Chun-Li HD Remix

Is that for any upkick or does it need to be a specific one?

While I don’t enjoy Chun-Li as much as characters which a DP (cammy/ken) I seem to do the best with her. (i’m a beginner) A lot of this I think stems from lightning legs, and while i know its all about Playing to win, i definitely feel like a scrub when I go for a cross up with an MK, try to cr.MK after and LL just comes out. Maybe I am hitting the button too many times, but it always seems to. Yes it usually lands and does good damage, but i would like to be a bit more professional with my play.

Is HP her best cross up for combo’ing into other things? Also, assuming I get a jump in and want to tick throw them, whats the best normal choice to get quick recovery and minimal push back?

When I update my FAQ, I’m going to just post a link to it rather than post this statement.

The best normals to tick throw with are always the best ones to link from…the ones that give you the most frame advantage.

For Chun Li, it’s all about any of her :mp:s and cr.:mk:. Honorable mention to the tried and true cr.:lp: and cr.:lk:. There are plenty of posts in this thread about how absolutely wonderful it is to link from any of her :mp:s and cr.:mk:.

And oh yes…crossup :hp: for the win. Crossup :hk: is so hard that I have yet to do it, but I’ve heard it’s possible. From there, you should be able to do a two hit link combo (possibly three if you’re timing is excellent with linking cl.:lp:, cl.:mp:, cr.:mk:/cr.:hk:). I know there’s got to be a combo ending with a special move here somewhere since my old reliable ToDs from SSF2 push too far back in ST.

I tried that out. It’s pretty fun, but I think I’ll only use it to mess around with friends.

to chunlie

hey i may try looking for you. i had a free month of live gold that will end soon but if i find u before then i’ll fight with you. i’m not a regular at this site though so u could say i’m a newbie too.

hey, i realize this is a old post. but in case u wernt ever able to do it i was able to do a super from standing fierce. i actually jump into it giving me 7 hits. i’d have the achievement if it wernt for the fact i’ve only done it in training mode. the timing is hard for me. i just did it last night. i’m more of an average player though so u may be able to do it. also my game tag is okami_shinja if u ever feel like facing off. either tomorrow or the next day my gold membership will prob expire but i’ll get it again.

i had to edit this. i tried the combo again and it was with a jumping attack into super. not standing fierce. my mistake.

Hey guys. I’m new to SF in general (started playing this game last week to prepare for SFIV). I’ve been playing as Chun-Li almost exclusively. Most of my time has been spent practicing special inputs, especially being able to pre-charge d/b while doing another move. I’ve got a handle on this aspect for the most part. Now I need to know what I should be doing from here. What attacks do I want to use, combos, etc. I went to the ST Chun-Li wiki, but I don’t know what there applies to this game. Plus it feels like the page is geared towards people who know what they’re doing, lol.
One combo from there I have been trying is j.mk, s.mp, s.hp which is supposedly a great dizzy-inducing combo. I’ve pulled it off like 3 times out of MANY attempts. A lot of times I’m able to make it to the s.mp but the training dummy can almost always block the 3rd hit. Sometimes I dont even make it to the second hit. Is there a specific way to combo moves in Street Fighter 2? I just try pressing the buttons as fast as possible when I see the previous move connect.

Also a few beginner questions. 1) What is a mixup? I check the glossary wiki and that word wasn’t there. 2) When you say do a jumping attack does that mean neutral or directional jump? 3) What’s the difference between linking and chaining? 4) How do I throw effectively? I read about tick throwing but don’t understand it. 5) And lastly, how do I hit my opponent with mp or hp from close with a stored super? I always throw. I read people talk about hitting with a s.hp then hit the k for super, but that is impossible because you throw.

Thanks to anyone who answers my questions. I am just a humble newbie trying to learn a fanstastic game. Cheers.

Edit: So nobody asks, yes I do use a stick.

  1. What is a mixup?

for example, if you’re standing right next to someone and you sweep 3 times in a row, they go to block a sweep and you do an overhead, which hits them while they’re crouching and expecting you to sweep. It just means you do different things to confuse your opponent.

  1. When you say do a jumping attack does that mean neutral or directional jump?

either, unless specified

  1. What’s the difference between linking and chaining?

someone else can answer that

  1. How do I throw effectively?

that’s a broad question, tick throwing with chun is easy, walk up strong punch, throw, walk up crouching forward throw, just throw someone right after they block

  1. And lastly, how do I hit my opponent with mp or hp from close with a stored super? I always throw.

hit punch from further away or stop holding forward

This one’s clearly defined in the Wiki, but I’ll explain it since I’m writing a FAQ about it.

A link combo consists of performing a move, waiting for it to recover, and then doing another move that is fast enough to hit them while they were recovering from the hit stun of the first move. Example: Chun Li can link from cr.:mp: to cr.:hk: by letting cr.:mp: hit and then doing cr.:hk: as soon as the :mp: recovers. So, ideally, you need to start with a move that recovers quickly and follow that with a move that starts quickly. (I’m sure I had a less wordy definition, but I hope you understood that.)

A chain combo is a series of normal moves that are interrupted into each other. If you’re familiar with Street Fighter Alpha 1 or the Marvel series, then you see chain combos all the time. SFA1 Chun Li can chain cr.:lk: -> cr.:mk: by doing the cr.:lk: and then interrupting the recovery of that move with cr.:mk:. Chain combos are simply 2-in-1’s or “cancels” from one normal move to another normal move.

For more clarification, feel free to read the Super Turbo Wiki again. The Wiki’s definition should make a little more sense to you now. If not, you know where to find us. :slight_smile:

I just started using Chun Li recently (I’ve played with all SF2 chars since WW, but never Chun Li this seriously), and I gotta say…she’s a BLAST!! I’m having so much fun!! Especially using her stored Super to threaten turtling chars with throws, and then unleash her Super into Upkicks. Just killer!!

What’s a good reversal against tick>SPDs? I’m assuming Upkicks, but does that work 100% of the time, from any range? And has anybody tried reversal SBK or Lightining Kicks instead?

Out of the moves you suggested, the Tenshokyaku (Rising Spin Kicks) and the Spinning Bird Kick are probably the best to try. Rising Spin Kicks if he’s close and SBK if he’s out of range of that (though I wonder if the first part of the SBK is unthrowable…I know it’s invincible). Lightning Kicks would probably get you grabbed since they take a few frames to start up.

against any 360 tick, you must pull a reversal move that is either airborne, hits, or is invincible on the first frame (shoryuken, upkicks, hurricane kick etc) so lightning legs and other mash moves wont work

I think this part of my previous post was overlooked. :confused:

What does Chun Li do when she’s in a corner and someone is doing close jump ins?
specifically against low jumpers (where they’d hit you cleanly above lightning legs), its easy for walk under a jumping chun/claw/dicator

I’ve never found a good answer for this in any video.
The best I’ve found is early close RH or walk up early close RH, but that seems to trade 40% of the time get you hit 40% of the time, hit cleanly 20% or less.

I didn’t have an answer before and I thought someone was going to say something, so…I’ll throw out a guess…

How do close strong, close forward, and stand forward sound? :slight_smile: Those are the only other moves that I can think of that look like they’d have a chance in that situation. Otherwise…charge up a SBK or Super and get outta there!!!

I hope that was remotely helpful. :slight_smile:

Ahh, I was wondering if someone else was going to come to the conclusion that she’s screwed in that position. I think standing forward would hit the same as lightning legs. Tried this with my roommate for a while last night and close RH was the only one that even traded.

Super definitely works. Seems like chun li just isn’t allowed to be cornered by some characters.

^^ Yeah, especially Zangief. I gotta say as a Zangief user, I know Chun Li is screwed if I can get her in the corner and spam Zangief’s j+d.Fierce. I’ve rarely seen Chun Li get out of this with anything other than Super. All normals, specials and j.attacks are stuffed. Once in a rare while I have seen reversal SBK escape and even hit Zangief out of his early j+d.Fierce, but other than that, nothing else. I’m thinking Chun Li’s close st.Forward has a good chance, as it’s great against other low-to-the-ground jump attacks, but I haven’t tried it yet. If not, st.Roundhouse is next on my experimental list. I also wish they hadn’t made Chun Li’s close st.Roundhouse activate from so far away (almost as far as throw range), as her far st.Roundhouse is actually her best normal (I think) anti-air.

l.k SBK crossup/escape works if you have charge (I’ll use that on Gief and T. Hawk for an escape if I cant get to the wall before they get in close) also standing close m.k is fast and has good priority although looking back at my vids I don’t seem use it much hmm. Sometimes standing jab will even knock someone back just enough to throw a fireball and give you breathing room. Also jumping straight up and short can work miracles I use it all the time :smiley: Here’s an example of that against Honda [media=youtube]C_rn3huTlS4[/media]
Never mind the first round I was a little distracted with a phone call :stuck_out_tongue_winking_eye:

^^J.Short is a great anti-air, but I’m talking about AFTER you’ve blocked Zangief’s j+d.Fierce once (or Honda’s j+d.Forward), and THEN he just spams it. I’ve tried j.Short in that situation, and it gets stuffed, as does pretty much everything else except Super. BTW, I like how you fake them into thinking you’re gonna do Kikkoken by walking forward and back really fast. Good stuff. = )

A late SBK with l.k is my go to move in that situation if I don’t have meter that is. The timing is crucial, to soon and they’ll hit you out of it you gotta make them whiff through you. I wish I had a vid of it but I don’t :frowning:

sorry, if i’m late to this discussion…so is it confirmed then that a gief/hawk jumping spam (ie hawk splash) can be stopped simply by doing a standing MK?

By the way, I’ve read about vega (claw) on this thread, but I’m having a very very VERY difficult time against the good Vegas…even the mediocre Vegas and it’s pissing me off. The constant wall dive just kills me…i try to jump throw/ jump HK/ upkick…and nothing seems to work consistently…i’m almost out of options…if anyone has something that consistently works for them please let me know!!! Thanks!