to think about 10 different anti-airs you're gonna apply. In that sense, Chun Li gets raped by splashes. What Apoc said works in THEORY, but show me an Apoc vid where he employs these "advanced" tactics he speaks of. I just finished watching some of his vids a few days ago, and he plays exactly the way I would expect a tournament player to play. Simple. Nobody does fancy shit. Nobody uses 10 different anti-airs. People are ghetto at heart. Save the essays for college.

Renegade
08-28-2006, 08:40 PM
Uhh, this is just to add to the whole Apoc/other dude debate/flame war/whatever. Nobody uses 10 different anti-airs. People are ghetto at heart. Save the essays for college.

Dude, that flame war was like 2 years ago. It's Apoc's posts that even made this thread worth resurrecting.

And trust me, as a chun player, he's right. If gief splashes from far away (say, outside of d.mk..) stand fierce beats that shit clean. I think it beats the knees too.

You need to mix up anti airs in a3, b/c the same ones don't work all the time. The reason you say "Gief splash rapes Chun li" is b/c low roundhouse can't beat it. But chun does have moves that beat splash and knees when properly spaced. That's what Apoc was saying.

Nescu69
08-29-2006, 07:34 PM
Dude, that flame war was like 2 years ago. It's Apoc's posts that even made this thread worth resurrecting.

And trust me, as a chun player, he's right. If gief splashes from far away (say, outside of d.mk..) stand fierce beats that shit clean. I think it beats the knees too.

You need to mix up anti airs in a3, b/c the same ones don't work all the time. The reason you say "Gief splash rapes Chun li" is b/c low roundhouse can't beat it. But chun does have moves that beat splash and knees when properly spaced. That's what Apoc was saying.

2 years? Damn! Anyway, I like what Apoc writes, and he's one of the few guys who's posts I always read, but you don't need that many anti-airs. Far fierce, sure it sounds good. But let's be realistic when we list too many things with too little practicality. Not saying those don't work in specific situations, I'm saying usually you just need 1-2 options to beat a tactic, not a billion.

Xenozip.
10-24-2006, 06:19 PM
Playing A3 this weekend reminded me how freaking good Chun's df.Forward backflip is.

It's either first or second frame off the ground, meaning you can beat a hell of a lot of low pokes with it on reaction (or almost on reaction). However the hitbox is kind of "mid" so it'll beat a lot of mid pokes as well.

I damn near laughed my ass off (on the inside) when I accidentally anti-aired Akuma's divekick with it.

But uhh.. Yeah, Chun is sick.

Litany
10-25-2006, 05:06 AM
The funny thing about that df. rh is that I notice alot of chun players trying to use c. rh on wakeups but they get crossovered...thus making the c. rh turn into df. rh instead! (should be a habit to hold back for everything)

And then it'll be stupid and beat the crossovers. On total accident.

Hah.

But yeah I experimented a TON with beating out that df. rh. The chun has to be at a certain distance from you to be able to kill it clean everytime (a crouching normal). And -- If you can predict it when she's RIGHT up on you.... you have to either block or jump up and throw (or use a normal that beats it). Even then it can be a little annoying and misleading.

It's a good move and at the same time it's a bad move to use.

*shrug*

Daidoji Kage
10-26-2006, 10:48 AM
The funny thing about that df. rh is that I notice alot of chun players trying to use c. rh on wakeups but they get crossovered...thus making the c. rh turn into df. rh instead! (should be a habit to hold back for everything)

And then it'll be stupid and beat the crossovers. On total accident.

It's true! It's damn true!

jsheppar
11-25-2006, 11:30 AM
i started playing a bit of x-chun recently, and wow, she's a powerhouse, but seeing as i don't generally play charge characters when i can help it, i was having some trouble. i can't seem to get a crossup j.short-cr.strong->palm strike to work. the palm strike just doesn't come out. now obviously, i am charging in the wrong direction, so my query is: when you jump in with a crossup and intend to follow with a combo ending in a charge move, which direction should you be charging when you leave the ground?

EveryFlowerFlow
11-25-2006, 12:06 PM
err I don't think palm strike is a charge move. it's hcf+p, in which case as soon as you jump forward your already holding the right direction. your problem is probably the cr.mp back to hcf+p part.

That's is some SNK super shit right there. practice more or substitute cr.mp or s.lp x2 the latter being the better option imo.

jsheppar
11-25-2006, 12:20 PM
sorry for not being clear enough, if the case was a/v you would be right, technically it wouldn't even be the palm strike, it would be the fireball. (kikoken?) in x-ism however, chun loses her fireball and instead gets the palm strike, which is most certainly charge b, f+punch.

EveryFlowerFlow
11-25-2006, 12:32 PM
sorry for not being clear enough, if the case was a/v you would be right, technically it wouldn't even be the palm strike, it would be the fireball. (kikoken?) in x-ism however, chun loses her fireball and instead gets the palm strike, which is most certainly charge b, f+punch.

ah X ok. it's still the same though. as you jump forward you're already holding the right direction and charging for when you land while you cross up. are you pressing down-back as you land as opposed to just down?

jsheppar
11-25-2006, 12:38 PM
hah, the problem is, i had no idea what i was doing. i had the notion in my head that i was supposed to jump, hold down/back (in rellation to my original position), cross up lk, ground moves (2x jab/cr.strong/whatever) while charging my ORIGINAL down/back (which is now down/forward), and then to combo the palm strike by moving from down/forward to back+punch. i'm sure your help will facilitate the learning process, thanks.

Desk
12-04-2006, 01:30 PM
OK, using X chun, if I land an air-to-air counter hit midscreen, how do I CC them into the corner? everything I've tried pushes them out of range. I'm guessing you could use some combination of headstomps but I've literally just started learning her today and I haven't got a clue. cheers:)

Buttermaker
12-04-2006, 03:13 PM
OK, using X chun
You skank.

how do I CC them into the corner?
:uf: :hk:

Desk
12-05-2006, 04:24 AM
Look man, I play chun in ST I just can't be bothered to learn any new characters :)

I definately tried jump-forward roundhouse. They seemed to get pushed out of range after about 2 reps, maybe I was doing it wrong. Should I be doing some crazy walk cancellling or something? I'm going to try some more stuff out later but any ideas would be super helpful.

Are there any disadvantages to using jab x2, cr. short xx super/palm as opposed to jab x2, st. short xx super/palm? I finding the former to be be much easier.

Buttermaker
12-05-2006, 07:57 AM
They seemed to get pushed out of range after about 2 reps, maybe I was doing it wrong.
No, that's how it is.

If you get them to the corner, you can CC until they're stunned.

Are there any disadvantages to using jab x2, cr. short xx super/palm as opposed to jab x2, st. short xx super/palm?
Same damage, same stun. C.short obviously has less range.

Desk
12-09-2006, 01:11 PM
by walk cancelling a few steps before re jumping you can get them in the corner from quite far but I can't imagine ever landing it in a match.

anyway, anyone have any footage of a half decent X chun? I've had no luck finding anything :(

oh yeah, also after landing her super in the corner then going for the combo/chip damage SBK. Can you be punished easily or should you go for it all the time?

cheers for any help :)

jsheppar
12-09-2006, 03:33 PM
SBK is crouchable by most characters (maybe all?) and is really only safe if you catch them airblocking it. even if they start blocking it while standing they can just crouch mid block and punish you. if blocked i generally opt for mash standing forward for chip damage, or cr.rh for guard break/safety factor. if it hits, i think you can do close standing fierce->palm strike (depends on how deep you end up after the super) or maybe cr.strong->palm strike/SBK for longer range.

evilmax17
03-11-2007, 11:10 AM
Hey guys.

I need a mini-tutorial on Chun's j.FK semi-infinte.

-Does it work in all isms?
-Good starters / Finishers?
-Tips for keeping it going? Do you need to CC, and if so, what's a good way to practice doing this?
-How viable is this in actual play?

I've seen it and heard about it, but to me it just looks like once a guy gets popped up, you can just j.FK him to the corner. Any tips?

Thanks!