What are Chun Li’s other high priority pokes besides the covetted back+Fierce?
I don’t play much Chun, but I’ve heard that crouching jab is super fast and will beat a great deal of pokes.
Her towards + forward kick is also very good from outside throw range…gets her closer to the opponent and is pretty H.P. (High Priority).
I’m hooked on Chun! BACK FIERCE!
truuuuuuuuu truuuuuuuuuu
Been working on the Chunners, and I have found that I can get the EXSBK to go through the shoto-clone fireball. Now, I have only got this to happen at the 'cade because there are a couple of conditions that must be met before it will go through, and the CPU doesn’t do a pressure game.
So the EXSBK goes through the fireball when the “treasure hunters” are doing the chip-trap.
For those, that don’t know the chip-trap, it is similar to the denjin trap, in fact you can call it the ghetto denjin trap. After knock down, ex-fireball comes out, then dash, and crouching mid-kick. You can block down-back and take the chip damage, or you have to parry either toward-toward-down or toward-down-toward depending on when the mk comes out. If you miss the down parry, out comes super.
So how does this work with EXSBK? If you time EXSBK to connect the foot with the dashing shoto face before the fireball comes in, the fireball will go through you because of the magnetic quality of the EXSBK. (You get pulled through the fireball during the part of the move where both characters get pulled to each other).
I have gotten it to work a few times during some predictable chipping end-games, and I need to test it some more so that I can learn exactly when it doesn’t work, so that I don’t do it at the wrong time.
Something that May help refine some Chun-Li technique:
Her lightning legs are bufferable. Now this is how it works, five kicks. On the fifth kick, her lightning legs come out. You can do four kicks really fast, and then wait to do the last one. Not only that, but the last one can be done really late.
Another thing, when you but 2 SAII in one combo, the second SAII will only do something like 3 pixels of damage because of DAMAGE SCALING.
of course you don’t have to set it, if you use the d/f HK you will hit with it in the air -> taunt… just use it when you see the chance… =)
and about the 2 SAII in one combo… I just have done it after stuning my opp. … oh, and also SAII -> wait , don’t super jump -> SAII as fast as you ca, works on cornered foes… but the second SA just hit 4 or 5 times XD
what can the lightning legs buffer into? just like cvs2, get 2 hits, then c.mk into super or just the super itself?
As everyone may know…c.MK xx SA2 is probably the godsend deciding factor of a match, so sticking out random c.MKs, a lot of them will hit, whether you thought they would have or not.
If you’ve seen Japanese footage of Chuns playing, a lot of c.MKs they put out lead to supers, and NO, not everyone has die hard reflexes like some people (Daigo doesn’t count, he’s a robot!), they often times buffer the super motion during the c.MK, and press K if the c.MK hits.
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.
Okay, maybe i wasn’t clear. What I meant was that you can buffer into, not buffer out of the lightning legs. Example. Empty (actually parry, but anyway) jump-in into crouching mk. Do 4 mk button presses. Only one crouching mk will come out. Now, if the the kick was blocked, you don’t have to follow through, but if the mk connects and you don’t have meter, you can tag on the 5th kick input and get the lightning legs for the combo. If you have enough meter for EX, but not enough for super, you can tag on two kicks at the same time for the EXLL in the combo. The example is useless in regular play unless you know how to set it up. If you are already using empty jump-ins, chances are you can set this up.
Also, Geekboy is right about his buffer motion. Another trick that you can use, is to stick a punch in with the buffer motion, and you can add a kikoken into the combo. The funniest part about this is that the kikoken won’t connect. It just looks cool. Chunners will step forward, and push your opponent forward and the kikoken will disappear before it hits.
Edit: It seems that buffer into and buffer out of means different things to different people. Oh well.
wow i learned some good tricks on this thread.
The thing I’ve been trying to master is Robo-Chun. After the crouching forward, you set up the super motion but the whole time, you never let go of the forward kick. If you see it hit, then you let go of the button and voila! Its great but its hard for me. My bf actually found this out one night when we were messing around on the Dreamcast.
i think maybe it’s easier/better to hold c.mk then do the super motion and hit roundhouse after. if u let go and count on that skill, it’s more inconsistent and much harder to do as consistently i think
it’s all about personal style maybe… i dunno
OK - so what are ppls tactics AFTER SAII > Super Jump > Fierce x 2?
I’m sure ppl must have some follow ups or traps even after this move - or parry bait…!
Most people try to go for cross ups depending on where they land and shit
after the two punches in the air after saII u just do what u want. it’s more about instead of doing the two punches that u do two (down + mk) or just short or whatever to confuse and set up into throw or whatever. because after the two punches it’s easy for your opp. to see where hes going to fall.
geekboy, chun li does not have a crossup in 3s
I’m talking about ground, walk up under them crossup.
This is what I alluded to earlier in a sense. NE cancelling is a good advantage…but I can’t do it consistanly enough to rely on it on a long term basis.
Yeah, we’ve disscussed this in pieces throughout the whole thread. There are two flavors of the robo-chun combos.
- The “I’m an old man and my reflexes are ass, so I’m going to use the slower robo-chun” combo. It goes like this:
Back+Fierce --> Kikoken --> SAII
the motion is: Back+Fierce --> HCF+punch --> QCF+kick (or negative edge kick)
or
Back+Fierce --> SAII
the motion is: Back+Fierce --> HCF --> QCF+kick (or negative edge kick)
You don’t have to push/release the final kick if the back+fierce didn’t connect, and you won’t get blocked super. (Unless you want it for the chip-win).
Now on to the other flavor:
2. The standard robo-chun.
down+mk --> SAII
the motion is: down+mk --> QCFx2+kick (or negative edge kick)
or
down+mk --> kikoken --> SAII
the motion is down+mk --> HCF+punch --> QCF+kick (or negative edge kick)
Same here, you don’t have to push/release the final kick if the crouching mk didn’t connect.
I personally can’t do the second flavor because it comes out faster than the first flavor, and my reflexes are just not that fast. I do the first flavor, and if you start doing it, you will start getting As on your grade. For some reason the computer likes the Back+Fierce --> Kikoken --> SAII.
If you can’t get the first robo-chun, I suggest practicing the back+fierce --> kikoken combo. Tagging on the fireball motion then release kick after you learn that combo is easy.
Or instead of doing all of that, you could just buffer QCFx2 for every c.MK you do and press K if the c.MK hits…take advantage of the buffer time!
ummm… That is what I’m saying to do. There are tons of “Robot” combos in this game for all the characters. I’m pretty sure that yang has the most. No matter what happens during your back+fierce, or your crouching mk, do the motion everytime. Just do the motion (choose one of the 4 that I list) that you are most comfortable with. Get into the habit. Go into training mode and put the computer on random block mode.