Sorry, I meant Dizzy punish. Jump in hk something or other
j. HP, cr. HP xx LK Legs, cr. LP xx LK SBK
j. HP, cr. HP xx LK Legs, cr. LP xx MK Legs xx CA
v-trigger:
j. HP, cr. HP xx LK Legs, cr. LP, cr. MK xx MK SBK
I’m a beginner, not a total noob but still a beginner, i main karin but interested in learning chun, i’m not a pro or even intermediate so what are the first things i should do with chun while training?
Hello. See the above few posts, you might be in the same boat as the other new guy. Page 1 of this very topic is also a good place to start for suggestions. The video thread is also there if you need an idea of how Chun-Li is played in SF5.
I’ve been playing pretty badly lately (nearly went down to bronze again last week) so have been looking around for tips to improve my game. The past couple of days I’ve been doing better but I only really get about an hour a night to play. The other night I got matched against a super platinum and whilst I did get completely bodied I don’t think I played too badly.
Looking for tips to improve my game:
https://www.youtube.com/watch?v=ZN2TMKyzXp8
Things I’ve noted myself from watching it back:
I missed a couple of easy crush counters.
I need to improve my reading of throws as I was getting crush countered trying to tech on wake up.
I hardly use my v-meter. I think I waste it by trying to wait to combo into it. I should probably just throw it out as soon as it’s available.
I stupidly ate a few throws after dashing in. Not really sure what happened there. I’ll have to watch it back with inputs on.
This was only the second Guile I’ve fought so I don’t think I did too badly. And I think I probably could have taken a round off him, maybe.
Any advice is much appreciated.
Edit: Just gone back and watched with inputs. It looks like I just need to improve my execution. In one case I tried to throw on dash in but pressed throw too early. In another case I tried to cr.lp on dash in but get thrown. I guess my timing was off with that one too as cr.lp is 3 frames but I believe all throws in this game are 4 frames. Still, cr.lp has only two active frames so it’s a bit risky to try and use it to beat throws…
You don’t block patiently enough under pressure, press buttons on wakeup too often, mistime meaties (I assume not due to lag), sweep too much, accidentally sweep against jump-ins when I assume you mean to b+HK. You don’t optimize your BnB, never threaten tick throws and don’t incorporate instant air lightning legs into your play so you don’t get enough out of your own pressure.
On a broader note you don’t take control of the match nearly enough, Chun is the aggressor in this matchup but you start every single round by walking backwards. Try walking forwards at the start of any match (against any character) and react to any buttons instead of preemptively going on the defensive. Chun is a charge character, but you don’t need to have your charge available at all times, especially at the start of a match when you have no meter; Chun will never out-fireball Guile.
EX Kikoken is a good tool to close distance against fireball characters and I don’t think you used that a single time.
Chun’s strength is her mid-range buttons + walk speed and you don’t use any of these nearly enough in general: st. MK, f/b. MP, cr. MK, st. HP. Also note that st. HP hit-confirms into super, which should scare basically anyone into not pressing many buttons, but you used meter inefficiently while at max/near-max various times. Use st. LK as an anti-air, it should be your go-to but you got greedy and tried to overuse b. HK (also st. LK minimizes the input error random-sweeps that you kept doing).
You jump way too much, but on top of that overuse j. MK in general. j. MP (into HK Legs) is her best anti-air, j. HP/j. HK is her best jump-in. j. MK is mostly only good for crossups. If you are trying to jump specifically as a prediction against a fireball I predict using V-Skill; otherwise stay on the ground.
You threw out Legs too much, and although your opponent didn’t punish them too hard it’s a bad habit to get into. I prefer to end block pressure strings with HP Kikoken.
I suggest you not dash forward + attack after a throw against reversal characters either. Quick rise on her throw is 15 frames and Chun’s forward dash is 15 frames, so if you attack you will always get stuffed by reversals. Instead use f+HK, st. HP, or simply walk forward.
Cheers! That’s really helpful
Yeah, my execution does leave a lot to be desired. Re: optimising the BnB, I can’t seem to get ending in mk. sbk down. I’d say I hit it about 1/10 times in training. It’s something I need to work on but until I can do it reliably I’m using hk legs as my ender.
I definitely do jump too much. Usually when I get impatient. It’s lost me a lot of matches.
I usually do use air legs. Perhaps I just need to practice using them in more situations. Usually I’ll use them to add pressure when my opponent is in block stun but I thought Guile would just flash kick the hell out of me if I tried it against him.
Great point about mid range pokes. Generally I use st. hp and cr. mk (into legs on connect) as my only mid range pokes. I need to expand on that a bit.
What do you mean by I never threaten tick throws?
The MK SBK combo ender is pretty tough, so don’t be too hard on yourself for not being able to get it consistently – Ricki Ortiz isn’t consistent with it either iirc – BUT I grouped all those things together b/c if you’re not using the SBK ender then you absolutely need to improve the other aspects of your pressure game.
About tick throws/air legs: whenever you pressure your opponent at close range with lights and they block, try to mix up your offense – instead of throwing out more attacks (or trying to jump-in) occasionally walk forward and throw them OR do an air legs*. I wasn’t really suggesting that you do raw air lightning legs, but they’re an incredible tool to continue pressure against someone who’s blocking a lot and it also opens up anyone who attempts to tech a tick throw. Flash Kick will always be a concern but people tend not to throw reversals out when under pressure; if someone does then simply adapt and go for a crush counter. Also, if you really don’t want to learn a crush counter combo just do b+HP xx HK Legs.
*instant head stomp is good here too (instant overhead) but it’s super hard – I don’t even see Alioune do it consistently, and he is amazing at execution – and isn’t significantly more rewarding than air legs so don’t worry about it unless you can already do it consistently
Here are a few instances where you could have went for a tech throw/air legs mixup: 0:38, 0:50, 2:31, 2:42, 3:27, 3:44, 3:51. (Not that it would have been the correct play in all of those situations; 2:31 was a good read on your part)
One more thing. When you get a hard knock down against someone in the corner, you can use a V-Skill or f+HK in order to get out of the corner (0:45). f+HK also sets up a left-right mixup.
I will work on mk sbk more. I need to get it down, really. I’ve been trying to get to gold but I think I’m just getting too eager and should work on my game a bit more. I haven’t even made it to super silver yet (but I’m only 200 points off that, I think). Plus, when trying out new strategies I inevitably lose a lot of games anyway. Should probably just play casuals for a bit.
I have got a few crush counter combos (thanks to bafael), a couple using v-trigger, I just completely failed to crush counter in these games (and there were a couple of whiffed flash kicks I should have punished). But yeah, b. hp is great. I tend to use it as a meaty on wake up into ex legs as that’s safe against most characters (that don’t have a dash v-reversal).
The mix up I normally try to use (either after knock down or dash in) is to look like I’m going for my BnB (cr. lp, st. mp, cr. mk, hk. legs) but tick throw after the cr. lp. The reason being is I noticed that I can frame trap a throw in-between the cr. lp and st. mp. So, if I keep doing cr. lp and then tick throwing them I can condition the other guy to try and tech and frame trap him with st. mp into the rest of the combo. Is that good idea? It’s something I just started doing. Also, against characters with three frame reversals that either mash the shit out of dp or know that there’s a three frame gap between cr. lp and st. mp I leave a slight gap after cr. lp to try and bait out the dp. Both of those strategies have worked before and I didn’t use either in these matches, I don’t think. I need to find more frame traps with Chun, really. Particularly ones I can crush counter off.
@redneon I suggest after b. hp to not cancel into ex legs since meter is precious and keep it for that critical art/EX SBK + your pressure ends since you are -2 on block. However you are +2 after a b. hp and even more on meaty, you can go for cr.lp or delay cr.lp frame trap into cr.mk x Kikoken after a blocked b. Hp on most characters. You can tick throw from b. Hp since a lot of players respect it, if they tech then shimmy and punish with cr. Mk xx HK legs/super or blow it up by walking a bit then instant MK air legs into cr. Lp, St. Mp, cr.mk xx LK/MK SBK combo as well as walk into instant air stomp LK air legs if your execution is down.
Lk sbk is easier to do. Ricki and go1 pretty much always combo into lk sbk. Its only like Alioune and a few other pro Chuns that do mk.
@“DevilJin 01” Yeah, guess the knockdown is what’s most important. That being said, I spent an hour a couple of nights ago just focusing on doing that combo (into mk sbk) in training and by the end of it I’d done it ten times in a row three times. If I jump into training now I’ll probably fail it the first couple of times but then get it ten times in a row. With a bit more practice I think I’ll be confident in trying it out for real… Maybe in a few casual matches first, though
@thegame4ever Good idea with the b. hp mix up! Not really sure why I always finish with ex. sbk when it’s -2. I have tried to meaty with cr. lp a few times but the timing is much more difficult than b. hp with it only having two active frames.
Can anyone recommend if my frame trap a couple of posts above is a good idea or not? Ideally I’d like to frame trap into b. hp for the crush counter but I haven’t found a decent way of doing that with a mix up.
r/sf with their weekly character discussion. Many of the FAQs and stuff about the character that newbies and not-so-newbies should check out
Yes crLp throw or stMP is solid
Same with crLP bHP or crLP IA Legs once they start fearing throw
crLP crLK is also an option to catch people not crouch blocking
Hey everyone. I’m currently maining Cammy but I feel so limited in terms of her arsenal. I’m still relatively new and wanted to learn Chun-Li but not being able to do basic BnB combos is so demoralizing. I can barely do cr.lp, st.lp, MK legs. I can get her cr.lp, st.mp, cr.mk, HK legs only like 5-10% of the time (in practice -_-). Maybe I just hate the grind when it comes to getting combos and the timing but is there an easier way to do these combos besides mindless practicing? Is plinking in SFV? I can perform a lot of Cammy’s V-trigger combos (yes they are easier than the rest of the cast) and just wonder what I’m missing for Chun. The second combo I mentioned feels like an awkward tempo going from cr.lp to st.mp and then going from st.mp to cr.mk and I feel like there has to be some sort of trick to make it a bit easier. Would anyone be able to just provide tips on doing combos in general?
First off Cr. Lp, St. Mp can be hit fairly quickly almost as quickly as chaining two lights due to the input buffer.
once you have that down going from St. Mp, Cr. Mk is pretty much the same timing of Cammy’s Cr. Mp, Cr.Mp
No real trick to making it easier just hold D/B, go neutral and then D/B again then go fireball motion forward
Odds are you are doing the movements too fast. So slow down and take it step by step
As for Cr. Lp, St. Lp just cancel into HK Legs
or if your opponent is blocking you cancel a kikouken.
The issues I have are that normals don’t combo or don’t come out. I’m sure that just means I’m mistiming. I’ve tried practicing the timing down to only having to press the button once but I’ve had to resort to double tapping.
There’s a 3f buffer in SFV, so double tapping is quite good. I wouldn’t really say “resort to double tapping”, because double tap is pretty much the standard technique for making links easier in this game and you shouldn’t be ashamed to do it lol. Plinking doesn’t work how it used to in many ways, but double tap is more effective for extending a 3f+ window anyway. Justin Wong for example, double taps most button presses it seems. Other than that I don’t think there are any tricks. If a move doesn’t come out, you’re pressing the button significantly too early. If X doesn’t combo into Y you must be pressing Y too late.
I wanted to let those who didn’t know that after a jump in, or instant air legs - instead of c.lp, st.mp, cr.mk xx mk.sbk, you can just do st.lk xx lk.legs, cr.lp xx lk.sbk - the damage is 1 point less than the other combo, and much easier to hit. The only thing is that you get less stun.
The main reason people go for cr.lp afterwards is because it hits crouching and you don’t have to visually confirm whether they are crouching or not. If you use st.lk while they are crouching there’s a big chance you’ll get punished for it whiffing. Besides, when you absolutely know a jump-in will hit (like if you jump over a fireball), it’s easier to go for cr.hp xx lk legs, cr.lp xx lk sbk.