View Full Version : Chun-Li Advanced
popo187
09-19-2005, 03:38 PM
I created this thread because I believe that the other Chun-Li thread is very outdated as the game has evolved much further then what that thread has to offer.
So I spoke with a few other respectable Chun-Li players and they agreed and came to the conclusion that Chun-Li definetely isn't the same as when 3s wasn't played as much as it is today. Alot of characters have changed strategies due to the evolution of the game itself, and I want to go into a depth study of Chun-li to improve my game, and also for an english class in college. Knowledge is fun, it's about as fun as a research paper.
There arn't many chun-li's in America, because she isn't someone you can pick up in one day and expect to dominate as most of the highest level chun-li players do. It's a difficult road, but also the most rewarding (end hook paragraph :p). Let all the chun-li players unite and learn together!
Please don't be afraid to ask questions as I'll try my best to answer it to the best of my ability, and I can try to get other experienced chun players to post here too. I'll try to update this post as much as I can since I'm at school and have a few hours a day to go online. Thanks.
popo187
popo187
09-19-2005, 03:57 PM
close RH Kara-throw
One thing I'd like to discuss is the close RH karathrow on wakeup. I'm not totally sure what the properties of this amazing throw is, but it's extremely good from the perfect distance of the opponent when your waking up. Throw frames + closeRH frame = ???. Maybe Fubarduck can explain this throw? When MOV came to EVO2k5, he tried to explain it to me in some very insane engrish, and I just nodded, having no clue. :confused:
Walking kara-throws (karathrow is neutral mk -> lp+lk)
Really important trick that needs to be learned, and very difficult to master, as whiffing a kara-throw leads to some major punishment. Here are some really good walking tick-throw setups that I know of:
walk-up c.lk, walking kara
The obvious danger of this, is that the opponent can be hit with the famous c.lk, c.mk -> super, so poke accordingly based on their playstyle.
s.lp, c.lp, walking kara
Really good if you have the opportunity to land the first 2 lp's, also can be subbed with a c.lp, walk a bit up and c.lp, then walking kara. Rarely gets tech thrown.
close c.mk, wait a brief second, c.lk, walking kara
The point of this tick throw is to stop anything they were going to do after the mk, as most players will try to jump away, move back, move forward, or whatever. They will become in a small "shock state" after the c.lk connects with them, which then you'll have a good attempt to get a karathrow off.
Some really good Yun strategy:
Yun always likes to stay in the air as his ground game renders him useless against chun, so there's some quick things you should know, and you should be able to make ease of the match.
Don't be afraid to parry every divekick! You can HK him afterwards and put him in the state NO yun likes to be in, the air recovery against chun is really scary because she has 2 options from here: THROW or c.mk... or even more advanced, c.lk, c.mk, since any smart Yun will want to get off the ground as soon as they land, they'll eat the c.mk trying to get away.
If your hit with a divekick, Yun has 2 options which is to take off into the air again, or parry/attack.. Just press RH after the divekick, your in a win-win situation, even with the tradeoff of a divekick-closeRH, the most he can do is parry, which is the least thing he'd do, and don't forget you can cancel the RH into a jump-back. The RH covers so much area that it'd almost be a bad idea for yun to even try that. Watch Nuki play any yuns (http://exblog.gvision.jp) and he uses this strategy that totally kills yuns without trouble.
Now yun's will want to build bar, so they will run, and try to consume space with empty divekicks that are somewhat near you. If you have good reactions, then throw out a s.HP! the trade always will favor you, as Yun has no life, and will scare him enough so he won't be doing it much, and don't forget about the air recovery afterwards, which means trouble for them.
The best poke in the world, and why:
I refer to Nuki alot because of his style of Chun-Li is really why he is argueably the best 3s Player in the world. Most smart players will try to jump away from chun-li because they do not like being grounded next to a chun-li that has the option to throw you from across the screen :clap: , so with the poke of c.lk, s.hp, it hits them when they try to do various things. The c.hp is not too fast, not is it too slow, which is why it's ideal for a follow-up from the c.lk. It carries itself at the right speed which hits players when they try to retaliate, and most importantly, try to jump. Now I'm not saying do this just because, it can also be easily parried. Take into consideration that most players won't try to parry against a chun-li, and for the ones that do, they try to parry her c.mk when she doesn't have a meter in stock. Do it sparingly and intelligently.
nanitaberu
09-19-2005, 04:49 PM
parry every divekick! You can HK him afterwards and put him in the state NO yun likes to be in
clappity clap
chuntingche
09-19-2005, 05:26 PM
One other thing I've noticed Nuki doing a lot in the ranbats is he'll mash on s.hk when he gets hit by certain normals.
For example, if he gets hit by a c.lk from Ken he'll mash on s.hk (I'm not sure if he mashes on s.hk or just presses it at the right time). So if Ken tried to go for a throw after the c.lk, he'll probably get hit by the s.hk unless he parries it. But again, a super jump cancel is always possible as popo187 said before.
If the c.lk was done close, Chunli will do a close s.hk. If the c.lk was done from the furthest distance or if Ken did c.lk and then dashed back, Chunli will do a far s.hk. Personally, I prefer the close s.hk because it comes out really fast, covers a lot of area, and has priority. I'm not too sure about how much priority it has though.
I suggest using this strategy only when you get hit during a game and not to deliberately get hit.
I think Nuki only uses this strategy when he gets hit by the normal and not when he blocks it, which totally makes sense to me.
I think this strategy is really good because since you've already gotten hit by the opponent's normal, mashing on s.hk should not make much of a difference in most situations. I think this strategy counters a lot of tick setups (where the first tick hit of course).
I'm still just starting and trying to incorporate this strategy into my game as well so I'm not sure of which normals to mash on s.hk after getting hit by them (except for Ken's c.lk).
Oh btw, I totally agree with popo187 when he says that this forum is outdated and I thank him for putting time into sharing his more advanced strategies here and not just some stupid "just keep on doing back+hp" strategies like many ppl on SRK do.
NormalGuy
09-19-2005, 07:34 PM
Thanks popo for making this thread and sharing some valuable info, I totally agree with lots of things you said, especially parrying all of Yun's divekick, but when a good Yun mixes it up with the short version, Chun can be thrown easily unless your reaction time is good. Also when Chun gets knock down, the cross-up dive kick is very annoying for me, should I even parry this dive kick because you can't retaliate with s.rh, it will hit air.
Another question is when Yun parries your s.rh, do you have enough time to jump back, I keep getting hit by his standing jab which leads to genei-jin.
Also I hate fighting Chun against Chun, but that seems like an impossible match to avoid in any tournament, so what's the strategy here. Right now all I am doing is c.mk, towards mk and sometimes back fierce, see who gets meter first and lands it, is there any other thing I can do? Mostly we just trade c.mk until one of us gets lucky and gets a clean hit, then super and repeat the process, it's the most boring fight ever!!!
Great thread and let's discuss 3S some more.
CyanideAssassin
09-19-2005, 10:21 PM
(http://exblog.gvision.jp)
This link didn't work, at least not for me (my computer=POS)
Great thread, Im up for talking Chun strategy any time, except now, when I have a massive , school induced headache:lol:.
Again, great, job, some good info so far:tup:
The Chun vs Chun match is definatly somthing I need help with.
here's a corner mixup i use against unsuspecting 12/necro/urien/alex/dudley (cant remember if it works on hugo) players
sa2 to corner, sj.hk or d.hp, land, pause, sj uf d.mk.. the d.mk looks really deceptive as its active frames last for the whole jump. you land just as they are getting up... on the other side. perfect position for c.mk xx super or if you have no meter, buffer lightning legs. doesn't work if they tech roll, but stomp is pretty safe anyway.
i play a lot of my chun differently (read- risky) i think because i'm a marvel player, so i enjoy flashyness/mixups/resets, tho this way isnt the "traditional" advanced way to play chun. but if people are interested i will post
eks
chuntingche
09-20-2005, 07:44 AM
Chunli vs Chunli
I have problems with this matchup too because there's not many Chunli's around in my area.
I'll talk about some of the strategies I use during the gameplay where both Chunli's have at least one meter stocked.
Zoning Game
One part of the Chunli vs Chunli matchup is to see who has a better zoning game. The one with the better zoning game usually lands the first or more c.mks and other attacks before the other Chunli does.
Although I do have troubles myself, one strategy that I do find useful is space your Chunli with the other Chunli so that yours is just a bit outside their c.mk range and do a first c.mk. As long as you don't get predictable about when you do this first c.mk, it is really hard for the other Chunli to counter this first c.mk with their own c.mk since its so fast. So after you do your first c.mk, some Chunlis will try to punish this with their own c.mk (but obviously theirs is slower so it'll whiff). At this point right after your first c.mk, immediately do another c.mk to catch the whiffed c.mk that the other Chunli did. This strategy basically only works if you see that the other Chunli is trying to counter your c.mk with their own c.mk.
I think a lot of the Chunli vs Chunli matchup is about being able to predict when the other Chunli is going to do their c.mk and counter with your own c.mk. But this is very hard due to the quickness of the attack. What I do is I predict when they're going to do their c.mk and I do mines right away. Due to the reaction time I have and when i press the button and such, mines will come out just a bit later than theirs and sometimes will hit them. Another strategy I try is to see when the other Chunli ducks (goes from standing to crouching). This is a good sign that they're going to do a c.mk and I press my c.mk at that point as well. I do feel that the c.mk fishing game is a lot about mind games. For example, if the other Chunli knew that I knew I was going to counter their c.mk then he might do a c.lk then immediately do a c.mk to counter mines. Or he could even duck down, wait a split second, then counter my c.mk.
Another thing I've noticed a lot of Chunli's doing is they'll do a lot of kara UOH when they are too far to throw and their c.mk's are not hitting. UOH are pretty fast and if you're concentrating on blocking the other Chunli's c.mk, its hard to react to the UOH fast enough sometimes unless its been done to you a few times. However, one thing that can be done is when you see the UOH, hit c.hk. Your reaction time for when you see the UOH and when you hit the c.hk does not have to be too fast as well. I mean, worst case is you'll get hit by the UOH (which you probably will have gotten hit by anyway), but on the other hand either you'll trade your c.hk with their UOH and score a knockdown or you'll just hit them clean. Counter their UOH a few times and you don't have to be worried about blocking high against the other Chunli for awhile (but really all you're scared about is if they do the UOH into super...which many can't do due to the distancing and such).
The above strategy with countering the UOH with Chunli's c.hk works against other character's UOH as well but the faster the character's UOH like Ken, the faster the reaction time needed.
Sometimes in the game the other Chunli starts walking back and forth, back and forth. Its hard to judge the distance of the s.hp to hit the Chunli when they keep on doing this, but one thing I try to do is when they move back away from your Chunli, I know that they're going to start walking forward again into my s.hp distance and so I do a s.hp and make them block it.
Throwing & Teching Game
Another part besides the zoning game of the Chunli vs Chunli matchup is also the throwing and teching game.
In a match, I like to see how the other Chunli techs my throws and I act accordingly. They will either tech standing up or blocking low (option select). It is easier to beat those Chunlis that tech standing up than the ones that option select. One easy setup against those that tech standing up is to tick with c.lk then walk forward a bit as if you're going to throw then c.mk confirm.
However, I've noticed when i play the Chunli vs Chunli matchup, the other Chunli will generally try to tech with the option select (crouching back+lp+lk) rather than standing up because its generally safer. They usually do the option select when the opponent is close and nothing has happened for that split second. One thing I do to counter this is to first score a knockdown then stand just outside their normal throw range. The other Chunli wakes or gets up and I wait a bit, then I parry down c.mk confirm. I like to do this just outside their normal throw range because even if they decide to throw you on wakeup you will still be out of range and can still land the c.mk confirm. One thing I am trying to do is to tick them with like c.lk then to walk forward a bit and do something like c.mk or back+hp which will punish their option select. This is really hard since you don't know when their option select will come out and its not like a whiffed throw which you can punish on reaction.
I know there must be more advanced strategies for the zoning game and I'd appreciate it if other ppl filled me in on part of this.
popo187
09-21-2005, 03:40 PM
Thanks for the posts guys, let's do our best! and sorry for the delay of reply, I've been busy :(
One other thing I've noticed Nuki doing a lot in the ranbats is he'll mash on s.hk when he gets hit by certain normals...
The best times to do LLs (lightning legs) is right after a x2 hp after super where they fly into the corner. You have a few options as to how to do it, with the most safest and theoretical ones being after a whiffed f+hk, where you can just basically drum on the hk button. Another one is c.mk -> LL's, and all are safe methods, although the c.mk one can have risk of being parried.
As for the LL's in between blockstun, I find myself doing it randomly too, but I don't realize why.. I guess an instinct or something :confused: . Sorry I couldn't elaborate more on this.
when Yun parries your s.rh, do you have enough time to jump back, I keep getting hit by his standing jab which leads to genei-jin.
Also I hate fighting Chun against Chun, but that seems like an impossible match to avoid in any tournament, so what's the strategy here.
If you jump right after he parries your s.RH (which must mean your doing it too blatently, because it's difficult to parry), only the jab should hit you out of the air, so it shouldn't be that big of a deal considering his ground game is nowhere near chun's.
I'm not too sure on the exact frame data on the time from the parry to the jump, but that's what I recall. Correct me if I'm wrong.
For chun vs chun matches, alot of bar building goes on, with the essential battle to keep your space on the screen. Zoning is really important because inside the corner, you pretty much have no options whatsoever.
The best thing to do is build bar with s.mp, and when your close, you can do a few directions, although my personal playstyle is a bit more aggressive, so I do an occasional "risk" moves in footsie battles such as c.mp, s.hp, and strait jumping HK. It's mostly about the spacing though, so try to keep that in mind, while becoming extra-cautious when the other chun has bar.
This link didn't work, at least not for me
Sorry, I linked it wrong, it's http://gvision.exblog.jp , but they are in the process of changing it to http://www.gvision.jp because they are moving locations or something.
i play a lot of my chun differently (read- risky) i think because i'm a marvel player, so i enjoy flashyness/mixups/resets, tho this way isnt the "traditional" advanced way to play chun. but if people are interested i will post
Thanks for the post, and please continue posting, we appriciate any information that isn't in here, I particularly like chun tricks, I know MOV showed me some that I completely forgot about :sad:
Alot of the most practical ones are walking through the characters who do a tech roll in the corner so you can s.HK -> super them (I think it's the same characters you listed).
I think my post and chuntingche's (the post on top of this) combined make up most of the chun vs chun matchup. Later on, I want to get into more of the obscure matchups and post tricks and things so I can look back and memorize them when I play against one.
popo187
CyanideAssassin
09-23-2005, 12:51 AM
I thought Id throw this out here, this is not an advanced tactic by any means :lol: but it has saved my ass many times, particularly against shotos. jumping forward MP and jumping forward HP are both hit confirmable, quite easily I might add. there isnt really a sure fire way to do set this up, but if you anticipate (key word , and the reason you shouldnt "go for" this hit confirm, as you would cr.MK and back Fierce and whatnot) a fireball, go for it every once and while.
This works best if your opponant is crouching (I believe it works on every crouching character), and it also works on standing characters, but you have to hit deep, especially on Urien (I cant remember if Ive ever gotten this to work on a standing Hugo, I dont think so though).
Again , I DONT recommend going for this constantly, as any half decent opponant will quickly catch on and fake you out, and then hurt you:lol:.
But keep it in mind if the situation presents itself, or if you find yourself using the following moves. Its better to just pass through the fireball with a super of course...But hey the thread is here I just thought Id throw this out there:lol:
Also I had a couple questions. First one being: How to do Chuns air kara throw. I read in an old thread that you kara with j.Fierce, but I cant seem to get it to work. is it j.straight up fierce? j. forward fierce? does it matter?
Also, another kara question. Ive noticed many good Chuns crouching really quick as they kara throw. is this just to try and trick opponants into thinking theyre going to do cr.lp/lk into kara throw? or does it somehow keep you from accidently whiffing the st.MK? I dont have trouble kara throwing without pressing down before doing it, unless Im going for cr.lp/lk first. Can someone shed some light on this for me?
Also I think we should discuss the Chun Li press, I havent seen it mentioned anywhere on SRK , just in Billykanes FAQ on gamefaqs. I incorperated this into my game a while back, maybe 5 or 6 months ago, and have found it very effective , especially when you add kara throws to the mix. I play Chun Li pretty aggressivly to begin with, mixed in with bouts of running away:lol:, and while I know this isnt the smartest way to play her it is a lot of fun :lol: and she can be absolutly overwhelming on the ground so I figure why not attack?
Please discuss and feel free to critisize anything I said, Im constantly seeking to improve, same as Im sure all of you are.:karate:
2 random notes. Most of you probably know this already but for the benefit of those who don't: Back Fierce stops Uriens VKD cold (he shouldnt be doing this anyway outside of unblockables, but if he does, you can either easily parry or do that. And you and punish a blocked or whiffed(obviously) tackle with an immidiate SA2. Again , Urien shouldnt be doing these things in the first place but people make mistakes, and when they do, capitalize!
BillyKane
09-25-2005, 07:48 PM
close RH Kara-throw
One thing I'd like to discuss is the close RH karathrow on wakeup. I'm not totally sure what the properties of this amazing throw is, but it's extremely good from the perfect distance of the opponent when your waking up. Throw frames + closeRH frame = ???. Maybe Fubarduck can explain this throw? When MOV came to EVO2k5, he tried to explain it to me in some very insane engrish, and I just nodded, having no clue. :confused:
There's a distance where Chun is too close to kara throw with st. MK -because close MK comes out instead- but too far to grab them with a normal throw. Using close HK karathrow allows you to throw them from that distance too, making Chun's kara/regular throw mixups more difficult to read. There's also the added bonus of close HK being a very quick move so you rarely get in trouble when messing up the cancel. At first I too thought there was some super secret about this kara cancel but after messing with it a bit more, I think that's all there is to it.
Drunken Master
09-26-2005, 03:41 AM
Also, another kara question. Ive noticed many good Chuns crouching really quick as they kara throw. is this just to try and trick opponants into thinking theyre going to do cr.lp/lk into kara throw? or does it somehow keep you from accidently whiffing the st.MK? I dont have trouble kara throwing without pressing down before doing it, unless Im going for cr.lp/lk first. Can someone shed some light on this for me?
Empty parry attempt.
Althought, I have seen (and used! :)) what you mentioned as well.. a quick little ducking "stutter" as the get up or something, to make then think you're doing something and hopefully force a brain fart or their part. But conveniently, it also options to a parry, just in case.
chuntingche
09-26-2005, 07:22 AM
Just gonna elaborate more about dealing with UOH. The strategy I posted above about using c.hk to counter UOH works wonders on Chunli but much harder to do against other characters with fast UOH like Ken.
The best way to deal with UOH is to actually just block it. Normally UOH are not that scary unless it is like a UOH into a super or something else. What is scary is what the opponent does after doing the UOH (like throw or attack). Once blocked, you can do a couple of things depending on the distance which the opponent lands.
If they land really close to you or fairly close (meaning you blocked the UOH with the upperpart of Chunli's body) then you can do a quick s.lp, c.lp, confirm into super. Another thing you could do is do a close s.hk (you can confirm into super if you want). I'm not sure about the s.lp, c.lp one but I think Ken's can SRK you if you do the s.hk but I believe this is still a great thing to do against UOH's. You can even do this when you get hit by the UOH but it will be easier for Ken's to SRK you though. If they chose to throw you or use a normal attack to attack you after the UOH then your s.lp, c.lp should fair well since its so fast.
If they land pretty far away from you that means you blocked the UOH with the lowerpart of Chunli's body and you should be ok at that distance.
For the Chunli vs Chunli matchup, if you land a super and don't know what mixup you should do after the super (like sj.hp, sj.hp) then just do sj.down+mk, sj.lp, LL(hk) when you land. I'm pretty sure everyone knows this but after the sj.lp just mash on hk fast to get the LL(hk). Make sure you stop pressing hk as soon as Chunli gets too far from the other Chunli or else they could super you. By using this, you pretty much get free chip damage because the other Chunli can't do much about it except parry. One nice way to use this is to do this once or twice and get them used to blocking and then the next time just throw.
Lately, I've been trying to use the mk kara-throw better by knowing the distances better and have had good results. Sometimes in a match, both characters are a little distance apart (a little bit outside chunli's mk kara throw distance) and say your Chunli wanted to walk a bit forward and c.mk the opponent (which they will usually block), you could instead walk a bit forward and do a quick mk kara throw. Since the kara throw is so fast, its really hard for the opponent to counter it unless with a fast light attack or they can just tech. Just keep in mind though that after you move the step forward, you must quickly let go of the joystick so that it goes back into neutral position before pressing the mk or else the kara throw won't come out and will whiff letting your opponent punish you. This works much better if you only have to move like half a step before being at max kara throw range because it gives the opponent less time to react to your throw.
This strategy works really great against people who like to just crouch a lot (turtles) but doesn't fair as good as those others that like to move around or lot. Against the ppl that like to move around a lot, it's better to do a tick first before the kara throw.
I'm making it sound like this strategy is godly, but really it isn't because the other person can do so much to stop this really easily. For example, if the opponent turtles, they will throw out some normals occasionally and if they do this while you attempted the kara throw then of course you're gonna get hit. Also, since this kara throw is pretty much at the max distance, it will be easier for the opponent's light attacks to hit you out of it since Chunli must travel a greater distance to be able to throw the opponent. One last way ppl can counter this strategy is if they know you're going to kara throw they can actually just move a step back making your throw whiff (because they throw off your max distance) and punish you. This is the reason why this strategy won't really work against those that like to move around a lot.
Sorry about the messy post with all the info scattered around.
chuntingche
09-28-2005, 07:12 AM
I'm trying to get used to doing the mashing on s.hk when getting hit by light poke attacks and I'll post more about that later.
Anyone know of anyway to charge partition the Chunli's Lightning Kicks or do it faster? Like could you tap on all 3 kick buttons and then mash on s.hk to get faster results?
Thx
bbq sauce
09-28-2005, 11:15 AM
I'm trying to get used to doing the mashing on s.hk when getting hit by light poke attacks and I'll post more about that later.
Anyone know of anyway to charge partition the Chunli's Lightning Kicks or do it faster? Like could you tap on all 3 kick buttons and then mash on s.hk to get faster results?
Thx
If I'm not mistaken it's 5 presses, I don't know if you can alternat buttons with it though. What I do usually, is tap a kick button 3 or 4 times while Chun's in back+fierce animation, then dash and tap kicks, and the legs should come out as soon as the dash ends.
It's sort of risky, and I wouldn't do it to the same opponent more than once, because it's pretty easy to see comin'.
popo187
09-28-2005, 02:49 PM
It's sort of risky, and I wouldn't do it to the same opponent more than once, because it's pretty easy to see comin'.
What I usually do is remember how many times I drum RH, then within an estimated time frame, either press it once or twice more, or not press it, but yeah it's 5 inputs of the same kick button, iirc the lk and mk versions have delay after them, putting you at a frame disadvantage.
The best uses for it IMO is after a parried anti-air b+HP, you can always buffer it after it also. Also after an anti-air close s.RH, dash up lightning legs. If you need more setups, check my first post in this thread, I think I have a few there.
CyanideAssassin
09-30-2005, 02:27 AM
this just in, st.LK stops Twelves EX AXE cold:lol:
MAGUS1234
09-30-2005, 09:31 AM
Chun vs Chun, if this matchup didn't exist I might be good at the game. I have no Idea how to play the mirror match, I think i've played ricky and Cyanides Chun like a handful of times each and thats it.
I know that c.FK beats c.mk, so does f+mk. So I got that down, but what other tricks are there? I usually try to mindlesssly rush down with 50/50 's till we get meter then If im at an advatage, rake the super (basically) and then hopefully kill him with mine before he gets another bar:tdown:
CyanideAssassin
09-30-2005, 12:32 PM
Chun vs Chun is my least favorite matchup, tied with Chun vs Yun.
I have a lot of trouble with this one, even though I play it every week:lol:
Its all about taking every opportunity you can get and milking it as much as humanly possible, because against another Chun the opportunities wont come often. This is pretty much true vs everyone, but always have your super ready , cause if you hit with a cr.MK it might be the last time for a while.
Again, pretty much true for everyone but you always want to have a super. Since a lot of this match is standing around walking back and forth anyways:lol: take the opportunity to build meter. Ive learned (I learned this actually from playing Ricky and it makes sense) to build my meter with st.MP if the other Chun has a super, cause SA2 will punish a whiffed Fierce , lightning leg or Back Fierce for free if done to punish their recovery(keep that in mind for yourself as well if your opponant makes this mistake, free damage for you!).
If you know the tricks to get out 2 SA2's , one right after the other, go for them, since the more time spent in this matchup is the more time for you to get hit with SA2.
Its basic stuff really, sorry I couldnt give you any game breaking tricks or anything hehe, it just takes playing this matchup over and over to get it. You'll start to recognize spots openings for super and seize them.
You know that guy at SVGL who plays that really beastly Makoto? Play him whenever you get the chance, he plays a crazy Chun and is really good at Chun vs Chun. Also Im down anytime, lemme know when youre going, as I said this is one of my worst matchups, I need all the practice I can get. I remember your Chun and that shes quite solid:tup:
popo187
09-30-2005, 12:39 PM
IMO Chun vs Chun really comes down to how much better one player is vs another..
Reaction time, estimated guesses, parrying, and some bravery play a part in this matchup. Tactics and things can only go so far in 3s because parrying is always an option.
Always remember to take some degree of risk when playing another chun that doesn't have meter, the win-lose payoff is worth it in the longrun. Hope that helps.
popo187
CyanideAssassin
09-30-2005, 01:35 PM
^^Add patience to that list and its the best description of Chun vs Chun Ive ever seen hehe.
When theres a standoff in this matchup, both players have meter, both are trying to play footsies, one player is bound to get impatient eventually, and more often than not they will do somthing that somehow gets hit with a super. Annoy your opponant as much as possible and get them to make that mistake, just dont let yourself be the one that gets annoyed and rushes in (this is me more times than Id care to admit:lol: )
chuntingche
10-01-2005, 06:34 PM
Anyone know how the Chunli combo (The one where Chunli jumps in with j.fk, s.lp, c.lk into super) in the new RX combo video works? I always thought that c.lk into super didn't work but RX seems to have done it.
popoblo
10-02-2005, 10:56 AM
good thread thus far. what about the inevitable chun vs ken matchup?
-i've learned to NEVER throw out far standing fierces unless i see them whiff something punishable, because if you mis-judge the range, they get a sweep (knockdown) and then you have to deal with the wakeup games.
-i'd recommend building meter with crouching forwards and standing strongs only because if they predict a back fierce is coming, they can either sweep you or do low forward super in your recovery.
-SA2 after you block a crouching roundhouse.
-if ken tries to cross you up, dash under immediately and crouching forward xx super if they did a jumping forward and lost their trip guard.
basic basic basic stuff, but it's a start.
Tantin
10-02-2005, 01:26 PM
What do you think of the Chun v Elena matchup?
Anyone know how the Chunli combo (The one where Chunli jumps in with j.fk, s.lp, c.lk into super) in the new RX combo video works? I always thought that c.lk into super didn't work but RX seems to have done it.
yeah, this same combo or very similar was in either a mopreme or slimx vid before, i asked my friend at the time and he said it was "against stunned + crouch only".. the RX combo uses stun too, so.. until i hear a better explanation i'll just accept it =[
Chun-Li Advanced = patience
popo187
10-05-2005, 03:46 PM
What do you think of the Chun v Elena matchup?
Bad matchup for Elena IMO. You can super her on reaction to most of her normals, chun's s.HP will blow through most of her pokes, and when she's close to you, it's really hard to tech Elena's karathrow, so you can either f+RH which will make the throw whiff or trade against Elena's b+RH (sobat kick). Since chun's a character that controls the ground and the game against Elena, you can parry most of her stuff if she tries to play footsies with you. It shouldn't be hard at all with Elena having a heavy disadvantage.
Now that I recall, I use f+hk ALOT when it's a situation where a tech throw applies, like for example: after blocking a really deep divekick, where yun goes for a hcb+k throw, or after a parried divekick where I'm out of range for a knee RH. The only character I don't really use it much against is ken, he can c.mk it if it whiffs.
I'm at school now, so I was wondering if anyone can test this out or know if an 'instant headstomp' works against crouching Hugo (next to him - forward jumping d+mk) and further, see if it knocks him out of a wake-up backbreaker.
popo187
I'm at school now, so I was wondering if anyone can test this out or know if an 'instant headstomp' works against crouching Hugo (next to him - forward jumping d+mk) and further, see if it knocks him out of a wake-up backbreaker.
popo187
yeah, i use stomp way too much =[
im pretty sure it works against crouching hugo, and it will beat wake-up backbreaker sometimes - maybe only on crossup? i know that a crossup stomp will stuff ken's (reversal wakeup) dp 100%..
anyone got videos of them playing? there are vids of my average chun on http://www.ozhadou.net/tracker/, most recently in ranbat #7, and also in ranbat #1 if anyone's interested. i'd love to see anybody else's vids - i'm always interested in other people's styles.
edit: i'm playing under the name "dr_bagnus" btw =]
eks
popo187
10-19-2005, 03:28 PM
anyone got videos of them playing? there are vids of my average chun on http://www.ozhadou.net/tracker/, most recently in ranbat #7, and also in ranbat #1 if anyone's interested. i'd love to see anybody else's vids - i'm always interested in other people's styles.
edit: i'm playing under the name "dr_bagnus" btw =]
eks
hey eKiN,
I watched the ranbat #7, and noticed that it's a nice environment to play, or at least I think it is :p. Noticed you were using alot of close HK's against yun, :tup: . Try to bait out more divekicks by walking back n forth, then walk forward even more so you can parry -> c.mk super a divekick, just be careful on the timing, most people do c.mk after it and it hits yun while he's still in the air, and the hit-confirm on that specific situation is a little akward. Hope that helps. PS.. why dr_bagnus... or bangbus? :confused:
Oh yeah and for some cheap 3S thrills, check out my gaming blog @ www.story-of-my-life.net/187/wordpress ... bottom of the page, has some videos from FFA.
Ok so it's not really all game-related, but it's a good excuse to let others read it! Also, does anyone else keep gaming blogs? post them here :D
I'll try to get some 3S videos up sometime soon. I had some, but now they're lost :sad:
popo187
Chunster01
10-20-2005, 10:07 AM
I shouldn't even be posting this here but...
I started with chun a couple of days ago (i love her for all life, but i was scared to use her cause here in chile everybody hates her as much as the rest of the world) and i'm really having a hard time trying to late-cancel (or link if you prefer) her c.mk into SA2 cause i have no idea of when am i supposed to start doing the motions for the super to come out and neither i know on which exact frames I have to cancel (i just know it's after her leg hits), i know this is silly and basic stuff for you but i always have problems to learn about the importance of frames (i can barely note a couple of frames from chun's c.mk) so i have this frame-illnes and i want a cure if you can help me.
CyanideAssassin
10-20-2005, 01:07 PM
Just wait until you see your opponant reel backwards from the kick, then quickly do the super. Thats really all there is to it. Just practice practice practice in training mode, youll get it. Try to get in the habit of doing the super motion (without pressing kick to activate) after every crouching MK, this way all you have to do it hit kick when you see it connect. It just takes practice thats all. Always be ready to do that super.
Ciddypoo
10-21-2005, 10:44 AM
I generally buffer one QCF everytime I do a c.MK. If that doesn't tire you out or anything, it's a pretty good thing to do. If I see it connect, my stick is usually at forward at the time, so I just 360 the stick back to forward again and piano the keys to have the super come out. If it doesn't hit, I just let the stick go back to neutral.
CyanideAssassin
11-03-2005, 06:36 PM
Can anyone help me out with air kara throwing? Ive read numerous posts saying you kara cancel with j.FP, but I dont see any difference. I can kara throw just fine, so I dont think its my execution...
does it have to be jumping straight up fierce?
and is there a noticable difference in a whiffed throw animation like there is with the ground karas?
any help would be appreciated.
some 1337 advanced tactics include running around building meter and standing the hell around:lol:
Emphy
11-04-2005, 12:16 AM
Can anyone help me out with air kara throwing? Ive read numerous posts saying you kara cancel with j.FP, but I dont see any difference. I can kara throw just fine, so I dont think its my execution...
does it have to be jumping straight up fierce?
and is there a noticable difference in a whiffed throw animation like there is with the ground karas?
any help would be appreciated.
some 1337 advanced tactics include running around building meter and standing the hell around:lol:
1. Kara throw in air makes little to no difference.
2. You shouldn't be air throwing enough to care about it.
1337 advanced tactics WOULD include building meter and standing around, which is the COMPLETE opposite of what you do. A Chun played right is "1337" enough for me.
CyanideAssassin
11-04-2005, 01:32 AM
:lol:Terribly sorry my Chun isn't up to your 1337 standards:lol:
TacticalNoir
11-04-2005, 08:21 AM
Is there a good way to meassure the distance required against different cahracters when doing UOH to SAII? Or is it all just practise and something you learn to recognise over time?
And does SAII link of standing RH against all chars? (not the close one where you sj cansel, but the ordinary one you use to get over low pokes). And mostly, is it usefull? Havent seen alot of chun players using this in tourn vids.
popo187
11-04-2005, 02:41 PM
Is there a good way to meassure the distance required against different cahracters when doing UOH to SAII? Or is it all just practise and something you learn to recognise over time?
And does SAII link of standing RH against all chars? (not the close one where you sj cansel, but the ordinary one you use to get over low pokes). And mostly, is it usefull? Havent seen alot of chun players using this in tourn vids.
Most of the time it should be done while opponent is in the corner for the purpose of the fact that you can move into the right distance. Opponent can't move back or parry it as easily done mid-screen, think of it as a divekick that barely connects at the legs.
For the far RH spin kick, IMO it's a waste of meter unless it's to win a round (usually round2), the threat of you having meter is gone after you use this, which is why you don't see it used much at all by top players. You can also after the RH, walk up and c.mk, or just s.HP if you think they will jump, usually s.HP will hit them if they try to press anything since you have frame advantage. And don't forget that it's really punishable if it whiffs, so use sparingly.
For the airthrow question, Emphy summed it up pretty well. :tup:
popo187
TacticalNoir
11-14-2005, 10:32 AM
Ah thanks for the answer, have a few more questions here =)
Whenever a shoto do the c.rh you can punish it with a SAII.
Does other popular characters have a similar normal move that can be punished with an SAII?
Im thinking mostly of Urien, Dudley and Chun li here. For example can you punish there c.RH with a super on reaction?
And then I´m a bit curious about here s.mp. On a lot of vids I can see people poking with this quite frequently. And I know its easy to cansel it to a super. But is it that cansel that makes it so good, or does it have other properties that makes it good? (like high priority etc. Because I always feel vulnerable when I stick this one out)
And then the S.RH to SJ cansel to SAII. Whats so good about that anyway? Why not use the B.Fierce to SAII instead, since B.Fierce seems to have more priority?
And then the S.RH to SJ cansel to SAII. Whats so good about that anyway? Why not use the B.Fierce to SAII instead, since B.Fierce seems to have more priority?
the s.rh is faster than her c.mk, one frame slower than her c.lp... so it's a REALLY fast move to just stick out in gaps while close
JAK..
11-14-2005, 04:10 PM
And does SAII link of standing RH against all chars? (not the close one where you sj cansel, but the ordinary one you use to get over low pokes). And mostly, is it usefull? Havent seen alot of chun players using this in tourn vids.
As for the link yes on everybody when their crouching only. It's not used that much for a couple of reasons:
far or twds rh whiffs on quite a few of the smaller characters crouching at all/most ranges and/or will only hit them when they are sticking out certain low pokes.
close standing rh, back fp and crouching fk ( standing/back + sp to a lesser existent) can in combination cover all the same ranges that the link would work in but also work on standing characters while being easier hit confirms.
also popo - all sbk's leave you at a slight frame disadvantage on block not advantage.:sad:
Dj_Miyu76
11-15-2005, 07:58 PM
hmm... Interesting.. Well has anyone delt with this situation where Makoto punishes Chun's super during the start of Chun's SAII?? This has happened to me this passed Friday. It seems that top tier Makoto players can easily punish Chun's super while charge up... Another thing is, while playing against this Makoto player... They Ex-dashed ( the beginning of Makoto's Money winning cambo/super) and canceled my super ???
Can ANYONE please explain to me this very bazara situation ~! Thanks.
-Miyu
Bacardi
11-17-2005, 08:54 AM
Lemme share some chun stuff
Toe stomp as an air to air is dope
on a certain characters(i'm at work so i am trying to make this brief) you can do toe stomp d+fp cr jab dash under whatever u want to do(stolen from mov)
majority of time I just do toe stomp fpx2
toe stomp beats out yuns & yangs divekick
if they parry toe stomp you recover quick enough to parry whatever they throw out next or do another attack for free(stolen from mov)(i have a video of me playing true tech he was yun and i was chun I did meaty toe stomp [i hit d+mk the minute I hit up when they are standing so she doesnt bounce up high for i can do something after immediately since she is on the way down] he dashes under me does st mk lp->fp all parried no issues)
on some characters have to look this up again you can st rh as a anti air and do toe stomp on the way up with various followups(stolen from mov)
best thing with chun is knowing safe poke strings but not getting predicatble and eating a dp or some mashed out super
I'll post some other stuff later calls are coming in =[
on a certain characters(i'm at work so i am trying to make this brief) you can do toe stomp d+fp cr jab dash under whatever u want to do(stolen from mov)
on some characters have to look this up again you can st rh as a anti air and do toe stomp on the way up with various followups(stolen from mov)
i'm pretty sure the stomp, d.hp, c.jab works on all characters
and you cant combo anything after AA s.rh.. unless its stun, cause s.rh doesn't knock down.. or do you just mean so the stomp is meaty?
Bacardi
11-18-2005, 12:00 AM
i'm pretty sure the stomp, d.hp, c.jab works on all characters
and you cant combo anything after AA s.rh.. unless its stun, cause s.rh doesn't knock down.. or do you just mean so the stomp is meaty?
meaty sorry I was at work and posting hella rushed and ditn even look at it right
Tantin
11-18-2005, 02:01 AM
hmm... Interesting.. Well has anyone delt with this situation where Makoto punishes Chun's super during the start of Chun's SAII?? This has happened to me this passed Friday. It seems that top tier Makoto players can easily punish Chun's super while charge up... Another thing is, while playing against this Makoto player... They Ex-dashed ( the beginning of Makoto's Money winning cambo/super) and canceled my super ???
Can ANYONE please explain to me this very bazara situation ~! Thanks.
-Miyu
A /lot/ of shit can hit Chun when she's rushing forward at the begining of the super. I've been knocked out of it by the second hit of Ken's taunt.
ya, her super only has invincibility when she's moving forward. when she starts to kick, she is completely vulnerable
KingRaoh
11-21-2005, 08:58 AM
Bacardi can you expand on this? i have no idea what you are talking about :(
Bacardi
11-23-2005, 12:23 PM
Bacardi can you expand on this? i have no idea what you are talking about :(
what exactly do you want me to go more in depth about? Do you want examples to to help flesh it out a bit?
KingRaoh
11-24-2005, 09:55 PM
Bicardizzle said...
"on some characters have to look this up again you can st rh as a anti air and do toe stomp on the way up with various followups(stolen from mov)"
there you go, i don't think that i have ever seen this. thanks.
Shizuma_15
11-26-2005, 06:56 AM
ok i have a problem nuetral fierce kick connects with chuns SAII right? and if it does whats the best way to make sure those connect cause i cant do it to save my life.
you guys should make a tutorial vid with basics to advanced that would be pretty tight. :karate:
Tantin
11-26-2005, 02:01 PM
ok i have a problem nuetral fierce kick connects with chuns SAII right? and if it does whats the best way to make sure those connect cause i cant do it to save my life.
you guys should make a tutorial vid with basics to advanced that would be pretty tight. :karate:
For close standing roundhouse (Where she lifts one knee all stupidlike., you need to superjump cancel it. So do 2362369K (QCFx2,UF+K)
For far standing roundhouse (hop spin kick) they need to be crouching when it hits. It can be a tricky link.
Shizuma_15
11-26-2005, 03:25 PM
For close standing roundhouse (Where she lifts one knee all stupidlike., you need to superjump cancel it. So do 2362369K (QCFx2,UF+K)
For far standing roundhouse (hop spin kick) they need to be crouching when it hits. It can be a tricky link.
thanx ill be sure to practice that then ha ill show those assholes. telling me i cant do it and shit. pfft :mad:
chuntingche
11-28-2005, 10:59 AM
anyone think analyzing the new and old ksk ranbats for the chunli matches would be worthwhile?
In analyzing i just mean what you guys think the jap chunli players are thinking and trying to do in a match. Since everyone gets slightly different perspectives of the matches, this could help us all improve and get a better understanding of the distances and zoning techniques.
TacticalNoir
12-01-2005, 03:30 PM
So anyone have any tips on hit confirming l.mk > saII?
The cansel is easy and all, but its the hitconfirming I have problem with, and I cant do it 100% of the time.
I do buffer the 236, 236 motion during her l.mk all the time, but sometimes I just do the motion to fast so onse I see the l.mk hit its to late to press k for the super to come out.
Is it possible to see the l.mk connect and then do the motion?
So anyone have any tips on hit confirming l.mk > saII?
The cansel is easy and all, but its the hitconfirming I have problem with, and I cant do it 100% of the time.
I do buffer the 236, 236 motion during her l.mk all the time, but sometimes I just do the motion to fast so onse I see the l.mk hit its to late to press k for the super to come out.
Is it possible to see the l.mk connect and then do the motion?
try c.mk, roll the stick 360 (and a little bit) to df, k - it will give you enough time and pad out the motion so its not too late to press k
TacticalNoir
12-02-2005, 08:18 AM
ah good idea, gonna try that tonight =)
Saw a match vid by Nuki, and he actually missed a c-mk to saII. Or maybe he decided not to do it =)
Btw one of the jap chun li players did a sj cansel after saII, to a d.mk (headstomp) and manage to land before the opponent and catch them with a close RH (while the opponent still in the air) and dodge under him to the other side.
Everytime I try and do this the headstomp puts me higher in the air and thus the opponent lands before me.
Is there a special trick to this, or is it only possible on certain characters?
ah good idea, gonna try that tonight =)
Saw a match vid by Nuki, and he actually missed a c-mk to saII. Or maybe he decided not to do it =)
Btw one of the jap chun li players did a sj cansel after saII, to a d.mk (headstomp) and manage to land before the opponent and catch them with a close RH (while the opponent still in the air) and dodge under him to the other side.
Everytime I try and do this the headstomp puts me higher in the air and thus the opponent lands before me.
Is there a special trick to this, or is it only possible on certain characters?
i'm pretty certain it's only possible on Q, and MAYBE Elena..
popo187
12-05-2005, 04:40 PM
New KSK Vision ranking battle -- has Tokido in it using chun
RagingStorm101
12-07-2005, 10:55 PM
s.RH has super jump cancel like in CVS2? Oh and I'm assuming there are two different kara throws? One is RH kara throw which is only on opponents wake up and the second is mk kara throw, which is for everything else? Why is this? Which one has more range? Also, any tips on doing it? I don't think I can kara throw so I'm interested in how to do it.
s.RH has super jump cancel like in CVS2? Oh and I'm assuming there are two different kara throws? One is RH kara throw which is only on opponents wake up and the second is mk kara throw, which is for everything else? Why is this? Which one has more range? Also, any tips on doing it? I don't think I can kara throw so I'm interested in how to do it.
yep, close s.rh is superjump cancel to super from it/jump away
rh kara throw is only from close range, cause it uses the close s.rh (knee)
s.mk (neutral mk) kara throw is from far range, because close mk doesnt move forward
s.mk has more range
tips.. i use my pinky to hit mk, and tap lp+lk with my thumb and index finger a split second later. i basically drop all three of my fingers are the same time, with my hand tilted to the right so the pinky hits a bit earlier. dont know if that helped.. its hard to explain =]
popo187
12-08-2005, 12:30 AM
lol @ sig RagingStorm101
adding: s.mk has more range, but takes much more time to reach, whereas close RH is fast but small range.
Emphy
12-08-2005, 01:25 AM
adding: s.mk has more range, but takes much more time to reach, whereas close RH is fast but small range.
No there is no difference in the SPEED of far mk kara or close rh kara, because to kara ANYTHING, you cancel out the very first frame, making the movement of the kara itself 1 frame, no more no less.
No there is no difference in the SPEED of far mk kara or close rh kara, because to kara ANYTHING, you cancel out the very first frame, making the movement of the kara itself 1 frame, no more no less.
the man speaks the truth
popo187
12-08-2005, 09:37 PM
holy shit, before I was scared of doing mk karathrow, but you have opened my eyes!
RagingStorm101
12-08-2005, 09:56 PM
yep, close s.rh is superjump cancel to super from it/jump away
rh kara throw is only from close range, cause it uses the close s.rh (knee)
s.mk (neutral mk) kara throw is from far range, because close mk doesnt move forward
s.mk has more range
tips.. i use my pinky to hit mk, and tap lp+lk with my thumb and index finger a split second later. i basically drop all three of my fingers are the same time, with my hand tilted to the right so the pinky hits a bit earlier. dont know if that helped.. its hard to explain =]
You mean you can sj cancel close s.RH into SAI and SAIII? I'm not sure what you're trying to say. I'm guessing most people follow up with sj.fierce...?
You mean you can sj cancel close s.RH into SAI and SAIII? I'm not sure what you're trying to say. I'm guessing most people follow up with sj.fierce...?
you can sj cancel s.RH into any super (its not a launcher or anything), it makes a good hit confirm for SAII. if you see them parry the s.RH, you can superjump cancel away to safety, and unless they've done a quick move after the parry, you will be safe
you can sj cancel s.RH into any super (its not a launcher or anything), it makes a good hit confirm for SAII. if you see them parry the s.RH, you can superjump cancel away to safety, and unless they've done a quick move after the parry, you will be safe
this is true. if you find you are having troubles with ppl sjing away after parrying her st rhouse, you can usually jab them out of it. shotos can duck fierce if they wanna take a bit of extra dmg instead. however, chun li can avoid getting hit and flipping out by parrying on the way up.
- bbbenson on ekins account
TacticalNoir
12-26-2005, 06:53 AM
Just a quick question, will chun lis UOH always link to saII if its meaty?
Schmull
12-27-2005, 10:24 AM
Just a quick question, will chun lis UOH always link to saII if its meaty?
Haha, you're really preparing yourself for the ranking battle :razz:
I actually checked this part of the forum just to see if I could find any anti-Chun Li stuff to post on bitterharmony to mess with you a little bit after that stuff about Urien :wgrin:
Just a quick question, will chun lis UOH always link to saII if its meaty?
depends how meaty!
True Karate
01-12-2006, 08:30 PM
you can sj cancel s.RH into any super (its not a launcher or anything), it makes a good hit confirm for SAII. if you see them parry the s.RH, you can superjump cancel away to safety, and unless they've done a quick move after the parry, you will be safe
yeah here is an example of that crap.
--------------------------------------------------------------------------------
How the hell do u avoid the forward roundhouse kick by Chun when your trying to zone her and sweep that bitch like Diago?www.lowtierproductions.com
Not only in the vid did I get kicked trying to sweep that bitch or low forward I got supered!!!! It was the Ryu fight (true karate) vs a Chun player
Thats fucking with me as we speak
any footsie strats?
popo187
01-25-2006, 08:41 AM
EVEN ANOTHER reason why HK is the best button:
Against yun command grab, you get the far RH version which whiffs over him, and gives you chance!
Anyone going to SBO this year?
True Karate
01-29-2006, 04:24 AM
I'm going to the quals. Hope I make it, should have a good chance with no Ken or Chun i the 3rd tourney.
TacticalNoir
02-15-2006, 09:48 AM
ok, anyone knows how to handle a Ken who uses parry traps? Say, after a c.mk on block, is there a way for Chun to change the timing on her own c.mk (if within range) to avoid the parry from Ken, or is the best option to just do nothing?
And Uriens j.rh, what is the best option to do against that? if I remember correctly, if the distance is right, its safe for him. So best option just to block it?
popo187
02-15-2006, 09:56 AM
ok, anyone knows how to handle a Ken who uses parry traps? Say, after a c.mk on block, is there a way for Chun to change the timing on her own c.mk (if within range) to avoid the parry from Ken, or is the best option to just do nothing?
And Uriens j.rh, what is the best option to do against that? if I remember correctly, if the distance is right, its safe for him. So best option just to block it?
Use b+HP, or close RH against option-select parries, or throw.. that's one of those things that you just got to be experienced with to get out of (alot of options), as trying to mash out c.lp will get you owned.
As for Urien's j.RH, blocking is a good viable option, but if you have total control of the game, you can s.lp or c.lp urien after a parried j.HK (flip recovery, but generally safe)... I've done this a few times, but if you can read out the depth/distance you parried it at.. from somewhere half-way, you can parry it and walk-up c.mk him, although i've only done it a handful of times, and I just used it as a means to get in.
TacticalNoir
02-15-2006, 10:03 AM
Ah thank you for the quick respons.
Regarding the option-select parry against Ken. Doesn´t B.HP and close RH have to short range to reach Ken? Or is it more used to stuff any pokes he may throw out after his (empty)parry?
But I understand what you mean that it´s a thing that has to be experienced.
And against Urien, after a parry > s.lp is it possible to dash under urien for a cross up? Or is the distance to big?
I was thinking if its a very close j.rh chun could parry, close RH > dash under. But thats probably just wishfull thinking =p
Ah yea, while talking about parry traps. What moves does Chun li has that you can set up a parry trap from? I know her c.mk is supposed to work, and every move that leaves her in +frame advantage on block. Sadly my "official sf3 guide" don´t have the correct frame data (apparantly).
And whats more important, is it worth to learn parry traps with Chun? Will it change her game alot?
Auber1083
02-15-2006, 10:37 AM
Hi all !! (first post)
As Popo187 just said if you see a Ken using some low parry trap, just do a b.HP. It reache Ken from far away and if you have meter... For close HK as it is said you must be close to Ken, so I think b.HP is really better.
For Urien j.HK yes you can parry it s.LP and dash under, but don't try it if Urien is really far away from you. (for close HK I dunno)
I use for parry trap f.MK but be careful with that, because you can be c.MK out of it on start up. I'm trying s.HK (hopping kick) but it doesn't seem to be effective.
TacticalNoir
02-15-2006, 10:42 AM
Ah thank you, much appricieated, gonna go home and practise =)
JAK..
02-16-2006, 11:27 AM
Dealing w/ Urien j. RH depends on its range, cr. rh beats it clean if it isn't deep. if it is parry close rh for landing dash mixup or parry st. fp if you want to push him out to give you more time to build meter.
Also depending on range you can duck it, walk away from it, and walk under it all of which you would cr fwd xx sa II on their landing. Or as previously mentioned you could just block.
TacticalNoir
02-17-2006, 08:47 AM
Tried out the f.mk parry trap, and it works well only problem I have is that the opponent usually manage to parry the f.mk. So I guess I just need to mix it up more.
Regarding uriens j.RH, on parry, will fierce always connect, or is it a range where it wont reach?
And where is a good place to be against Urien? Obviously outside the corner, mid screen, but I thought about the range between Chun and Urien. I feel that its good to be within Uriens c.rh, where Chun li:s quick jabs (mix high and low)will outpoke and and keep him locked. Am I totally wrong here? Because I heard your supposed to keep him away, but it seems that Urien has longer range then Chun with his c.RH.
And now to Ken, your up to the third round, have full meter. Ken have full meter to. And Ken decides to turtle, ok I know Chun is the turtle master. But is there a good way to advance on Ken?
Onslaught2000
03-03-2006, 12:53 AM
Alright, seen a few videos where Chun will use b.fierce as an anti-air. And afterwords, if the b.fierce were to be parried, her rapid legs attack will come out.
I heard that you are able to roll the buttons from roundhouse to short, and then roll back to roundhouse to help get the rapid legs to come out easier. But I can not get it like this. The only way I can do it is if I mash roundhouse fast enough, or using the b.strong into forward (strength) rapid legs.
Any suggestions on how to get the kicks out from a b.fierce?
Auber1083
03-04-2006, 01:37 PM
For doing this b.HP cancel into lightning kick for anti-air, I press back + HP + HK then I mash HK... If the opponent eat b.HP then b.HP isn't canceled into lightning kick. And if opponent parry my b.HP lightning kick come out.
i use the same method as auber, except with mk (same thing really).
you can't use piano roll method of pressing different strengths of legs, you cant buffer lightning legs that way in this game, it has to be the same button that is pressed
Onslaught2000
03-13-2006, 03:09 PM
Awesome. Hitting both fierce and roundhouse together work really well!
Strider2k2
03-13-2006, 09:21 PM
OK guys. I have a really noobish question. Well before anyone gets offended, i apologize if this has been answered already. I am aware that the SAII can cancel into a super jump before the last hit connects. The problem is..how do i do this? I've watched several videos and i still can't seem to get the cancel working for me. I've been pretty decent with Chun without it but i would definitely like to incorporate this extra attack into her arsenal. It seems like no matter how hard i try, i can't seem to get it to work. Thanks.
afsddfasdfas
03-14-2006, 01:12 AM
I am aware that the SAII can cancel into a super jump before the last hit connects. The problem is..how do i do this?
Just wiggle the joystick up and down (or actually up/forward and down/forward) during the end of the super. Works great for me. You should get the exact timing for the sjc eventually.
Onslaught2000
03-14-2006, 08:14 AM
OK guys. I have a really noobish question. Well before anyone gets offended, i apologize if this has been answered already. I am aware that the SAII can cancel into a super jump before the last hit connects.
Are you talking about after her last hit?
You want to cancel it out after the last hit connects (the one that launches the opponent into the air).
TacticalNoir
03-16-2006, 08:26 AM
Strider: Just a general tips, after you learned the sj cansel after her super. Practise getting an UOH on your opponent as you land (in corner), and ground cross up (mid screen). This will give you a 50/50 chanse to get another super in, which is good in those last round, you have little health left, come backs =)
UOH in the corner after super is good to use just onse, to make the opponent guess if you go high/low/mid (mid attack that I use is b.fierce because it overprioritise most moves). Onse you get the opponent thinking, you can just wait till they land and throw them.
any tips agianst fights uriens aegis........
TacticalNoir
03-31-2006, 01:50 PM
Against Urien, learn his Aegis traps. For example, his knock down > Reflector >Headbut unblockable can be avioded by doing quick rise.
If you miss the quick rise its just one or two parrys to get out from it (for the unblockable to work Urien need to time a high/mid or low onse you get up. If its low parry onse or twice low, if its high/mid parry onse or twice high). This "unblockable" is in midscreen.
There is another one where he use his knee special to get to the other side and hit you between the reflector and himself. Think thats three parrys, but not sure.
That one is harder to get out from.
In the corner its not much to do then to chanse on high or low block. So never be in the corner against Urien (which is easier said then done).
Remember that your SAII can go through his reflector if its not completely in the corner, you can also triangle jump away from it.
Uriens crasy juggle combos can basically only start from 2 moves. C.Fierce and anti air fireball. Anti air fireball shouldnt be a problem, since its not a good idea to jump against him anyway. C.Fierce isnt that difficult to avoid either, whats difficult is if he parry > C.Fierce. As soon as he gets one of those juggle starters in expect a big combo, so look out for those 2 moves.
Any random tackle can be blocked, c.mk > Super. Not that a good Urien would throw out a random tackle against Chun.
It can get a bit difficult if Urien have 2 meters, makes a tackle, cansel to reflector (which makes it impossible to punish the tackle) and pressure you to the corner where he can use the remaining reflector. In this situation be carefull, not only do you neeed to avoid the corner but you also need to avoid his 2 juggle starters. Especially since its easy to make mistakes when one is pressured.
Any blocked SAII is a free C.Fierce for Urien, which leads to big damage if he has any meeter. So be sure to either hit confirm your super, or see to it that you use the super in guaranted situations. It´s not a very good idea to just throw out a super c.mk > super and hope he doesnt block it because the risk isnt worth it.
I think Billy Kane wrote somewhere that if you see an oppurtunity to land a super on Urien dont hesitate (thinking that you might wanna save meter).
So any fireball, random tackle, c. RH (think this is punishable, the Urien I play against dont use this move so much so I havent checked it), just super it if you have meeter.
Wow man thanks a lot for the tips, should help very much, i apreciate it!
TacticalNoir
04-16-2006, 01:43 AM
Just read in the makoto thread about stuffing ex shoryukens. Where they came to the conclusion its impossible to stuff an ex shoryu if you go head on (except for Yun in GJ who has super priority).
Now my question is, since im not able to try this at the moment. But is it possible to stuff ex shoryu with Chun lis b.Fierce? Usually when I try we seem to trade hits, but maybe thats because they havnt timed the ex shoryu correctly on wake up? Is it possible to stuff this, meaning I wont get a hit, by timing the b.fierce different?
Akumas shoryu supposed to have ex properties, and it always hit out my b.fierce, im not even able to trade on this one. Does Akumas shoryu have higher priority then Kens Ex shoryu?
A few more questions:
What her best normal punishing move? Meaning without using meter (usually in the first round), i normally goes for a throw, attempting to get them in to the corner. But lately alot of people start to think "ah darn I missed that shipuu/shoryu etc. But all she can do is a throw".
My corner game without a super meter has been lacking a bit lately to, because people starts to get more daring. Trying to jab out my throw, or either parry any standing or crouching normal that I do.
Im thinking on a blocked shippu for example, to crouch and take that little extra block damage, then throw out a mk to spinning bird kick. But I never feel really safe using the bird kick even when it connects. Is it better to just throw them into the corner anyway?
Basically what are her good options without meter? Since people trying to prevent me from getting meter the first round.
Keep in mind that these people are god at zooning, so its difficult to try and turtle up and spamming b.fierce to get meter.
They are also good at punishing/parrying pokes. And throwing is more difficult because without meter they are not afraid to throw out a random jab.
This means that even if I get a super meter in the first round Im reluctant to use it unless im 100% sure Im gonna win that round because I cant take a chanse to go to the seccond round without meter (unless I´v won the first round).
i have a memory of chun's stomp done to the back of ken's head beating his ex shoryu. i guess that's not really "head on" though.
chun's biggest damage punish is c.fierce into mk sbk, which leaves you at -1 on hit.. its worth doing!
Ciddypoo
04-16-2006, 05:28 PM
It depends a lot on what you wanna do to the opponent.
Throw is a great option because it's a knockdown, it's very hard to mis-time (just mash LP + LK), pushes opponents into a corner, can reverse position if you're IN the corner, and sets up for a lot of tick / c.MK-whatever-SA2 mixups.
I think c.HP xx MK SBK is her most damaging combo, but sometimes you don't have the time to charge for it, in which case you have to pick between throw or b+HP xx HP Kikoken, which does decent damage but no knockdown.
Generally, if I have the meter for it, I'll sometimes go for b+HP xx EX SBK cause it's easier for me to time than a c.HP, cause it's not a move I use often so I don't really trust myself to time the startup correctly. In most cases though, I go for throw, just because it sets Chun up for everything. I'd be a lot more afraid of a Chun that was hovering above me on wakeup as opposed to a Chun simply in kara-throw range.
And I don't think I've ever stuffed an EX Shoryu with b+HP. I have traded with it, a lot, usually vs. Ken's, but I don't recall ever clearly stuffing it.
Im thinking on a blocked shippu for example, to crouch and take that little extra block damage, then throw out a mk to spinning bird kick. But I never feel really safe using the bird kick even when it connects. Is it better to just throw them into the corner anyway?
To reiterate... In this situation, unless the damage will win me the round or bring me really close (within SA2 chip damage or something), I tend to throw into the corner. The stronger part of my game is her mixups, though, so I guess tweak to meet your personal playstyle. It's also a billion times safer to do, cause it totally sucks to mis-time after the blocked Shippu and they end up blocking your SBK and you eat damage anyway.
My corner game without a super meter has been lacking a bit lately to, because people starts to get more daring. Trying to jab out my throw, or either parry any standing or crouching normal that I do.
Try a lot of different things. There's so much that Chun can do to a person waking up, it's scary. s.LP, c.LP chain is good against everyone except another Chun (since on wakeup, blocking characters except Chun can be hit high even if they crouch-block), but don't disregard c.LK. Prollem with most people playing Chun on corner is that they go for too many c.LP tick throws, which is nice, but can be parried both high and low. c.LK is slower, but since they're the one waking up, you can time it appropriately, and all they can do is block or parry low. Analyze your opponent's playstyle and react accordingly...
Don't forget to try and delay your moves sometimes to throw them off-beat. You're the reactive character, so sometimes doing nothing is good. Wait for a split second, then try for a standing HK or a b+HP. The standing HK turns into an option select move, since it'll go over sweeps, if they walk forward they get hit by close HK, if they jump forward, they get hit by either close HK or s.HK, if they jump back or straight up, they have to deal with the s.HK as they land, etc.
Though, I guess if you just need some strings to use, I use a lot of these:
Stand there, (kara)throw
Walk back, karathrow
Walk back, walk forward throw
Walk back, c.MK xx SA2
c.LK/LP, c.LK/LP, UOH xx SA2
s.LP, c.LP, karathrow
c.LK/LP, c.LK/LP, karathrow
c.LP/LK, b+HP (SA2 if it connects)
c.LP/LK, d+MK (SA2 if it connects)
c.LP/LK, s.HP
b+HP xx Overheadflipkickthing (don't use this too often)
Repeated [c.LP, walk forward] -- Try to bait them to parry low, then give them b+HP xx SA2.
close HK xx SJ triangle jump in corner, or close HK xx SA2.
Just mix it up, and don't be afraid to stagger the timing on the moves. If you're getting parried or teched out of everything, you're being too predictable, so try to stagger the rhythm of your attacks. If you succeed just once, it's almost always a SA2 for you, and you'll probably get your opponent to block a lot more when they're cornered, which just leads to more free throws.
Keep in mind that these people are god at zooning, so its difficult to try and turtle up and spamming b.fierce to get meter.
Well, really the only advice I have for this is to uh... get better? Hehe. Chun is a character that is really reliant on zoning and footsies, so you gotta deal with it. If they try to rush you down when you spam b+HP, then don't do it, at least not too often. Try to bait them into walking into one, or a c.MK since that has more range, and throw out some s.LP, c.LP and c.LKs against shotos or opponents with fast dashes so you can stuff them out of it and possibly go for throws at that range. Try not to punish dashes with c.MK unless you know you can have it connect, cause some people will try to bait the c.MK at just the right range and hit you with something like c.MK xx Shoryu or even just dash-up super. Chun cornered isn't good, though, so don't just run and hide, unless they're really lenient on letting you triangle jump out of the corner, in which case go for it (or if you trust your parrying skills enough). When you have no meter, Chun is still scary as hell. You don't have to back away from most characters, because there's a lot of pressure, like I said before, if you get a knockdown and they have to deal with tick/karathrow/poke/super scenarios.
Hope this helped a bit. I think it'd be good to understand what kind of players you're playing against, cause that's a really important part.
TacticalNoir
04-17-2006, 03:59 AM
Thanks for the good reply, it was a good read. Hmm was thinking of the b.hp > ex spinning. Never tried that one, during ex moves you dont have to charge as long?
Actually I´m doing most of the things you suggested, UOH > Super. Mixing c.lp and c.lk. I also try to use that overhead kick (halfcircle thingy), when I know they are going for sweep at max range (mid screen) to "jump" over the sweep and hit.
UOH > super I have to be carefull with, the ones I play against will parry it on reactions most of the time =p
Maybe I should say that its not like they own me and laughig while doing it, we usually play really even and win half of our games. Im mostly looking for a way to get an edge over my enemies hehe.
The problem is mainly when I dont have any super meter, because they dont fear anything that I can do. Because the risk reward will always be in their favour. For example if they manage to parry something on wakeup they can c.mk >shoryu >kara shoryu (or whatever combo ken has) and if they fail the worst thing that can happen to them is that I get a jab, hp, rh, or throw in. Ones I have meter the games turns into my favour.
But I guess there are no short cuts, its just as you said, I just have to be better. Try and mix up more.
The option select standing HK, never thought of that. Good point.
And about the s.lp c.lp chain, where the first lp hit them on their wake up frame. Never tried that either, is the timing difficult?
If you have any random "tips and tricks" with Chun I would be glad to here about it, even if they are really situational and even only on some characters. Im looking to improve my game with Chun.
Ciddypoo
04-17-2006, 09:26 AM
Thanks for the good reply, it was a good read. Hmm was thinking of the b.hp > ex spinning. Never tried that one, during ex moves you dont have to charge as long?
I think it's the same time. Don't use it too much though, especially if you're already having problems with Chun and no meter.
I also try to use that overhead kick (halfcircle thingy), when I know they are going for sweep at max range (mid screen) to "jump" over the sweep and hit.
I wouldn't use the halfcircle overhead for that. Use F + HK. Easier to do, goes over sweeps, and it's not as punishable if they parry it, since Chun is in the air during the hit, as opposed to the halfcircle flipkick which puts Chun on the ground while it hits.
UOH > super I have to be carefull with, the ones I play against will parry it on reactions most of the time =p
Try kara UOH. The range is really deceptive. Just hit MK a touch before MP, and you'll get the MK range on the UOH. It's really nice for mixing up, because if you put yourself at the right range, you can be at range for c.MK, karathrow, kara UOH, or regular UOH (the regular UOH can be a very ambiguous UOH if you time it correctly. If you train your opponent to notice that your UOHs are kara'd, and throw out a regular one, they'll try to parry it and you can punish with a throw or c.MK xx Super.
The problem is mainly when I dont have any super meter, because they dont fear anything that I can do. Because the risk reward will always be in their favour. For example if they manage to parry something on wakeup they can c.mk >shoryu >kara shoryu (or whatever combo ken has) and if they fail the worst thing that can happen to them is that I get a jab, hp, rh, or throw in. Ones I have meter the games turns into my favour.
You have to make them fear you. I'd say work on the mixup game, so they learn to fear Chun when she doesn't have meter. She can't pull out huge beefy combos, but she has a much easier time getting in her throws than other characters, and each throw is a knockdown which sets up for more stuff, as well as giving her meter. Don't be afraid of kara shoryu (unless the guys you play are simply god of kara shoryu), because 90% of the time you're just gonna see c.MK xx Shoryu, and then a whiff. Chun is a reactive character, and you have to play patiently with her. The throws might not seem a lot to you, but with Chun, they're really, really important. You have to whittle down your opponent with them and abuse Chun's REALLY good normals, and then when you've got the meter, the game really swings into your control. If you can train your opponent to fear your mixup game, you will have them. Well, either fear the mixup game, or work on your ground game so they can never get in on you in the first place. :lol:
The option select standing HK, never thought of that. Good point.
And about the s.lp c.lp chain, where the first lp hit them on their wake up frame. Never tried that either, is the timing difficult?
The timing isn't too difficult, but it's not so bad if you miss the s.LP. Cause then it just looks like another tick setup, which it already is. It's there to keep the opponent blocking, and to stop them from jumping away. So whether you hit it or not isn't that big a deal, since trying to punish a s.LP on reaction from Chun is like... gtfo out of here.
If you have any random "tips and tricks" with Chun I would be glad to here about it, even if they are really situational and even only on some characters. Im looking to improve my game with Chun.
I think for me, the biggest thing is learning what you can punish at varying distances with an SA2. If you're playing against someone that really likes trying to poke, or bait you into a buffered super (Chuns are really notorious for that), look for an opening to just Super them on reaction. It usually only works once or twice, then they'll just try to bait you with fast moves, but it can catch them off guard. I did that a few times to Shinshay at the last local monthly tourney they had here, and he quickly picked up on it and started taking it easy on the c.MKs.
Kara UOH is another thing to learn, and soooooometimes taunting versus another Chun that's a mad turtle. Sometimes you get lucky with the quicker taunts, and it's a small added bonus. Plus, like you've been saying this whole thread --- what's Chun gonna punish without meter? Only do this like... once in every 200 games with a turtle Chun, though, haha.
Other tricks -- buffering lightning legs in dashes is good. This is really dependent on your own personal dexterity, cause HK lightning legs stuffs a lot of stuff. And also buffering HK lightning legs into anti-airs that you use, like b+HP, s.MP or even B+MP.
B+MP is also a nice anti-air for people that try to empty jump-in parry and throw when they land. The two hits catches a lot of people since they almost always expect b+HP, s.LP or c.HK. Jump-up throw is also really good, since you get the knockdown.
Not sure if I mentioned this before, but add c.MP to your poking repetoire. It's a lot harder to parry than c.MK, and at max range is just a really nice way to make an opponent think twice about pulling some moves that he thinks you can't punish without a super or a s.HP (which will most likely be baited).
As for specific stuff... Use HK a lot versus shotos and Hugo. It picks her up off the air, so a f+HK will go over low shoto pokes even from outside their range and nail them, plus you can go for the SA2 link if catch them crouching. s.HK itself is also good because of the same reason of going over most low pokes and tagging them in the process. c.HK is also a decent anti-air for most shoto moves, but you're probably better off using jump back HP,HP or dash-under.
Against Hugo HK is reaaaally good, for the same reason again. It picks her up off the air so you don't get thrown. So mix it up with HP (since HP in general rapes Hugo), and use HK as your escape move when he's all up in your grill (and possibly buffer lightning legs if you have the right distance. It's sexy chip damage).
Random note on 12 is that you can SA2 Twelve's s.HK even if you block it full screen.
Against Urien, use c.LK a lot. His c.MK stuffs Chun's c.MK like hell, but c.LK is a good way to keep a Urien from poking you to death with c.MK / meter and then Aegis unblockable nonsense. You can also punish a blocked f+HP on reaction, which usually happens while an Aegis is up and they miscount or mistime the hits remaining on the reflector. So punish it every time, and Urien loses a really good poke. Also, be really careful of Urien's throw range. It's really big, and it sucks to be trying to apply pressure to him in the corner and you whiff a normal throw, which is out of range for you, but definitely in range for him. Another note is that you can c+MK in the air (stomp) on the reflector if you need to get out of a big pressure situation. Just don't do it all the time or you'll get baited into an air sphere.
Not sure what else to put, since you didn't really ask for anything specific, but I'll help as much as I can.
TacticalNoir
04-18-2006, 04:05 AM
Ahh thanks Ciddy, onse again it was a really good read. Think this is enough for now, since I need to practise what you have written =)
Just the UOH kara is gonna be a handfull, since Iv never tried that before =)
But Ill be back with more questions, be sure of that haha
popo187: watched your match vs mester at evo2k5, you did very well! i liked the punished whiff c.strong
popo187
05-08-2006, 07:45 PM
Thanks eKiN, I also think I saw your matchplay in a Sydney ranbat, and it's very good too!
Since EVO DVD is out, I think it's OK to post this, so here is the match (ps thanks who sent me this vid) me vs mester :
http://www.youtube.com/watch?v=DFHSvxHWZpo
Mikee_Showbiz
05-17-2006, 01:14 AM
Random note on 12 is that you can SA2 Twelve's s.HK even if you block it full screen.
Not 100% sure without testing but I think you can SA2 Twelve's s.HK even if the damn thing hits you.
MaybeMemories
05-17-2006, 07:38 AM
ah good idea, gonna try that tonight =)
Saw a match vid by Nuki, and he actually missed a c-mk to saII. Or maybe he decided not to do it =)
Btw one of the jap chun li players did a sj cansel after saII, to a d.mk (headstomp) and manage to land before the opponent and catch them with a close RH (while the opponent still in the air) and dodge under him to the other side.
Everytime I try and do this the headstomp puts me higher in the air and thus the opponent lands before me.
Is there a special trick to this, or is it only possible on certain characters?
everyone seems to be doing it now,
how the hell do u sk cancel after SAII
Ciddypoo
05-18-2006, 01:12 AM
The superjump after the super? Just input the SJ right after Chun's last kick connects.
Bacardi
05-21-2006, 11:54 AM
tactical noir the reset u r talking about is character specific btw walkup lightning kicks is that shit
elbowslayer
06-01-2006, 02:01 PM
man twelve is a fucking bitch.....i cant stand the glide move or watever the notation is....just in the air...and all i can do is turtle and wait.....can someone gimme some tips vs this retarded character
Air throw...and 12 isnt gunna rush...well its hard to find a 12 that rushes....
popo187
06-16-2006, 02:05 PM
I'm working on some chun-li mixups this weekend, I'll be sure to capture the footage and upload them. :china:
vs twelve, just jump straight up hk when he tries to airdash, he cant parry during the dash and hk has ALOT of range...
ni-ten
06-18-2006, 10:21 AM
I'm working on some chun-li mixups this weekend...
Really looking forward to that.
tactical noir the reset u r talking about is character specific
On what charas is this reset possible and how is it done?
HeavenlyStriker
06-18-2006, 04:19 PM
Really looking forward to that.
On what charas is this reset possible and how is it done?
As far as I know, it's possible on Q and Elena (maybe more?).
To do it, after the last kick of Chun's super, wait a split second then super jump forward and do an immediate d. mk, land, close st. hk, *reset*, dash to the other side, then do whatever (usually another close st. hk).
If you time the super jump and d. mk correctly, you should be able to land before them and close enough to them for the close st. hk to hit.
The timing's a lot tighter on Elena, though.
TacticalNoir
06-18-2006, 04:58 PM
ok another question about chun li when she has no meter against Ken. During the beginning of the first round, if Ken spams c.roundhouse and standing roundhouse on max range, is there anything you can do to counter that except for trying go get in closer? A missed parry for example will probably lead to a knockdown and Ken can start his mix up game.
To s.roundhouse over Kens c.roundhouse, you have to anticipate the c.roundhouse and at that range it wont connect. I guess you can roundhouse over it and go for a throw, but the problem is that his standing roundhouse might come out instead.
Whats the best way to play chun li in the first round? I find it easier to go offensive then defensive (and try to build meter), because as soon as I get a knockdown on Ken I can start my mix up with or without meter. Even though I might loose 25% of my life to get that knockdown I feel its worth it, because onse I have him there I can control the game and onse I have meter it doesnt really matter how much life I have since I can lock him down.
And about his c.mk. To punish it with a c.mk of my own I take it he has to whiff the c.mk?
ni-ten
06-19-2006, 08:01 AM
I saw nuki doing uoh into close rh(the knee kick) on a crouching urien,resulting in 2hits;is there any trick to it?
Auber1083
06-19-2006, 02:03 PM
meaty uoh that's the secret.
Ciddypoo
06-20-2006, 11:55 PM
ok another question about chun li when she has no meter against Ken. During the beginning of the first round, if Ken spams c.roundhouse and standing roundhouse on max range, is there anything you can do to counter that except for trying go get in closer? A missed parry for example will probably lead to a knockdown and Ken can start his mix up game.
You can s.HK or f+HK against Ken's c.HK. That works really well. You can always just inch forward and crouch block to get in range enough to punish with a s.HP, as well.
To s.roundhouse over Kens c.roundhouse, you have to anticipate the c.roundhouse and at that range it wont connect. I guess you can roundhouse over it and go for a throw, but the problem is that his standing roundhouse might come out instead.
Whiffing s.LPs and s.MPs generally discourages stuff like that. Dashins too. :rofl:
Whats the best way to play chun li in the first round? I find it easier to go offensive then defensive (and try to build meter), because as soon as I get a knockdown on Ken I can start my mix up with or without meter. Even though I might loose 25% of my life to get that knockdown I feel its worth it, because onse I have him there I can control the game and onse I have meter it doesnt really matter how much life I have since I can lock him down.
I get meter. I don't really try to play aggressively unless I've got meter. Ken can inch slowly at you with sweeps and stuff, but as long as you're not getting cornered easily, you should be able to work up a good meter before too long, then Ken loses a lot of his good poking options, especially if you can super whiffed sweeps and c.MKs on reaction.
TacticalNoir
06-26-2006, 03:49 AM
great stuff ciddy, gonna try it out this week (hopefully today), got to practise, some norwegian and brittish people are gonna show up here this weekend. I wanna give them the best sweden can offer =)
I probably gonna have alot of questions this week sinse its heavy practising for me =)
KingRaoh
10-30-2006, 12:42 PM
is it me or is it hard to link f+RH >> sa II on Makoto?
also, does anyone have the frame data on Chun's UOH?
Chun's UOH:
15 frame startup
10 active hit frames
on block: -5 to +7 advantage
on standing hit: 0 to +8 advantage
on crouching hit: +1 to +9 advantage
TacticalNoir
11-11-2006, 04:51 PM
just saw a vid when tokido parrys chun lis lightning legs, and then in the middle of it throws out a c.lp > SAII (Tokido being chun to).
Tried to cansel/link c.lp > SAII several times, but with no succes. Does anyone know if its a link or a cansel? and if its only working on certain characters?
Heres the vid btw, its in the very end:
http://www.youtube.com/watch?v=V1LAVXp9Rbc&mode=related&search=
cancel, and works on everyone. try doing it faster!
Scrub question:
Some characters after SAII seem to have different timings for hp-hp finisher.
Well to get to my point, whats the timing on let say alex? I have like 5% rate on him and only after watching vids of chuns doing it. It looks like you super jump like half a second later and then hp-hp, but not entirely sure. Reasons for asking this cause i don't want to be ghetto and do like d.hp or RH. I want to do hp-hp for crossup mixups and stuff on alex lets say.
Thanks for any replies.
what is happening when you try and do it? do you miss completely, only get 1 hit or what?
If i jump to early i get one hit, if i jump too late i miss completely. So i'm thinking that its in between too, but i can't get that in between often, so i'm wishing that maybe i might have a different perspective to look at this.
jump early, but press the hp button in a diff rhythm. maybe space it out more instead of mashing on it? without knowing what you're doing, it's a little hard to tell you what to change..
Capn Spanky
11-26-2006, 12:43 PM
There is a VERY short wait between the two HP's. Once you do it a couple times successfully, then the rhythm for the attack becomes almost second nature. Just about when the first one connects is when you want to throw the second. Correct me if im wrong, but it would help you master the timing by just doing a jump in HP HP. Becausr thats almst the same.
Lol ok more detail:
BTW i don't have trouble doing two hp's, just trouble with people with, how do i say this, weird hitboxes.
Now for this example, It bugs me that I can't do 2 hp's with any consistency on Alex. It bugs me so much that i watch ksk ranbats (chun fest info) to see what i'm doing wrong. It seems that they jump much later then usual or at least later than me. Basically they seem to hit Alex when he is at his peak in the air and falling.
Now if I jump early and hit early, i get early hp and hit him before his peak. If i delay hp i get hp and my second one whiffs.
If i delay my superjump a little my hp's whiffs completely as Alex is falling.
This superjump finisher is like some freakin mystery timing for me. I can do most of makoto's shit, standing 720, double tackles, but not this little thing.
Obligatory scrub question here -- I started playing chun a few weeks ago, and I've always been using crouching mk->sa2. However, I frequently see people instead going with rh or back fp into sa2. I don't know whether or not there would be a situational advantage in doing this as opposed to crouching mk, but I'm confused as to how this is hit confirmable. With crouching mk I always do the first qcf prior to the mk, then get the second one ready if it hits, but I don't see how this could be the case with b.fp or rh - does it just require a lot more precise timing?
Zen Beoulve
12-21-2006, 01:17 PM
Obligatory scrub question here -- I started playing chun a few weeks ago, and I've always been using crouching mk->sa2. However, I frequently see people instead going with rh or back fp into sa2. I don't know whether or not there would be a situational advantage in doing this as opposed to crouching mk, but I'm confused as to how this is hit confirmable. With crouching mk I always do the first qcf prior to the mk, then get the second one ready if it hits, but I don't see how this could be the case with b.fp or rh - does it just require a lot more precise timing?
With back fierce is almost the same timing as with the cr forward, the only difference is that you have to be faster , you dont execute any qcf before the fierce you hit it, you see it and you punish
Roundhouse + SA2 is more difficult because you have to super jump cancel the kick to the super.
To execute this you have to input the roundhouse, and perform a 380 degree starting from the upper forward corner and ending on the upper back corner
Roundhouse + SA2 is more difficult because you have to super jump cancel the kick to the super.
To execute this you have to input the roundhouse, and perform a 380 degree starting from the upper forward corner and ending on the upper back corner
unless i'm misunderstanding your instructions, that way of doing s.RH into SA2 won't work: you only hit the qcf direction once.
the way i do it is QCF, QCF, UF + piano all kicks, and to original question asker you have plenty of time for s.RH to confirm it, more than b+HP imo
Zen Beoulve
12-22-2006, 09:01 AM
unless i'm misunderstanding your instructions, that way of doing s.RH into SA2 won't work: you only hit the qcf direction once.
the way i do it is QCF, QCF, UF + piano all kicks, and to original question asker you have plenty of time for s.RH to confirm it, more than b+HP imo
mmmh...:wonder:
my bad, I didn't realize that. Now thinking well...I do it like this: s.RH and do a 460 degree starting from the upper right corner and ending down:sweat:
That is how I do it, and it works properly for me. And trust me I'm not a Noob when it comes to Chun Li. that piano thing it's the negative edge right?
and the b.F(Fierce) has more time than the s.RH trust me I have checked it already a lot of times...
mmmh...:wonder:
my bad, I didn't realize that. Now thinking well...I do it like this: s.RH and do a 460 degree starting from the upper right corner and ending down:sweat:
that still doesn't hit QCF twice.. *shrug*
and about b+HP vs s.RH, i'd put money on it, but i guess it's difficult to check without a programmable pad
Zen Beoulve
12-22-2006, 09:17 AM
Dude, I do it that way and I miss like 2 of 6:wink:
But you're right I don't hit the two QCF, but that's what I hit when I'm pushing forward and do the s.RH and if I see that it's a good hit I do the degree thing.
And about the b+HP vs s.RH, I may say that the animation of the b+HP has more frames than the s.RH that's why you can make the two QCF more faster than when you hit your oponent when you do a s.RH, that's what I meant.
And by the way, you said that you can execute the s.RH + QCF(x2). I doubt you can link it to the SA2, because you need to super jump cancel the SA2 when you hit the oponent with s.RH...I think.
the way i do it is QCF, QCF, UF
....
Zen Beoulve
12-22-2006, 09:31 AM
So you're saying that you first do the two QCF and then you jump and hit the buttons?
Strange...that is after you already hit your oponent with s.RH right?
the second QCF and UF are the same motion. as in, it rolls from forward to up-forward. this method gives me 9 out of 10 accuracy i'd say. if you want proof that this way works -
http://www.youtube.com/watch?v=3IYlOQAu0AE
at around the 27 second mark
Zen Beoulve
12-22-2006, 09:46 AM
Yeah I see it, nice move tough.
For me it's quite difucult to execute that, So I will keep my degree motion. lol.
Capn Spanky
12-22-2006, 05:10 PM
Personally, I think you guys are going through too much trouble using the RH to hit confirm. The b.Fierce and the c.MK both work exceptionally well, theyre both much easier to use, and if used as a mixup with the poke game, they both become very dangerous. You dont need some fancy 460º rotations to win as chun-li. But hey, if it works for you and there are alot of practical applications for it, who am I to stop you?
I strongly disagree with you, and as I explained, you don't need to do 460 degree rotations to do it, although spinning the stick is a viable method for any hit confirm. Can you do a double QCF motion? Obviously. Can you do an AHVB motion in MvC2/tiger knee motion? 99% of people who play MvC2 can, so if you can't, it shouldn't be hard to learn. Put it together, and you get QCF, AHVB motion + K = easy hit confirm from s.RH, with a long cancel window.
Putting the motion aside, here are some other comparisons (uses Game Restaurant frame data):
Advantages of s.RH as a hit confirm
- easy hit confirm, and if the hit doesnt connect, can easily change the motion to superjump cancel away, HP-HP for meter building
- 4 frame start up, compared to 6 frames for c.MK and 7 frames for b+HP, making it her fastest hit confirm. (is this the fastest "heavy" move in the game?)
- 9 active hit frames (the same as b+HP), making it a great meaty
- superjump cancellable to escape slower means of retaliation after parry and any retaliation after block
- superjump cancel into super will escape parry -> throw
- the basis of probably the best option select usage of the SGGK technique in the game, using an attempted parry to buffer a hit confirm, or if no parry comes out, use the s.RH kara throw. for more information on this technique - http://forums.shoryuken.com/showthread.php?t=122886
Disadvantages
- on block it is -3, so it can be reversed by kens super. this can be solved by superjump cancelling after a blocked hit
- range is notably less compared to both b+HP and c.MK
- is a distant dependent move, i.e. have to be close
Overall though, I think it's a very practical move and a must-learn hit confirm for any chun li player. It's a superb tool to add to anyone's arsenal, even if you only learn it for its SGGK application
el_diablo
12-22-2006, 09:34 PM
- 4 frame start up, compared to 6 frames for c.MK and 7 frames for b+HP, making it her fastest hit confirm. (is this the fastest "heavy" move in the game?)
seems like it is, tied with ryu's and gouki's close s.HP; but chun's close s.HK is so much more versatile it's not funny.
Capn Spanky
12-22-2006, 11:36 PM
Put it together, and you get QCF, AHVB motion + K = easy hit confirm from s.RH, with a long cancel window.
Actually, Putting it that way makes it seem much better. The 460º kinda made it less appealing, cuz not all sticks register a full 360.
Zen Beoulve
12-23-2006, 08:32 AM
Actually, Putting it that way makes it seem much better. The 460º kinda made it less appealing, cuz not all sticks register a full 360.
Even the most crappy sticks register the 460º motion and if you hit and the opponent blocks you have more chance to super jump cancel and escape or trow an air RH.
So eKiN, the both(s.RH and b.FP) has the same time to comfirm the SA2 after all uh?:wink:
sorry, but active hit frames are not equivalent to how long you have to confirm.. :wink:
Zen Beoulve
12-23-2006, 06:21 PM
So do you still think that a s.RH has more time to confirm than the normal c.Fw(forward)?
Ciddypoo
12-23-2006, 11:10 PM
Personally, I think you guys are going through too much trouble using the RH to hit confirm. The b.Fierce and the c.MK both work exceptionally well, theyre both much easier to use, and if used as a mixup with the poke game, they both become very dangerous. You dont need some fancy 460º rotations to win as chun-li. But hey, if it works for you and there are alot of practical applications for it, who am I to stop you?
Don't really wanna have to beat this into anyone anymore than eKin already did, but if you aren't using close HK as Chun, you're missing out on one of her best moves.
close HK, like was said before, has 4 frame startup. If you can reliably cancel it to super, you'll find yourself a lot more at ease trying to punish things that you can screw up from time to time (like shippu, brave dance, corkscrew blow).
It's also a really good meaty. I mean... Against chars that can't respond to a -3 frame recovery, you have...
close HK:
if blocked, perfect distance for MK karathrow
if parried, superjump away to be safe
if hit, confirm to super
Knowing how to get that super off is really important if you're trying to do her dash-under shenanigans, since it's her quickest confirmable that you can stick out. It doesn't even require a directional input to do either, just neutral HK and it comes out if you're in range.
So do you still think that a s.RH has more time to confirm than the normal c.Fw(forward)?
Pretty sure c.MK has much larger window to confirm, plus it's a better poke and all that stuff. You'll still get most of your confirms off of c.MK, but close HK is also really good.
Capn Spanky
12-24-2006, 01:51 AM
close HK, like was said before, has 4 frame startup. If you can reliably cancel it to super, you'll find yourself a lot more at ease trying to punish things that you can screw up from time to time (like shippu, brave dance, corkscrew blow).
It's also a really good meaty.
I agree that learning the HK will benefit me greatly. But I also believe that theres a substitute for the HK in all of those situations.
1. Other super cancels. THough the HK is very useful, the c.MK and the b.HP both work as valuable hit confirms, and for me, theyre much easier to pull off, therefore im more likely to use one of those.
2. Meaty situations. The Back HP works as a sufficient meaty.
3. Punishments. 1st of all, I think Brave Dance is one of the easiest supers to counter. There is so much delay after the first hit, that if parried (which isnt incredibly difficult, but thats just IMO.)THe others you mention are much harder to deal with, mostly because they hit confirm fairly easily as well. But, I'm open to listening to examples on how to punish with the HK against the specials, as Im trying to get better with Chun, and if I can see what you mean, then I am more likely to use it.
4. I dont have anything to say about the 4 frame startup... thats good, but I will say that the c.MK starts up fast enough to punish a missed SA as well, though Im pretty sure it isnt 4 frames. (is it 7? not sure.)
so, basically, Im not against learning how to HK cancel. I just think that I wont use it as much if I learn it. But please, post more uses for it in this thread, because the more you talk about it, the more beneficial it seems to be. Also, please dont flame, its not cool.
Thanks
P.S. If anyone has a link to a good tutorial, be it video or text, I will gladly take it.
P.P.S. How much input time is there after the HK?
TacticalNoir
12-26-2006, 12:13 PM
ok lets talk some advanced strategies here =) Wake up game, option select.
When chun is knocked down, what do you guys think is a good wake up option select?
We have down, lp + lk. If opponent do a low, you will parry, if he tries to throw you, you will tech (or jab out his throw, since its chuns c.lp we are talking about).
Obviously you will be hit hard if he decides to do a mp > hp chain or UOH > shippu. So IMO its not really worth it unless you can see hes outside mp > hp chain reach (but then you know he cant throw either =p )
Then there is the low, lp +lk, hk option select. If he do a low, you will parry and hk, if he tries and throw you will tech. Still not worth it because of the mp > hp/UOH.
So what other option selects does chun have on wake up (when she is knocked down).
Now if the opponent is knocked down, they can do the same thing (down, lp +lk). And I usually have a very hard time going around this, since they will usually tech my throw, or parry my low. So back fierce or close RH is the best way to go around this? If I remember correctly there was something else that made my s.RH and b.fierce difficult to land, cant remember what though...
tactical noir: With option select throw, they can only tech. Wait a second more and throw him out of his c.lp animation.
2. Meaty situations (snip) ...the EX SBK will work. (only sometimes, please consider that when replying to this statement.)
when would you ever use EX SBK as a meaty? why?
Capn Spanky
12-28-2006, 02:46 AM
actually thats a really good question... thinking about that statement, I meant to say that EX SBK is anti air not meaty. EX SBK gets stuffed when tried to meaty. Thanks for correcting me eKIN.
Capn Spanky
01-05-2007, 11:21 PM
Sorry to bring this up again, but I finally found a sure-fire way to connect two SA2's. I did it today in tournament play and the crowd went insane. Now, this isnt a GUARANTEED way to make them both hit every time, its a 50/50 chance, but once the first one is finished and you use this technique to the second one and your opponent blocks/parries, you wont waste any time/meter throwing out the second one.
Here goes.
c.MK xx SA2 sjx hp, land uoh
now, here's where I said I can guarantee it. In another thread in the general section, there is a game mechanic called "Option Select UoH supers". Basically, you are supposed to perform the super motion while the UoH is being performed. If the UoH connects, then you automatically perform the second super. If the UoH does NOT connect (e.g. is blocked/parried) then you land normally, no super wasted and no blocked SA2 punishes. Then, once the second SA2 is over, just do a normal follow up and acknowledge the crowd.
Once the first super connects, the only place you can mess up, is the UoH. If that connects, your opponent must say good bye to about 1/2 or more of his health.
Gaijinblaze
01-06-2007, 11:33 AM
I did it today in tournament play and the crowd went insane.
I call BS. :lol:
People have been doing that since '99 btw.
Capn Spanky
01-06-2007, 03:05 PM
Go to the 707 Sonoma County thread and look, theyre talking. And, I know its an old combo, but theyres not really an in depth tutorial on this forum, So I figgured it put it in a thread called "Chun-Li advanced." Plus, its a good combo.
Capn Spanky
01-10-2007, 09:52 PM
Ok, now that we're past all the double SA 2 stuff, I have a LEGITIMATE question/ statement... I think I finally found a great use for the s.RH super cancel... and I need eKin's confirmation before I just spew shit everywhere... after reading the SGGK thread (which im assuming is completely legitimate) I was wondering if the standing HK provided the best SGGK mixup/ cancel... eKin, you seem to know the most about it... care to clarify?
yeah, it is general consensus that since s.RH is a great kara throw, as well as a great buffer, it is one of if not the best SGGK uses that there is
Capn Spanky
01-11-2007, 07:11 AM
ok. are there any other normals that act like s.RH?
not that i can really think of...
Capn Spanky
01-13-2007, 08:22 PM
In the SGGK thread theres vids for most of the characters involved... is there a SGGK vid floating around for CHun?
Capn Spanky
01-15-2007, 12:46 PM
Question about close RH hit confirm. I think im executing it right, but i cant tell. seeing as how i have no humans to practice on, i cant be sure if im cancelling the RH correctly. When I connect the RH I spin the stick as mentioned and the super comes out after I piano the kicks. Of course, Im not sure on the timing and that is where I have the question. Using Ryu, In training I use the attack and cancel into the super. Now, the RH hits, Ryu reels back. By the time the super comes out, it looks like he's recovering/recovered, but I cant tell if he's able to block it or not. Can I still practice the cancel in training with certain options on? How do you guys practice this?
probably the easiest way is to count the number of hits on the combo meter. from just s.RH to super, should be 18 i think
Capn Spanky
01-19-2007, 11:27 AM
Thanks for all the help on the s.RH cancel both Zen and eKin. I must say, eKins method of performing the cancel works almost every time. Zen, I couldn't consistently perform your method of cancelling, but I guess if it works for you, that's all that matters. eKin's method of s.RH, Tiger knee, QCF, Piano Kick works really well. THanks again guys.
Capn Spanky
01-20-2007, 11:25 PM
Need help fighting a parry happy Gigas Hugo.... All of my pokes are blocked or parried completely and my jump-in game seems to be null too. I've tried switching to attacks that hit twice, (j.HP,HP and b.MP) I've tried airthrow mixups (though I avoid the air for the most part.) Kara-throw is either teched, out of range, or too few and far between to make a difference and if he has meter, he'll either
parry xx Gigas or do some sort of EX-Clap,Slap,Kick combo. Desperately need help with this matchup. I know its spposed to be easy for Chun, but I can only seem to get one match compared to his two. I read previously in here about instant headstom, and I am yet to try that. But also, I was wondering if prejump frames eliminated the threat of Gigas or his other command throws, and I was also wondering if his Air Leap throw could be parried. Help Please?!
edit: I think I've worked out a bait/punish strategy, but if anyone else can give advice, it would be much appreciated.
Kuprin
01-30-2007, 05:24 AM
I've dealt with parry-happy players like that before. They're tough customers, and can really shut down your offence - that's why you need to, as you said, bait and punish. Play the turtle game. Air throwing can help, as can D+MK in the air. If you hit low and deep with it, you can cross up, too.
Capn Spanky
01-30-2007, 09:06 AM
I've dealt with parry-happy players like that before. They're tough customers, and can really shut down your offence - that's why you need to, as you said, bait and punish. Play the turtle game. Air throwing can help, as can D+MK in the air. If you hit low and deep with it, you can cross up, too.
Thanks for the help. Next time I play him, I'll play a little more turtle and a little less loser.
Ive been looking on what is the correct input for Chuns lightning kicks. The wiki says how to do it some what but its says pretty much to mash. Is there a correct input like in cvs2?
Capn Spanky
02-04-2007, 10:18 PM
What do u mean by "correct input"? To get her lightning legs, you just hit kick as fast as you possibly can. It runs a bit deeper than that to do buffered LL, and "surprise" LL (where she doesnt lift her leg) but otherwise, just hit kick buttons fast and it will come out. Or hit more than one kick and you'll ex it. Is that what you mean?
No. For example in cvs2 all mash moves like blanka elec, honda's hundred slap, and chuns lightning kicks are done by pressing a button 5 times. In order to rc them you would for example press chuns short, forward, roundhouse thats 3 right then press roll (short and jab) that counts as a kick also. Then you would immediately press roundhouse. Bam 5 kick innputs and you get lightning kicks. There has to be a correct input that the game recognizes and then performs the move. Cuz to dash and do it everytime or the other setups Ive seen it is risky to just mash and hope it comes out.
the difference is in 3S, lightning legs requires the same button to be pressed, so you can't piano short, forward, roundhouse, you just have to use one button
yeah but how many times. cuz sometimes it looks like it saves your input. ive hit the button 3 times and it ll do it. then sometimes i'll do it at a different speed and nothing. then i hit the button once again and does it! very weird.
Capn Spanky
02-05-2007, 08:17 PM
I think it only needs two or three depending on how fast you press it. From what I understand, 3S registers button releases as well and counts them as presses for specials and super. So I think the number of presses and releases BOTH factor into how fast the kick comes out. Anyone here agree?/disagree?
i think it's 5-6 taps. the buffer lasts a long time, and i believe you can extend it - as explained by my friend IXL-
the trick for it is to do about half a second of crouching after u recover from ur move
that crouching somehow can store the buffer.
this doesnt only go with "back-forward" charging characters, but also work for chun's rapid kick
go back to this year's SBO, MOV vs Nuki. MOV throw, dash back, crouch, walk forward, ex rapid kick.
MaybeMemories
02-06-2007, 05:16 AM
some good videos at end of this
http://www.snk-capcom.com/forums/showthread.php?t=22221
that thread is fucking garbage. thanks for the vid links though
popo187
02-08-2007, 07:04 PM
-Rikimaru's chun is really beautiful.
-Nice music eks!
-Keepin' this thread strong!
- Just want to point out something really cool I saw in a ranbat. I'm too lazy so someone can test it out and tell me what you get:
1. Dudley(left) jumped in (u/f) on Chun(right) and Chun did b+HP>HK lightning legs.
2. Dudley parried the HP, then parried 2 lightning legs going left, then 1 on the right, and landed behind Chun. (!)
Now I want to at first, believe that it was because the b+HP was done really late, which allowed for only 4 parries total to end up inside and out the other side.
Really nice way to get in on Chun.
chuntingche
02-08-2007, 07:05 PM
Started writing my own blog about a week ago and most of the stuff is based on Chun. Have a look and feel free to give me any comments and advice. Thx!
http://ca.blog.360.yahoo.com/chuntingche
denjin
10-07-2007, 01:12 PM
They killed the other thread:
(Geekboy) So...c.MK, 360 down to forward, is a good buffer trick, it's quick, and it's very easy to condition yourself to do after a while.
Why do this instead of the normal motion?
Shouldn't it be: The less the motions the better/the quicker?
(kingraoh)
yeah, you gotta do the 360 really fast if the hit stun on the move you are comboing off of is short. sometimes, it's better to try the double fireball motion cause you can get it out faster. for chun's mid kick its preferable in my opinion to use the 360 motion because once you get used to it there is less room for spazing out and missing your move. and plus you have a year to get the move out. if you are having trouble connecting just do the move faster. 360 motion is the best advice i have heard in a while though. good shiznit.
Tip about 360 buffer trick...if you're doing it as a poking thing (out of their range, but just in the range of the tip of the c.MK) start at DB, maybe it's just me, but i have an INFINITELY easier time if I start the 360 at DB, works well with Ken as well...just with his c.MK had mad buffer time like Chun's.
dropthesky
10-22-2007, 10:44 AM
uohxxSA2 any timing quirks to landing this? I know they have to be crouching, does it have to hit meaty, or very late?
Logos
10-22-2007, 05:38 PM
I think it has to hit fairly late in the animation in order to link.
Kuprin
10-23-2007, 08:28 AM
You can do it meaty, since a proper meaty is going to be late in your animation, or you can link it off of a late hit.
Dreamkiller
10-25-2007, 09:30 AM
Couple questions.
Really sorry if they've been posted before, if so could someone link me to the page. thanx.
Im on and off on 3rd strike since i play 3d's but was always fond of 3S and CvS2.
Alright here goes:
Any tips on hit confirming c.mk to SA2?
how often should sj straight up RH?
Ive been told not to jump. Mainly at all. And i dont really need to parry since im chun. And to walk under jumping attacks and mix-ups. Any truth to this?
I know spacing and zoning should be done with c.mk and far b+fierce. should i also be using c.mp and f+mk too?
Anti-air - Ive been told to back+fierce and if that gets parried to cancel into LL. Is this good or should i be doing something else.
Any other tidbits can help as well. Thanx alot. Read some stuff on the first page. Pretty interesting.
Thanx in advance.
cwrenlmi@gmail.com
02-24-2008, 09:40 AM
uohxxSA2 any timing quirks to landing this? I know they have to be crouching, does it have to hit meaty, or very late?
This is a verry noon question. What does the xx stand for in that combo stand for? Any 2 light attacks. Any 2 attacks. Or the x button.
Khiempossible
02-24-2008, 12:17 PM
This is a verry noon question. What does the xx stand for in that combo stand for? Any 2 light attacks. Any 2 attacks. Or the x button.
xx means cancel.
c.MK xx SA2
means c.MK gets cancelled into SA2. as opposed to say something like UOH into SA2 which is a link.
cwrenlmi@gmail.com
02-24-2008, 02:28 PM
What's the differnce between link an cancel?
MaybeMemories
02-24-2008, 02:40 PM
cancel is when a moves animation/frames are cancelled into another move.
OBVIOUS example is kens HP srk cancelled into his SA3 .
Link is linking a move to another one,
Ken = MP, HP . Chun = back+HP , Fireball
[could be wrong about link, im not good on sf3 terminology]
severin
02-24-2008, 02:59 PM
"A combo method where you combo two moves in a row not based on any special system built-in combo method. The first move simply recovers fast enough and the second move simply comes out quickly enough for the two to connect."
http://www.shoryuken.com/wiki/index.php/Glossary#L
Ken's MP, HP is a chain rather than a link. Chains are defined by the system.
In the case of makoto, MP, LK is a link, while LK, MK is a chain.
HP xx SA2 is a cancel, while QCF + P, SA1 is a link.
pherai
02-25-2008, 07:55 AM
In terms of Chun...
UOH and far RH link into sa2.
c.mk xx sa2 feels like a link, but it has a very long cancel window, thus, it's a late cancel.
b+hp, and cl.rh into sa2 are both cancels. There is a link combo encyclopedia on youtube. Worth checking out.
i didn't want to make a new post so i'm asking here: can you really tech chun's air throw? does anyone have video of it?
dropthesky
02-26-2008, 06:38 AM
you can, just do it in training, all air throws can be teched even if you don't have an air throw
Roshihikari
02-28-2008, 07:55 PM
you can, just do it in training, all air throws can be teched even if you don't have an air throw
Do it with Oro.
Lostintheflurry
03-04-2008, 06:32 PM
Couple questions.
Any tips on hit confirming c.mk to SA2?
how often should sj straight up RH?
Ive been told not to jump. Mainly at all. And i dont really need to parry since im chun. And to walk under jumping attacks and mix-ups. Any truth to this?
I know spacing and zoning should be done with c.mk and far b+fierce. should i also be using c.mp and f+mk too?
Anti-air - Ive been told to back+fierce and if that gets parried to cancel into LL. Is this good or should i be doing something else.
\.
roll a quarter circle EVERY time you c.mk, itll make sure you never get caught off guard trying to squeeze in 2 qcfs and get a blocked super. thats the last thing you need in a heated match.
compared to other characters, yeah you don't need to jump. chun is a tank. but one of the main reasons she doesn't have to jump as much as makoto or urien even is because she has unthrowable ground moves. makoto and urien for example have to jump to avoid throws at close range.
the parrying thing is half true. you can win with chun without ever parrying, so don't take risky parries because you don't have to. that said, parry is chun's defense against things like dive kicks or jump straight up moves that are done anticipating a throw.
chun's walking speed lets her walk right under many jump ins also, just pay attention to the spacing and decide what you feel safe with. also always walk/dash under ken's crossup mk b/c it instantly turns the tables and puts you in the offensive position to pressure with low forward or whatever.
back fierce and far fierce are both great anti air when spaced right. also don't forget standing jab for air reset and standing MK to mess up their parry timing on deep jump ins.
ALL of chun's normals are good/great pretty much, back fierce and low forward are your fangs, the rest switches up the rhythm to fuck their zoning. don't be predictable. this is something you'll just learn in matches.
if back fierce is air parried yeah do LLs. if its ground parried, give em an SA2 to the face from time to time b/c next time they might just block after a parry which means they are playing high risk low reward at that time. you can use LLs on the ground too if you want to save your meter.
also if someone is throwing fireballs at you to try to zone you, a very occasional jump in whatever into SA2 will teach em some restraint.
jump straight up roundhouse is actually a great anti-air, it should be pretty apparent from its hitboxes what itll beat (divekicks, necro drills )and won't. pay attention to your opponents Air to Air choices. as to how often, it depends on too many factors. as for a very general answer, not that much, but definitely sometimes.
dropthesky
03-05-2008, 06:05 AM
just super through fireballs
Genghis
03-29-2008, 09:05 PM
Nice thread, I've read it from the first page to the last.
Can someone tell me what a parry trap is?
Thanks!
Sup Ekin!
AQUA-PURA
03-30-2008, 01:54 AM
Nice thread, I've read it from the first page to the last.
Can someone tell me what a parry trap is?
Thanks!
Sup Ekin!
Does he meen Tick-Throw?
Well, Tick throw is when You make the 'enemy' block with a normal that has fast recovery on block ( In this case Lp/lk) And then Throwing them But not emmediately Or it'll whiff.
Well, That's what Iv'e learned off others...
whitecrowz
03-30-2008, 08:02 AM
Can someone tell me what a parry trap is?
I think a parry trap is:
a/ a situation you create where the opponent attacks you with a specific attack, and you're expecting him to attack with that specific attack, and thus parry it.
Example with Chun: If you constantly wake up crouching, opponent will probably eventually go for overhead, parry it and cr. MK into SAII
b/ a situation where you make your opponent parry a hit on purpose in order to "counter their counter"
Example with Dudley:
Opponent jumps at you, you hit st. HK which hits him (or not lol)
Then, he jumps at you again, you hit st. HK and he parries it and attacks you, you guard if you have time
The trap is now set.
He jumps again, you hit st. HK, which he parries. But you have cancelled the st. HK into SAIII or hcf+K xx SAIII to dodge under and SAIII from the other side.
Lammbock
03-30-2008, 10:19 AM
This fails simply because it requires you to have SA3, but the idea is there.
He was talking about Dudley.
whitecrowz
03-30-2008, 11:03 AM
He was talking about Dudley.
Yes :)
It's the Chun thread but that's the best example I see
Kuprin
03-31-2008, 06:10 AM
Whoops, post deleted. I also read hcf+K as hcb+K obviously, which I assumed cancelled into Chun's SA3...but again, whatever. SA3 is not for us. :P
DaemoN_
03-31-2008, 03:43 PM
for karathrows, I've been using my middle fingers top knuckle for the mk and index n thumb for grab, it works often but its pretty damn uncomfartable and hurts my finger after a while of playing, how do you guys do it?
whitecrowz
04-01-2008, 12:58 AM
For Chun-Li Karathrows with a stick:
thumb = LK
index = LP
"ring" finger (4th lol) = MK
"ear" finger (5th) = HK
Roshihikari
04-02-2008, 06:09 PM
For Chun-Li Karathrows with a stick:
thumb = LK
index = LP
"ring" finger (4th lol) = MK
"ear" finger (5th) = HK
Well there is a whole tutorial (http://tinyurl.com/2py92f) on youtube about it which fingers for which buttons in those situations, aren't there??
MaybeMemories
04-03-2008, 03:25 PM
whitecrowz on the ball
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