"Becoming the strongest woman in the world!" Chun-li Match-up Thread

Yeah jumping away (esp for a corner) is generally a bad idea in SF because it leads to AA’s, s. :hk: in Dic’s case.

is a little hard against good bipsons using u2 tho

Yes, its hard. Doesnt change the fact that its how chun wins the matchup. Also i looked at that post of yours and it seems that you may not be aware of the fact that chuns st.fp tends to kill bisons st.mk and st.fk

Its not the greatest weapon, but it can serve to give bison something to think about as his footsoes arent free… Chuns st.fp from what i had played against back in the day is the answerfor many if not most other characters standing pokes… Ie it owns gief all day, is good against bison… Etc etc.

-dime

yeah st.hp is very good, im the noob that forget to use it lol

chun far hp is 6f start up just like st.mk and st.hk of bipson, i always forget to use it in neutral game

edit, mashed ex legs can be somewhat useful to keep bipson honest with his pokes after the lk SK too

Oh yeah, jumping out can also cause you to eat j. mp -> either Ultra from Bison.

Well in the case of bison, its more like high risk high reward… One of the things bisons will sometimes do that mal left out was lk scissorx2 (or more) in that case jumping back or neutral n the corner gives the defender a full jumpin combo… Because of this, bisons are extremely nervous about dong lk scissorx2… But they still do it as that is the best way to continue scissor pressure once being pushed out, beats most low pokes and goads the opponent into wanting to neutral jump.

So it has merit… Just not much.

-dime

I feel like i dropped out of this game ever since AE came out, I notice a lot of good Cammy players now. Never really got around to figure them out though. Any tips guys? A lot of Cammys try to get those damaging links and follow up with a crossup, what are my options? Where should I be in distance? How can I pressure her without fear of her DP?

Welcome to v2012.

s. hp, sweep, and kikoken zoning are your friends. You can keep her out to an extent. Better yet, you could rush them down, many Cammy’s aren’t used to being on the defensive. I have some long sets in the video thread that might help.

Sucks… Sucks… Sucks ass.

You can play Chun-Li and enjoy the thighs while kicking ass. I have to play Chun-Li and get my ass kicked because I realized I cannot handle the thighs. Poor Chun-Li has to deal with my scrub ass.

Fuck you Ryu.

Good vids.

What are some better anti airs against Cammy? I notice the reason I lose so much is because she keeps getting away with it, it’s like she’s getting free combos and I can’t do anything about it (Hopefully it only seems that way…). I’m guessing better anti airs that duck under those jump in’s, Safest bet is probably cr. :mp: or sweep anti air :expressionless:

Also I noticed in the video the Cammy player tended to focus attack a lot, I’m thinking you should go to dash lightning legs or throw. I remember testing out how to punish the spin knuckle and if you know the right timing (Right before she lands) then you can throw her out of it.

lol look at me coming up with all these tactics when I was the one asking for help. I guess that video helped after all haha

Those are ok. s. mk works against jumpins and dives (same with s. hp/c. hp), but as with all of Chun Li’s antiairs, it’s gonna be distance dependent.

If they’re dumb enough to Spin Knuckle unprovoked (not in response to a fireball, for example), if you have good enough reactions you can cr.HP xx Legs for free. Faster pokes are easier to land though, if I don’t think I have time to do cr.HP I usually use cr.MK xx EX Legs against Spin Knuckle.

i have a very simple rule gainst cammy: do not neutral jump.

and remember that we have an unblockable against her too

We do? I don’t remember. Only unblockables I remember are the DF+:hk: cross up, and that was patched wasn’t it? I feel like I’m losing to a bunch of Cammys that do those damaging links. It’s pretty frustrating, I feel like I have to play carefully and just rely on my instincts rather than know a general plan and know what to look out for.

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Off a forward throw, dash up j.LK crossup is unblockable. Only way out of it is for her to last-frame block or reversal DP which will go the wrong way.

Is this usually your way to go when playing against Cammy players? I kinda feel like I’m losing because players jump in on me without fear while I have to worry about a wake up DP when I jump in on them :frowning:

Yes and no. If you land a forward throw, you should always go for the unblockable.

It’s LANDING THAT DAMN THROW that is the problem. The risk/reward factor doesn’t balance itself out properly - if you land the throw, you are rewarded with a j.LK which can combo guaranteed into EX Legs at best, with U2 tacked on the end for a marginal damage increase. If you whiff the throw, it’s likely you will eat Dive Kick > Beefy Normal > Beefy Normal > (Sometimes one more beefy normal) xx Spiral Arrow which sets you up for even MORE Dive Kick shenanigans. The worst is when you get players who, for whiffing ONE GOD DAMN THROW, punish you with EX DIVE KICK > EX DIVE KICK > EX DIVE KICK > EX DIVE KICK > ULTRA ONE.

Cammy makes me salty. Can you tell?

lol