Thanks alot man. Means a bunch to me. I will try my best to complete it very soon. Keep checking back.
Sorry about that. Thanks:wgrin:
Could someone please outline the setup and moves for Chun’s crouch cancels?
It was written earlier in the thread that they can start from a jab AA counter hit, what comes next?
The crouch cancel. It’s like a superjump. Down- Up.
The easier setups are when you major counter someone air to air. Happens alot w/ Chun li. Especially w/ jump fierce (downward angle), forward/short (straight ahead), or jump strong (upward angle, useful against vega especially, somewhat against guy and rolento.
Then just Crouch Cancel J.Rh till corner.
Uhh, this is just to add to the whole Apoc/other dude debate/flame war/whatever. Yeah, Apoc has helped people, and has done well in a few tournaments, but there are times when the “common people” have their say. And in this case, I think the guy was right. There is a MASSIVE difference between what’s written and what goes down in a match. Almost ALWAYS, people will use simple, effective tactics to win. You wanna worry about the mental game, and not have to think about 10 different anti-airs you’re gonna apply. In that sense, Chun Li gets raped by splashes. What Apoc said works in THEORY, but show me an Apoc vid where he employs these “advanced” tactics he speaks of. I just finished watching some of his vids a few days ago, and he plays exactly the way I would expect a tournament player to play. Simple. Nobody does fancy shit. Nobody uses 10 different anti-airs. People are ghetto at heart. Save the essays for college.
Dude, that flame war was like 2 years ago. It’s Apoc’s posts that even made this thread worth resurrecting.
And trust me, as a chun player, he’s right. If gief splashes from far away (say, outside of d.mk…) stand fierce beats that shit clean. I think it beats the knees too.
You need to mix up anti airs in a3, b/c the same ones don’t work all the time. The reason you say “Gief splash rapes Chun li” is b/c low roundhouse can’t beat it. But chun does have moves that beat splash and knees when properly spaced. That’s what Apoc was saying.
2 years? Damn! Anyway, I like what Apoc writes, and he’s one of the few guys who’s posts I always read, but you don’t need that many anti-airs. Far fierce, sure it sounds good. But let’s be realistic when we list too many things with too little practicality. Not saying those don’t work in specific situations, I’m saying usually you just need 1-2 options to beat a tactic, not a billion.
Playing A3 this weekend reminded me how freaking good Chun’s df.Forward backflip is.
It’s either first or second frame off the ground, meaning you can beat a hell of a lot of low pokes with it on reaction (or almost on reaction). However the hitbox is kind of “mid” so it’ll beat a lot of mid pokes as well.
I damn near laughed my ass off (on the inside) when I accidentally anti-aired Akuma’s divekick with it.
But uhh… Yeah, Chun is sick.
The funny thing about that df. rh is that I notice alot of chun players trying to use c. rh on wakeups but they get crossovered…thus making the c. rh turn into df. rh instead! (should be a habit to hold back for everything)
And then it’ll be stupid and beat the crossovers. On total accident.
Hah.
But yeah I experimented a TON with beating out that df. rh. The chun has to be at a certain distance from you to be able to kill it clean everytime (a crouching normal). And – If you can predict it when she’s RIGHT up on you… you have to either block or jump up and throw (or use a normal that beats it). Even then it can be a little annoying and misleading.
It’s a good move and at the same time it’s a bad move to use.
shrug
It’s true! It’s damn true!
i started playing a bit of x-chun recently, and wow, she’s a powerhouse, but seeing as i don’t generally play charge characters when i can help it, i was having some trouble. i can’t seem to get a crossup j.short-cr.strong->palm strike to work. the palm strike just doesn’t come out. now obviously, i am charging in the wrong direction, so my query is: when you jump in with a crossup and intend to follow with a combo ending in a charge move, which direction should you be charging when you leave the ground?
err I don’t think palm strike is a charge move. it’s hcf+p, in which case as soon as you jump forward your already holding the right direction. your problem is probably the cr.mp back to hcf+p part.
That’s is some SNK super shit right there. practice more or substitute cr.mp or s.lp x2 the latter being the better option imo.
sorry for not being clear enough, if the case was a/v you would be right, technically it wouldn’t even be the palm strike, it would be the fireball. (kikoken?) in x-ism however, chun loses her fireball and instead gets the palm strike, which is most certainly charge b, f+punch.
ah X ok. it’s still the same though. as you jump forward you’re already holding the right direction and charging for when you land while you cross up. are you pressing down-back as you land as opposed to just down?
hah, the problem is, i had no idea what i was doing. i had the notion in my head that i was supposed to jump, hold down/back (in rellation to my original position), cross up lk, ground moves (2x jab/cr.strong/whatever) while charging my ORIGINAL down/back (which is now down/forward), and then to combo the palm strike by moving from down/forward to back+punch. i’m sure your help will facilitate the learning process, thanks.
OK, using X chun, if I land an air-to-air counter hit midscreen, how do I CC them into the corner? everything I’ve tried pushes them out of range. I’m guessing you could use some combination of headstomps but I’ve literally just started learning her today and I haven’t got a clue. cheers:)
You skank.
:uf: :hk:
Look man, I play chun in ST I just can’t be bothered to learn any new characters
I definately tried jump-forward roundhouse. They seemed to get pushed out of range after about 2 reps, maybe I was doing it wrong. Should I be doing some crazy walk cancellling or something? I’m going to try some more stuff out later but any ideas would be super helpful.
Are there any disadvantages to using jab x2, cr. short xx super/palm as opposed to jab x2, st. short xx super/palm? I finding the former to be be much easier.
No, that’s how it is.
If you get them to the corner, you can CC until they’re stunned.
Same damage, same stun. C.short obviously has less range.
by walk cancelling a few steps before re jumping you can get them in the corner from quite far but I can’t imagine ever landing it in a match.
anyway, anyone have any footage of a half decent X chun? I’ve had no luck finding anything
oh yeah, also after landing her super in the corner then going for the combo/chip damage SBK. Can you be punished easily or should you go for it all the time?
cheers for any help