Chun-Li HD Remix

LOL realyst

that is a really good cammy indeed … im a chun player and also recorded some matches vs tahababa

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my answer = choose fracking honda !!!

i did loose some with my chun vs him tho , the set ended 10-4 to me i lost 3 times with my chun and once with my honda :frowning:

i wanna go a few rounds vs you tho , i really want to go some chun mirror matches vs someone who knows what they are doing. hit me up :smiley:

LOL, dude. There are people that have been playing this game for over 10 years. I’ve been playing for about 10 weeks! I am not very good at this game at all. But feel free to hit me up for some online games. It’ll be fun regardless.

I just got done playing a few matches against my girlfriend’s Blanka. Chun-Li seems to dizzy so quickly that it borders on absurd. Can anyone shed some light on why I was able to dizzy after landing nothing but crossup j.:mk: to medium Hyakuretsukyaku?

Chun has about ten million dizzy combos. I’m surprised this wasn’t addressed when balancing her in HD Remix, but I’m very happy they didn’t now, since they took away so much of her shit.

Basically, her main dizzy combo is this:

J.Mk/Hp/Hk / Close S.Hp/C.Mk xx Kikoken/Lightning Legs (much easier with Kikoken)

You can interchange quite a lot of moves, as you can see. She also can do this variation:

J.Mk/Hp/Hk / S.Mp/C.Mp/C.Mk, C.Mk/S.Hp/C.Hp/C.Hk (C.Hk won’t dizzy)

So basically, do a jump in, and then do any sort of link or 2-in-1, and you get a dizzy. If you use the links listed in the variations, you can sometimes dizzy without even using a jump-in.

To simplify it, though, here are the only ones you need to know:

  1. J.Mk/Hp/Hk / Close S.Hp xx Kikoken (works on most of the cast, pick your favorite jump-in)

  2. J.Mk/Hp/Hk / C.Mk xx Kikoken (for characters pushed too far away by Close S.Hp; I don’t remember who all this is, but Guile is one of them)

  3. J.Mk/Hp/Hk / C.Mk, S.Hp/C.Hp (this one is only needed against Chun-Li and Vega. C.Hp is better because it won’t whiff, but it’s very hard to land unless you do cross-up J.Mk)

So yeah. Have fun dizzying the shit out of people with Chun.

hey skankin I got my 360 stick now. Just stock madcatz stick (puke) with sanwa buttons (:D)

Oh shit, friend me. I’ve got this whole next week off, so I’m bound to find some time to play!

Is there anything that beats Blanka’s jumping jab? I mean, seriously… This is getting pretty ridiculous. The more and more I play this game, the more and more characters I find can beat every single anti air move Chun Li has. I’ve tried standing forward, standing roundhouse, crouching roundhouse, neutral jump roundhouse, up kicks… whats left? You telling me nothing can beat anything like this at all? I mean, how obvious do they want it to be that Chun Li is not suppose to win in this game??? </tear>

Hey realyst if you want cammy practice add me on PSN. FOr some reason I thought you were on xbox. I’m also new to the game with this version.

Also if you are playing chun you gotta let cammy come to you and beat her coming in. Have you tried using any normals to stop cannon drill? It doesn’t have as much priority as people think, and some people can stuff it with crouching jab, short, and even strong. Also be ready for hooligan roll. You don’t even need to get fancy, just standing jab will beat it. Remember to use those fireballs to give cammy a hard time getting to you. If you go toe to toe, don’t try to blindy rush at her even if you think she is at a disadvantage, you can get dp’d easily. Just block then attack, there is no sense in wasting time getting close when chun’s medium attacks have good range.

One more thing, if you knock her down then do lightning legs at somewhat far range you can attack her without taking any risk. If you do it too close she can dp out of it.

I thought i had a video of chun/cammy in my channel ( i was chun ) but I must not have ever uploaded it.

Sometimes it’s not about beating the attack but avoiding it or the situation altogether :wink:
I played a very good Japanese player the other day in GGPO and he was getting me with Blanka’s jumping short which I believe to be even more dangerous because I cant walk under and throw at any range. If I blocked he would chew on me if it hit he would combo and mix it up as well so I never knew what he was going to do. I found the best way to beat this simple but very effective offense was to not get in that situation in the first place. if I can control my space, I control the round and I would win. It’s like the T. Hawk or Zangief traps just don’t get in that situation (I know easier said than done) and you don’t have to worry about how to beat it.

If I see Blanka jumping with an early jab and he’s close I’ll just walk under it and either throw or hit strong early and punch him before he hits the ground. If he’s got a little distance and I can get an early jump I’ll do a neutral jumping short. I use this move a lot because of it’s huge hit box and high priority. This also works wonders on Honda :smiley: Another thing I like to do is make him land on her kikkoken even if I take the hit (in this case a jab) so I can get the knock down and start my wake up shenanigans. Hope that helps BTW a good Blanka can be very hard to beat I just don’t get to play many of them :frowning: so it’s usually an easy win

Sorry guys. This game is all types of stupidity that I can not wrap my head around. To save my sanity, I must quit. I will go back to Tekken where things make more sense to me. Shit, people tell me to go back to Tekken when I beat him at this game anyway.

Chun vs DeeJay problems

Hi guys,

I’ve pretty much given up on my match up problems with a good Claw…it’s such a hard match up! However, I’ve now run into problems against high ranked DeeJay’s. I was wondering if anyone had any advice on this. Usually the player will stay grounded for most of the fireball fight while using C.FK to move closer to me each time. Jumping at DJ results in me getting flip kicked. If I am in range and throw out a fireball…he may jump over it before I can charge for a flip kick and then will go into his cross up shenanigans…I’m lost as to what to do against these upper tier DeeJay players…if they do come at me it will be with jumping short which has pretty high priority. To make things worse…they can mix up the crossup shenanigans with tick throws…very tough match up for me :frowning:

Thanks for any advice.

Spd

LOL just sent PM

Play DJ like he’s an aggro rush down Guile and never jump on him. “He wants you to jump on him” lol I personally like to build up meter asap and use it to intimidate him from rushing me down. But if he’s trying to get that cross up on you just pretend you don’t have it and block everything and go for the reverse throw. Seems like all DJ’s after a couple of failed cross up’s will try and throw you but if your ready and waiting (hold back on your stick and mash strong) you’ll get the throw first. A well timed j.mk should take him out of his slide kick. Neutral j.mk will hit his j.lk or j.lp as long as you are at the same level or above him. Head stomps will hit his up kicks if you do it early enough. Flip kicks ie… neck breakers will make him wiff his up kicks on wake up. If he does his super and you block it punish him with yours if you have it. DJ has a little space at the end of his super where you can get in with your super to punish him pretty good! One thing that seems to work for me is to store my super and then jump over one of his fireballs and land with your super he will almost always try and slide but the super will override it and take him out (just make sure you have a little distance between you. I’m sure I have some vids of my Chun vs DJ but I cant find them. Must be mixed in with one of my session. Anyway I’ll be back on tonight if you wanna try and get some games in. I’m sure we can find a Claw or DJ to pick on for a while :wink:

Thanks Vol-

Ya, I like doing the jumping charged super into the DJ slide but the good DJs know this is coming and don’t fall for it. Once DJ gets a lead on me I have a tough time chasing him down to get it back…especially if he turtles up.

I don’t think this was mentioned in this thread, but it was mentioned in the Honda thread. Charge characters with 2 invincible specials on horizontal and vertical charges can use a unique strategy to escape tick, command throws and other attacks.

Chun Li can charge her Upkicks downback and finish at upback while still having charge for the SBK. Both specials are invincible on startup and are the only escape against tick, SPDs, Typhoons, Ochios, etc. I’ve experimented with it and it doesn’t seem to work, but I’m convinced it should work. It’s probably just my crappy execution.

For example, if Zangief does meaty cr.Jab, SPD or meaty cr.Jab x 2, SPD and Chun blocks the first cr.Jab and reversal Upkicks ending at upback, and then does SBK, she should be able to reversal either the single cr.Jab or the double cr.Jab, SPD, since both the Upkicks and SBK are invincible on startup, WITHOUT falling victim to the tick mixup that will make her lose her charge.

Obviously this strategy wouldn’t work if a grappler were to do 3 ticks, SPD, but that usually isn’t the case as they would be too far out of throw range, usually but not always. Also, this wouldn’t work against crossup ticks for obvious reasons.

Other charge characters (not including Honda) can’t use this technique as they only have a single invincible-on-startup special or none at all like Blanka. Although Dee Jay, Dictator and Boxer could do Upkicks/Devil’s Reverse/Buffalo reversal followed by Super reversal.

If this works, it would be an invaluable tool against grapplers who like to mixup their ticks to screw up charge characters’ reversal timing. I know I do that when I use Zangief! = ) It would also be very useful in other situations where a reversal Upkick may not come out due to dropped inputs or whatever, immediately followed by a SBK or Kikkoken or Super.

I was wondering if any Chun Li players have tried this technique and if it worked for you or not.

Please help, Chun players. I play boxer and Chun is one of my tougher match ups. There are a few specific situations that give me a lot of trouble and I was hoping you guys could give me insight.

Repeated Fireballs:
Is there any recommended way around this? At the moment I mix ups Boxer’s head butts, rushes, and jump ins, but most of the time it’s really risky for me. I was wondering if there was some other option I wasn’t thinking of or easy sequence that get’s me through.

Repeated jump lk in the corner:
This is by far the tactic that annoys me the most because it works really well on me. The best I can do is trade my low fierce with her j.lk. Boxer wins this trade, but it also leads me to the point below. Cr. fierce range is also just in range of Chun’s far strong tick into throw. So I was hoping there was some better way. I’m not sure if I could safely rush into this with a high rush or a straight rush. I haven’t played around with it too much because the few times I’ve tried the j. short stops me.

Far strong tick into throw:
Does boxer have a defense against this other than head butt? Like if I have a feeling that chun is going to far strong into throw, can I mash jab or cr. jab to stop her? Or does her throw range exceed boxer’s jabs? I’ve had some success on with cr. strong, but if the player is good enough usually I’ll get thrown. Is this a hopeless situation for me, and therefore I should concentrate on maintaining a down back charge?

Edit:
Lightning legs poses a lesser challenge. I’m usually pretty good at determining whether I should go for a head butt or if I’m out of range and should just block. Is there any other way of dealing with lightning legs? If Chun is just spamming Lightning legs like a moron (as an example), can boxer’s jump in arc clear her legs without having to jump before Chun even starts attacking?

Thanks in advance.

Chuns has a new trick? :smiley:

I found a little trick a while back but wasn’t sure if it was common knowledge. After going through the thread and searching around I haven’t heard anyone talk about it. To be honest it’s not a game breaker but it is a cool little trick to sneak in a super when your opponent might not be expecting it and it also gives new combo setups. Anyway it’s what I’m calling the “Voltech tick” lol or the early stored super. Basically you can store your super before your meter bar is full and chip using normal attacks until it’s full then do a super seemingly out of nowhere with no noticeable setup. As an example what you could do is store your super from the beginning of the match and pressure with m.p until your meter is full then do your super when it gets full. For a more practical approach build meter as usual until you are about two ticks away from a full meter bar. Store a super and go for the rush down. If I get a jump in opportunity I can do a j.mk s.mk into lk.super (you have to change buttons or you might get the LLgs) otherwise I’ll do 2 s.mp’s cancel in to super. Anyway this was new to me and I’m not sure if it was in vanilla ST or not I still need to test that out. Anyway I thought it was cool that after playing this game for so long I still keep finding new tricks I even pulled a 12 hit combo with her but it’s very inconsistent and may only be possible on one character. Now I just need to record and youtube it :wink:

Anyway if this is old news I didn’t know about it so it’s new to me :wink:

That’s pretty sweet, Voltech. I didn’t know you could do that, but it makes sense.

It’s probably an old overlooked trick from ST.

Man, Voltech showed me this a while ago, and I keep meaning to check if you can do that in ST. I guess I’ll have to check by the end of the night, now.

Yes it works in ST too. It’s actually a pretty old trick. There’s also a way to make kicks come out while you’re walking forward with super stored. :slight_smile:

Yeah that’s what I’m able to do as well using this technique c.mk into super is a pretty fun trick but I’ve been accused of cheating several time because of it. But hey if it’s in the game… it’s in the game. I wonder if Honda could do it in ST then???