hey, i’m just wondering what are some good starts for chun li in A3. i play her extensively in cvs2, and i might as well carry my skills with her to other games, like A3. i have a few general questions…
what is her best -ism? i’ve heard it’s X, but why, besides the gaining of her SBK?
does she have any good combos?
what are her good/bad matchups? i know she does bad against zangief, but who else?
any normals that are very abusable/useful? does her jumping lk still have the same priority as it does in cvs1/cvs2?
thanks. i saw apoc recently won a tourney w X-chunners, so i’d imagine you’ve got some good stuff up your sleeve:D
Right I am by no means an expert with Chun-li but I do dabble occaisionally.
X-ism is good with CHun-li, and she is arguably the best X-ism character. It is not really because of her SBK though (at least not to my understanding)…its the extra damage that is inherant to X-ism.
Her jumpink sk and fk both have good priority, although I think in A3 the fk has the better priority, but its the sk that crosses up. Her sweep is also topper AA as usual.
You cannot play Chun-li the same as you would in CvS2 though. Or at least you can, but u probs wont get too far.
Not really. The only thing it’s good for is chipping an airblocking opponent for huge chip damage. But they could and will just hit her out of hit in the first place.
Not really again. Last pixel chip is the only thing I use it for. Like they’re almost dead: jump in with MK, standing close MK xx MK Lightning Kick (mash).
It’s good for surprise, especially in X-ISM as a wake-up, everyone forgets she has it there; but only do it once or twice. In A, it’s okay for an AA, but her crouching HK and Kikosho are better.
No, never end her combos with a fireball. They recover from being hit before you recover from the move. If they were in middle of the field, you lost your momentum. If they were in the corner, they won’t be pushed back far enough and will punish you bad. Plus her fireball does almost no damage anyways. Keep the momentum going and if you hit with a standing close HP, continue your cross up/guard crush games rather than tack on a worthless fireball.
Standing MP/crouching MP/standing HP xx super. You have to hold down the punch button you hit and not let it go when you do the super motion because if you don’t, most of the time her palm thrust comes out. It’s harder to combo the super in X than it is in A. Crouching HK after a blocked super almost always connects because she recovers so fast.
short sbk is dhalsims worst nightmare. its pretty much an instant overhead on him and knocks down.
also, her b&b combo into super is s.jab x 2, s.short xx super. best use for kick super is if you face fireball characters, save it to blow through fireball happy characters. works well.
her rising kick has good priority. but its air blockable. you’re better off using c.rh for AA instead since its a ground normal, so its unblockable. or if you wanna try for big damage. aa with s.jab, follow up with j.rh. if they dont flip after, or flip at the wrong time after the s.jab, you just got yourself a free cc dizzy combo for like 60% damage.
her fireball isnt all that either. atleast not for combos.
Done deeply, her rising kick is unblockable from the air. On the ground, it’s a perfect reversal. It’s basically her dp or flashkick and works just like it should.
I’d say more but…damn, I know a lot of Chun shit, heheh.
Oh, you want to watch using the RH as all purpose AA. A lot of characters can hit it clean if they smell it coming.
yeah its good wakeup. yeah its unblockable on startup since the hitbox comes out before you leave ground. i think all its really good for is wakeup like apoc said and maybe to tack on for a juggle if you guaruntee it… c.rh is best all purpose AA. no true substitute for it
I play against a really good Chun-Li player, I think Chun-Li is a great all around character, does she lose badly to anyone? I haven’t seen any really bad chun-li matups.
The guy I play against only uses the super rising kick as anti-air, the kikosho as a block damager when you have 5% energy left. And will do Chun-Li’s Rushing kicks super into the rising kick super in the corner. I once saw him connect a lvl 3 super rushing kick comboed of a standing LK on reaction. At close range, he uses all of chun-li’s pokes mixed up. And will cancel into super on a good hit. Standing JP stops quite a few moves at this range. Then the flip split move and the flip over move are used, even if you are expecting them the best you can ask for is a trade usually.
I get beaten by Chun-Li alot, because of me using Cody, who just lacks the range and priority against an expert Chun-Li. Also Good Blanka’s beat poor Cody too.
X vs. V anyone is just bad for the X person. But in general, the Sakuras I’ve fought can’t really stop the crossups. If you can get that going, you should lead to a couple good standing fierces in her face, a guard crush, or at least a throw. Obviously, if she has meter, don’t jump at her dead on. Hopefully knock her down with a crouching HK and try for the crossup then. It’ll be a lot harder for her to wakeup CC your crossup. If her bar is empty, you can jump in more freely. Against her Sakura’s standing HK, I think Chun’s crouching MK or crouching HK should beat it.
Hard match ups for Chun? Uh, vs. Zangief. I want help on that one. Anyone got strats? So obviously you can’t jump on him ever because he has that 100% antiair Lairat. And you can’t crouching HK his jumping fierces or body splashes. What to do? Sometimes if I can predict a jump, I can jump early and airthrow him or early stomp xx jumping MK. Still, that’s all based off a guess. Standing far HK on the ground works better than her other pokes. But time wrong, and he’ll jump in for free. What’s good anti-Zangief stuff?
Also anti-Ryu too. His Hurricane Kick gives me trouble. His air Hurricane kick beats crouching HK and can sail over the Kikosho. Ground Hurricane kicks aren’t vulnerable until near the very end and a mistimed sweep = uppercut, crossup, overhead guessing game nightmare. How do you stop the Hurricane kick?
i used X-chun li in the arcade for the first time today, and she’s a BEAST. i’ve got a few questions based on my experience…
i would often get crossup lk, standing hp for a 2 hit combo, but wouldn’t know what to do after that. should i just go for another crossup, or go for a 3+ hit combo?
any guard crush ideas besides repeated crossups and standing hp’s? i would often just focus on my poking game and almost forget i even had my super.
overall, what is the best way to utilize her super? should i try to combo into it, or try to guardcrush then hit it?
I just tried X-Chun yesterday on Arcade expert mode, finished the game first try no continues, its soo different compared to finishing the game with Cody, who you have to really think with to win against the CPU, I think even Ryu takes more effort to win with.
I’d put Chun somewhere near Dhalsim as a ease-of-use character, but just because shes easy to pick up doesnt mean she isnt deadly when mastered.
Chun can seemingly just can pattern poke the opponent to death and theres nothing the other person can do unless they have moves that outprioritise chun’s normals.
The player I play against uses throws, the flip over attack, or the backwards flip kick after a chain of hits, to keep the opponent guessing.
I’ve seen her super used for either combos, or as block damage death when the opponents energy is low. Also I remember you can combo into super off of standing FK.
If someone is up in the air(either jump-in or juggle) I’ve seen players use headstomp, FP to get some big damage and send the opponent into the corner as well.
Chun is quite easy to use until you run into good/expert players.
Bad matchups can include: Zangief, Akuma.
Against Zangief: Distance is key. Stay away and be tricky. Anti-air = none (consistent). Block and run if cornered. Personal strategy vs Zangief: Poke and frustrate until guard is low/broken. Then attack. Hint: You CAN jump in. Experiment.
Against Ryu Hurricane kick: no mystery - low roundhouse when the kick is finishing. Air HK is different - (well timed) throw at landing. (Ken’s HK is quite difficult - no consistent solution).
Vs Sakura: Distance and timing is key. As mentioned, low forward is good to mix in. Sakura’s HK is vulnerable AFTER she throws it (and whiffs). Do NOT jump in on Sakura with CC bar regardless of situation and distance. Without CC bar, fight is in your favor.
After a crossup, FP: Don’t ask this kind of question. Similar to asking what to do after downing an opponent - totally depends in every situation. Use your fighting experience.
Guard crushes: Don’t concentrate on them unless you notice that the opponent is in Danger. Or if that is the specific strategy ala Zangief. HK and HP are usually the most effective.
Best way to use her super is to land it successfully. Another words, it doesn’t matter as long as you can get it in there. Combo is the most effective, post guard crush is also good, throw projectiles (be careful), block damage vs “X” characters, etc.
V is always better than X in Alpha3 (arcade). I would recommend A or X for new Chun players. Get used to X and, unless you’re real tricky, you’ll GET used by V-ism. Watch out.
I know a lot of the info has been stated in previous post - just reiterating some things.
Popoblo: My bust - I think there’s a few things like the fireball combo or something. If you can combo good, it seems that after a crossup (hit), you may want to go for jabx2, palm strike move.
Middlekick: Chun has no reliable anti-air against Zangief - trust me. A successful standing forward completely depends on the DISTANCE - same with low roundhouse. Try it - against a good Zangief player. Don’t say, “jump in and lemme try something.” Just play and see what happens. He’ll get in close and start splashing, and splashing, and… eventually screwdriver. Stay away.
Sabre: V is always better than X. That’s one of the only problems with the game. Atleast two things should have been tweaked with Alpha3 - 1) V ism charges too fast and 2) X ism block damage is crazy. Put the two together and V is greater than X. With any X ism character, get’em in a position to block (when you have a full V charged meter) and it’s usually atleast 20-30% block damage - possibly more. That’s not good considering V might get 2-3 full charges per ROUND.