sf4 chun feels weird to me. It’s not the same character. I’ll try to get used to it, but I may be more of a blanka/guile person in 4.
Chunner, a good claw is the bane of my existence.
As for SF4 Chun, she is incredibly different from ST. Her Kikkoken is still huge but the same zoning tactics didn’t work for me, like at all. I got to watch Justin Wong play her up close and I realized I was play SF4 completely wrong. I still plan on concentrating on her when the final games ships, it is just going to be an adjustment for a while.
Voltech are you still going to send those clips to me? Much appreciated. I will learn how to do it myself from now on.
It would be easier for me to just post them on youtube I cant send files over 5mb from work
I just checked Voltech’s youtube channel and he has put up some new vids.
Voltech, it’s unfortunate that you only got a few games with the real ald_one (Guile). I almost like his Vega better than his Guile. High-flyin’!
Yeah his Vega is nasty!!! I have a lot more I’ll post tomorrow I ran out of time. I actually had to do work today
thanks for posting the fei long vids voltech. Fei long is so f’n annoying. chicken wing into fire, and I don’t have a reliable way to punish. Spamming chicken wing always gets in on me as well.
I’ve tried zoning but that doesn’t work terribly well. I finally got the insight from your video that will help me though. When I zoned, I didn’t stay the entire screenlength away. It looks like staying at that distance neutralizes chicken wing.
Haha yep zoning is the key but you gotta get the distance right, not too close not too far. Before I knew that short could take out the chicken wing a good Fei Long was such a frustrating match. I used to try to run in and duck the rekka kick lol It looked really cool when I did it right but the punishment if I messed up was brutal. Anyway glad you liked the vids I got more on the way so stay tuned
Can anyone suggest a bread and butter combo for me when the other player is dizzy? Right now I’m using jump fierce, stand forward, lightning kick.
Maybe it’s because i’m on a pad but that’s not terribly dependable. It always seems to go wrong somewhere, but I’ve gotten a 3 combo on it so I know it works as a combo.
When I really need sure damage I just do crouch forward into lightning legs, but I would like to do more consistent damage after dizzy. Plus that one doesn’t even knock down.
j.hp, s.hp xx kikkoken… three solid hard hits that ain’t hard to do and puts you at a safe distance… make the first hit deep and you should be good.
Well, to take your combo a step up in damage, you could do…
Jump :hp:, close :hp: XX :hp: Kikkoken or :lk:/:mk: Lightning Legs. (Both combos are doable on a pad. These were my standbys in Super and they work in ST.)
Close/crouch :mp:, close :hp: XX Kikkoken will work on Honda if he’s cornered, but not after a crossup.
And then…of course, there’s always the crossup :hp:/:hk:, followed by a bunch of cr.:lp:s into st.:lp: or st.:lk: XX Thousand Burst Kick SC. The Thousand Burst Kick might combo after cl.:lp:, cl.:hp: too, but I have yet to actually be able to pull off that cancellation in ST.
And…if you’re really desperate…I’m sure you can get cr.:mk: XX :hk: Rising Spin Kicks to work somehow…possibly off of a jump in, but defintely off of a crossup.
Alright…where are the Chun Li combo mavens at? James Chen? Where you at, mayan?
Edit: This just in from the TZW Vol. 7 Combo FAQ…
cl.:lp:, cl.:hp: XX Lightning Kick works on Honda at point blank range. The actual combo from the FAQ is crossup :mk:, backwards close :mp:, cl.:lp:, cl:hp: XX Lightning Kick (I saw the video myself, but it’s been sooooo long ago that I can’t remember what version of the Lightning Kick was used.) Personally, I’d go this way with it…
Crossup :hp:/:hk:, cl.:lp:, cl.:hp: XX Lightning Kick.
That cl.:lp: to cl.:hp: link is not an easy link, just so you know, so work on that timing. I need to try comboing a Kikkoken after that again. I can’t see how a 6 frame startup move wouldn’t work if an 8 frame startup :mk: Lighting Kick can work in this combo (if it does).
I use the combo Chunbelivable suggested the most just cause It does good damage and is easy to pull off 99% of the time. I have a hard time comboing into the lightning legs for whatever reason. I have a question Does Chun have a solid touch of death combo you can do without meter? The one I’ve tried only works if you have meter j.hp s.hp xx Kikkoken for the dizzy then lp kikkoken xx into super follow up with hk up kicks but I haven’t been able to pull it in an actual match yet
Thanks, I’ll master fierce, fierce, fireball. It has to do more damage than the one I’m doing. And because I rush down so fast I get a bunch of dizzies. I totally waste them.
So Strawberry Shortcake is my B&B character but I have this huge weakness that I’ve been reading trying to get past, but this morning it was magnified to the point where I gasp almost rage quit. Kept my composure, but I’m still getting raped by tick->command throws. I’ve been trying to get past ticks in general, can have been practicing counter throws, but that won’t work on command grabs. Right now THawk is causing me all sorts of issues, as he’s a bit too strong once he gets in the iar, his angles make it difficult to get my up kicks or whatever off and he forces me to block high, so I can’t maintain a charge to do the reversal. I try out prioroitizing him with j. lk, but just trade hits which he always gets the beeter end out of.
Could anyone help me strategize against THawk? I have the same problem to a lesser extent with Gief, but he doesn’t have the same air control as Hawk, so as long as I stay offensive I’m fine, I can out space him, but Hawk just gets through all the nooks and crannies and ticks me to hell with a command throw.
- :bluu:
Well…theoretically speaking…if crossup :hp:/:hk:, close/crouch :mp: or crouch :mk:, close :hp: XX :hp: Kikkoken or :lk:/:mk: Lightning Kick was a ToD in Super and the medium attack to close :hp: link now knocks most characters too far away to combo anything after it, the closest you’ll come to that will be…
Crossup :hp:/:hk:, close :lp:, close :hp: XX :hp: Kikkoken…if the :hp: Kikkoken will actually combo. Otherwise, you’ll only be able to end that combo with the :lk: or :mk: Lightning Kick.
So, for ease of use, it’s definitely all about that jumping :hp:, close :hp: XX :hp: Kikkoken. It’ll probably do around 40% damage. But…if you can get the other combo to work…it might do more than 50%. If it doesn’t, it’ll be really close to 50%.
Chun Li has a special move that has been changed that may be the answer to your situation. On startup, it’s unthrowable, invincible, and aerial and it moves forward kinda quickly.
SPINNING BIRD KICK!!!
Do that as a reversal and, at the very least, he won’t be able to throw you. Since you’re holding back the whole time while blocking, you’ll never lose your charge for it. Of course, you’ll have to figure out which version to use based on how far away he’s ticking you from and how quickly you need to hit him before he recovers from whiffing the throw.
But, bottom line, a reversal special move that’s unthrowable during startup is your best option against command throws.
I’ve been thrown out of the SBK…I’ve got no reason to lie about it. And since the inv start up frames seem to have shrunk so much, I get snuffed on it too, maybe when done as a ‘reversal’ it gets some kind of extra property? I dunno, I’ll try it out, anything is worth a try - its shame watching me run over just about everyone, then coming to a screeching hault against THawk and Gief.
- :bluu:
That’s why I mentioned the blurb about “reversal special moves”. Remember that the reversal window is the last frame of hit/block stun. Since you can’t be thrown at any time while in hit stun or block stun, if you immediately go into a move that can’t be thrown, you will avoid any throw attempt.
I just mentioned that over in the “newbie” thread.
Unrellystic: I think it’s all about the timing. A couple pages ago, I stated that I didn’t have much use for the SBK, but others seem to be able to get out of jams. I think the timing just has to be really late.
Question: Do they (lk, mk, hk) all have the same invincibility?
By the way, if Hawk starts doing his fierce splash in the corner, you’re probably dead, but if he does an early one you can throw him; also, walking under the jump is another viable way out.
As far as T Hawk is concerned I use to have major issues with him my self. I usually spam a lot of s.lp’s to take out his dive (I always follow up with a hp kikkoken if I hit his dive) neutral j.lk to takeout hit DP’s. Chuns pokes have better priority than his just don’t go crazy his DP will take out your pokes. I never throw a kikkoken unless I know for sure it will hit ie on a knock down. If he tries to jump in mk will take out everything from a distance if he gets in close with his splash I’ve hit it with s.lp and close mk but its risky. If you block it it pushes him too far back to SPD you. Watch for the Wiff and punish it hard ie throw or c.mk into lightning legs ( that seems to be what I get him with the most). I once beat a Hawk with the clock cause I had just a little more life than him and all he did was j Splash for like 20 sec. All I did was block it and he couldn’t get in close enough to do anything . I only use the lk SBK to escape the corner but not a tic throw. For tic throws I use the upkicks but the timing is very tight. Have you seen this? http://www.youtube.com/user/VOLTECH01 it’s my main vid good shit!
Anybody have a solid crossup for Chun I rarely ever even try to cross anyone up always seems too dangerous.