3S: Chun-Li - I'm a fighter, not a news reporter!

hey?

Yo King, what ever happened to all the shit I told u about Elena?
Whats with all this thanks Wilson shit? Can a smoked out 3S player gets some thanks?

Blood, yeah man, i know that i PMed you asking for some shiz, but i never got a reply. mail it to me again if you please. i am probably going to N-cubed we’ll have to get a few games in and “socialize”. but, yeah, at any rate i want that Elena stuff. late

If you land a mid-air head stomp; you an connect with 2 fierces afterwards. Or just knock them back down to ground.

Oh; and while this thread is still alive. hehe…

c.lp > SAII
far lp x 3 > SAII
far lp x 2 > SAII
far lp > SAII
far lp > c.lp > SAII
far lp x 2 > c.lp > SAII
jump-in lk > SAII
straight up jump while landing lp > SAII

…more Chun SAII combos.

You have to be fast to connect these. :slight_smile:

I never actually known that Chun’s weak punchs can be canceled to SAII; so it means that I have to dash a few jabs and the like in my game more often. :smiley:

It has come to my attention that c.lk > SAII works too. Again; fast execution is needed. :stuck_out_tongue:

If only c. mp > SAII worked - that’d own everybody…lol

Go to the Apex Army Avatar thread in image mishmash. I will hook you up.

well… juggle, juggle? somthing like that would be a jumping anything but HK, HP or down MK and kikou-shou them before they land.

her jumping MK preferably… I don’t why people is saying “Chun is shit in the air”… I don’t have trouble when I jump :slight_smile:

Why jump when you already control a majority of their ground movement?

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.

Remember the “EX Kikouken trap!!!” (jajaja, not as good as the denjin-h t.) … well, if you knock your opp down, take your distance… the best way is from full screen and trow (surprise) an EX Kikouken… it is slow, and can be parried with one… parry XD…

For some reason, most of my opps get scared with it and begin to walk back, well, if they do that, you can dash-dash-dash!!! this way you can get betwen the EX k and your opp… you can trow, do a c. MK->hoyoukusen or a hcb LK…

In the other hand, a few of them jump over it… if they do that… you must jump (or super jump) with HP->HP, most of the time they will “fall” in the Kikouken after you hit them…

Aaaannnddd… if they just don’t move, they will wait for the Ex K. to parry it… you super jump and put the joy in neutral… if they parry the exk, you air-parry their conterattack… then trow or punish or…What the??? you get the idea, right??

ow… and remember to press with the ->+MK and I don’t know why almost everyone will sweep if they blok it… you can counter the sweep with the almighty back+fierce

Why does everyone say that Chun Li has a weak air game? Parry and her kara air throw gives her a killer air game, parry and air throws can even be used as anti-air. Her only weaknesses is her wake up, which can usually be prevented with safe fall and her lack of non-super combos and parry follow ups. Other than that, everything is very good.

Fear the low mk ->Houyukusen!

ChunLi

Answer: Because she has a weak air game.

Moving on…

I was in the recent King of the Machine, and yes, I got owned by J.R. But that is not what I am here about. During the tourney I was almost the only Chun-Li player. No surprise, since Chun-Li really isn’t all that good. ANYWAY, Ken “Japanese Machine” played 1 game with Chun-Li against Pyrolee. Pyrolee dominated the match, which is no big surprise since Chun sucks against the penguin. There is something that I learned from that match, and it is in the next paragraph.

Because Chun has such a small ducking sprite size, when the Gayni-jin starts, even if chunners is blocking a good penguin player can start the a-groove combo anyway. Now what Ken was doing was watching the yun and blocking high and low when appropriate. Now this is what he was doing that I learned. Listen up. Whenever he would switch between blocking low and blocking high, he would take his ring, middle, and index finger and drum them on the jab button. If yun was going for a move, chun would remain in block-stun and no jab would come out. If yun was going for command-grab, the jab would come out and stuff him. Also, if yun was intentionally stuttering to mess up the timing, the jab would come out.

This needs a little more playtesting, but I have liked the results so far.

I thought she had a nice air game. She can air grab, she can stomp into an air grab if you parry the stomp. Double fierce punch and that stupid ass roundhouse can kick shotos right out of there uppers!

How does her air game suck?

nodnod Chun Li rocks house air-to-air. The throwing gives her all the advantage in the world, let alone the 2-hit chains.

N

She does have a good air game.

No, she doesn’t. No one can beat her kara-air throw. In an air to air battle, parry ensures that you have a counter to every attack they can throw at you, even anti airs and kara-air throw will counter whatever else you can’t parry(Oro and Ibuki’s air throw). Given a player with good parry and kara-air throw, there is nothing the other characters can do except tech-hit in an air to air battle. Chun Li owns the skys.

Red parry->kara throw is too good!

Fear the low mk->Houyukusen!

ChunLi

Almost forgot, kara throw is madness. Last game I played, I pulled off 16+ kara throws on some guys Akuma. Hahahahahahaha… Kara throw owns. But I always keep forgetting to use her axe kick and her lightning kick. Gotta start using those.

ChunLi

my brother is smoking crack. so he doesn’t think straight all the time. Chun does have a good air game.
how do you get people to jump when you are playing as Chun though? what are some set-ups for her air throw. i mean is it just, back and fierce, cross your fingers, and hope they jump. most people where we play don’t just jump in and attack. (okay, i do, but my scrubbiness is not the topic of discussion.) they jump in when it is safe. with Chun, how do you present the illusion that it is safe to jump in and then POW jump at 'em for some air to air tactics? this advice would help greatly. it would also give other Chun players a way to develop their air game and become SUPER Chun. or something…

Okay, I will change my opinion. Chunners jumping game only sucks here in SoCal. What good is her air to air if you can’t ever use it because of smart players that don’t jump against chun. They just wait for you to jump and then start the juggling. I too would like to know how I can trick people into going toe to toe with chun in the air. All you chun masters out there enlighten me.

Choosing Houyukusen as you Super Art and playing defensively at the beginning while charging your bar basically forces your opponent to use jump-ins. Read “Why they must jump.” below if you want to know why. Having a Houyukusen ready is reason enough for your opponent to jump-in to attack. Having more health and playing clock also provokes jump-ins.

Why they must jump:
It is a well known fact that Chun Li has no anti air move, its only been posted a billion times on the net. Typically, if any character jumps in the air, there isn’t anything Chun Li can do to them reliably on the ground other than parry or use some of her normals as anti air, which isn’t very reliable because usually you will get out prioritized, trade hits or even worse, they will parry on their way down. A lot of people will automatically jump at Chun Li because of this and the fact that the best Chun Li can do is parry and punish with like 1 fp, which is pathetic. :mad: Since one combo can be equivilent to like 5+ fp, especially with high combo hitting characters like Ken and Yun, jump-ins yeilds nice rewards for low risk. Kikosho a very good anti air move, but using it means that you won’t have access to Houyukusen, which weakens your ground options tremendously.

Players naturally tend to jump at Chun Li because its been posted billions of time on the Internet that Chun Li has no good anti-air. A lot of players tend to try to mix up their jump-ins so that they’re harder to parry because that is the only ground counter that Chun Li has and it isn’t really good because there isn’t really anything good you can follow up with it, unlike chars like Ken and Ibuki(EX Karakerei XX SA1 anyone?). They can also parry down their jumps so that it ensure a jump-in.

Playing defensively is also a great way to provoke jump-ins because everyone fears the low mk->Houyukusen which can come out of nowhere. Low mk-> Houyukusen is a weapon, it is feared world wide. Just the fact that you can pull it off out of nowhere is reason enough not attack from the ground unless you have the intiative.

So if you want to bait your opponent into jumping at you, its actually really simple. At the beginning, play defensive, charge up your bar and wait. Either they will choose to attack or they will choose to defend. If they defend, then they are in Chun Li’s territory as she has amazing pokes, a really good kara throw and the almighty low mk->Houyukusen, just charge your bar up first then go after them. If they attack you, then either you will have or not have a Houyukusen ready. If you do, then they will almost always attack from the air because they are just asking for a low mk->Houyukusen if they try to dash in or kara throw if they just walk in. If you don’t, then they can attack either way. Ground counter attacking is really a question of you reflexes, but Chun Li’s normals, lightning kick and [EX] lightning kick gives her a very complete arsenal for poking. The only other option for them to attack is to jump. So now the setup is complete. Have a very good ground game, abuse those low pokes, choose Houyukusen as your Super Art and play defensively at the beginning and rapidlly charge your bar until have a super ready. While this won’t present the illusion that jumping is safe, it will present the illusion that its the best and safest way to attack.

ChunLi

remember to trow a fierce when the match begins, you will stop any fireball your opp is trying to throw at you, and normal moves… if your opp decides to parry instead attacking… Xp

and one more… try to jump towards your opp in a way you land in their sweep range, when you are about to land, throw a fierce, you will conect it if their try to sweep, and then you can follow it with a hoyo or whatever…