I under stand everything but that
Sorry I must still be a newbie.
you can only superjump down-up real fast after a connected s.rh, but you can cancel the superjump into super, so it goes like this:
s.rh, qcf, qcf, uf+k
np with you being a noob, but if you dont understand the abbrevations, try to search it on the forums instead of asking stuff in every thread, once you get that down itll get a lot easier to browse the forums =)
cheers bud :tup:
Thought Id add that back+Fierce x HP Kioken shouldnt be overlooked. I have won many matches because of the chip damage of the kioken, this is a hilarious way to win a match! get in the habit of doing this simple combo, the tiny bit of extra damage does add up over time, especially when youre hitting with all her pokes repeatedly , throwing , and of course dispensing Houyokou-Sen. Also you can add SA2 at the end if it connects, although with damage reduction it wont be as great as usual (although if your foe is low on life it will be fine :badboy: )
When your opponant is on the ground and low on life, or you just need to do damage and get them away (ahem , Ken), you can throw out a kioken and link it into SA2, this way if they try to parry the un-comboed SA2 the kioken will throw off their timing and they will eat part of the super(unless they are very good at parrying).
The wall jump is also helpful, dont make the mistake of overusing it though, sometimes its easy to get carried away and jump right into an anti air. when you use this move dont forget that you can use super jump as well, you travel much further but youre also at risk because youre off the screen and it can be hard to anticipate what theyll do. Use this move sparingly as an escape tactic or to surprise the hell out of an opponant with j.MP x SA2, or j. RH, or j. F+F if you anticipate a super jump (sorry Elena!).
Also, dont forget that cr.MK is not just your super link (although it is definatly that too). Use it to poke without fear of punishment, it does decent damage and is QUICK, can punish most whiffed moves, links into lightning leg or EX LL, EX SBK too I think.
Standing MP is an overlooked poke, its fast and has good reach, although it shouldnt be relied on cause her FP and Back FP are better. But dont forget it, can be used as an anti air if you dont use it every time (you should always mix up chuns anti airs since they all suck:( )
Also dont be afraid to dash with Chun, her dash is fast and keeps opponants running away out of fear of a super art, goes under crossups (ahem, Ken), dash in with a Kara throw if you can do it (Im still learning to kara throw myself).
Her best Kara cancel move is standing MK.
SA2 can be comboed off of the following (feel free to add any that I miss):
cr.MK
st.RH
f.RH
j. straight up RH(late)
j.MP(as late as possible, even better if theyre crouching)
back+FP
back+FP x Kioken
Kioken
UOH
st.RH sj cancelled
back+MP
cr.FP
d/f RH, d/b RH (her overhead flip kick, DONT rely on it, its easy to parry, save it for when you KNOW your opponant is confused :badboy: )
j.RH(late) x cr.MK (not sure how this relates to damage reduction , anybody know?)
Doing an SA after st.Fierce is not a combo but I catch people with it if I use it sparingly. Good damage if it works, keep it in mind if youve been poking the hell out of your opponant and you can tell theyre just kind of waiting out your onslaught. A lot of players will let go of the joystick in the midst of a big combo (fight a good Yun youll know what I mean). When I say big combo with Chun it doesnt mean big combo, I just mean an onslaught of pokes and special normals that keep hitting or keep your opponant in blockstun for a while(like 7-10 seconds).
Basic info , I know, but I see there are a few new Chuns here and I thought Id throw it out in case you were curious. Thanks to the numerous Chun players out there that I have picked some of this up from, and the numerous Chun-Li faqs on Gamefaqs. This is the general Chun-Li strategy thread afterall :karate:
Back fierce X Kikoken is red parry bait, hit confirming from back fierce alone is way better if you’re fast enough.
You’re quite right, I put this down though for 2 simple reasons: 1.for chip damage kills when theres no meter and the situation presents itself. 2.People rarely red parry when I do this. I dont know why , I play some very skilled players who are very good at parrying AND red parrying, but for some reason I just get lucky when I use it. Good advice nonetheless though, and much more sensible than mine which is based off of luck lol.
Feel free to add to or criticize any of the advice I gave, Im always open to criticizm as my goal is always to play a better Chun. :karate:
HAH speak of the devil, I was just thanking Chun Faq writers from gamefaqs and before Im even finished with my original post the writer of the biggest FAQ there shows up to correct me lol. You wrote a great FAQ man , helped me out a lot when I was first learning Chun, and I still read through it from time to time. :tup:
i got a question
how the fuq to u do that kick where she flips over behind u and kicks u with both feet??
its down/forward (towards your opponant) + RH. Careful, its parry bait, although I like to use it when I know my opponant is confused or isnt good with parrying. You can confirm SA2 if it hits, but there are far better options for hit confirming (listed in one of my above posts).
I’m a Hugo player trying to learn to play Chun. My biggest problem is guys like to jump in on me non stop. b+fp is an ok anti air but ppl seem to be able to parry it consistently. mk seems ok if they try to jump in and deep parry. Jump + throw is always nice if you see the jump in coming. What do you guys do when ppl jump in on you?
p.s. do I ever need to use her lk?
IMO parrying is a very effective anti air. Some prefer the jumping straight up and falling with roundhouse , this is a good one cause you can link it with SA2 if it hits late. MK is good every now and then but its parry bait, and back +MP is too short range to use effectivly, and also parry bait for some. Basically her only SAFE anti air is to parry, the falling roundhouse is sick but it can be parry bait if you abuse it. I like to parry and then do a crouching roundhouse, or cr. MK into SA2 if I have the meter. Hope this helps.
edit:as for her LK: I personally dont use the standing version much, she has much better pokes, although if they are up close and in your face its a good move to throw out every now and then cause its quick. The crouching LK on the other hand I use often, to tick into cr. MK or into a kara throw, VERY useful. cr. jab is another useful move, the fastest normal in the game if Im not mistaken, use it against Makoto any time she gets close, or if you think theyre trying to set up a throw. I often use a jab or 2, 1 or 2 LK’s into MK, they usually stop blocking after the first 3 moves and thats when you hit with the MK into SA2. :badboy: Use sparingly, people will catch onto that and possibly down parry the MK.
edit again:when I said use sparingly, I meant the link with MK. feel free to use the LK and jab thing a lot, keeps the pressure on and is hard to parry cause its so freakishly fast. Mix it up with those and overheads, and once you can tell theyre confused go ahead and verify SA2 off of the MK or an overhead or whatever you want really.
edit AGAIN!: What kind of jump ins are you dealing with? Like what characters? Im gonna take a guess that you are dealing with at least a few Ken players. Chun is fast, thats somthing youll find very refreshing after playing the big man, she walks and dashes very fast, you can actually walk under a lot of crossups, and then retaliate with cr.MK xx SA2 if you can. But yeah lemme know what kind of jump ins youre dealing with.
Couple days ago I played against this dude that jumped in nonstop with Dudley’s fp & rh. Really annoying.
Ah yeah thats annoying, especially cause his jump is so short. If youre having trouble parrying it, back up when he does it, then hit him with a back+FP x Kioken, or verified into SA2 if you have meter. Not sure if you can walk under this one, Ill check it out in a bit and get back to you. That is annoying though I agree, but hey at least its not the twins divekick hehe.
chuns j d.mk (stomp) ruins this shit
Basically CyanideAssassin told u most of them. But there is also option parry forward and s.jab, c.fk, and … just block. One I use sometimes is also back+hp but after doing it I will keep on hitting fk for the lighting kicks incase the guy parries it.
If he doesn’t jump from too far a distance, you can just walk underneath Dudley and then crossup with c.mk…this should hit for sure if timed right since they did a move in the air already. Or you can walk underneath him and while Dudley is still in the air just s.fk him.
Oh yea, I still am not sure about the Hugo matchup too well. I basically zone with s.fp and c.mk but inevitably I will somehow be forced into the corner and thats where i get raped. Anyone have more detailed strats about this matchup? Thx
Ah yeah Chuntingche you reminded me of my favorite AA, the lightning kick and EX lightning kick. Its not 100% reliable, as everyone knows Chun has no AA that is, but it is surprising and hard to parry the entire thing, takes a while, and Ive found that when they start parrying, I just mash harder so that the noise or the button being mashed can screw up the timing of their parry lol. And the EX version I believe isnt possible to parry, although dont use it too much as it burns meter. The downside to using this as AA is if you miscalculate and they go over you, they can punish you with whatever they want, in most cases an SA, so be careful and dont use this every time they jump. It can also be hard to get it out in time sometimes , cause the first kick always comes out and then the lightning kick, so keep that in mind if youre dealing with a close range jump in, and of course dont use this to stop crossups, as most of the time it will go the wrong way.
First and foremost, to get out of the corner in one piece, EX Lightning Kick. Lightning kick works well against a jumping Hugo cause hes such a big target. Zoning with the s.FP is good but not all the time, cause generally good Hugo players are good at parrying, since to use Hugo you kinda have to be.
This should go without saying but dont jump if he has Megaton, and dont jump in on him EVER. Chun shouldnt be jumping in at all, I do it sometimes anyways to try for j.MP x SA2 (bad habit, although pays off if the person youre playing is no good at parrying), but with Hugo I never jump in cause he just blocks or parrys and then throws , does Moonsault press, or (eek) Gigas Breaker.
If he does the meat squasher do cr.MK x SA2 if you have the space to do it, or back Fierce x SA2 if hes closer. Back + MP might be a better choice in this situation, but I havent really experimented with this so I cant say for sure.
Basically you wanna turtle and strike when you see an opening (when he starts clapping hit him with a fierce or a super if you have it, time it so that it hits right after the hit box of the super is no longer active). Dont do the wall jump unless you want a Baaahkbreeeeakaaaahhh or Megaton. If you get stuck in the corner try and parry your way into a super art, cause if you jump over him with the wall jump the afformentioned will probably happen.
Throw when you can but dont go for throws, only do it when the opportunity presents itself, and even then kara throw is safer cause youre further away (although Im not sure if her kara throw is out of the range of the MSP, maybe someone can help with that).
With Hugo your goal should be landing repeated SA2’s, as with anyone but especially with him, cause you need to dispatch him as quickly as possible, the longer the match goes the more chances he has to kill you with his big moves and supers ( the fact that MSP is so effective makes turtling for the time to be up pretty difficult, so youre just gonna have to kill him).
It is a tough match, but just keep yourself grounded and control space with cr.MK and Fierce, dont let him get in and dont give him free moves by jumping in. Someone else can expand on this, in all honesty I have some trouble with Hugo as well so there are probably a lot of tips out there that I dont know about.
edit:You should always be charging your meter with Chun since her SA IS her game. the good thing about charging it in this matchup is that it makes it impossible for Hugo to do a meat squasher or his clothesline cause both are stopped by the back fierce. Oh and most people know this but in case someones reading who doesnt, stay the HELL AWAY from Hugo when hes waking up, or youll eat an MSP or a Gigas, every time.
edit again:Kara throwing is somewhat new to me so as I said before Im not too familiar with the exact range of her kara throw, I just kinda know what it looks like and that its the best kara throw in the game (pretty sure its best, someone correct me if Im wrong. If its not the best its damn close). The guy who posted on the last page, BillyKane has a great Chun FAQ on gamefaqs that Id recommend everyone give a read or two. It might have some of the things Im not sure about in it, Im gonna read it again in fact.
As far as the battle with Urien, I have some serious problems with this matchup, so I cant really help much with that. I think there is some good advice on page 2 , cant remember, Im gonna have to memorize it. I can beat good Uriens, but they beat me more lol.
When I play Uriens, in the beginning I basically start zoning with c.mk, s.fp, back+fp. I usually stay a bit outside of Urien’s c.mk and s.fp range because Chun’s pokes will beat most of Urien’s pokes. For example, her c.mk will beat his c.mk and your s.fp will beat his s.mp or s.fp. However, I think his s.fp will sometimes beat Chun’s c.mk and his c.mk will beat Chun’s s.fp if they did it early enough. The back+fp will stop urien’s headbutt and this is what u want since the headbutt is one of Uriens main moves to move in on other characters. This zoning will help you gain meter while also prevent Urien from getting too much meter in the beginning.
Probably most ppl know this, but the most important thing when zoning with the tactic above is the buffer the super motion while Urien is not in range of the move. For example, after you press c.mk, do the super and press the kick buttons without even thinking. This way, the super will only come out if it hit something. This would mean if Urien randomly stuck out a c.mk and you caught it with your c.mk your super would come out. You can do this with the back+fp too but make sure for both the c.mk and the back+fp that u are not too close to them since if they could just walk up and block if too close a distance.
Now with the zoning they will usually be pushed into the corner. However, they usually will not just let you zone them into the corner for free. They can get out of there or begin to move away by an assortment of moves. I’m not sure of the whole list but here are a few: empty jump in throw, jump in j.fk, headbutt, EX headbutt, and the chariot tackle.
For the empty jump in throw if you are close enough you can walk underneath and do s.fk, c.mk, throw…
For the jump in j.fk, you can parry and c.mk super or you can just block, also note that walking underneath and c.mk is another good option too…
For the headbutt and the EX headbutt, you can s.fk or c.mk if you have fast reactions. If not then just be ready to tech because Urien’s usually throw after then headbutt and EX headbutt.
As for the chariot tackle, I’m not too sure how to counter that actually unless you did a c.mk or back+fp at the right time. Any tips on this?
Thats all I could think of for now.
Thats some good advice Chuntingche, and youre right about Uriens cr.MK beating our s.FP, I read that in the Chun vs Urien thread the other day.
As for the chariot tackle, I actually find it easy to parry, think of it as a really big fireball lol. I dont get it every time cause of course it can be surprising , but Im getting used to it. Give it a try I think youll agree its pretty easy. Its easy to get intimidated by that move due to its involvement in those damn reflector combos and the 4 tackles in the corner, but since its only a one hit move and Urien is a rather large target, its not too bad. Back + Fierce also works, I use that to zone Urien and keep him from doing the tackle, but in up close situations or if hes got the reflector stocked I find it better to parry.
I agree with that except for just one small part. Sometimes when Uriens get stuck in the corner and want to get out, they will do chariot tackle into the aegis reflector that goes up in the air instead of forward. If you parry and try to do anything, the reflector will hit you and they can easily combo you with c.lk into chariot tackle.
Also one thing I remembered about vs Urien. Uriens tend to turtle a lot once in the corner while you have meter. This is where you have to kara throw a lot in order to create openings. But I guess kara throwing should be done in every matchup.
does the reflector come out regardless of if you parry the tackles? stupid question my brain just figured that out lol. good advice I didnt think of that. Ive gotta get around to learning to parry the unblockables, that would help a lot, not sure if you can parry all of em but I think you can parry the one where he does a power bomb, LP aegis, HP headbutt , quarrel kick, etc. I swear Ive seen that parried. Does Urien have a good kara throw? I know its not better than Chuns if so, but just out of curiosity. HAHA we should really be posting this in the Chun vs Urien thread, but oh well, this thread is the most active.