Out of the crossups that she has (short, forward, fierce, or roundhouse), jumping forward is probably the easiest to connect with, followed by short, fierce, and roundhouse being the most difficult. All in my humble opinion.
Thanks I feel like my cross up game is weak right now it’s something I really need to work on.
Actually I like to do j.hk s.hp xx hp Kikkoken just because sometimes I whiff the j.hp and end up throwing instead. Not that that’s bad but the combo takes off a bit more and if I was going to just throw I would use mp it’s more powerful
Yeah man, Lightning Kicks and Jump Shorts. They completely wreck Fei Long, especialy my impatient Fei-Long.
I love you, VOLTECH
My game has degenerated. I’ve been losing, maybe as much as 35% of my matches. This is just random quick match. My game knowledge is not comprehensive, and I kind of play by reflex and reaction, but my reaction has been shot recently. I’m pretty sure it’s this dpad I’ve been using for two months. The muscles on my right hand always feel tight, and playing doesn’t loosen them up anymore.
Man I can’t wait for my custom joystick to arrive.
If they miss something big, s.lp x2, c.lp xx HK legs. If you have super s.lpx3, c.lp xx super, upkicks juggle is 95% damage to a full life bar. My jumpin combo for them dizzy is j.fp, s.mk xx hk legs.
95% of what?
So I worked on it and I can buffer fireball into super now.
I don’t know, on the dpad I think that’s pretty impressive.
What do you think lol. It does 95% to a full life bar.
Quick tips of the day:
Charge storing:
You can retain a charge for your super when being crossed up or crossing up, makin git easy to combo into a super (off j.mk) or to super after a cross up SBK, since most people don’t expect you to have the charge still. Simply press the other direction when above the opponents head (b-f-b-f (hold), back as soon as you cross up).
Also it’s possible to throw a projectile and super right after you recover:
Charge b-f+p, b-f (hold)
This allows you to combo after a fireball near the corner if it hits (I usually do a lp one from about a bit more than half screen) or punish someone nullifying you fireball.
S.lp, s.lp, c.lp xx hk LLs does 45%, Easy ass combo to punish, does much more than s.fp xx hk LLs. Simply time two quick s.lp’s then hit c.lp and mash rh at the same time, it’s cake.
Anti-airs:
Close s.mk will beat or trade with alot of shit when they jump on you.
S.mk/s.rh work extremely well. Usually do HK early.
S.fp is dope also.
c.rh, I odnt really use it cause the other ones work so well, I should though.
Upkicks, always use lk, but piano to hk, do as deep as possible.
Set-ups:
s.mp, walk back. Throw any whiffed move.
meaty s.fp, mash hk legs. Beats pretty much anything not a super.
Meaty s.fp, df crouch with stored super. Hit kick if they whiff anything.
Meaty df+rh, c.mk xx hk LLs. Counters throw attempts.
Fake a throw or s.mp spam, super. I usually watch if they start to stand, means they are mashing throw 90% of the time.
S.lp, c.mk xx hk LLs, They usually try to tech a throw after, resulting in a 2-hit combo for you.
Random:
s.mk fucks up Blanka’s/Gief’s/Guile’s jump-ins
s.rh fucks up shotos jump ins
j.rh, s.mp, c.fp dizzies alot (3-hitter quitter)
j.rh, s.mp, j.rh is a hard combo for me
T.Hawk enjoys slamming Chun repeatedly.
You seem like your doing some of the same things I’m doing right now retooling how you play. Whenever I do that I go thru a period of being ‘sucktastic’ before I get good again. My Chun-Li was pretty good for a while, but then I started trying to think outside of just snuffing everything with j.lk, tick throw as much as possible, and zone to death. I still don’t use s.mp at ALL, and I still throw using fierce. I’m having issues using mk for anything other than c.mk - I don’t jump with it or stand with it with Chun li, my Dee jay uses it ALOT. I’ve been beaten into a defensive position way too much lately as I’ve been focused on her AA abilities for beating Gief and Hawk…I’ve been upping my reverwsal throws, but the command throws are destroying me.
Just stick with it. And don’t blame the d-pad :arazz: I can pull of a dp without thought on the d-pad, but my Sagat game is assed out because I have to do foward xx fireball motion to do a dp on a stick I hate sticks - but I’m using it. If you want a good tmeporary solution, spend the 25 bux on the gamestop controller. It feels a little better on the hands AND the d-pad is actually good.
- :bluu:
- :bluu:
Yeah I ordered an arcade in a box and it should be arriving soon. I have years of experience on that kind of joystick and it doesn’t hurt my hands so I should be fine. HD remix is really the first time I’ve played other people competitively on a dpad or for hours a day. My hand can’t handle it
I hear what you are saying about retooling and taking a step back. Before I had been playing chun li instinctively just tick throwing and rushing down constantly. It was pretty successful. But recently I’ve been trying to integrate some zoning and different tactics that are more appropriate in certain matchups. I’m less aggressive and I lose more. Plus my hand hurts.
What’s funny is that when sf4 comes out it will be another learning experience.
Good shit, RagingStormX. Here’s a few other things to add
Stored Super:
Another good place to store super is during lightning legs. If you knock someone down, immediately hold back, and do something like whiff C.Mk x2, Mk Lightning Legs, and then finish the motion. In otherwords, you should eventually be doing lightning legs while holding forward. Now, you can let go of Lightning Legs and immediately go into the super. Not quite as useful, but RSX already put up the good shit, lol.
Anti-airs:
Close S.Mp beats a lot of random shit. Try using it in a match vs Dic.
Close S.Lp is the same way. Try walking under a crossup and then hitting them with Close S.Lp. It’s a good way to turn a crossup into a favorable situation for you (Ryu, anyone?)
C.Mk is good if you make someone land on it. I don’t use this often enough, I admit.
Also, don’t forget that neutral jumps make fine anti-airs. In particular, Neutral J.Lk, J.Hp, and J.Hk are all invaluable to Chun’s defense.
Set-ups:
If you like to keep the pressure on people, but find yourself getting psychic DP’d too often, try throwing in a S.Lp. It’s Chun’s only standing normal that doesn’t extend her hitbox toward the opponent, making it a pretty safe move to whiff.
You can do a ton of stuff off meaty DF+RH:
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S.Lp, Throw; or, S.Mp, Throw. Good to mix up. It’s not so bad to tick with C.Mk either, but it’s definitely the slowest option, so don’t go for it unless you land a very deep DF+RH.
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C.Mk, C.Hp for a two hit combo. If this doesn’t dizzy, one more hit almost certainly will. Again, what I said about ticking with C.Mk applies - make sure you land it very deep.
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S.Lp or S.Mp, then wait or block. This is for people who think they’re so cool, always DP’ing in the middle of your ticks. …Which works on my more than I’d like to admit
Random:
Don’t forget that the super is really effective as anti-air. If you time it while your opponent is coming down with an attack, the super can blow through their move and hit them as they land, allowing you to AA them for all five hits.
Vs. Ryu: Try this: Meaty C.Lk from max distance. If Ryu reversal DPs, it will whiff you. Otherwise, you get a guessing game with a pretty easy tick throw.
Vs. Honda: Neutral J.Hp will beat his jump-ins almost every time. Don’t get too itchy to jump, though.
Vs. Gief: Learn to do meaty J.Hk/Hp / C.Mk XX Kikoken. This is not easy for Gief to reversal, and you get a chance for damage and some much needed knockback to move you far away from the corner as possible.
Vs. Sim: S.Lp beats so many of Dhalsim’s jumping attacks it’s not even funny, including his drills. The only drill that’s hard to beat is the one where he goes at a 45 degree angle, and even that one isn’t impossible to beat. Also, Sim has almost no good answer for J.Mk. Even if he beats the move, the situation isn’t that advantageous for him. Just make sure you aren’t too far forward, or he can just slide under you and noogie your ass.
Vs Vega: Zone him on the ground with C.Mk, Lightning Legs, and he occasional Kikoken. Lk Upkicks will beat all of his jump-ins. Neutral J.Hp will beat his walldives. There. Now you just have to worry about getting knocked down.
Vs. Hawk: There’s a lot of dispute about this, but trust me: I got my friggin’ girlfriend to beat each and every one of Hawk’s jump-ins with Far or Close S.Mk. My girlfriend takes about 25-30 minutes to beat the game on easy, so she’s by no means even close to good at this game; so, I’m positive that you can beat his jump-ins, too. The trick is to do know which ones to do early, and to always be pretty close.
Vs. Cammy: …Uh, I don’t really have any advice for Cammy. All I wanted to say was, if you ever play me and use Cammy, do a lot of Hooligan Throws, because I always try to tech hit them, lmao!
Anyways, I wrote up a pretty detailed list of what is different about her Super in HD, and even the ‘whys’ of it, as well. I’ll post it up later tonight.
s.mk beats fireballs abit outside sweep range vs shotos
Yeah, S.Mk is dope. If it beat SRKs, Chun could shut Ryu down on the ground with that alone. It stuffs Hadoukens, Hurricane Kicks, and it goes over all of his low attacks. You can usually tell if you’re playing a beginner Chun because they’ll just use nothing but S.Mp all day. Not a bad move, but you’re begging to get swept and Hurricane Kick’d.
EDIT: Alright, here’s a bit of info I haven’t seen in this thread.
A. Chun Dizzy Combos
Chun has three variations of her dizzy combo. All of them are important to know.
- J.Hp/Hk / Close S.Hp XX Kikoken.
First point: it doesn’t matter if you jump in with Hp or Hk. Hp is probably better, cos the hitbox is a lot larger, making it safer. On the other hand, Hk comes out almost immediately, making it a lot easier to time properly. It also has a strange tendency to cross up certain characters. For example, Chun-Li herself. You want this.
This will dizzy pretty much anyone. I don’t think I’ve ever seen this combo fail. That being said, it doesn’t work on everyone. That’s why there’s variations, though… Specifically, this combo fails on Blanka, Guile, Chun-Li, Vega, and Bison.
- J.Hp/Hk / C.Mk XX Kikoken.
This one generates less pushback. Use this one for Blanka, Guile, and M.Bison.
- J.Hp/Hk / C.Mk XX C/S.Hp
This is a tricky one. You can use either Crouching or Standing Hp, but S.Hp may whiff crouching characters. Also, if you cross your opponent up, you run the risk of getting close S.Hp, which will probably whiff. Therefore, C.Hp is the safer option. Unfortunately, it’s a hell of a lot harder. Thankfully, this variation is only necessary against Chun-Li and Vega.
- Other combos to know:
- S.Mp/C.Mk, S/C.Hp
You can do this to punish people who whiff Anti-airs. Specifically, this is a lot safer against Balrog than trying to throw him out of a whiffed headbutt. It’s also good against Blankas who like to try and dash right up to you. This combo can dizzy, though I find it usually doesn’t. Still, they’ll be very close.
- C.Mk, C.Hk.
Mostly, because this one knocks your opponent down. God, I love this combo.
B. The lowdown on the differences
I spent a fair amount of time determining exactly how each change to Chun was implemented. The most interesting ones are the SBKs and super, so I’ll go over those ones.
- Ground SBK.
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The move juggles. As was made apparent in a combo video, this move juggles for five hits, if you can manage it. I wouldn’t hurt yourself trying.
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The horizontal distances traveled have been severely shortened - to about the length of her old Lk SBK. Here’s something funny, though: The distances traveled don’t go up with the kicks used. Instead, it’s like this:
Lk version - Median Distance
Mk version - Shortest Distance
Hk version - Longest Distance
Weird, huh? Ironically, I’m pretty positive that the recovery time DOES go up proportionally with the strength of kick. So, in other words, Lk travels the second farthest, but has the shortest recovery time. I have no empirical evidence, other than I’ve found that the Mk and Hk versions are unsafe on hit, and as far as I can tell, the Lk version isn’t. Very peculiar indeed.
- Air SBK.
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There is no minimum height requirement for executing this move; in other words, you can do is as close to the ground as possible. I’m sure you’re all saying “No fucking duh”, but it warrants noting that this wasn’t mentioned in the changelist.
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Chun’s landing animation is also completely invulnerable, like her Ground SBK. This is another change that wasn’t mentioned in the changelist. These aren’t huge deals, but the point I’m making is that everyone should play scientist once in a while. Maybe there’s some really big, unnoticed change just waiting to be discovered?
Either way, cool as that sounds this sucks, and here’s why:
- Because her descent is now part of her move, Chun-Li always has a landing animation. As stated above, in ST, the Air SBK could finish well before Chun-Li reached the ground; in those instances, Chun would skip the landing animation of the SBK.
In other words, even though ST Chun’s Air SBK’s landing animation was vulnerable, if you did it really early, she wouldn’t even have one, allowing her to move right away. This, accompanied with the floatiness of it, makes it altogether much harder to use for building meter in fireball corner traps - in other words, the most effective use of this move.
- Super
The super does less damage, which is accomplished in three ways:
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The third hit of the super (as opposed to the final hit) initiates a knockdown/juggle state, causing only 5/6 hits of the super to connect (even though all six hitboxes are still there). Notable exceptions: Guile, Dhalsim, Sagat, and Fei Long, who will randomly take only 4/6 hits unless the super connects from almost max range; and Chun-Li, ironically the only character in the game who still gets hit by all six hits of the super.
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Because a juggle state is initiated on the third hit, and only two more hits of the super are landed afterwards, Chun-Li can only juggle Upkicks for one hit afterwards. It seems, however, that even in cases where Chun-Li only lands four hits instead of five, she still can not juggle Upkicks for two hits. I don’t have enough smarts to tell you why.
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(And, the obvious third reason) The actual damage of each kick has been slightly lowered. Against Chun-Li, the only character in which the super still lands all hits, the max damage dealt is roughly the minimum damage dealt in ST. Against other characters, landing the usual 5/6 hits along with the Upkick juggle deals the same damage as hitting Chun with the super in STHD (the minimum possible damage of ST Chun’s super, with no Upkicks attached).
HOWEVER, at certain distances from the corner, you can juggle with her ground SBK for 1-3 hits (again, nothing new, but it’s worth noting).
Lastly, for reference, here’s a chart of special exceptions for the super:
The following characters will randomly take only 4/6 hits (as opposed to the usual 5/6) unless you land the super from almost max range:
Guile
Dhalsim
Sagat
Fei-Long
The following characters still take all six hits:
Chun-Li
Upkicks will whiff the following characters after a super (if you have trouble hitting anyone else with Upkicks midscreen, work on doing them as early as possible):
Chun-Li (because she’s hit by all six, the juggle limit is reached by the time the super is over)
Blanka (…actually, I thought I confirmed Blanka could be hit by these, but I’ll double check. Either way, you can certainly hit him if you land the super close to the corner, but why not just SBK in that situation?)
Hooray for random info!
^^Skankin Garbage
Good stuff as always!!!
Just to add to the none juggle lit is Honda I tried and could never get it to juggle the fat bastard
I thought it was my timing and switched over to Ken and I got it every time. Anyone wanna confirm this cause I could just be crazy.
I’ll try again later tonight. Pretty sure I’ve got it on honda though.
Yo skankin I’ll be on xbl soon. Just waiting on my TE
Rock on, we need more beastly Fei Long on XBLA.
So last night I had my first fight against Hawk and Gief on Chun-li since reading through most of this thread.
THANK YOU!
Yeah I still lost, but I actually stood a chance against Hawk. Gief was a different story, still need ALOT mroe work on him, his c.rh hits too ‘high’ to jump out of, so I get pressured and bullied into a corner, where even bouncing off the wall trying to get out, I catch a lariat into a reset pressure tactic, BUT I almsot beat THawk finally.
Here is where I need some more help with Hawk…how do I actually fight him? I know it sounds kinda silly, but I spent basically the whole match trying to counter him, no kikkokens, no j.lk, no pokes, just bait into a counter and steal a little chip when I could. I’m afraid to jump cause Hawk’s DP has insane priority it seems, and staying on the ground leaves me poking and kikokens, which I read here I shouldn’t spam and I’ve seen why. So could I get a little more help/description on how to actually ‘win’ the fight as opposed to ‘not lose’?
- :bluu:
Ok I was able to get Honda with the upkick juggle but he can’t be in the corner or too close to the wall. I could only do it with Hk too cause lk seemed to whiff but that might be my bad timing. So yeah you where right, who am I to question the combo kid
T. Hawk - My typical match up goes something like this.
Round 1 fight - He’s either going to do a DP or a dive they almost always do I usually wait for the jump dive and slap it with (spammed) jab and follow up with a hp kikkoken. (Or you can mix that up with neutral jumping short and land with LLg’s) At this point they may try another dive if they do repeat the slap kikkoken . Now they want to jump in so do an early jumping mk and land with a kikkoken so they have to eat it on wakeup, (or you could wait for the jump and hit them with an early Hk or mk AA attack) just make sure you back up enough before you do your kikkokens as to not get hit by the DP. If he does a DP and it gets through your kikkoken then walk up throw or get him with a s.mp (you should have backed up enough or he’ll get you). Jump in back up and do it again see what he does. He may try and do another dive just be ready to spam lp follow up with kikkoken again or do an early jump mk. On wakeup you can also do the df.hk neck breaker over his DP’s and hit clean, mix that up with the (only do this after you’ve taken out his DP a few times) meaty s.mk LLg’s for a quick little chip damage or a 2 to 3 hit combo that hurts
I’ll sometimes when he’s in the corner walk up and jump forward and hit d.mk super early to get a quick stomp while he’s ducking but this will only work if you’ve been poking him with c.mk as to make him crouch. Try not to let him back up in the corner but if he does I 'll try and catch him with a n.j.LK into LLgs or a SBK crossup LLgs or a quick jump stomp SBK escape. If you have meter store it up and use it I’ll sometime just do the SBK into the super to catch him off guard but thats cause he’s expecting me to do a kikkoken Super. I’ll only do that if I’ve knocked him down first. I’ll try and record a few matches against a Hawk player so I can try and put my money where my mouth is. I don’t always win but at least I have a game plan
Hope that gives you some tools to work with.
Now does anyone have a game plan for The Claw!!!