Thigh Life & Style Magazine: Your guide to everything Chun-li!

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  • VenomishVenomish Joined: Posts: 678
    Wait... ultras count as 2 moves in damage scaling, right?
    Corrected damage /stun
    1 clk exll u2 - 421/250
    2 clk exll u2 - 386/260
    3 clk exll u2 - 361/280
    Pad Chun Li

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  • bahnbahn Too easy. Joined: Posts: 1,097
    I am going to peep through the Style and Life guide. Just looking for some of THE best videos featuring Japanese, European and American players and then present it in one article, which will eventually should be going live on Cross Counter website soon. If you guys already have some solid ones in mind (which, btw, I'd really prefer that they are only high-definition videos, nothing grainy and low res please), throw them up here. Thanks everyone!
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  • Darklightjg1Darklightjg1 Dr. SuessLight Joined: Posts: 3,803
    Found something sort of new (but not that useful as it is :bluu:): You can FADC to dash ultra off of normals and specials as long as you have charge.

    So far I've gotten Dash Ultra to combo off off counter hit cl. HP or cl. HK (good luck setting that up). Unfortunately you can't do it off of Lightning Legs as another way to confirm into a ground ultra 1 on everyone because LLs only has 24 frames of hitstun per hit... that's ONE frame off from this being a possibility. Just one.... and that's for it to merely be a 1f link (dash ultra always comes out on the 1st possible frame though I think). All I need is one:



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  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    o btw did i tell you that i found an unblockable against juri like 3 weeks ago?

    yeah
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  • jaycobi91jaycobi91 Joined: Posts: 61
    guys, can anyone give pointeRs on fighting Dictator? My brother is killing me with it. Sometimes I can counter the headstomp/devils reverse with an air throw but for the most part he either lands it, or just chips at me and then there is no way to punish. Any other way to counter it or punish on landing? Maybe just focus charge?
  • iyawnniyawnn option select 24/7 Joined: Posts: 109
    You can low forward under devils reverse. otherwise with the chun/bison matchup, the matchup in my opinion is one where you have to play a counter-hit heavy play style. A lot of bison's normals, especially st. mk, can beat chun's normals in a footsie matchup, so I would recommend setting up the tempo with your fb game. If you don't have the spacing to go with that plan (i.e. bison immediately walks forward in the beginning of the match), you can start counter-footsies by walking in and out of Bisons footsies range and react poke to anything he does. You have to be careful though not to throw too many offensive normals though, because bison will try to jump a whiffed normal, and that's when you have to play bison's game where you have to block scissor kick and be forced into the corner. A lot of Bison's strategy is to force his opponent into the corner and get damage from attempts to get out of the situation. Air to air against bison is a really good way to anti air bison and re-establish spacing.

    In terms of punishes, like what I said earlier, you can low forward under devil's reverse, and if he starts running away by using devil's reverse to go to the back of the screen, you can dash ultra him if the spacing is correct.

    On wakeup, it's more of a guessing game as to what reversal bison is going to use. For teleport, you can use J fierce x2 OS hazanshu to catch it, and if he tries to ex psycho crusher out, you can ultra 1 him by using the U1 reverse charge tech or with j fierce x2 OS throw.
    R.T.S.D. all day every day!!!! XD
  • Skatan MillaSkatan Milla Firecracker Thighs Joined: Posts: 2,094
    edited January 2014
    It's not just that air-to-air is a good way to anti-air Dictator, it's the only way :(
    #df+lkwhereareyou

    I can add to the matchup that if Dictator is in jump range you can't throw fireballs because if he jumps it on reaction you still won't have time to anti-air him, and his jump covers a lot of distance.
    I play the matchup often and most dictator players say it's an even matchup (it's not), but it might be in ultra when she has a grounded anti-air against him.
    Twitter: @TruthFaceSkatan

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  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    edited January 2014
    st.mk does a very good job against j.hp idk what are you talking about air to air as the only way

    i do play both characters btw
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  • ExvarisExvaris Arcade ∞ Joined: Posts: 2,879
    I get trades if I try to st.MK against Bison's j.HP.
    «勝兵先勝而後求戰,敗兵先戰而後求勝。»
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    ---
  • Skatan MillaSkatan Milla Firecracker Thighs Joined: Posts: 2,094
    Same, trade at best when when Dictator jumps at the right range.
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  • Darklightjg1Darklightjg1 Dr. SuessLight Joined: Posts: 3,803
    Trade is better than stuffed as far as maintaining position, but even then that's situational after throwing a fireball with st. mk or cl. mk vs. his j. hp or j. mk. The proximity just fucks it up sometimes from my experience. I don't think I've ever attempted to dash under after using a FB though. His jump is pretty floaty, but I never tested that in that situation.
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  • Skatan MillaSkatan Milla Firecracker Thighs Joined: Posts: 2,094
    edited January 2014
    Most of the time you won't be able to make it because of the angle on j.hp, it just gets you.
    Also you don't maintain position after a st.mk vs. j.hp trade because he has charge when he recovers from the trade and you don't.
    Twitter: @TruthFaceSkatan

    Swedish Firecracker
  • AzraelAzrael Epic Calling! Joined: Posts: 3,258
    c.fp is an underrated AA against Bison.

    I like the matchup more if both characters are using U1, but if one uses U2 I feel it shifts more to even. With both characters using U1 Chun can put fireballs on the screen and force him to deal with it a little. One character goes U2 and that dynamic is lost. U1 Chun also takes away whiffing Devil's Reverse, but if your Bison player has a strong ground game this is something that won't matter that much.

    Chun can jump at Bison to some extent, his AA options against her are limited. I feel like Chun should be proactive and take the offense to Bison, but I feel that way about a lot of matches, really. It's difficult for her to cover all his wakeup options, so sometimes her best avenue in is during footsies, especially if he's been walking around and isn't sitting on charge.

    Torem_Kamina:

    Definitely need to work that EX Tatsu wake-up into my gameplan. Sacrificing damage and stun meter for psychological damage. That's some next level shit right there.

  • Darklightjg1Darklightjg1 Dr. SuessLight Joined: Posts: 3,803
    edited January 2014
    Also you don't maintain position after a st.mk vs. j.hp trade because he has charge when he recovers from the trade and you don't.
    Unless you're caught directly in the corner (in which case that means you already lost the spacing war and need to switch sides or knock him way back whenever possible anyway), there's nothing he can do with that charge that you can't be ready for. He's pushed back so far from the air reset state that short scissors can be avoided with a small step and be whiff punished, the other 3 scissors kicks are punishable on block unless he wastes meter and any other charge special can be reacted to for the most part. Any decent enough punish should gain you a lot more ground back.


    Post edited by Darklightjg1 on
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  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    in the range where cl.mk would come out you HAVE to walk under j.hp and use cr.lk from the other side.

    st.mk is a CLEAN AA with the right timing as you are mentioning spacing, then my counter argument is timing
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  • Skatan MillaSkatan Milla Firecracker Thighs Joined: Posts: 2,094
    edited January 2014
    st.mk has the best anti-air hitbox on the later active frames, maybe the last one?
    The problem with that is if he does nothing in the air, or presses j.hp later you will whiff him.

    I'm saying you have to meet him in the air becase getting into an anti-air guessing game is never worth it, it's better to focus backdash if you can't meet him in the air.
    Twitter: @TruthFaceSkatan

    Swedish Firecracker
  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    bad idea for bipson to empty jump at that range but w/e

    im just saying that j.hp is not free jump ins for bipson
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  • kotsukamotokotsukamoto Joined: Posts: 7
    Guys, I have been playing Chun li for a while now... but I'm still pretty confused about her best combos for each situation.
    Usually I go for the BnB c.lk>c.lk>EX Legs or j.HK>c.HP xx MK.SBK (not much on grapplers tho) , depending on my screen advantage.
    I never use EX FADC combos with her, like those HK Legs>FADC>Legs stuff.
    All bars go with EX Legs/EX SBK/Super(for punish)
    I feel like I don't need to use 2 bars to fadc at all (besides blocked hazanshu sometimes, not sure if this makes any big difference tho)
    Am I doing wrong or is it just normal?

  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    hk legs fadc bnbs are cute
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  • Darklightjg1Darklightjg1 Dr. SuessLight Joined: Posts: 3,803
    I was comparing damage for popular post-stun combos for different characters and I just noticed for the 1st time how low Chun Li's level 3 focus damage is. It's tied with Cammy and Rose for being the 2nd lowest level 3 focus at 120 damage (with Dhalsim's being the lowest at 100 damage for some reason... give that man some help PLEASE). Most other characters' level 3 focus attacks are 140 and above, so it's no wonder charging level 3 after stun pays off so much for them despite the scaling (Seth gets ridiculous damage from it).

    I may be late to the party, but after learning this I don't wanna hear any more complaints from people who play other characters about Chun's level 1 and level 2 being +1 and +7 on block. The trade off is having a weaker level 3 lol.
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  • ky0faceky0face Joined: Posts: 271
    Didn't realize this... Given chun's overall damage output, that's kinda harsh. She needs a boost. #justiceforchun
  • limezilllalimezillla Joined: Posts: 11
    edited March 2014
    Hey guys , you might have seen lil shotos guide for playing Chun li way back in vanilla, well my friend is trying to learn how to play street fighter so I made a accoustic version for him to influence him to pick up chun li haha !
    "Im not super good, infact I shouldn't really be trusted with a super !"
    * randomly whiffs T.Hawks super when wanting a normal command throw... Gets comboed and dies*
    PSN-Limezillla
    I'm more a guy who just really enjoys fighting games and the scene around them than is really good at them
    Ultra- Chun, Geif, Hawk, Blanka, Bison, Honda and now Hugo :)
    3s- Chun, Q, Twelve
    Alpha 2- Chun, Sodom, Ryu, Birde, Geif, Bison
    Ex+@- Skellomania, Garruda, Bison
    Tekken 5- Yoshimitsu, Kuma
    SC4- Mitsurugi, Lizardman
    DOA5U- Kasumi, Jahn lee, Hayabusa
    Virtua Fighter 5- Lion, Elieen
    Any smash- Yoshi, (although can't wait to try out Pacman in Smash 4!)
    Asci- Scuttlebug, Gyah, Herp
  • chutney-lichutney-li Joined: Posts: 157
    Interesting property of Cl. HP that I never noticed before… On block, it still has pushback from Vanilla while on hit it has less pushback. It also has longer freeze on block than it does on hit. I never really considered this a useful move compared to Cl. HK and basically ignored it, so this it was news to me… haha.

    Well, anyway- In the corner, Cl. HP xx MP Kiko will combo on hit and cannot be jumped out of on block, but only barely. I guess it is open for 3-4 frames. On counter-hit Chun gets +9 from the mp kiko and can combo into B + MK. On hit, I guess she is +6.

    Not game breaking, but it's not a bad option. Not exactly easy to get into this position with charge… something to try if you end up missing the loop cancel? lol She could combo into Ultra II, but not enough charge for Ultra I.
  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    that makes sense, i have seen a video with weird loops like [cl.hp xx hp kiko]x2
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