Chun-Li Thread

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  • JizzonJizzon ...or Thenarus, whichever. Joined: Posts: 650
    As O.Chun, you're trading some of her poke rushdown, super, and upkicks for a much better set of air forwards, cancellable far fierce, and an SBK set much more capable of getting your ass out of a corner. Her flip kick is actually usable in a few places as well, and her neutral jumping roundhouse has a brief hitbox shift back at her legs. It's slightly worse for punishing fireballers, but it's slightly better against a few longer-range normals.

    Against Guile and the like, she's nowhere near as good as N.Chun, but against Zangief she really shines.
  • TNBTNB Bye. Joined: Posts: 1,180
    Thing with the fierce combos is that you need to jump for them. luckily i know how to land a jumper on ryu.
    vs hawk, throw slow fireballs. if he jumps for a HOOWUH dive j lk or lk tenshokyaku (d, u, k). from far away-ish j hk can work. risng hawk.. dont jump at him. grappler matches with chun you typically just turtle through. as for j lp, dont jump at him too much.

    as a note ive seen jp players use jump over/fake crossup d plus air mk to set up throws.
    Skills and attitude prove worth as a player, not the internet.
  • MizukiMizuki ayy lmao Joined: Posts: 3,200
    Alright, I thought there was some mysterious secret that makes O.Chun really crazy that no one knew about.
    www.twitter.com/thenipahhut
  • TNBTNB Bye. Joined: Posts: 1,180
    Having trouble vs dictator. I can get an inch here and there and make it even but it's such work being that the only reversals I have are the wierd lk tenshokyaku and the super, which can be frustrating and hard to do on a circular d pad. J lk works for a knockdown, but the most effective anti air is j hk. Generally he's so fast once he gets started that I get killed instantly if I don't work at it.
    Skills and attitude prove worth as a player, not the internet.
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    [disclaimer : i'm guilty that i haven't read through the past 7 pages yet, this thread could use a bump anyway smilex.gif]

    so what to do when fei has you cornered and do that hp xx chicken wing lockdown?

    djasshole did that to me yesterday and i can't do anything about it

    also, how do to st jab, st tab xx legs consistently? i mash lp+lk (repeat) and it sometimes works.

    and when you don't have super stored, how to do st jab x 2 (maybe another normal) xx super? (i.e. you start charging when you begin your combo)


    also, why don't people use the hf combo more often? (jump hp, hp xx legs). it's a big 3 hit combo plus 50% chance bonus lucky 4th hit if opponent tries to push a button after the first 3 hits.


    thanks

    (gotta whore the top tier if you're not talented. too bad osagat, boxer and claw are all really boring)
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  • TNBTNB Bye. Joined: Posts: 1,180
    [disclaimer : i'm guilty that i haven't read through the past 7 pages yet, this thread could use a bump anyway smilex.gif]

    so what to do when fei has you cornered and do that hp xx chicken wing lockdown?

    djasshole did that to me yesterday and i can't do anything about it

    also, how do to st jab, st tab xx legs consistently? i mash lp+lk (repeat) and it sometimes works.

    and when you don't have super stored, how to do st jab x 2 (maybe another normal) xx super? (i.e. you start charging when you begin your combo)

    also, why don't people use the hf combo more often? (jump hp, hp xx legs). it's a big 3 hit combo plus 50% chance bonus lucky 4th hit if opponent tries to push a button after the first 3 hits.

    thanks

    (gotta whore the top tier if you're not talented. too bad osagat, boxer and claw are all really boring)

    Try not to get there in the first place. Like I said many times Chun has weird matchups and in certain spaces an advantage matchup can turn ugly. REALLY, REALLY UGLY. She doesn't have as good of get out of jail cards as you think she would. You kinda have to work your way out.
    Otherwise try legs or something. You can attempt a tensho or buffer legs duing blockstun to try to push your way out. Don't be afraid to counter throw either. This game has reverse ticks. Also there are certain moves chicken wing can lose to easily. I don't play vs fei much so I'm not a super expert here. Try legs, try the really fast pokes like st lk/mk or tensho. Super should work, and I suggest building meter really quickly in case you get locked down. Chun can do some really neat things with super. Ever seen DJ dread kicks>super? Chun can do that near the corner.

    Also it would help to look at the frame/hitbox data comparison site that I believe you posted on here originally. Either you or pasky.

    Some chun super tricks that I was going to post up
    Cmk to super- does not combo often. Walk forward super motion, down mk very quickly, then very quickly negative edge forward k or press forward k.
    Fireball> Cmk> super: Do back, forward P, back, hold forward to follow the fireball, then connect with a cmk using the above trick and super, can follow up with upkicks.
    Crossing up or being crossed up and supering> Switch charge directions with specific timing. From the wiki,

    The most damaging meterless combo/un-combo thing ever: J hk> hk legs. 75 percent, stuns. Good luck landing it though.

    stand at your opponent's max poke range and mash some legs. builds meter, if you are a bit close they proximity block, which sets up a throw, and from max range most pokes won't go into her uh... weak spot.

    st lk is good. better than you would think. beats a lot of stuff that it has no right to beat.
    Skills and attitude prove worth as a player, not the internet.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    I'm no Chun expert, but as per NKI's wiki post, I think the best bet is a mix between reversal throw, SBK and Upkicks. It's amazing that Fei can just shut Chun down like that. Also amazing is that Chun can actually walk under his RH CW! I wonder if it's possible to walk forward and block at the last second if it is a Forward CW. Prolly not, or maybe the Forward CW crosses up! That would be a devastating combo LOL. Good luck tho.
  • TNBTNB Bye. Joined: Posts: 1,180
    NKI is the reason she has a wiki.
    Heck, NKI IS a Chun Wiki. Miss that dude, he was/probably still is sooo good.

    I got some interesting tech used on me by the Japanese Chun-Li player SENretsuGirl on G.G.P.O. I.D.K. if he/she was using macros, but what that person could do with Chun was pretty nuts.

    Sen could.....

    Use S.B.K. as an overhead with O. chun
    This is just nuts. Technically, the input would have to be down/down back, up, forward kick. So down back, circle aroud to up, circle around to forward just in time, then kick. IDK if this is a macro or just an extremely devoted S.T. Otaku... And even then, he would have to achieve this on purpose in the first place to record it. He was doing jump forward spinning bird kick with N. Chun too, but according to him the overhead trick- or J.F. S.B.K. or whatever, Sen couldn't type much in English but could read well. This is definitely something I'd like to learn to do. It would be nice vs O. Sagat at certain ranges. Am I right on the theoretical input?

    EDIT: OK, it's easy with old chun. d/db, up forward kick. now onto n chun. anyone got anything about that?

    Consistently use 2 different height jabs to hit confirm into legs.
    Humanly possibly, but dang is it hard without turbo.

    J. hk, St. hp, Some rather damaging from of legs.
    A Bnb of sorts, but with higher damage versions of legs it's rather difficult unless you were to buffer during both hits- which I find easiest when testing by using turbo. Lk legs would work but many times this combo stunned, so I'm assuming it was medium or hard kick. Almost a tod!

    Not as amazing but...
    I learned St. lp's pretty good vs fake Crossups. This was a Chun mirror and I tend to do some fakes.

    In general, this chun was insanely on point and good. Please play vs him/her. He even used the old fireball> super trick, which was pretty cool! I don't see a lot of Chuns on there apart from people who switch to her momentarily because they think she's "easy", so I in general don't get to see much of her new-ish tech. The best I've seen are this user and lightning@legs or something, also Japanese.
    Skills and attitude prove worth as a player, not the internet.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    What do you mean, the SBK as an overhead? I believe it has altitude requirements when used in the air, and the start-up is as long as N.Chun's. Did you record the replay?
  • TNBTNB Bye. Joined: Posts: 1,180
    No. It did hit me crouching I think.
    Skills and attitude prove worth as a player, not the internet.
  • UnessentialUnessential Joined: Posts: 1,170
    I'm always baffled how on paper chun is supposed to have an advantage against hawk, it seems like she always gets into this situation easily

    http://www.youtube.com/watch?v=OZ0xlFkIAzs#t=7m58s

    Why isn't that legit for hawk?

    I can sometimes walk under hit, walk under throw, but nothing i do seems to be consistent to avoid/get out of that situation...
    <quitjockinmystyle> everybody i wil approve what is cheating moves or not.
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  • JizzonJizzon ...or Thenarus, whichever. Joined: Posts: 650
    Chun Li's close standing strong and forward can both beat T.Hawk's splash if you can time them properly. If you have the charge for it, you can time her upkicks late and beat it as well. Practice, and you'll get the feel in no time.

    Her SBK can be used late to trade out of the corner, worst-case.
  • geogeo Official Contrarian Joined: Posts: 1,291
    I'm always baffled how on paper chun is supposed to have an advantage against hawk, it seems like she always gets into this situation easily

    http://www.youtube.com/watch?v=OZ0xlFkIAzs#t=7m58s

    Why isn't that legit for hawk?

    I can sometimes walk under hit, walk under throw, but nothing i do seems to be consistent to avoid/get out of that situation...

    It's one of those situations where the Hawk will just repeat it unmercifully unless you can prove that you know how to get out of it. With Dic I try to fierce PC out, but then if the Hawk is mixing it up with splash and tick throw it can still be painful.

    Edit to add: remember that in ST block stun and hit stun are generally the same duration, so if you want a down charge you can take the first hit.
    Just one example of ST fundamentalism on dontblowthis.com: "HDR is just another game with no relation to the Street Fighter II series" - riz0ne
  • KoopKoop SRK - D.M.V. OG™ (⌐■_■) Joined: Posts: 5,487 mod
    bump
    Respected... simple as that.
  • TNBTNB Bye. Joined: Posts: 1,180
    A bit of Chun tech...

    Corner SBK> Super
    Jump back, forward,k, back, forward when you hit the ground, walk forward, kick. This combines here ability to charge/ perform super motion during moves with the walk forward super glitch.
    (7,6 k, 4 {land} 6 k.)

    The same trick can be applied to kikoken and ground spinning bird. Lk Ground spinning bird and supering right after is a nice bait since normally sbk is pretty easy to counter, but with this you will counter their presumed "safe" counterattack. Don't do this to grapplers or shotos much.

    Safe jump os pokes (taken from nohoho)
    Not particularly useful in comparison to games like sf4, but the same principle applies. Jump with a normal stuck out and do a normal as you land like stand hp. If the kick whiffs, you get the normal.

    I have something similar with jump in legs, where if the jump kick hits you'll get legs but if not you'll whiff a normal. Not too nifty unless said normal is really good like cmk, stand mp, or stand hp. Still, better than empty jump to legs like a herp derp moron. Basically it's the same principle as above with legs mashed but only to the point where they'll activate on hit/block. If not, you get a sort-of safe poke whiff.

    Walk forward specials. Not particularly new... But useful. You can walk forward slightly with any charge special and do it (just like... well every move that isn't chun legs). It's particularly useful for surprise attacks with sbk and for better zoning with fireballs.

    Stand lk/mk are really good and under-appreciated normals. Use them more. Same with neutral jump fierce, mk, and lk. These formals are especially good at punishing claw and dic nonsense if they don't grab. Btw that matchup vs vega/claw is bs >8|. I see him yoo-in. And I'm hatin.

    It's also good in matchups like bipson, prettyboy claw and n ken to be good at altering your tensho direction by changing the input after they cross up. like 3, 7 k instead of the opposite.
    Skills and attitude prove worth as a player, not the internet.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    snip.
    The option select is good so you can beat scape tools such as Ryu's Tatsumaki, which has a short period of invulnerability and would otherwise leave Ryu safe, far from Chun. Video example here.
  • TNBTNB Bye. Joined: Posts: 1,180
    Edit: a lot of stuff in my post sounded dumb.
    Doing legs standing there is pretty safe but it screams "throw a fireball" at a shoto.

    O. Chun is pretty darn strong too. Thebastard rushed me down REALLY hard with her last night. I may use Chun's old version a bit more.
    It's that mixup x|. It's nuts. Combined with the better zoning and air normals she can also corner trap pretty effectively and beat out most jump ins. Claw jump light p beat her out but it doesn't do enough damage to be scary.

    Thebast was getting in on me, and altering the spacing on df hk. so I had to guess which side to block, and whether to block high or low. He would also do it out of range sometimes so I would have to guess whether or not to block to begin with. And If I blocked correctly he could go overhead stomp, high, or low, or throw, plus all the frame-trap/throw mixups chun has anyway. So hard to deal with. And he was good at catching on to throw abuse, which is a way I beat out old characters.

    I heard o chun has lesser ground normals, but I need to make her not jump, and she can beat tenshokyaku clean. What I can think of is to zone her and make her run into anti airs like with a jumpy geif, but her air normals are so good, and her zoning is better... And that sbk is better to get out of things. Thoughts there?
    Skills and attitude prove worth as a player, not the internet.
  • -TheBastard--TheBastard- FAB u LOSE! Joined: Posts: 1,276
    lol, well, u can always walk under O.Chun when jumps in, then grab her.
    O. Chun doesnt have xup attacks plus no mp/grab trap.

    the point of df hk is to make it as ambiguous as possible, also u can either block high or low, it doesnt matter, just worry about blocking left or right.

    O. Chun sbk is easy to punish, sweep it
    <blitzfu> cool, and bastard is a loser, screen shot that
    <Pasky> he's always trolling, he has a macro button that troll
    <Kyouya>LoL Bastard, best post evah! But you forgot the tiger uppercut!!
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  • Born2SPDBorn2SPD SPD Fanatic Joined: Posts: 276
    Just in case you guys did not noticed, in the chun wiki there is a list of differences between old and new that is prolly complete: http://wiki.shoryuken.com/Chun-Li_(ST)#New_.26_Old_Versions_Comparison
    I keep reading stuff about ST revival, about bringing this game back to life...
    Its nice to see big tourneys happening and old top players giving this game a chance again...
    But what we really need is new players... And having a strong scene obviously helps...
    But in my opinion what will really bring new players to our community is good tutorials/character guides so they can learn easily and have something to start... So, actually good players, stop being selfish and write stuff about the chars you know! The wiki is lacking so much basic content... Stop being lazy and do something about it.
  • TNBTNB Bye. Joined: Posts: 1,180
    I was al
    lol, well, u can always walk under O.Chun when jumps in, then grab her.
    O. Chun doesnt have xup attacks plus no mp/grab trap.

    the point of df hk is to make it as ambiguous as possible, also u can either block high or low, it doesnt matter, just worry about blocking left or right.

    O. Chun sbk is easy to punish, sweep it
    I was also super sleepy at the time.
    I am the rare east coast usa st player. So I've been up longer than practically everyone else. I can't verify though. I miss the old map.
    Skills and attitude prove worth as a player, not the internet.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Keishin Chun Li at GameSpot Versus Rambat:

    High-level stuff, as usual. He goes against Kurahashi, Choshu, Numa and M.B★. He usues the usual tricks and combos, such as Chun's patented 3-hit link combo ending in a sweep, instant overheads, safe meaty crouching short, st.Strong harassment, st.Strong throws, well-spaced cross-up aerial kicks on wake-up, etc. This guy shouldn't go unnoticed just cos of Otochun and Nuki.
  • DNGR S PAPERCUTDNGR S PAPERCUT Joined: Posts: 1,608
    Now I have to up my mother fucking chun game.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    Ah shit..    
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • ANaqviANaqvi Joined: Posts: 83
    With Chun's neckbreaker if it is quite deep you block it the other way . So if chun is 1p, gets a knockdown and goes for a very deep meaty neckbreaker the opponent would block by holding left down or just left. If it is not deep they can just block by holding right. With N and Oken you can reverse with a fierce dp if Chun does a very deep neckbreaker. Just make sure to do it the other way (if chun is 1p gets a knockdown and does a very deep neckbreaker the input would be a dp on the 1p side.
    shotosallday
    Outturtled
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  • eltroubleeltrouble Joined: Posts: 5,718
    With Chun's neckbreaker if it is quite deep you block it the other way . So if chun is 1p, gets a knockdown and goes for a very deep meaty neckbreaker the opponent would block by holding left down or just left. If it is not deep they can just block by holding right. With N and Oken you can reverse with a fierce dp if Chun does a very deep neckbreaker. Just make sure to do it the other way (if chun is 1p gets a knockdown and does a very deep neckbreaker the input would be a dp on the 1p side.

    I find that it depends on how close they are to you when they do the neckbreaker. If they're point blank next to you, it tends to cross up, otherwise, you block it normal. For some reason it helps to always block it low, since most of the time when I try to block high, I get hit.

    What i want to know, is how Chun is able to land the neckbreaker on the cross-up side, and then switch sides on you. I've had this happen a few times, but I don't think the Chuns I played were able to fully control it. You have to block it cross-up, and then block it correctly, because she stays on the same side. Very bizarre.
  • ANaqviANaqvi Joined: Posts: 83
    I find that it depends on how close they are to you when they do the neckbreaker. If they're point blank next to you, it tends to cross up, otherwise, you block it normal. For some reason it helps to always block it low, since most of the time when I try to block high, I get hit.

    What i want to know, is how Chun is able to land the neckbreaker on the cross-up side, and then switch sides on you. I've had this happen a few times, but I don't think the Chuns I played were able to fully control it. You have to block it cross-up, and then block it correctly, because she stays on the same side. Very bizarre.

    I think chun being point blank next to you is a necessary but not a sufficient condition for her to cross up. I agree when she is point blank next to you it crosses up often but I think that also depends on how early or late chun goes for the neck breaker. Even if she is point blank next to you on wakeup, if she does the neck breaker late I don't think it will cross up.
    shotosallday
    Outturtled
    Bach
  • eltroubleeltrouble Joined: Posts: 5,718
    I think chun being point blank next to you is a necessary but not a sufficient condition for her to cross up. I agree when she is point blank next to you it crosses up often but I think that also depends on how early or late chun goes for the neck breaker. Even if she is point blank next to you on wakeup, if she does the neck breaker late I don't think it will cross up.

    Great. I'm just thinking I should just learn to DP or spin kick on wakeup to avoid these ambiguous situations.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Neckbreaker

    You guys know you have awesome stuff here, in the form of OG SRK posts:
    This is true. I never do DF+RH against Mattsun (crazy Japanese N.Ken player) because he reveral DP's it every time. Don't ask me how.

    Also, there are certain characters like Honda where you don't want to do it, because you have much better options. (Just throw a meaty fireball against Honda. If he buttslams through it, punish him. If he doesn't, keep him zoned with more fireballs.)

    Also, you should never do it against Blanka, because he can reversal ball (either ball will work), and because he's airborn, he will not be knocked over, but YOU will be. That's bad.


    -When you're opponent doesn't know which way to block it.
    -Against Dhalsim and Dictator, because they have no way to reverse it (unless Dic has super).
    -Against the characters that it can cross up: Ryu, Ken, Guile, Hawk, Cammy, Fei, DeeJay, Boxer.

    Against Boxer, I prefer safe jump j.Forward, then make him guess between cr.RH or throw. That, or meaty cr.Forward, cr.Fierce.

    Against some characters, I like to simply let them get up and see what they do. Especially characters with good reversals, like Ryu, Ken, Cammy, etc. People want to do that reverasal, so let them whiff it, then punish.

    I would almost never do it against Honda, and definitely never against Blanka. Whether or not you should do it against Gief/Hawk is also questionable. You do get free block damage with the lightning legs follow-up, but it's REALLY bad if you mess up, because you just closed the gap, which is doing his job for him. You want to stay away.
    df+RH crossup weirdness

    I guess there's a way to do Chun's df+RH and have it hit as a crossup on characters that normally are able to block it the same way every time. The key is that they have to get knocked down in such a way that their prone body is sliding towards Chun Li as she's initiating her df+RH. This gives her just a few extra pixels of distance to land the move on the opposite side.

    Neckbreakercrossupvsothers.png

    The characters in the above examples were trying to do a crouching, same-side blocks. In Blanka's case, the timing of Chun's df+RH is so strict that I was unable to easily capture one of Blanka's crouching "switch sides" frames to "prove" that it's crossing him up. But it still works!

    ~~~~~~~~~~

    Setup #1: Limb-smash. If you do a neckbreaker that lands on an opponent's extended limb, you can smash down on them and have their body fall towards you. If Chun times another neckbreaker correctly, it can hit as a crossup.

    NeckbreakercrossupvsGuile.png

    Otochun did this no fewer than two times in his 10-game match with Gian, so that suggests that it could be nasty even on expert players. See one example of the into crossup neckbreaker, 0:33-0:36.

    ~~~~~~~~~~

    Setup #2: Neckbreaker, jump over. Say you you land a neckbreaker on their head for whatever reason -- they messed up trying a reversal, they didn't know how to block it in the first place, or for whatever reason they just goofed. What you get is them sliding away from you. But you actually have so much time that you can jump over to the opposite side right after you land, and now they're sliding towards you. A second neckbreaker now has crossup ability.

    Neckbreakerjumpoverneckbreaker.png

    Check a at 4:33. Otochun goes for a third one, but he didn't make his jump completely over, ended up holding downback instead of downforward, and got a c.RH instead! :rofl:

    ~~~~~~~~~~

    Setup #3: Crazy, backwards upkicks. The gist of this one is that it's possible to land upkicks when the opponent is behind you, i.e. when the opponent is doing a wild crossup. They get knocked out of the air but actually fall towards your body, giving you crossup neckbreaker ability.

    From the same match as before, check the at 4:31.

    ~~~~~~~~~~

    Setup #4: Crossup jumpkick. Another way is just to do a crossup j.MK, so you land on the opposite side and their body is being pushed towards you. If you immediately do a neckbreaker afterwards, they'll still be sliding underneath you so that your neckbreaker can hit as a crossup. You have to be fast with this follow-up or they won't slide underneath you far enough.

    This setup is not without risk, because your opponent has a fair amount of time before the neckbreaker lands. If they get wise to it or can react in time, they can do something like jump up and hit you out of the air.
    NKI has also several important comments in the ST Chun Wiki. Neckbreaker included.
  • SotoSoto The un-safe jump master. ~FrankieSnow~ Joined: Posts: 244
    3 hits + super (11hits) n cross super same deal ...

  • [OCT]Wall-Garants[OCT]Wall-Garants Joined: Posts: 45
    linking the kick medium and special chun-li...by Binera brazil
  • philcitophilcito The Berserker Shoto Joined: Posts: 1,178
    3 hits + super (11hits) n cross super same deal ...

    Great video, but you should make your video screen bigger, get rid of the st logo and other stuff!
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  • SotoSoto The un-safe jump master. ~FrankieSnow~ Joined: Posts: 244
    This is a phone recording... but, you get input display, handshow, idk what else do you need to get this move down.
  • SesshaZLSesshaZL 春麗 豪鬼 Joined: Posts: 1,028
    I saw nuki throw some one, and then the second time he threw them it did massive damage.

    is the damage off of mp random, or did he just use hp throw the first time?
    50/50 post Hyoukusen mixup is dirty!!
    Way more dangerous than outsiders perspective, "low forward super, yawn, I play better games" - WTF-AKUMA-HAX
  • eltroubleeltrouble Joined: Posts: 5,718
    Assuming the other guy didn't tech any of the throws, it would seem like he used the HP version. They both look the same, but the MP does some spd-like damage.
  • SesshaZLSesshaZL 春麗 豪鬼 Joined: Posts: 1,028
    What strength tenshokyaku do I use to follow up senretsu?
    50/50 post Hyoukusen mixup is dirty!!
    Way more dangerous than outsiders perspective, "low forward super, yawn, I play better games" - WTF-AKUMA-HAX
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    What strength tenshokyaku do I use to follow up senretsu?
    Short has longer start-up, so it often hits only once. The other versions (Fwd and RH) should hit twice with not too much timing required.
  • SesshaZLSesshaZL 春麗 豪鬼 Joined: Posts: 1,028
    every time this thawk player had me in the corner, it was the same shit, jump in jab to crouch jab or st jab into that spin throw of his.

    is there a way to beat that besides get out of the corner?

    holy shit this guy and his jabs
    50/50 post Hyoukusen mixup is dirty!!
    Way more dangerous than outsiders perspective, "low forward super, yawn, I play better games" - WTF-AKUMA-HAX
  • eltroubleeltrouble Joined: Posts: 5,718
    every time this thawk player had me in the corner, it was the same shit, jump in jab to crouch jab or st jab into that spin throw of his.

    is there a way to beat that besides get out of the corner?

    holy shit this guy and his jabs

    You have to either stop his jump in jab with an anti-air, eat the j.jab and try to reversal the st.jab, or jump into the j.jab and bounce out in order to disrupt his timing. You can also pray that he fucks up his execution and try to reversal throw. At max range on his st.jab, you can jump out before the typhoon grabs you. Of course, you can always super to avoid getting caught by the grab, which lets you do some chip and push him away, effectively giving you another chance to fight him.

    But pretty much once you land on your back and he's in a position to do safe-jumps, you're dead.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Reversal RH upkicks should beat meaty jumps on you. If he delays the jump, then Short upkicks work better, since they have longer start-up and invulnerability. I believe the standing Jabs should be a greater problem, when Chun is cornered. Walk-up st.Fwd (to get the close version) should beat or trade with diagonal Jab spamming, be if he dives instead, you will probably eat that.
  • UnessentialUnessential Joined: Posts: 1,170
    In a nutshell, when playing Against a textbook OS t-hawk its just execution to stop him from getting in the situation. Where he starts his OS and praying that he messes up once he's started...
    <quitjockinmystyle> everybody i wil approve what is cheating moves or not.
    STToronto https://www.facebook.com/groups/499056723549379/
    Because very few ST players check SRK anymore. mostly it's the local facebook group and NHC.
    PM me here or on facebook if you need a stick mod or repair. Same with arcade boards and superguns.
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