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afaik more time to confirm is really the only practical reason to use this along with what you mentioned (why does this happen so much?), but I also like how it looks so I use it for that reason sometimes too.

1 short, pause, short x2 is sick tho :tup:

also worth mentioning is if you don’t anticipate a parry attempt jab short short has its advantages.

Hi I’m new. When SSBMelee got into Evo I did my part and tried to get into a fighting game (besides Melee and Project Melee [A Brawl Mod to make Brawl like Melee]). Third Strike was told to me to be Free to play on the PC using Supercade; and is the closest to being awesome like Melee but without boring long combos like Marvel. I’ve been trying to learn Chun li for a few weeks now, using a cheap Xbox 360 Fightpad which so far has been good. I’m going to try to read the most of what I can of this old thread to get more beginner help and such; but I need as much help as I can get since the people on Supercade aren’t that helpful and don’t usually speak english. I only have one friend who’s sometimes on to give me advice. Are there any IRCs to ask Third strike questions? otherwise I got a Skype james.madway .

I suck at doing EX spinning bird kick from wake-up, am I able to charge while I’m knocked down or what

And what are good tips for Chun li dittos?

Once I learn and master Chun I’ll definitely pick up more characters like Yun/Ken/Yang/Akuma

You can charge at any time in the game.
If you suck at doing it from wake up your timing is just off. You are probably trying to do it too early. Learning the reversal window takes a little bit of time.

Pull the stick down to charge as soon as you see yourself being bopped to the floor, or do a tech roll. Keep throwing out standing HP until they parry it. If they like to jump at you, dash under or try jumping at them with the air throw. Try throwing out MP up close, then back and HP to beat counter attacks. This builds meter fast, and combos into your super. When dancing forward fishing for low MK into super, try the universal overhead (MP + MK) to force stand, and then go low. From the correct distance and spacing, you can even combo straight into super from this.
Chun Li doesn’t really do combos in this, it’s just pokes, throws and super. Think about where you land after the super, by tapping down then up just as the last kick hits. Sometimes in round 3 if you have two bars stocked, you can simply dash under them as they fall, then just land the second one for a speedy lights out :wink:

That’s pressing down just as I’m about to land right? Why/When would I want to do that?: Any time except for when it’d put me into the corner?

What do I do after they parry the HPs, cus I’ve had that exactly happen
Which move by itself do I spam for the most meter if I’m stalling? I saw a video but the guy was uncertain if Back+HP or Low MK built meter faster.

What’s all her AA options and which should be used for what? I only know of lightning legs and Back+HP being said to be AA, and my friend said MK or something which looks like it should be a decent one but no one has mentioned it (Renic’s tutorial didn’t).

What do I do when they are in the corner?

My friend told me unlike SF4 and other games, S3 doesn’t have any buffer for the reversal: but pianokeying can help; should I use that for EX lighrtning legs? What should I do on wake-up without EX meter for EX bird kick, Light bird kick?

you’re looking for specific answers to general situations and there is nothing like that in 3S.
just don’t think about the game that way. think about everything as a tool with its own properties that can be used in a bunch of situations.

reversal is simply doing something on the first frame possible. there is a window, but its much much smaller than sf4.

honestly a lot of your questions are too basic. you should just play vs cpu for a while and experiment with her normals and specials.

A good chun to watch if you want to learn how the game is played is probably Justin Wong. He has a very straight forward style to him that is easily recognizable by many beginner and even advanced players.

Chun is probably going to be very straight forward and you are over-thinking it. Think of Chun as Marth from Melee without the combos. When facing a Chun, if her pokes can reach you, they will usually hit you out of whatever you try.

3s parry is more like Brawl perfect block than Melee perfect block with as little block stun and shine time (whatever it’s called) as Brawl. I recall Melee stun times for block and perfect block being much longer but it could be I’m not be remembering correctly. One of her better meter building tools is cr mk because of the recovery and instant anti air parry she has after getting back up from a crouch. Be careful not to mash it, or you’ll get crazy legs.

What I mean by that instant anti air parry is since you crouch to do cr mk and her cr mk makes her a really small target, chun moves much lower to the ground. And since Chun moves lower to the ground they have to wait longer to actually try and hit her. If they have to wait longer to try and hit her, you have a lot of time to actually recover from your attack, and if for some reason you whiffed to a low jumper (like dudley) you can tap forward as you’re recovering from your cr mk to parry -> anti air/punish. This is actually an advanced tactic that, I think, is best learned early on. It really helps to organize modes of attack and defense as well as get you used to common mix up scenarios where you have to actually consider what the opponent is likely to do and not just what the scenario entails.

Tech rolls are indeed done by pressing down just before you hit the ground. They are best used out of the corner because you don’t want them be able to dash over you for a free ground cross-up mix-up situation. Tech rolls are to force a tighter window of attack on your opponent, where they would otherwise have all day to set up their next attack as you are getting from the ground. Tech rolls usually end up in opponent long limb poke (usually blockable low), dash grab/regular mix up game. The added benefit this has to your game is that there are fewer things your opponent can do to throw you off his trail because now he can only whiff so many attacks if he wants to stay on you/not get wake up grabbed or uppercut, or in Chun’s case wake-up EX Spinning Bird, cr jabbed, cr short.

And to conclude, Chun actually has an array of anti air tools but unlike shoryuken, they are tailored to many different situations.

Her useful anti airs include:

jab
b hp
hp, from a distance
strong
mk
cl mk
cl rh
and I guess even far rh.

Alright, breakfast time.

How do i decide which of those anti-airs to use? What you mean by stating both MK and close MK?

How do I deal with Akuma’s fireballs, as well as Kens who are really good and have a 2nd move after everything? I’m getting a little disheartened and wish more guides for Yun/Chun existed

Hit boxes in 3s are very precisely defined. There aren’t any huge hitboxes like in sf4 and other street fighter iterations ( except for Chun Li ), so it’s really just about finding out where they hit and using them appropriately. The difference between this game and others is that since the hit boxes are so much smaller and crafted for particular situations that you can’t just use one attack for all situations. So if you want to use her jab to anti air, you need to make sure the jump in will place the opponent up close, and if you want to use the far fierce as an anti air you’ll have make sure that the opponent is a bit further away so that you can land a hit and not get kicked in the face in the process of doing so. Figuring out stuff like that for all your normals can essentially make most normals viable anti-airs but may require parries for most. There are also some normals that have smaller hurtboxes (that is the defined area where you can be hit after having pressed a button) and so those may work better in some situations where two different normals can both be used “optimally”. Like, you can use far fierce and standing mk for roughly the same situation, except far fierce puts you closer to the opponent and at an angle that might allow a jump attack that has a more horizontally inclined hit box to hit you without allowing you to land your fierce. Whereas the mk will be quicker, mostly hitbox and not put you in position to eat an air attack. Each with their own benefits against from defensive and offensive aspects.

The differnce between the cl mk and regular mk is that close mk has an almost completely vertical hitbox that hits above her head, so it would be ideal to use it against cross ups or neutral jumps. If the button is held, it hits two more times on the way down, so it’ll be good against the neutral jump parry. The far mk is good for a distanced anti air and for stuffing jump attempts.

If your problem is with fireballs, I hate to say this, but you really just need to practice playing the game more, win or lose, and get a feel for the game as this game and not just another fighting game. What you described is a cancel, and is a really unsafe thing to do with fireballs outside of a purely punishing situation but even that wouldn’t make much sense because the cancel window for a fireball is at an interval that keeps the fireball within a certain range. This means that if you want to cancel the fireball, that is do a second attack after it, you need to do it before he lets it go or even slightly after it is released which would give you more than enough time to block it or parry it and block the second attack ( fireballs have shit recovery and allow you to hit just about any attempt at one if you sit and wait for it to happen ) without the risk of missing a punish opportunity.

The reason not a lot people can get into this game is because it’s so different and requires you to delve into it more deeply than your typical fighter. There are very specific configurations to most match ups, though parry can negate that, but there are also some general boundaries to the deeper levels of the game that require parry. Like, for example, Ryu has a string of attack (as does most of the cast) where he can do a close attack follow up with a far mk, on hit or block, then end up at the perfect position to either recede slightly and be safe against most of the cast, ex fireball or low forward into whatever he wants and then he gets to start over. He can do this all day and you have to just block it and wait all day or you can notice it and parry out of there. Two of the options I stated allow him to cancel which can mess with your parry or force you to think further ahead and thus keeps you busy while he has the physical advantage of getting to push any buttons he wants which would allow him to force the situation to go however he wants it to (if he’s experienced enough, anyway), and the second one gives him more options than simply far mk. He can go low if he thinks you’ve caught up with him, parry an attack you might consider doing, which was been narrowed by understanding and made more easily deduceable, or block and reversal with a fast super or something. And that’s really not even all there is for him to do in that situation. It only gets more complicated when you weigh in the fact that you can “know he knows you know” and so on. And that’s just one of the strings he has, there are more.

Play third strike, it’s a good game.

Ill give you a concise, straight forward answer instead of a long convoluted one.

anti airs in this game have a similar but different application than most fight games (because anti air can be air parried)

Depending on the situation, chuns normals such as back hp, close hk, st jab can be used. Other normals can be used but its situational, like the ones listed above.

other options instead of doing a move for anti air include, parrying, walking under, dashing under, jumping back w/ parry, and blocking.

As a general rule, watch what the best chun li players such as nuki, rikimaru, and mov do (preferably not outdated footage) to get an answer to questions like this.

Fireballs can be parried, blocked, jumped over, or supered through depending on the super (chun houyokusen’s start up goes through fireballs)

I dont understand your question about ken.

maybe with ken he means his target combo?
in which case just block…

maybe he is letting off block because he isn’t used to 3S.

I found this tournament for recent MOV


and this video for recent Rikimaru (MOV seems better)

Nuki only seems to have old stuff, but would you say old stuff isn’t really that bad: or it is and the metagame just gets way better every year?

The Ken question was just like how he’s owning in this (I feel like the Chun gettin owned, and his fast attacks come right after u think the combos over).
http://www.youtube.com/watch?v=inEzeVigX4Q

if you’re new i wouldn’t worry about how up to date the videos are. I’ve been playing for 8 years and I still learn a lot from videos from before I even started. If there were Nuki videos from the days of the dinosaurs they’d probably be sick as fuck

although Nuki is probably the most well represented among recent 3s vid releases. Just check for Gamespot Versus Danisen videos on TheShend’s channel and there should be a grip of recent, great Nuki footage

like pherai said, there’s stuff in old videos that are good too but in general I’d say videos from 2008 and up are good to watch.

why I say that is because I’m thinking of how in older videos chuns do stuff like anti air back hp x lighting legs (which is outdated IMO) or weak follow ups after houyokusen.

how so?

because Japanese players don’t jump into the back fierce set up.

It’s been awhile but I just remember the set ups themselves, and mix up after not seeming as strong before.

however now that I think about it, you’ll see some gimmick set ups that people rarely use now or don’t use now (for example post houyokusen, knock twins down with jump rh and then dash under then as they quick stand)

I guess sggk isn’t as strong anymore as it used to be when it was first realized.

I kinda feel like the strength of SGGK has always been exaggerated, but I’m sure the declining use of crouch tech has it being a bit weaker than it used to be

I didn’t understand any of that “(for example post houyokusen, knock twins down with jump rh and then dash under then as they quick stand)
” which is also called “SGGK” for some reason?