Chun-Li HD Remix

I dunno, I don’t consistently run into anyone who mains chun, so I couldn’t tell ya. Also, a lot of Chun-Li players are really hesitant to use meaty DF+RH in a mirror match…I don’t really know why, either.

EDIT:

I. Fucking. HATE. This. There is nothing like zoning someone with C.Mk, and when you anticipate their jump, you try and AA with with Neutral J.Hk, Neutral J.Lk or something, and get that godawful air SBK.

I use neckbreaker and it still seems very usable to me. Again, I’ve never played vanilla st so the nerfing of the move does not really effect me because the current neckbreaker is all I know. I still fuck people up neckbreaker. It’s good against sweeps and good against some characters when people try to throw you after you knock them down. No good against all characters (Fei Long), but if you get a Zangief that likes to go for SPD after you knock them down, it is good. Of course these are online players, but it still seems to work. No crossup, but the way I keep hitting people with it, I wouldn’t be surprised if a super early meaty one still has to be blocked low. If nothing else, you still get frame advantage off of it if you time it correctly.

I don’t have as much problems getting the neutral jumping HK out as opposed to SBK because most of my anti air is used with normals from range. So I am not charging down when I go for neutral jump HK. It’s hard to explain I guess, but I don’t have that problem. I have a problem when I am holding db, then I go to jump at them after they throw a fireball. I get SBK when I do that and it sucks… Except against Sagat. He’s so tall the SBK actually ends up hitting him and I avoid the fireball lol.

As mainly a sim player, I can tell you that even without a reversal, I am not very scared of neckbreaker that often just because it doesn’t cross up and is mindless to block (and the options afterwards are just standard mixups). I honestly don’t know why some chun’s even bother doing it when it doesn’t cross up and other options seem better (plus the fact that half the chun’s out there have terrible timing and I can back-MP it).

Talking about vanilla ST here obviously.

Dont assume that against a Honda that knows how to store an Ochio. It’s highly risky to do against a Zangief too. Playing Honda I throw people after that all the time.

Against Honda, yea, very risky. Its risky period. You can def get thrown after it no matter what. But I just meant with Zangief on wake up it could be ok to use if you can read that they will go for a SPD after you knock them down. Everything is risky, but if you can read them right and it hits, there’s no retaliation. :cool:

That makes sense, since the red hitbox will be so low to the ground. Plus blocking low makes it harder to throw reversal. So the optimal way to block it would be standing so that throw reversal can be done faster, but not if it’s super meaty.

It crosses up in classic ST but not in remix ST. If you’re talking about classic ST, the Knee Drop is a damn scary mixup and can make or break some matches.

I recorded a few vids of me stinking up the place online. I’ll put a few up. I got fucked owned up by a Cammy player. I don’t know what to do against her with Chun… You guys will see though.

Ok guys. Hit up my YouTube channel. There’s 5 matches of me on there playing. Tell me what I am doing wrong. Keep in mind I’ve never played vanilla ST. Only starting playing this when it came on ps3.

http://www.youtube.com/Realyst

While your there, check me out in a game that I actually know how to play… Tekken!

Chun v Akuma:

  • Don’t use Lightning Legs as an offensive tool. If you land a meaty C.Mk, do S/C.Hp. it does more damage and can potentially dizzy.

  • You’re kind of crazy aggressive. If you do any ‘meaty’ against Akuma, it should be meaty fireball and and nothing else. Also, it doesn’t look like you frequently block when you get up.

  • This is true, in my opinion, versus all shotos, but ESPECIALLY for Akuma: don’t try to close the gap out of nowhere. It’s better to throw fireballs and pressure them to either come after you (unlikely), or start throwing fireballs, which will allow you a higher chance of closing the gap while it’s safer.

  • Do NOT try and triangle jump out of the corner. A good shoto player will SRK you and you’ll be right back in the corner.

Chun v Honda

  • Be careful when using lightning legs to defend yourself from torpedos.

  • Don’t be aggressive. You eventually lost the first round because you went for stuff like meaty super and tick throws.

  • You need to pressure Honda to do something. Look at the way you handled round 2. While not perfect, it was very good until the end, when you started doing lightning legs right in front of him and stopped throwing fireballs. You did great in round 3.

Chun v Cammy

  • This is a weird match. You absolutely can’t rush Cammy down, or she’ll kill you (look at round 1 for example), but you also can’t stop pressuring her with moves, or she’ll be able to start her own pressure game (see round 2). Stay back. Do fireballs and AAs. Bait her into doing something dangerous, and then punish it.

  • Oh, and forget about jumping if she’s within a half screen on you. You’re just asking for it, and there’s virtually no reason to ever jump in against Cammy.

Chun v Ryu

  • This is probably one of Chun’s hardest matchups, if not the hardest. You really have to be more careful about jumping in against Ryu, although it’s pretty much assured that you’ll have to at some point. You absolutely CAN NOT be scared if you rush him down, and you’ll really have to in order to win.

  • The way you used lightning legs at the end of round 2 was excellent; when Ryu had no choice but to try and jump over it or do a move and get hit by them. That being said, don’t stop doing it until you see that he’s hesitating. :stuck_out_tongue:

  • Round 3. Perfect textbook example. Everything you did before the first time you hit him is what you don’t wanna do, and everything after you landed the first throw is what you DO wanna do. …Now, maybe you wanna do it better than that, but it’s on the right track :stuck_out_tongue: Specifically, you should use more S.Mk and S.Lp in your rushdown. S.Mk stuffs early hadoukens and hurricane kicks. It also doesn’t move her lower hitbox forward, making it good for baiting sweeps. S.Lp doesn’t even give her an extra blue hitbox, so it’s perfect for baiting reversal SRKs, or pretty much anything.

  • Chun v green Ryu:

  • Nothing really, cos that Ryu wasn’t really a good one to learn anything from. All I’ll say is, don’t go for meaty super. Meaty supers are especially bad to go for because they can be reversaled, and you lose out big time to get hit out of a super. Do a meaty fireball or something. Don’t be so hasty - they’ll probably do SOMETHING where you can super them. Why not do it as anti-air?

Anyways, hope this helps.

Wow! Thanks for the detailed tips. Most of the stuff I can be more aware of and get better.

But seriously, that match I put up against that Cammy player was the closest I got against him. I couldn’t of put up the other matches I had with him because SRK would of found it too violent and kicked me off of here. I really do not know what to do against her. Using fireballs seemed almost useless. She is small enough where she can be at the end of the screen and the jab fireball with burnout before it gets to her so I don’t even get block damage. When she jumps, she seems to have an easy time getting over my fireballs even when I mix up the speed of them. Once she gets in, it’s standing close fierce to low forward, then I have to guess between hooligan and cannon drill. Jump or block. Then if I block cannon drill, I have to guess again whether to attack or block and punish an anticipated thrust kick. Maybe there are other things I can do out of these mixups? I thought jumping a cannon drill was a good way to punish it. Guess I’m wrong… Please help!

What you need is a change of perspective.

The problem with this comment is that fireballs are not always meant to hit something (or moves in general). They can be used to pressure your opponent into acting, and they can also be used to protect you from the front. If you get really tricky with them, you can also play mind games, like don’t throw a fireball when you think they will - then, they’ll go for a jump, cannon drill, spin knuckle or something, and you can punish them for it.

This is what you want to do. You will hardly ever use a fireball from long range with the intent of hitting your opponent. Think of it like you’re lighting a fire under their ass to get them to stop sitting around.

If you’re behind in health, you can take a step forward or something, and then start throwing fireballs, which will force her to block, jump, or go backwards, i.e further into the corner, where she eventually will have no place to run, making it so that she has to block or jump.

Try thinking of fireballs in this manner, and your use will improve significantly.

You’re going to have to do better than mixing up the speed; you have to alter the actual timing in which you throw the fireballs, too. A lot of times, if your opponent is close enough to hit you, you’ll have to let the fireball go really late, so that it trades (i.e, you get hit right after throwing the fireball, then your opponent lands on it). This seems bad, because you’ll likely be losing the trade. But, think of the positional advantage - she is knocked down, and you aren’t. Now, you can go for, say, a meaty fireball, crossup J.Mk, bait a Thrust Kick, or do a meaty DF+RH.

Block low, holding down-back. If you don’t get hit by a cannon drill, she’s doing a hooligan throw. It sounds obvious, but it’s that simple. If you don’t block three attacks in rapid succession, fire away with upkicks.

This is hard to deal with, but this is exactly what keeps Cammy competitive in this match. Basically, it’s a matter of what to do, and you have a few options:

  • Block holding downback, for anticipating a Thrust Kick or Hooligan Combo. You can punish Thrust Kick with S.Hp, Fireball, or Super. You can punish Hooligan Combo with Upkicks.

  • Lightning Legs for anticipating anything where she stays on the ground. It’ll beat any of her pokes and her Cannon Drill.

Here are some of my vids of my Chun Vs a very high level Cammy. It’s not perfect but just pay attention to the stuff that works and it might help out :wink:
[media=youtube]wfMo7I3F4YI&playnext_from=PL&feature=PlayList&p=0074BFC05356B95E&index=1[/media]

I will keep in mine what you said about the fireballs skankin. I guess I am thinking too hard when it comes to this game. I need to keep things simple I think. Something I try to do in Tekken. Now I come here and think too hard… Whats up with that??? This is more of a “straight to the point” game. I must remember that.

Voltech, thx. What are you anticipating when you do SBK? I haven’t found a way to put that in my game. Maybe you can clear it up for me as to how I should be using that move because you seemed to hit it a lot in those matches. I may have more questions later.

Thanks again for all the help.

I would work on the basics like comboing into knockdown (s.mp, c.hk or c.mk, c.hk, or if you’re close enough s.mp, c.mk, c.hk) before you try to get bad habits like using SBK a lot. It’s basically to be used when you know your opponent is gonna jump. Say you’ve accustomed them to blocking c.mk, c.mk xx fireball, and they start trying to jump the fire ball… you’d catch 'em with the SBK instead. Not the most practical move but it’s kinda fun.

You can also go over fireballs and smack 'em once in a fireball war, but it’s not the best way to win a fireball war. If you absolutely know they’ll throw a fireball again sometimes it works though. :lol:

All in all though, don’t get used to using it or it will harm you.

I was using it as part of my mix up to catch Cammy when she jumped or tried to hooligan throw me and also to escape the corner. Plus it’s kind of fun to do :stuck_out_tongue_winking_eye:

I think I’ve played you a few times on PSN Voltech!..great player :slight_smile:

PS your youtube videos are removed

Yeah I would say that using the SBK as an anti air is an advanced move and shouldn’t be abused because it is very punishable. What I would suggest is to become familiar with her normals (they are some of the best in the game) Then you can start to incorporate her special moves into the mix.
I’ve been playing SF for a long time so I like to try new things just to see if they work but I always know I can fall back on my basic fundamentals when the shenanigans start to fail.

Cool thanks whats your gamer tag?

I just checked a few vids and they all seemed to be working fine…strange.
thanks for the heads up though

My gamer tag is SPDN4CR. I believe I used Chun-Li or Vega when we played.

I played that Cammy player again. Same results. What am I suppose to anti air her with? Because nothing worked… And I am being serious. 100% of the time I tried to her out of the air, I got hit. I remember one trade, but I got hit every single time. upkicks, standing forward, neutral jump roundhouse, everything got beat every time. I don’t want to start having to counter her with Honda, but this seems quite hopeless.

My first advice is that if you ARE charged, you can anti-air Cammy with the SHORT Upkicks. They have, by far, the most invincibility, but you have to be brave and do it as late as you can. Those will beat Cammy’s Jump Strong.

Secondly, never go near her. You have a better footsies game than Cammy, but that’s only if you stay at the Low Forward Kick distance away from her. Basically, that distance is perfect that if she Cannon Spikes, most of the time it’ll whiff and you can punish her with a Throw. If you get any close, the Cannon Spike is for free for Cammy. She’s not scared for you to block it, 'cause there really isn’t much you can do in retaliation. So try to never, ever, ever get right in her face. She WILL Cannon Spike.

Lastly, play a keep away game against her. Jumping backwards in the corner from time to time is annoying to Cammys, but not 100% safe. Try not to let yourself get pushed into the corner. And keep her away with Fireballs + Lightning Kicks + Jump Straight Up Short.

Oh, and I lied last paragraph. One final piece of advice. Cammy has to do Jumping Strong pretty early to beat all of your anti-air attacks. If you are NOT charged and she jumps at you, you CAN actually risk running under her and Throwing her or doing Low Forwards when she lands. It’s very irritating to us Cammys. If you don’t make it, and she hits you with the Jump Strong, she CANNOT COMBO A MOVE on the ground unless she hits it deep, and if she’s aiming for a deep Jump Strong, you can anti-air her with your moves. So when you run forward, if he hits you with Jump Strong, Throw her. The only problem is that she MIGHT land with a Cannon Spike, and if she does, that’s where the mind games begin. Try making sure you always throw BACKWARDS so you may Block the Cannon Spike if she does it too early, and in that case, she’ll probably have done it so close that you CAN run up and sweep her and punish her.

  • James