Difficult to use? Sorry I don’t understand Maybe and maybe she has slow walk speed but she has the rocket dashes thing and she seems super zoney. Maybe its just me but so far she is the most interesting character I’ve seen in this game in terms of offering up something really different to use and learn, who knows I might swap Chun out for her O.o
Maybe it’s just me still not being able to use a Tekken character properly. :looney: The rocket punches and the chainsaw moves seem pretty good to me, though.
I don’t know where you said it exactly, but your JRH, RH, EX FB, MP, HP, Super combo is brilliant. I’ve been working on making it better. (Replacing the HP with RH does 526)
But you can also use it with her B&B to get 462 damage. (good for only 1 bar)
JRH, RH, EXFB, 4MK, MK, JRH, RH, LK-Hozanshu, HP, Legs 462 damge. (I have a theory you might be able to do HP super but I haven’t been able to make it happen yet)
EDIT: landed it, does a measly 500 damage. I would say the above is the most bang for your buck.
EDIT: JRH, RH, EXFB, MK, HK, Super does 547
EDIT: (just making my own notes) JRH, RH, EXFB, 4MK, MK, JRH, RH, MK-SBK - 429 damage
JRH, 4MK, MK, JRH, RH, EX-SBK, Super - 487 damage
JRH, RH, EXFB, 4MK, MK, JRH, RH, EX-SBK RH, J2MK x 3 - 476
JRH, 4MK, MK, JRH, RH, MK-SBK (326 damage with no bars)
JRH, 4MK, MK, JRH, RH, EX-SBK, RH, Super - 490
Any tips on how to handle Tekken rush characters with Chun Li? I’m specifically having problems with Kaz/Law (and to a lesser extent Hei). I play Chun Li on point, Juri as anchor (was an online B+ rank Juri player in SFIV - not good I know, but I’m more familiar with her).
Only thing I can come up with is learning how to block their command strings and poke with Cr. LP and punish (usually Cr. LP, 4MK, MK, JHP x2, HP, special move). I tend to play her as a “zone and bone” type of character - fireball trap with normals on jump in’s, jump whiff JHP x 2 when jumping away to build meter to setup for my anchor.
Never played Chun Li in SFIV… haven’t touched her since Third Strike (lol) so any help would be appreciated.
^^^I play 3S style chun as well. Her standing fierce is still good in this game. Range isn’t the best but you can poke low mk into super as well.
As far as your punish combos, I actually fish with 4MK, I’m still learning which points it’ll work and which points it’ll cause me to eat shit. However I find that if their in range (certainly are if you’re landing crouching low punch) to use mp instead. It’s quick and can be followed up with RH/HP EX Fireball 4MK MK for massive damage.
Also, in your combos I think it’s better damage output to use jumping roundhouse instead of double fierce. After the ariel portion I use RH because it has the same damage output but leaves you with more jump options, HP isn’t jump cancelable where RH is. The only exception to this is after the Hozanshu in her B&B when in the corner, for some reason you can’t tack on a RH, Legs at the end, it only works as HP, Legs.
Well I can throw a few things your way.
First off rush Kazuya down – fuck that dude – just straight up push his pansy ass in the corner and bring Juri in for further raping. Juri flat out owns the corner. Seriously though, if you let a Kazuya player walk around freely he’ll get in and put on some serious pain with his lame 50/50 guessing game combos. He can kill you QUICK!. So walk up, dash back. Utilize St. Mp and Cr. Mp but tap St. Hp right after continue with launcher on hit confirms or dash back – try a Mk HSU after a dash back. Keep him on his feet with LLegs pressure. Get him blocking with linked Cr. Lps and link Cr. Hp xx Mk HSU (especailly if he’s blocking downback all day) or LLegs. Juri really only needs meter for her million different ways to go into Super, so utilize your meter to increase damage potential with Chun while enabling you to bring Juri in. All in all Chun can blow up Kazuya.
With Law – his weaknesses are Anti Airs and reliable reversals except Ex FFR. But he’s a got a quick-low-arcing jump and a really quick full screen kick.
I personally don’t use Kikoukens on him. I play very poke - run, until an opportunity presents itself then I rush and just stay on him. Personally I’d tag in Juri here as soon as you can. the match up I feel favors Juri more than Chun.
Lastly if you want to do the Cr. Lp into TC Mk xJCx – use J. Hk and land with Cl.Hk to Hk HSU or what I do Jump cancel the Cl.Hk into MK stomps x 3. they are more damaging and if you do the Jump canel Cl.Hk into MK stomps, substitue the final stomp for J. Hk, swtich canel to Juri and cr. Mp to Super
it is thing of beauty, so many eleveation changes, hahaha!
Thanks for the tips… totally didn’t realize that you can jump cancel RH.
And yeah, I guess the consensus for Kaz is to out-rush him before he rushes you… some of his EX combos + chains in the corners is ridiculous.
This is the logic I take against any character that doesn’t have a solid reversal or run away move— Sim— you are damn lucky I can’t FA anymore!!!
But with characers like Heihachi, Asuka, Hwoarang you’ll want to bait punish or use proper spacing and mind games, which is the key to a solid rush down.
Hey guys! I played Chun Zangief for a long time, but i fell in love with Nina, so i wanna create some chemistry between the two of them. Nina works wonders as a battery character for Chun, and she can do the same keep away game as her with a ton of meterless damage. I have a question. What is the best combo after i swich cancel into Chun, from where she can switch cancel back Nina? I tried b.Mk Mk, j.Hp Tc but i got mixed results. Same with b.Mk Mk, delayed j.Hk. Any ideas? I would apriciate it!
Any general tips on the Rolento matchup? Its not very fun at the moment.
After a switch with Chun your main options are cl.:hk: or +:mk:. Here’s a couple options for each.
From cl.:hk: opener:
-cl.:hk:, jc.:uf:, [:d:+:mk:]x3, (switch cancel on the last headstomp)
-cl.:hk:, jc.:uf:, :d:+:mk:, j.:hk:, (land), st.:hp: xx :hcf:+:hk:
From +:mk: opener:
-+:mk: launcher, jc.:uf:, :d:+:mk:, j.:hp:x2 (switch cancel on 2nd hit)
-+:mk: launcher, jc.:uf:, j.:hk:, st.:hk:, jc.:uf:, j.:hk:
These are from memory so I apologize for any errors.
Just found this out in the lab guys, don’t think it’s been mentioned, counter-hit Hasanshu on crouching opponents has different properties. LK and MK versions both cause a weird semi-crumple that you can land any of her normals after, so this is really great. The HK version causes a groundbounce and you can rock her normal jump cancel combos, too lazy too type. I’ve been using Rayart’s pattented 521 damage super, j.RH, cs.HP, Ex-FB, s.MP, Super. If you do a counter-hit medium hasanshu then do the combo instead of j.RH you get 546 dmg. You can also set it up after landing her juggle LK/MK hasanshu at the ends of your combos, the one that does the longer wake-up. Just charge then and throw it or not.
Edit, dam, just noticed the comment above squeezed out 547 damage, I’m ashamed.
Where did everyone go? I’d like some help (tips, C&C, etc) in the video thread if anyone can spare some time. Thanks!
Anyone else been using df+LK as an anti-air? I’m trying to use it more since it sets up juggle states and you can juggle b+MK > MK jump cancel j.HK, cl.st.HK jump cancel headstomps.
IMO unlike SF4 where she had a lot of anti-airs, the only really good ones are df+LK and st.HP if they’re too far. That’s just my opinion though. I am still running Team Chinagirls (Chun-Li / Xiaoyu), and it is slowly but surely beginning to work itself out for me.
^ I’m new to Chun (haven’t touched her since 3rd strike), but I find that I can only use df+LK if I telegraph a deep jump in or a cross-up. Otherwise I mainly use st.MK for most jump ins or st.HP if far.
I still play SF4 and after picking up Chun in SFxT I messed around with Chun in SF4… I really do like that cr.HK is a semi-reliable anti-air in SF4.
nj hk is still good as an aa imo
Yea she definitely has fewer viable anti-airs.
I think st.HP is no longer a universal AA for far jumps. It even trades/loses to those quite often. I think it’s a matchup specific one now, but I could just be slow.
Her only AAs that I use in every matchup are d/f LK and st. MK. Of those 2, I need to be faster with d/f LK on reaction. It seems like her reliable anti-airs require you to predict rather than react. If I were faster with d/f LK, I don’t think I’d even use st.MK much tbh. I can’t think of anything st.MK beats that d/f LK doesn’t.
I think we’re gonna have to find match-specific AAs for Chun. Having only d/f LK and nj. HK to rely on is a bit weak.
Well it’s almost May and the PC version of SFxT is coming out soon (FINALLY), I’m definitely using Chun Li as one of my mains, but since money is scarce these days I was wondering if this game is worth getting, for me at least. How’s Chun Li in this game as compared to SFIV AE 2012? I’m really not a fan of plinking and all that luck-depended crap, but Chunny doesn’t seem to rely on those a lot. Or does she? Aside from Blanka, are there more BS characters in this game or less than SFIV? In short is this game harder to learn (and play well) than SFIV, from a Chun Li point of view?
She’s different in SFXT (some say much easier), and better tier-wise than in SF4 apparently. Rufus* is still a pain in the ass though. The game is a completely different beast from SF4, but I suppose you can still use the bare fundamentals. You’ll have to learn/unlearn some new stuff though, and playing SF4 and SFXT with the same characters at the same time can be counterproductive.
Comparing SFXT to SF4… the former is a little easier to get into than the latter imo, on a base level. There’s even more hand-holding here than the others. The basic chain (L M H, launcher H) is simple enough, there’s even an autocombo command at the cost of one meter.
No comeback factor like SF4 Ultras or MvC3 X-factor, but many contend that gems can be just as dumb, if not worse.
*Oh speaking of BS characters… :lol:
Damn it Rufus lol. And yeah when I read about the gems it was kind of a turn off for me. I didn’t actually read much into it but from what I remember, equipping certain gems give your characters a certain edge? Like more defense or something? I guess it isn’t so bad if everyone as access to them.
So I take it that you’d recommend it? If I play Chun on SFxT I’ll probably just leave her alone in SFIV.