Chun li: General Strategy / Combos / Matchups

Wow didn’t know that before, gonna have to try that.

Lately i’ve been using the EX-Lightning Kicks a lot on wakeup against makoto and even ken. I’m pretty sure a well timed c.lk will beat it out but not sure about the other normals and specials.

I think I said this before, but I find c.lp is the best way to stop the karasuka from up close.

I haven’t played or seen much chun vs makoto vids lately so thats all I can think of right now.

Didn’t see anything about what Chun does when the opponent is getting up and I’m pretty sure everyone knows the very common ones. I’ll just list my favorite ones:

  • s.lp, c.lp -> super
  • s.lp, c.lp, c.mk -> super
  • s.lp, c.lp, back+hp -> fireball -> super
    (I add the fireball because its easier to confirm)
  • s.lp, c.lp, s.hp
  • s.lp, c.lp, walk up a bit, kara-throw

I tend to not do this too close to the opponent and try to stay as far away as possible. If done at the right distance, I believe even a wakeup forward parry + throw from the other guy will not punish you. The s.lp must be done during the frame/frames (not sure how many) that the other character is standing (even if they crouch) on wakeup. The timing I think for most characters is when they start to flip over onto their legs after lying on the ground or from rolling during a quick stand. This does lose easily to wakeup super, shoryuken, and tons of other crap though. Does a meaty s.lp stuff anything?

I also have trouble against characters that like to wakeup jump. Anyone got any good tips to counter that?

I like to dash under and throw if I am in a position where thats possible. Otherwise, dash under and cr.mk xx you know what:)

When you say wakeup jumps, do you mean they jump back and attack as soon as they leave the ground, like with a jab? If thats the case, and you see their pattern (Im going theory fighter here just so everyone knows, havent tried this so dont know for sure), stand right next to them as theyre about to wake up, then right before theyre awake back up so that the jab wont hit you, walk forward once its passed your head, and do forward + MK or s.FP. Again thats just a guess, Im gonna have to try that out and confirm if that works (by works I mean if the the forward +MK has the reach or not).

If that doesnt work or if thats not what you were talking about, sorry, and lemme know what it was you were talking about.

Oh, I was just talking about how when I have someone in the corner they will wakeup jump.

All I can think of right now is doing c.mk or s.hk into super to counter it.

you can do meaty anything to counter wakeup jump. i perfer s.lp c.lp chain.

^^I like that, good advice. Most people expect the back Fierce.

close standing jab (the elbow) and then do a far standing jab standing short chain (all blocked) will put you in perfect universal overhead link sa2 range… even if they are standing when uoh hits them.

oh and far standing jab jab is hit confirmable into sa2… kinda hard though. but if you are too far… sometimes both jabs will still connect but you are too far for the super to combo…

yeah thats why i use the jab chain. its not too hard to hitconfirm with practice, and it leaves you at a good range to mixup c.mk/kara throw

If you cant hit confirm back fierce I dont think you should be playing Chun at all lol, isnt the window hella long for the cancel? I seem to remember it being so, but I dun play Chun so iono.

it isnt a long cancelwindow, you need good reflexes, but its easy to see it coming after some training =) And dont forget to buffer the super when outside of range, if they get hit you go straight into super =)

the back fierce cancel window is pretty big. even bigger than c.mk i think.

The cancel window for back fierce is the same as Alexes’ st. mk or Elena’s cr. mp (16 frames according to gamest). cr. mk is bigger (18).

I have a lot of trouble rushing down or zoning other characters. I somehow always just end up in the corner where I just turtle. btw my style is really turtle (I mean really turtle) and I’m trying change it up a bit because when I go against ppl who know how to kill turtles its very hard to fight. But because I’m so used to turtling and winning like that, I don’t know how to attack and move forward safely with chunli so that I can get the other person in the corner.

Well specifically, I have a lot of trouble with the chunli vs chunli mirror matchup where I’m too afraid to move forward and c.mk so much because I’m afraid of their c.mk.

Also, I’m having trouble with this Ken that will stay just outside of my c.mk range and if he sees me whiff it, he will dash and throw or c.lk, c.lk, super me. Any advice for countering this strat?

Thx

For zoning, just mix it up, try to be as unpredictable as possible. If youre attacking (I turtle a lot with Chun, but I also do bursts of rushing at random times) use a lot of s.LK’s and cr.jabs, use cr.LK to set up a tick throw (crouching jab works too I believe). It doesnt do big damage all it once but it keeps the opponant guessing and under pressure. Tick into cr.MK with cr.LK and then of course into super. St.strong is a good move for when youre at a point where st.Fierce isnt an option and you fear back Fierce getting parried. Mix in kara throw too when the opportunity presents itself. Use f+HK to hop over low attacks and hit confirm. Air throw, Fierce Fierce or just wait and cr.HK or cr.MK if you have meter when they jump.

Chun vs Chun is all about who blinks first. A regular opponant of mine (same guy who kills me with Makoto) also uses Chun, so I play this matchup alot. The rounds tend to run for a long time, youll be doing a lot of standing around, walking back and forth , whiffing cr.MK, building meter etc, timeout is definatly a possibility with this matchup(although Ive found someone usually gains the upper hand eventually with a super and then tick throws kara throws and all that. Punish her st.Fierce with your own. punish her if she starts whiffing Back Fierce and you have meter and are close enough, use SA2. Eventually one of you will choke and eat a super. If it gets towards timeout and youre loosing and dont have meter, just rush with random pokes (f.+MK is your my friend here), otherwise your opponant will most likely turtle it out, and you at least land a chance of getting some throws in and evening things out.

As for the Ken thing, whiff cr.LK at a time when cr.MK would seem important, then when he rushes in hit him with Back FierceXXSuper or kara throw or tick throw or EX LL if you can do it that fast. If that doesnt work just back up, wait for his crossup and parry, throw, super whatever.

against ken its hard u can wiff clk instead of mk to confuse. walk back and forth faster to confuse. when u throw a cmk cover it with another cmk. forward mk. dash in kara throw or setup parry options or try a uoh super set up. ucant let ken dictate the match or let him dictate as less as possible its hard he can also ex fb and diffuse ur attempts.

also when ur in afootsie game try just crouching real fast sometimes they will try to hit something an u can punish mksuper

Every day that I play I appreciate cr.LP more and more. This move has saved my life on many occasions. Id post more but Im tired:lol:

Good advice JCL about not letting Ken dictate the match. Thats very important, Ive found that once youre in the corner against Ken you have problems, and with Chun its easy to wander over to the corner :lol:

haha, it’s funny that chun’s thread has died. protip - low foward xx super is mindless, yet effective. all the chun strats you’ll ever need.

All the strats youll ever need? It is her strongest move, but seriously, try winning with just that. Thats what down parrying and tripguard are for, everyone knows its coming, and any half decent player will make it tough to land it. That strategy will only work against a braindead opponant.

That being said , Im not trying to downplay cr.MKxxSA2 at all, its one of the sickest combos in the game:lol:

:lol::lol::lol::lol:@ “protip”, I used to read Gamepro a LONG time ago and that brings back some memories.

And thank you for resurrecting the dead Chun thread :karate:

working on hit confirming with back+hp into SA2. train your opponent to not low parry.