Chun-Li HD Remix

Here’s generally how I play against Claw. Special Thanks to NKI’s brief wiki entry, which helped me get started.

**1. Round beginning
**
a. I always hold down-back. This gets me ready for anything:

  • I can be ready to do upkicks if he jumps in

  • I can be ready to block or throw a fireball

  • I’m already ready to do a C.Mk.

b. There’s three different ways I kick off the round:

  • C.Mk. This is the most common round-starter for me, and it’ll guarantee that you don’t get slide kicked at the beginning of the round. It also leaves you ample time to react if Claw kicks off the round with a wall drive or a jump-in. The only thing to worry about is that Vega’s faster normals - particularly C.Mp - will beat it clean. There is a range where both attacks will miss, but from the round start position, Vega will win this exchange.

  • Block. This is for Claw players who always start with a C.Mp. I don’t start this way enough, but it’s definitely the safest. I just like stopping the slide kick, because if he gets in close, he can do his ground lockdown bullshit, and that’s a real pain in the ass to deal with. You’re also good and ready for anything, even if he doesn’t C.Mp.

  • Hp Kikoken. This will trade with anything he does on the ground, but it might not necessarily be worth it. I don’t try this very often.

2. Gameplan

a. When I don’t have the advantage, I play an aggressive turtling game. Get right outside of the range of his C.Mp, and start whiffing some C.Mks. From here, you have some nice options:

  • For starters, C.Mk will beat his slide clean.

  • You’re ready to Upkick him if he jumps, and this is a perfect spot for you to hit him (it’s very hard to upkick him if his jumps are too far on the outside).

  • You can go right into Lightning Legs if he keeps throwing normals and shit out - Lightning Legs will beat his ground attacks like 99% of the time.

  • You can throw a Hp Kikoken. This is mostly for pushing him back. But also, if you have your down-back charge and Vega goes for a wall dive, a fireball is a great way to punish him for a wall-dive fakeout or a punch wall dive.

  • If Claw decides to go for a wall dive, you’re ready to anti-air him with anything you could want (more on that later)

  • If Claw is getting catatonic, you can just walk up and throw him after sticking out a few C.Mks as feelers. Or, you can take a step forward and go for the cross-up. I can’t stress enough that these aren’t solid, so don’t do them unless you’re almost positive that they’ll work. You wanna wait to go on the offensive until you knock him down.

b. If I get a knockdown, I assess the situation. If I’m close enough to go for a cross-up, I just do it. I personally do J.Mk / C.Mk as a hit-confirm. If that connects, I try to combo in the C.Hp for the dizzy. Otherwise, you can throw out a second C.Mk XX Kikoken, do a late C.Hk (leaving them time to try something and have it stuffed by the C.Hk), walk up and throw, or even just Lightning Legs to reset the situation.

If I’m not close enough to cross up, I just throw a meaty Lk Kikoken and set up the aggro turtle game again.

3. If/Then

a. If Vega spams ground normals, then

  • Lightning Legs.

b. If Vega Jumps in, then

  • Lk Upkicks.

c. If Vega does a wall dive, then

  • Neutral J.Hp, J.Mk, or Neutral J.Hk. Neutral J.Hp is the safest of the three options, but has the shortest distance. Neutral J.Hk has the longest range, but is the least safe. J.Mk is a happy medium between the two. I generally just do Neutral J.Hp, because it’s the least likely to trade (and the trade is always in Vega’s favor in this case).

d. If you anticipate a wall dive fake out or punch wall dive, then

  • Kikoken. If he doesn’t speed into it or land on it, he’ll be force to deal with it when he lands.

e. If Vega knocks you down and doesn’t go for the meaty wall dive, then

  • Block, or do reversal upkicks if he gets right in your face.

f. If Vega knocks you down and goes for the meaty wall dive, then

  • Block. At worst, you guess wrong, take a little damage, and it’s over.

  • Reversal Upkicks. Ideally an excellent option, but it’s really hard to land.

  • Reversal SBK. This one will save you from getting hit by the wall dive. You might get pegged on your way down, but there’s no way you’ll get knocked down by the wall dive; a much nicer outcome.

At this phase, I should explain that Vega can do a uh…I dunno, let’s call it a ‘late meaty wall dive’. This is where he does the wall dive after a knock down with such timing that he’s not right on top of you as you’re getting up, but rather, he’s just coming down from the peak of his dive as you get up. This is dangerous, because he still controls that space around you and gets the guessing game, but he can also do the wall dive throw when he does it like this. In this case, all of the above options are viable, but also incorporate:

  • anti-air with Close S.Mp or Close S.Mk. Your best bet is to AA him from the ground, and these are the best moves for the job.

And that’s it. Basically:

  1. Get right in his face and turtle in such a way that forces him to do something - your goal is to press him as far back to the corner as possible until you knock him down!

  2. If you score a knockdown, go for tons of cross up bullshit, or use a kikoken to push him farther back to the corner. Neither being cornered nor being crossed up is favorable for Vega.

  3. If Vega gets the advantage, just be calm. The only thing you want to do is make sure you don’t get repeatedly knocked down, which is thankfully a little easier in STHD.

Double Post! I figured out what the difference in Lightning Legs priority is, finally.

To help explain, here’s some information you need to know:

In SF2, Chun-Li’s standing position has three hitboxes: One on her head (which goes kind of far over and around her head as well), one encompassing her body, and one for her feet. The head and feet boxes are almost perfectly lined up vertically; however, the body hitbox is farther back (which assists her greatly in using her super to go through fireballs - this is also why it’s very hard to go through fireballs from a crouching position rather than a standing position).

In ST, when Chun-Li did Lightning Legs, the hitbox for her head moved slightly forward, and it shrank to encompass only the space occupied graphically by her head. In STHD, her body hitbox also moves forward, slightly past the hitbox for her feet. There are still no blue hitboxes on her legs during the animation, making it pretty unpunishable by almost anything.

:rofl: <3

LOL this may be true with your Hawk :arazz:
Hit me up I wanna test my anti T Hawk techniques on you again sometime :wink:

Aight yo, Ill be on 2nite.

Don’t get knocked down near the corner otherwise GGs for Chun against P.Hawk. Hawk’s jd.hp (body splash) will own Chun. Chun will need to block high against Hawk’s Splash, so no time for uptick, Splash Cross up has high priority so can’t lightning leg, kikoken or SBK. Chun can take a hit on purpose (assuming P.Hwak isn’t chaining combos, in splash spamming mode) then chun can use mp throw to get out but risky. Very difficult situation for Chun to be in vs P.Hawk. Other alternative is to use Super to get out like Bison’s super.

Nothin against you but stop playing against bad hawks. As chun you should never be getting close to hawk. Actually, as ANYONE (maybe gief is the exception) you should NEVER get close to hawk. The reason hawk is bad is because he cant get close to anyone. Dont try and meaty hawk either. Someone who can reversal 360 will just do that if you’re that close. Pretty much, you just want to run away and never ever let hawk get anywhere remotely close. Once he is though, good luck dealing with constant splashes.

Speaking from hawks pov that is. I know next to nothing about chun.

Actually, I think there’s some merit in closing the distance versus Hawk. Mainly, it’s kind of easy for Hawk to just close the distance if you’re throwing fireballs. Also, Chun is total assballs at getting out of SPD traps, so she needs to do things to push Gief and Hawk backwards during the fight. When you close the distance, it’s really easy, cos Hawk can do like to things to an aggro C.Mk:

  • Try to DP it, which it will almost certainly whiff. Chun can then do any random thing for the knockdown, and do a meaty fireball for pushback, or

  • Hawk can try a jump in/hawk dive. This is where it’s important to be close; Close S.Mk beats almost everything. Sure, you have a fighting chance of beating Hawk’s jump ins with normal S.Mk, but Close S.Mk is golden in this match.

…Of course, if that doesn’t fall under your definition of getting close, then don’t even worry about what I’m saying :stuck_out_tongue: Otherwise, I can elaborate further if you like.

A crossover mk from chun might whiff against hawk but hawks gotta be crouching to cross him over, otherwise itll hit him early in his head and he can reversal 360 when you land. Otherwise, hawks dp beats all her jump ins clean.

If i was playing chun, id stick with spamming jab against hawk dives. Timing cl.mk seems like it would be too risky since hawk would be right up in your face if you mistime it.

T.Hawk can just c.fp the fuck out of Chun is she jumps in for a clean hit or favorable trade, cross up or not lol.

LK SBK has a pretty large invulnerability on start, how could he out prioritize it?

LOL oops!!!

I meant aggro C.MK!! Crouching!!! Man, it’s funny how one letter can change the the thrust of your entire message. Sorry!

I need to record some T. Hawk matches anyway so why don’t we get a few games in so we can analyze the situation in a real match :wink:

Im eating lunch and then hoping on. Add me or ill add you

Weak Sauc3 SRK

So if T hawk starts splashing me repeatedly there’s nothing I can do right?

I got perfected like that.

Super if you have meter. If not, …

Not much :\ I’ve hit it with spammed jab and a well timed close s.mk before but the best thing to do is just (Not get in that situation =P) block it. He gets pushed too far back to do a SPD afterword but if you take the hit he can knock you out and or get the SPD anyway. I’m no expert when it comes to this match up I don’t want to come off that way. I like many others used to have a really hard time with him and now it’s not as bad but he is still one of Chun’s hardest matches next to Vega. But even that (while still in his favor) is starting to get better for me now too. I wanna get vids of both these match ups I think I have a pretty sad one where ald_one walks all over me with his Vega posted on my youtube. But I’ve been working on some things since then to hopefully even the odds a little.

The only thing chun can do (im pretty sure of this) against hawk constantly splashing her in the corner is to SOMEHOW get higher than hawk and hit him. If you’re really lucky, an air throw will beat it but ive seen that happen like twice ever. I think that if hawk gets close and keeps crossing her up with the splash, she cant do anything. I’m almost sure of that.

Close S.Mk should work, but it’s a bitch to do it and I still don’t know the timing. Still, there is a certain way to time it that should beat or trade, I think it’s like…you have to do it a little earlier than you would expect. This is probably because the splash kind of brings Hawk a little lower to the ground, so if you do it at a time where it seems ‘right’ to throw out the kick, it’ll be too late (remember that Close S.Mk’s active hitbox doesn’t come out right away, so she’s vulnerable for quite a long time after the startup).

P.Hawk loves Chun. Twirling love slams.