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The V
06-28-2004, 01:59 PM
Since most strategies and tricks are matchup-dependent, it makes sense to group the two together. Discuss anything useful in actual matches here, from specific tactics, to character-dependent move counters, to overall gameplans. The more specific you get, the better. It would be greatly appreciated if you took the time to test out everything you plan on saying in training mode to make sure that it works and to provide some numbers for stuff like damage and dizzy amount.

Other than that, try not to piss anyone off or start any flame wars.

skisonic
07-12-2004, 10:38 PM
Ok I've got this vs Sagat trick that isn't as hot as it first seemed but maybe someone besides me can make use of it. Anyway, one of Chun's main's problems vs Sagat is getting on his s.short. Well, if Chun is just outside the range for Sagat's c.short, which is the range that he's going to throw them x9384923, what can do is poke stick out an s.short of her own. At correct ranges, this move wil ALWAYS counter hit Sagat's short, or itll whiff, this I'm sure of. The best success I've had with this is at really the range so that Chun's s.short comes out about level with Sagat's ankle(so she kicks the tape), so they actually kinda cross, rather than Chun's going over top of his. Now the cool part is you can link the super off the s.short. In my testing though, the level 1 super only connects about 50% of the time, while level 2 is a solid 90% or so.The REALLY cool thing, which is either really hard, or I'm delusional/lucky at the same time, is if you poke if you poke him back with qcf+short, qcf+short/forward, JUST slowly enogh that the super wouldn't come out, the super will come out ONLY when the counter hit connects, so you have a safe way of moving forward while buffering an auto-super, essentially. This is really really hard though, and its easy to fuck up and misfire a game ending super. I have gotten it more than 5 times in a row though, so I think it is viable with practice. Anyone have input on this one?

P.S. If I see somebody to this at evolution ill give them a dollar.

edit: lol just saw a typo with this one, anyone it does work check it out!

skisonic
07-12-2004, 10:47 PM
Oh btw, a slightly safer tactic is to sweep his foot at the same range, and take the trade. You'll knock him down then just get all up on his ass. But throwing them sweeps out...whew risky.

Buktooth
07-13-2004, 07:30 AM
wow, that actually IS really dope. I was actually messing with something similar a few days ago and found that rapid fire standing jabs beat the standing short clean also (in fact, most standing jabs will beat it around the tip of its range). For some reason, s.jab xx lvl1 combos with near 100% consistency while s.short xx lvl1 gets blocked usually. Weird. Anyway, I do it with qcf+jab qcf+short really quickly and HOLD DOWN the short. If you don't hold it down, you'll get whiff jab chained into whiffed short which is kara cancelled into super. Not good.

Anyway, it works even midscreen. Just make sure to stay within the range of your super.

Buktooth
07-13-2004, 07:45 AM
To add my own little trick, Chun's low fierce beats Guile's low forward and (iirc) and standing roundhouse clean. Buffer into super and have fun. This works better on a cornered Guile, since Guile's legs are so goddamned long that Chun's level 1 super usually won't reach at the range you're trying to fierce him at. Level 2 and up works fine though at any range.

Kabojjin
08-08-2004, 05:01 AM
Could someone help me with how you should place the headstomp to be able to try for a crossup j.lk afterwards? Seems like a really useful trick but I haven't figured it out yet. Thanks in advance.

Edit: Ok watched some videos where this is shown and these seem to be some setups. One setup seems to be hitting with a lowjumped stomp on the way up and then go for the cross. (Ohnuki did this to a crouching Sakura during sbo04. If the crouching part matters I don't know.)

And another would be resetting them in the air after level 1 kick super with the stomp and then stomping again when they hit the ground hoping that they block it high to set up the cross. (From dj-b13's tricks of the trade video for Chun. Done on Balrog (boxer) so it might only be doable on fat characters.)

lseelba
08-31-2004, 06:52 AM
Could someone help me with Chun Li general strategies?

Specifically, what to do on wakeup vs. a meaty attack. Do any of her special moves have invincibility so I can wakeup reversal? Thanks.

popoblo
08-31-2004, 08:54 AM
Could someone help me with Chun Li general strategies?

Specifically, what to do on wakeup vs. a meaty attack. Do any of her special moves have invincibility so I can wakeup reversal? Thanks.

wakeup vs a meaty? level 2 or level 3 puffball super, OR RC lightning legs.

and dude, just post in the KY thread and we can get together at rocky dean's and i can SHOW you how to play chun li as opposed to just talking about it all day. i'm in lexington now at UK.

peace

ChainReaction
08-31-2004, 08:54 AM
Could someone help me with Chun Li general strategies?

Specifically, what to do on wakeup vs. a meaty attack. Do any of her special moves have invincibility so I can wakeup reversal? Thanks.

Wake up RC lighting legs d. MP xx kick super, super jump HK. Assuming you are playing with a roll groove.

The V
02-28-2005, 04:21 PM
There are moves that have high recovery that Chun Li can kick super back on block (assuming you are a reasonable distance away). I'll start a list of such moves here and update as I test more.

I. Some moves you can super back on block.
Hibiki QCF + P (lv 2 or 3)
Iori d.HK (lv 3, reversal timing)
Geese d.HK (lv 3, reversal timing)

Need testing:
Eagle d.HK
Eagle far s.HP
Eagle HCF + K set
Haohmaru far s.HP
Hibiki far s.HP
Sagat far s.MK
Yamazaki QCB + P set
Kyosuke d.HK

II. Some block strings you can super through:
Geese d.HK xx Reppuken
Shoto d.HK/d.MK xx Hadouken
Chun Li s.MP xx Kikouken
Sagat d.MK xx Tiger Shot

Need testing:
Ryo fireball strings
Kyosuke fireball strings
King fireball strings
Todo fireball strings

Shin-Chan
04-28-2005, 10:43 AM
Wich r the best groves for Chun-Li?

The V
04-28-2005, 01:13 PM
Wich r the best groves for Chun-Li?

C and N-Groove are best for Chun Li. Both grooves allow you to store multiple level 1 supers. C gives you access to her touch of death lv2 cancel and N gives you more ways to get inside with low jump and run.

Shin-Chan
05-27-2005, 09:58 PM
im heaving trouble vs vega{balrog} with chun-li N.

wich r the best anti air of her????u

The V
05-31-2005, 08:03 PM
im heaving trouble vs vega{balrog} with chun-li N.


-vs Vega/Balrog tips from Bucktooth:

vega does beat chun. n-chun fares a lot better, but at least with c-chun once you have meter you can win the match on one clean hit.

to land that hit, it depends on how the vega player plays:

if the vega player is the walk back and punish whiffs type, walk him to the corner. a lot of walking up and blocking gets the job done. once you've walked him backwards a good distance, you'll get into an uncomfortable range for vega. vega will probably throw out some random panic move to try to keep you out. the safest thing to do is to walk up and block and feel out the vega players tendencies; if the vega player doesnt press a button until you do first, walk him all the way to the corner. if the vega player is flinching when you get into a certain range, pre-emptively counter hit it with low jab, then link standing strong into super (easy on counter hit, and low strong probably wont reach at the range youre at).

if the vega player is the type that throws out a million long ranged moves to just zone you to death, the strategy is pretty similar: get a poke to whiff, and instead of trying to directly punish it, walk in. since the vega player is the zoning type, theyll likely hit another move the instant the first one whiffs. counter hit low jab into combo like above. if the player is the type to freeze up and block after whiffing a poke, just walk up more. he will either flinch once you get close enough (like in the example above), or he will continue blocking. if the latter happens, either throw, or start pressuring with low jabs (to try to get a counter hit) if you really need to land the super

you'll probably guess the vega player's reaction wrong a good number of times, and a few of the times you guess right wont directly result in damage (walking in farther, getting them to the corner), but all it takes is for the vega to flinch once at the wrong time and you basically win the match. at the same time, vega's pokes arent doing much damage to you. the important thing is to not get frustrated


wich r the best anti air of her????u


The most used anti-air for Chun Li is d.HK. It is one of the few single button anti-airs that knock down. However, it is not perfect, it can trade and be beaten cleanly especially by steep angled jump ins. This is where you use Chun's other anti-airs such as:

far s.MK
forward j.HP, HP
jump back MP
walk/run under close s.HK xx sjc
d.MP (against lost trip guard)
air-throw

Chunster01
06-26-2005, 12:00 AM
is it reasonable to use c.strong into kick super?

Seerd
06-29-2005, 07:28 PM
is it reasonable to use c.strong into kick super?

When part of the B&B combo of: c.jab, c.jab, c.strong xx kick super.

S.strong is usually better. Seems like her arm is invincible during that, so if you're outside of the actual s.strong range you can put it out and try to counter-hit people. And you can buffer the lvl 1 kick super on the s.strong so that if you don't connect with the s.strong nothing comes out because the super motion completed before the s.strong recovered. But if it does connect, lvl 1 kick super comes out and you get big damage.

But you don't have to take my word for it...

vkuwabara
08-03-2005, 08:32 AM
what are her weak points? how can I beat a jumping Chun Li without dp's chars? and what do I do if she just crossup all the time? I cant get out of the pressure

Shin-Chan
08-07-2005, 05:02 PM
wow, thx for the explanation The V

Wich Low Jumps attacks I should use in N grove? I try to crossup with lk but most of the times I get punished..

Shin-Chan
08-07-2005, 07:27 PM
mmm the vega I´m chalenging is more like all jumping, air defense plus throw in the ground... a lot of jumping and always surpassing all my moves, and when I start a combo I miss sometimes T___T (d.lp,d.mp.....) I do allright but in PS2 I have some difficulties(same arcade control)..

btw.... is the deamcast version diferent from PS2 version like MvC2????

Ryu & Ken
10-31-2005, 06:24 PM
Hi noob with Chun Li and I just started to use her and I use K groove.

Quick question, can I use her 3S style, HP that shit and mix of other basic moves

generalgrievous
12-16-2005, 12:52 PM
how do u stop mk cross up with out c.HK

The V
12-16-2005, 03:00 PM
wow, thx for the explanation The V

Wich Low Jumps attacks I should use in N grove? I try to crossup with lk but most of the times I get punished..

Low jump LK is good. To avoid punishment u can cancel to HK lightning kick and then on hit d.MP xx super. Low jummps on hit have recovery (8 frames iirc) unless you cancel it to a special or super.

Other low jumps: Low jump HP, HP is pretty good. Low jump d.MK (stomp) can set up a cross over on some characters. Low jump vertical HK is alright against big characters.


Hi noob with Chun Li and I just started to use her and I use K groove.

Quick question, can I use her 3S style, HP that shit and mix of other basic moves


No. CvS2 Chun is much different than 3s Chun.


how do u stop mk cross up with out c.HK


Could u be more specific?

Dasrik
01-12-2006, 12:59 AM
I need help cancelling low strong into Hoyouku Sen on reaction.

Ouroborus
01-12-2006, 10:34 AM
aint gonna happen since this aint 3s

popoblo
01-12-2006, 04:36 PM
aint gonna happen since this aint 3s

agreed. same with sagat's low forward. you can guess it's gonna hit or something, but unless you have justin like reflexes, shit ain't happening.

Hellion
03-09-2006, 03:23 PM
how do u stop mk cross up with out c.HK
...Could you try RC sbk?

Rock843
05-10-2006, 10:37 PM
Hi guy's, I'm having some problems with little Chun' here. That horrid combination of death with the two crouching jabs into the crouching strong punch is killing me. Once I got the two jabs going, I begin starting the motion for the kick super. But sometimes if my luck is crap, the medium punch won't connect, failing to link along side the two previous jabs. When this happens my super comes out but the other player is blocking already. If they have some serious super meter saved up, Chun-Li gets hurt . . . real bad. :wasted:

Am I the only one with this problem? I love Chun-Li but damn, her face isn't looking good from all those level three supers she's taking. Any tips or tricks for this getting this seemingly easy combo to land all three hits without the final hit not connecting? Also, sometimes when I jab the second time, it won't even come out at all! I'm thinking maybe I hit jab too fast and it stopped it from coming out, hell I don't know. Thanks in advance. :lovin:

Hellion
05-11-2006, 05:01 AM
Sorry. Links like that from jabs to strong are generally practice and wisdom you can best learn from another in person. It's basically the same with all characters with jabs like hers where they can't even rapid fire them. Links like this suck but it's not impossible and becomes easier with practice.

Perhaps they should do vids of just the buttons and the right hand? lol

epsilon_
05-11-2006, 02:58 PM
i only commit to the super if i get counter hit c.jab, to c.mp. otherwise its a 2 frame link with HUGE risks. everyone messes it up sometimes so dont feel bad if u do. play chun to punish whiffs, then get in and play counter hit/throw games.

Rock843
05-11-2006, 04:51 PM
i only commit to the super if i get counter hit c.jab, to c.mp. otherwise its a 2 frame link with HUGE risks. everyone messes it up sometimes so dont feel bad if u do. play chun to punish whiffs, then get in and play counter hit/throw games.

Unleashing the c.mp after the counter hit c.jab seems to be everybody's ideal situation. I gave it a try before putting the CPU on Counter: Random and Random Block to test it out. I just can't seem to re-act fast enough though. I see the yellow box say Counter Hit after I peg them with the c.jab here and there, but I still have to do the c.mp too right away after it, then I also have to do the super on top of it. I have a little more time to do the c.mp after the Counter Hit c.jab, but it's still really hard to re-act to it more often then not. So in the end, the basic gameplan is stab at them with the c.jab till I see the Counter Hit, then use c.mp, THEN the super? That's not easy at all in the fray of battle. Am I missing something or is that pretty much the whole sha-bang, and if it is, any other little tips to make life with Chun Li a tad less hectic? She's really working me hard here to make her a real winner. :sad: Thanks again for your support as well! :tup:

epsilon_
05-11-2006, 06:54 PM
well basically i do the whole thing, and i react if i notice the counter hit bar + white flash, the i press the button if it hits. also i train myself to look for it during counter hit situations. im not gonna be able to react to random counter hit jab. but if i do c.jab (looking for CH) walk up c.jab, c.mp xx super, its alot easier.

Rock843
05-11-2006, 07:57 PM
Once again I thank you for your information on this! Me and Chun-Li are somewhat in a forced alliance due to me swearing to only use the characters who are my favourite which happen to be Ryu, Mai and Chun-Li. Ryu and Mai work somewhat the same way in terms of combo's like c.lp c.lp c.lk - Super of choice but Chun-Li requires quite a lot more effort. That's fine as I'll feel great once I actually get her under my control, if that ever happens. :smokin:

well basically i do the whole thing, and i react if i notice the counter hit bar + white flash, the i press the button if it hits. also i train myself to look for it during counter hit situations. im not gonna be able to react to random counter hit jab. but if i do c.jab (looking for CH) walk up c.jab, c.mp xx super, its alot easier.

Forgive me but I have a handful of very basic questions. I never really took advantage of the Counter Hit because neither of the other two characters really have a need to do so unlike little Chun' so it seems. I understand the Counter Hit grants extra frames making the next follow-up move plus two frames or something of that degree. My question is if it follows past just one attack or not. Example: I get a Counter Hit off the jab, then the Counter hit follows though into the next jab as well as the strong, or is the extra frame advantage stopped after the second jab, not effecting the strong? I ask this because if I did get a Counter Hit off the first jab, jabbed again and the extra frames did not effect the strong, it really wouldn't help me very much in landing that strong at the end of the jab string which is my problem all together.

My second question is when you say you "Do the whole thing", I'm guessing that means you do c.lp - c.mp as your main stabbing string? This thought came to me as perhaps effective due to if my above question is false where the Counter Hit only effects the next attack and not more after it, you could stick out c.lp - c.mp all day hoping for the Counter Hit to link them together, then go to town with the super after it. The only problem is that medium punch pushes you pretty far back when blocked so it's not without it's faults either. :sad:

epsilon_
05-12-2006, 02:14 AM
what i mean by do the whole thing is buffer the super motion after a situation in which i could get counter hit c.lp.

to answer your first question, no counterhits dont "store up like that" however, the harder button you press the more + frames u get on counterhit. fierces you get TONS which makes really stupid stuff like cammy trade far fierces with something, still link super after.

Hellion
05-12-2006, 05:18 AM
i only commit to the super if i get counter hit c.jab, to c.mp. otherwise its a 2 frame link with HUGE risks

I'm not sure I get what you mean here.
It seems the whole string to me involves 2 frame links, unless that's what you meant. I give you this that it looks a lot easier to simply do d.lp, d.mp, than it is to do d.lpx2, d.mp, but it seems this way for a lot of characters, Kyo for example but his shorts/jabs are rapid fire so it seems easier.

popoblo
05-12-2006, 06:56 AM
epsilon is saying you fish for counter hit jabs up close, and if you get one, do low strong into super. low jab to low jab is actually a 4 frame link, low jab to low strong is a 2 frame link. so do something like crossup short, low jab, walk towards your opponent like you're going to throw in the attempt that they'll mash something (since you're +6 after the low jab), then do a low jab (hopefully a counter hit), low strong, super.

it's just like rolento. do standing jab pressure, see the counter hit, then do low forward into rekkas/super. fishing for counter hits isn't easy at first, but it's something you get better with in time. and you have to be looking for it.

with kyo, low short to low short is a 3 frame link, low short to crouching/standing strong is 2 frames. but then again, YOU DON'T FUCKING DIE WHEN YOU MESS UP A REKKA COMBO.

i'll play chun in casual because if you miss that link into super, you're dead.

Hellion
05-12-2006, 09:45 AM
epsilon is saying you fish for counter hit jabs up close,
low jab to low jab is actually a 4 frame link, low jab to low strong is a 2 frame link.

with kyo, low short to low short is a 3 frame link, low short to crouching/standing strong is 2 frames. but then again, YOU DON'T FUCKING DIE WHEN YOU MESS UP A REKKA COMBO.

i'll play chun in casual because if you miss that link into super, you're dead.

lol, hey I never said you die when you mess up a rekka, at -5. I understand how you could when Chun does, but that's what I like about jab, jab, strong. If Kyo was close enough, like point blank though, then that -5 though would become a liability, but then again no one does random rekkas like that up close unless its fierce because its relatively safe with qcf+HP, hcb+P, and the mixups after that, hit or blocked. Qcf+LP is always set-up with his d.lk's and d.MP.

I understand though realistically why fishing for counter-hits would be much easier with just counterhit jab, strong.

Even so, doesn't it seem simpler to anyone when you do jab, strong alone with or without a counter hit? Buffer in the qcf, qcf motions but don't hit kick until it registers in your brain that the two normals connected.
Of course it'll be even that much simpler with a counter hit. All I can think of that's hard with the low jab, jab, strong link for people is the fact that the two jabs aren't rapid fire, so you require a certain link timing there, then the switchup to the link timing for the strong.

The news that low jab to low jab being 4 though is news to me.

Rock843
05-12-2006, 06:28 PM
Thanks again everybody for the useful tips! My Chun-Li's new fishing skills have increased tenfold due to all this information. Thanks again! :lovin:

TrueSephiroth
02-13-2007, 07:24 PM
Anyone willing to give me some N-Groove Chunli strategies so I can utilize her in that particular groove? Thanks in Advance.

Sadek
02-19-2007, 08:15 AM
For each combo there's a tip for increase your chance to

For exemple the Chun-Li's fury combo : lp-lp-mp ( hold mp ) --> fury. For each combo hold the last button before the fury or a special move.

epsilon_
02-19-2007, 09:52 AM
haha "the fury"

D@RU
05-09-2007, 01:32 AM
Hi, is chun li a good C groove character other than her damaging combos? Is she still effective in pressuring without low jumps?
I am C groove player only, and want to try her^^

FSgamer
05-09-2007, 08:00 AM
Hi, is chun li a good C groove character other than her damaging combos? Is she still effective in pressuring without low jumps?
I am C groove player only, and want to try her^^
Yes, she's very good in C. She doesn't have low jumps but she still has her good normals, c.LP, c.MP, s.MP, etc, all which make her ground game really good. When you have full meter all it takes is one mistake from the opponent and the round is over.

ZenFire
08-06-2007, 05:59 AM
I play N-Chun sometimes, but I suck at the 2 frame link (C.LP, C.MP) that makes Chun scary and only going for it on counterhit tends to make me pissed at all the times I COULD have canceled. So, I decided to go for C.LP (close) S.HP by default when I'm close, but even that I mess up. Instead of doing the right thing and practicing the link I'm now gonna do S.LP S.LP S.LK xx lv3 on everyone of Shoto height and taller. It's a rapid fire chain so it's real simple. Sure, I need to be Maxed... sure it does less damage... but she's the 2nd character and it's a lv3, so that little bit of difference in dmg isn't so bad, right? Are there other people that do that? On real biggies, the two hit close MP is an easy hit confirm into lv1. If done fast enough S.LP S.LK xx lv1 will combo. I don't know if it's a distance thing or the actual frame of hit stun you actually cancel on, or maybe even the speed setting frame skip, but apparently I can do it consistently (int training mode). The speed makes it a little hard for me to hit-confirm it but that's taken care of if you combo it after a crossup J.LK.

Feel free to make fun of my crappy execution.

FSgamer
08-06-2007, 07:58 AM
I play N-Chun sometimes, but I suck at the 2 frame link (C.LP, C.MP) that makes Chun scary and only going for it on counterhit tends to make me pissed at all the times I COULD have canceled. So, I decided to go for C.LP (close) S.HP by default when I'm close, but even that I mess up. Instead of doing the right thing and practicing the link I'm now gonna do S.LP S.LP S.LK xx lv3 on everyone of Shoto height and taller. It's a rapid fire chain so it's real simple. Sure, I need to be Maxed... sure it does less damage... but she's the 2nd character and it's a lv3, so that little bit of difference in dmg isn't so bad, right? Are there other people that do that? On real biggies, the two hit close MP is an easy hit confirm into lv1. If done fast enough S.LP S.LK xx lv1 will combo. I don't know if it's a distance thing or the actual frame of hit stun you actually cancel on, or maybe even the speed setting frame skip, but apparently I can do it consistently (int training mode). The speed makes it a little hard for me to hit-confirm it but that's taken care of if you combo it after a crossup J.LK.

Feel free to make fun of my crappy execution.
I understand you, I've been there too. However, once you practice the low jabs, low strong link and get good with it that opens up a lot of options.

I have sucky execution so what I do is d+LP, d+LP, qcf, d+MP, qcf+K. For whatever reason when I perform the combo that way it helps my timing with the c.LP, c.MP link.

ZenFire
08-07-2007, 06:54 AM
That might have somethign to do with the link being slower than you might think at first.

I don't have much choice but to do C.LP > C.MP when I'm not up close, so it's futile to think I can avoid it entirely. I'll keep practicing it, but until I get confident (never gonna happen) I'll just keep trying to land a lv3 out of the rapid fire chain, and keep losing to Cammy and Vega.

Btw, against what characters can you effectively max range S.MP punish whiffs? I remember seeing Nuki do it against some Ryu player making his sweep whiff by walking out of range, but to me it seems hard to walk up and cancel S.MP into super since I usually do QCF+MP, QCF + Kick. I can only do the normal S.MP QCFx2 + Kick on P2 side.

epsilon_
08-07-2007, 06:56 AM
yeah you have be able to cancel a standing move quickly in order to effectively punish whiffs like that. you can do it against almost any character really.

ZenFire
08-07-2007, 07:03 AM
I suppose so, but I just think it's unlikely you'll be able to do it against for example Sakura or Vega. I rarely see Sak players do anything that's not a far HK or an RC from the range at which you could punish with far strong. I could answer my own question in training mode, but I'm feeling a little lazy and want to post to kill time.

Dasrik
08-07-2007, 05:21 PM
You have to be quick, but it's possible to punish whiffed stuff with low strong into super (I think it might have to be level 3, though). Just bait out. Be careful you don't get counter baited, though.

FSgamer
08-07-2007, 05:32 PM
low strong and far standing strong combo into any lvl Kick Super. far standing strong has more range than low strong but low strong goes under several moves.

ZenFire
08-08-2007, 04:40 AM
That actually brings up an interesting thing I found. I managed to cancel Chun's C.MP late into the animation and had the lv1 super blocked. Also, it was at about the same distance as C.LPx2 leaves you. Maybe a little farther. I don't know HOW late the cancel was, but it definitely felt much later than I'm used to.

Her close HP can be canceled pretty damn late also, but the lv1 hits regardless.

Kikou-shou
01-06-2008, 07:57 PM
Im having a hell of a lot of troble with chun. Ive used her every chance I get and me and a group of my friends have started playing CvS2 alot. I play her in ex2-groove, essentially p- groove with combos included, too much 3s. Im annoyed at how ineffective I tend to be against all three of my friends prefered characters, Shin Ryu, Hibiki and Rock Howard. What Am I doing wrong? I tend to jump in at the start and parry the first hit but after that Im buggered. Mike blocks everything and has strong replies to everyone of my moves. Any good tactics against those characters in particular would be helpful.

FSgamer
01-06-2008, 08:08 PM
Im having a hell of a lot of troble with chun. Ive used her every chance I get and me and a group of my friends have started playing CvS2 alot. I play her in ex2-groove, essentially p- groove with combos included, too much 3s. Im annoyed at how ineffective I tend to be against all three of my friends prefered characters, Shin Ryu, Hibiki and Rock Howard. What Am I doing wrong? I tend to jump in at the start and parry the first hit but after that Im buggered. Mike blocks everything and has strong replies to everyone of my moves. Any good tactics against those characters in particular would be helpful.
EX grooves, S. Akuma, U. Rugal, O. Iori, E. Ryu, are all banned in tournaments so there's no reason to use them. They'll only teach you bad habits.

The only situation I'd jump w/ Chun is if I'm within range for a cross-up and I know the opponent doesn't have a response to it (his AA loses to her j.LK, his AA misses against her j.LK, etc). Jumping at the beginning of the round is a really bad idea.

Generally you want to have a good ground game with Chun Li; poke them a lot with c.LP/c.MP/far s.MP, try to get counterhits when up close, get them to whiff something when far away.

Against people who block a lot you can use block strings (repeated run-up c.LP; c.LP, c.LP, s.MP x MP Kikouken; etc), mix-up with throws, and if you're using a groove that has low jump you can add lj.LK to the mix.

Kikou-shou
01-07-2008, 09:46 PM
I told him that E. Ryu was banned but he just got defensive and pissed off. Ill develop my ground game and get back to you. Thanks for the help.

Aznmnky
01-26-2008, 06:59 PM
Hahahaha, those characters are indeed banned as well as EX-grooves.

Well, I play Chun as my main in C-groove and occasionally K-groove. http://youtube.com/watch?v=sJj6Uaus-5A

If you're picking up P-Chun, you should play more of a defensive style, which can eventually annoy your opponents, as you don't have run. So just run away and build meter. It's not cheap, it's effective.

Get to know your opponents' habits and just start parrying and punishing them. A little fact about P-groove in this game that I think some people overlook is when you parry, it actually builds more of their super meter than yours with the exception of K-groove and S-groove. If your opponent is whoring fireballs from full screen, don't be tempted to parry. Work on your meter.

cr.lp strings is your friend because that normal has mad priority. Generally, when I'm doing the string, I always try to see if the second jab hits in order for me to hit confirm into st.mp or cr.mp into super. You'll develop the eye for this after playing Chun for awhile.

A good little mix up with her since you're on P-groove is that you have small jump. I see Ohnuki do this a lot. When you're up close in their face, you can small jump into stomp. It's almost instantaneous, has priority, and hard to react if you're opponent doesn't know it's coming.

Chun is a poke/counter attack character like in all games so learn her zoning and the distance of her normals especially her st.mp. I tend to stay at least anti air or st.mp distance away from my opponents. If you zone correctly (just below or a little behind the timer is the perfect distance for her game play), you'll not only control the ground, but also the air. A well timed air throw will make your opponents think twice about jumping and cr.fk anti airs are good (don't do this against another P or K groover).

cr.fk anti air works extremely well, but only to a certain point. Some characters have jump in normals that attack diagonally or vertically like Yamazaki, Ryo, Hibiki, etc...so they end up trading hits with Chun and I think it favors them more than you cuz Chun takes damage like a pansy, but that goes for all female characters in this game.

Ok, I'd like to explain more of her game play, but I have to be somewhere right now. Hope this helps.

Lexy
02-18-2008, 01:58 AM
:) P-Chun = fun for me. I don't think I get that defensive with her tho ^^

xX_Deus_Xx
09-10-2008, 01:02 AM
besides using shorts and jabs vs. sagats shorts, you can also use c.:hk: to trade and knock him down.

orochi ryu
11-10-2008, 07:15 PM
lots of good info on this thread :tup: