Whenever I see T Hawk in a match I just hope the other guy doesn’t know about this trick.
Best bet in that match is to treat T.Hawk like Rihanna just gave him herpes. Seriously.
Is there something wrong with chun’s headstomp. Both my roommate and I were trying it and it seems hard just to get it to come out 5 times in a row. It “should” be Chun’s easiest move, but she does normal jumping MK a lot of the time.
^^ must hold straight down. Down back will result in a normal jumping MK.
I swear we’re doing that, I can’t remember if I have the same trouble on a directional pad. It doesn’t come out consistently during neutral jumps.
I was playing a T. Hawk today and I was doing ok until I got in the corner. He just kept doing jumping :d::hp: and it was so hard to get out of it. I either had do close :hk: which would trade or walk under him, which wouldn’t avoid the jumping :d::hp:, but I’d block it and get to the other side, but I’d still have to at least endure one or 2 more jumping :d::hp: before I’d be clearly out of the mixup. Is there any other way for Chun to get out of this?
After I while, I just decided I wasn’t going to get stuck in the corner any more and realized that at range, Chun’s standing :mk: beats damn near everything T. Hawk has. Once I learned that, I never got stuck in the corner again. But still, if I do get stuck, I’d like to know the ways I can get out of repeated jumping :d::hp:. Help?
No responses? Ugh…, well that’s ok. I’ll just keep T. Hawk away to avoid that stuff. I believe Chun Li can beat every character in the game including Claw and Akuma. Hard matches for sure, but she has the tools though the overall match ups are definitely not in her favor.
Read up a few posts. Theres virtually no way out of it. A well timed cl.mk probably beats it but its really stupid hard to time.
Really, if hawk gets in, GG chun
Read up a few posts. Theres virtually no way out of it. A well timed cl.mk probably beats it but its really stupid hard to time.
Really, if hawk gets in, GG chun
Ah, well like I said, close standing roundhouse trades and the trade will be in T.Hawk favor I think, but it will get you out of there. Just do a lot of standing forward. It really beats everything he has. Dive, DP, splash at range all get beat by it. Hawk shouldn’t be able to get close with anything because of her standing forward.
That only works at a really specific distance. Otherwise hawk can jump in with fp and jab.
Well, I did find out recently that yeah, you can beat Hp splash clean with Close S.Mk. You have to do it really early. You should be doing your AAs early most of the time against Hawk in this match anyways.
Exactly. He should be kept away at all times, so you should really be able to be at that distance more often then not.
s.mp walk up c.lk xx hk legs is dope if they mash grab
Hey guys, after working on this thing for at least a month, I think I may finally have a finished FAQ. But, I need your help in checking my work.
Check out these combos. I know some of them may not be all that practical, but what I really need to know is whether or not they work. Use the following key as you read.
, = Link Combo
- = Chain Combo or Rapid-Fire Chain
XX = 2-in-1 or Special/Super Move Cancellation
NE = Negative Edge
MP = Motion Partitioning
CP = Charge Partitioning
KC = Kara (Empty) Cancellation
RC = Renda (Rapid-Fire Chain) Cancellation
SC = Super Combo
TT = Tick Throw
@ = Dizzy Combo
R@ = Re-dizzy Combo
ToD = Touch of Death Combo
Basic Combos:
- Stand strong, Throw (TT)
- Crouch forward, crouch roundhouse
- Crouch strong, crouch fierce
- Jump forward, Forward Lightning Kick
- Crouch forward XX Fierce Kikkoken
Intermediate Combos:
6. Jump fierce, crouch short XX Roundhouse Tenshokyaku
7. Jump roundhouse, close fierce XX Kikkoken
8. Jump fierce, close forward XX Forward Lightning Kick
9. Jump forward, crouch strong, crouch roundhouse
10. Close strong, stand strong, crouch forward
11. Crouch strong, Thousand Burst Kick SC, Roundhouse Tenshokyaku
Advanced Combos:
12. Jump fierce, close fierce XX Forward Lightning Kick
13. Jab Kikkoken, Stored Thousand Burst Kick SC, Roundhouse Tenshokyaku
14. Stand strong XX Stored Thousand Burst Kick SC, Roundhouse Tenshokyaku
15. Jump fierce, close jab (x2)-stand short (CP) XX Thousand Burst Kick SC, Roundhouse Tenshokyaku
16. Jump fierce, close fierce XX Stored Thousand Burst Kick SC, Roundhouse Tenshokyaku
17. Cross-up fierce, crouch forward XX Roundhouse Tenshokyaku
18. Cross-up forward, close jab, close fierce XX Fierce Kikkoken
19. Cross-up fierce, close jab, close fierce XX Forward Lightning Kick
20. Cross-up fierce, close jab (x3)-stand short (CP) XX Thousand Burst Kick SC, Roundhouse Spinning Bird Kick
21. Cross-up roundhouse, crouch forward, close fierce (CP) XX Thousand Burst Kick SC, Roundhouse Spinning Bird Kick
I really don’t like Chun in this game and I stopped playing her and I don’t even know why I checked this thread, but…
To get out of repeated splashes from Hawk or Gief, do close st.Forward as early as possible (when he is close to the apex of his jump). One of two things will happen:
- You’ll hit him (cleanly or a trade, doesn’t matter), so then make him land on a meaty fireball, and begin the keep-away.
- You’ll lose cleanly, but you get a free throw when he lands. (Make sure not to throw him into the corner, because then he gets a free 360 on you if he techs.)
Or you can just air throw him. It’s more risky and less reliable, but it works.
NIKI you crazy! I love the new Chun even more than the old, even if it is a bit more work to get the job done. Agreed close s.mk will either hit clean trade or give you and opportunity to sac throw. Just don’t eat too many cause he will dizzy you quick style
I’ve found a few Hawk players on XBL that gave me a good work out and jeffhizzle254 your right you gotta keep him away at all costs lol I don’t do any meaty attacks unless I’m sure it will connect or I have a good exit plan. (but for the record if I do a neck breaker kick when he is waking up and he does his DP I will hit it clean from the back or get an opportunity to punish him on touchdown) Pretty much just stay back and if he tries to dive I spam jab if he jumps in he gets a s.mk or I meet him in the air with an air throw or early j.mk Other than that just poke at him with the usual s.mp or c.mk to get him pissed and stomp on his head when he gets too close SBK away (not always safe) FTW lol
FreshOJ nice combo list I’ll go to work on some of these.
What changes do you not like? It surprises me that you say that - didn’t you have a lot of input for Chun during testing? Were there implementations of changes that turned out badly? Or suggestions you gave that were declined?
It was probably all the OTHER nerfs he got. If you read Sirlin’s articles, NKI only suggested one change, which got implemented with a fuckton of other nerfs. Chun-Li is definitively worse now.
Ah I see, after reading http://www.sirlin.net/articles/street-fighter-hd-remix-chun-li.html , while I can understand being disappointed with a reduction in power, the motives behind the changes seem sound to me. 80% super damage was nerfed ala Balrog’s super. Neckbreaker loop was removed ala Vega’s repeated claw dives. The arcing spin kick seems more useful to me than her old horizontal one.
I’m curious if any of Chun’s changes work differently than Sirlin’s predictions.