P.S. RagingStormX thanks for the little training session the other night I’ve been having fun learning all those combos and a few more. I’ll be on later tonight if you wanna see a few of my new tricks.
I think some of the changes made Chun-Li worse in areas where she really shouldn’t have been worse, but I digress. We have threads for talking about this, so lets keep it in those threads, huh?
I actually do this with dj lol
That strategy also wouldn’t work with Chun because SBK is not invulnerable to throws, making it pretty useless for getting out of tick throws.
Yeah I figured it wouldn’t cause it doesn’t in vst, but works with DJ, which is weird. You do the double kicks vs regulars throws you get hit though
Yeah…that was #1 on my ‘please change this’ wishlist, but yeah, anywho. The best thing to do in the face if tick throws is still simply to avoid them altogether.
hey just looking for some help on how to better my chun, here are two matches i had recently
shiro420 vs Vesperia GF
[media=youtube]qH-F7YzcXbc[/media]
Shiro420 vs Major Crimson
[media=youtube]2Ovhl4qDzVY[/media]
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Stop jumping so much. You’re giving your opponent soooo much free damage by jumping, and you frequently do it at the same distance from your opponent, so your jumps are really predictable. You should jump in anticipation of something that you can counter.
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When you are doing ground rush, be sure to throw in some foot sweeps, throws (when you have them blocking) or even walk backwards for just a second (with the intention of baiting a move from them).
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There are some characters where, if you want to do the Neckbreaker, you have to do it early, or it’s pointless. Dee Jay is one of them.
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Learn your matchups - Dee Jay has all the tools he needs to zone the hell out of Chun-Li. You should only be rushing him down if you have super, or if he made a big mistake. Wait for him to come to you - let him throw a fireball at a bad time which you can anticipate and jump over, or let him jump at the right time and make him land on a fireball so you can start your rush. But! Once you don’t have the clear advantage in the rush, just move back, because Dee Jay has the better chance of swinging this situation in his favor.
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Learn your matchups #2 - You shouldn’t really be rushing down Balrog; his normals do much more than yours, so he’ll gladly trade. Also, if he lands a throw, you’re in a lot of trouble. This is another match that Chun wants to turtle. You have the right idea with C.Mks and Chundoukens, but Lightning Legs are also good, because they beat Low Rush. Speaking of Low Rush, you have to be really careful when moving forward or backwards because of it. In fact, when I want to move backwards against Balrog, I just jump back (sounds scrubby, but Otochun does it so it can’t be that bad, right? :P). Also, never throw a Chundouken when Balrog has Super…or really, don’t do anything but maybe bait with C.Mk from a safe distance when Balrog has super.
Chun is completely invincible during the start-up of SBK.
Are you absolutely sure? I’ve been thrown out of the startup of SBKs a million times. I can even clearly remember times where, when being ticked by Gief or Thawk, I tried to do a SBK, got the “Reversal” message, and got thrown anyways.
I’m willing to be wrong though, and I’d love to be. Is there a trick to using SBK to get out of tick throws?
She might not be invincible for more than 11 (or whatever Gief’s throw window is) frames, so you might not be able reversal the throw attempt. But I know I’ve been able to wake-up reversal SBK out of the tick.
She is actually invincible for something like 16 frames, which is way more than Ryu’s SRK. Sirlin did not list lowered invincibility on his Chun Li change list, so I would guess that you got thrown due to roll-back. The other possibility is that your opponent just did the throw WAAAAY late, because she is on the ground and vulnerable after those 16 frames. (See 1:45 of [media=youtube]yY3Yx9mT6Ks[/media].)
Yeah, that looks like what frequently happens to me. I suppose then, to correct what I’m saying, I wish she had throw invulnerability from the move’s startup until she took to the air.
Still, I guess I should check again. I’m sure I’ve tried to reversal SBK out of a command throw (not the tick) and have been thrown anyways. This is enlightening, though! Thanks!
Yeah but that’s VST ground SBK, I wanted to be sure and went to test it with hitboxes on. Remix SBK is not as invincible as VST she can’t pass fireballs with it anymore slow ones or fast ones !
That’s a very good point. Her start-up is faster, so does that mean she has a smaller window of invulnerability? I like her parabolic ground SBK, but it doesn’t feel like she can use it to get out of the corner against anyone who knows what they’re doing (not even to trade).
Question! Chun-Li’s cl.rh…what is it good for on a regular basis? Most of the time it comes out I’d rather have had it been her regular st.rh, it seems so much better. It doesn’t even trade with most moves, it just…loses. What am I missing to make this move work?
Another observation, as well…I’m actually starting to like how her kneebash doesn’t go quite as far. I find it particularly helpful against Guile and Ryu, as there have been several times they’ll go for SRKs or flash kicks that juuuuust whiff after fireballs/booms. So yay on that
I think thats already in v ST. I got that offline and online from doing a AA upkick, but but instead I block and I get her voice sample.
And no, it cant be the close HK voice. Who the hell does Upkicks with HK if its not Super followup?
chun_li1
Thanks for whipping my butt today in our Chun v Chun match, and teaching more about Chun Li, Skankin Garbage. Your Chun Li kicks ass. I’m having a hard time with dealing with air attacks, feels like the upkicks are unreliable even when you get the “reversal” message.
Any way to deal with meaty jump ins for Chun Li??
Well, reversal Upkicks are really excellent, but they’re harder to use on some characters than others. Reversal upkicks, for example, are really hard to use on another Chun-Li. Short Upkicks will beat any of her jump-ins if timed right, but you have to do it at the last possible second. I don’t usually try it unless I have no other option but to lose the round, because I don’t think I’m good enough to do that consistently.
My best advice is to simply not jump carelessly. If you think about our Chun v Chun match, I almost never jumped unless I was sure my attack would connect, or if I was sure you couldn’t do anything to anti-air me (Neutral J.Lk, Neutral J.Hk, Short Upkicks, force me to land on a fireball, force me to land on C.Mk).
But yeah, since Chun’s reversals and anti-airs are kind of shaky, you just wanna take care not to get in a situation where you’ll have a hard time doing either one. You’ll get a feel for how to do that as you play more…for example, you’ll throw fireballs more carefully against characters with command throws, or against M.Bison, who can win the round off of a jump-in. Or, you’ll stop jumping over fireballs after x number of fireballs, because you’ll realize that’s exactly what your opponent is hoping you’ll do.
Someone trying to piano reversal Upkicks, probably.
Hey Skankin Garbage, I played you yesterday!
You have a very good chun!
GG’s!
Heh, thanks.