Chun-Li HD Remix

No, it doesn’t overhead. It can always be blocked low even if it’s not a meaty. Same with Dhalsim’s Drills, Dictator’s DR, Hawk’s Dive, Air Tatsus, Air SBKs, etc. The problem with blocking the Knee Drop low is that it gives Chun Li more frame advantage due to it hitting closer to the ground, but then she already has massive advantage regardless, so there’s not much difference anyway. Blocking low is really only effective for charge characters that want to keep their down charge.

Does it crossup then recrossup? I find it especially difficult to reverse. Generally I only see it since my execution with Ken blows or I’m not rushing down hard enough with fei.

Just to be clear, Chun’s DF+RH can NOT cross up anyone in this game, nor can it hit low or high; always mid (meaning that it never matters whether or not you’re standing or crouching). You can always block it by holding down+back every time…or just back.

That’s not what I asked. I’m wondering if she switches sides on briefly since I can almost never reverse it.

That’s true skankin, it never crosses up anymore. IDK for sure if it switches sides briefly, I don’t think it does, but it does hit low though. I’ve seen it hit as a meaty against opponents that were stand blocking. Also, NKI posted that it always has to be blocked low.

“Neckbreaker:
I think the reason why people feared this move is simply because they didn’t understand it. First of all, you have to block it low. Secondly, Chun can not even cross-up half the cast with her neckbreaker. For half the cast, you ALWAYS hold down/back. There is no guessing game. (See D/F+Roundhouse Shenanigans under the Advanced Tactics section of the Wiki.)”

Quote from that Wiki article:

“Chun’s D/F+RH is one of the craziest normals in the game. When done meaty enough, it will hit as a low move (must be duck-blocked), and it can be done as a completely safe meaty against several characters.”

Yes, I realize that NKI and the Wiki article are talking about ST, but the low-hitting property of the Knee Drop was not changed for Remix, only its crossup property. :sweat::wgrin:

I seriously doubt it does, because you had to do a semi-complicated setup just to cross up with it in ST…but, luckily, it’s not impossible to test it, thanks to proximity blocking.

The test? Have Chun do the Neckbreaker while having the other character try to walk under her at various points. If she really does cross over her opponent at certain times, then the character walking under her should stop at some point and try to block. There might be a way to get more exact results, but that should be a good start.

If this really does turn out to be a problem, you can still input the reversal command at the last second (should work, I’ve seen people reversal SRK out of it), and it shouldn’t mess up charge reversals. Alternatively, you could do what most people do, and simply block the Neckbreaker and prepare to reversal a different attack. That should be sufficient in almost any situation unless you’re about to die from block damage.

Just a little update on how to do the SBk off the wall. I was testing it out last night and you need to do the super motion off the wall meaning, hold back until charged, jump back to the wall then quickly tap forward, back, forward and kick at the same time and you should get the off the wall SBK. Now from there you can hold the charge if you have meter and land with an instant super or if you’re like me cross it up :wink:

As far as the Flip kick crossing up I don’t think it does at all anymore. Also I’ve done some pretty meaty flip kicks so low that Chun is almost under the ground on a waking up character and as long as they are holding back it’s blocked because I believe it still hits mid level. But go ahead and test it out and I’ll do the same. I love finding new tricks :smiley:

Ah ok, I’ve never tried the Super motion in order to get a SBK off a wall jump. That helps me figure out why my timing is off. Thanks Voltech. = )

I know exactly what you mean by Chun being “almost under the ground”, cuz that’s how meaty I like to time the Knee Drop too. I’m trying to find a vid of an opponent stand blocking such a meaty Knee Drop. I’ve never seen it happen when I’m using Chun Li, and even against opponents that know that it doesn’t crossup, but don’t block it low, it always hits them, which is why I think it still hits low. If anybody finds such a vid, please post it here. = )

However, it never hits me low vs Chun Li cuz I’m always blocking it low, or trying to reversal attack (which I have no problem doing either, that’s why I don’t think it switches sides briefly). But maybe it only hits low for a very short time frame or something like that.

I have noticed that after doing a meaty Neckbreaker, I’ll oftentimes wind up on the back side of the opponent (usually doing Lightning Legs in the wrong direction). Maybe it crosses up when the hitting frames end and it switches to the standing animation? It could be that someone trying to do a Shoryuken did it a frame late after the Neckbreaker whiffed, and they were crossed up at that point.

This property might also make purposely doing the Neckbreaker a frame early a decent mixup, so that you are on the ground behind them when they try to do their reversal. Are there any good attacks that hit directly behind you? Kakoken, perhaps? So you could do early Neckbreaker, Kakoken, tick throw / cr. MK xx LL, or something like that.

EDIT: I did a bit of checking in training mode. It looks like Chun Li actually can be behind them during the Neckbreaker, but it might still not cross up because of some property of the move. There are a few frames after you land that all moves will go in the wrong direction, even though the inputs for them are in the correct direction. For example, you can do another Neckbreaker after landing behind them by pressing down-towards, but the attack will still be going away from them. The second Neckbreaker can hit them if you are in the corner. For some reason I couldn’t keep Neckbreakering away, though. Also, I tried Kakoken (which doesn’t charge fast enough), cl. HP (which whiffs), and air SBK (which works, but probably isn’t that useful because it won’t be safe on hit unless you jump away). I didn’t have anyone to test with, so I’m not sure if these moves act as a fake cross up, but it’s a possibility, since it just looks like Neckbreaker was hard-coded to always hit from the front, as well as any immediately following moves. In classic mode, a Neckbreaker followed by Lightning Legs always seems to face the correct way, so there might have been two changes to ensure that it doesn’t cross up.

I’d like to start a discussion on how to beat Ryu. Ken is bad, but Ryu is worse. I feel it’s almost an unwinnable match.

Any thoughts? I have a lot of ideas on this matchup but since all my ideas lose, I’d like to hear other people’s ideas first :slight_smile:

im down for this i have lots of experience against ryu so i’ll go ahead and start it up

Keys to beating a Ryu

  1. Throw fireballs!! i have realize that if you can keep up with ryus fireball and jumping over some then throwing another it helps ryu get impatient and helps you build meter. Also don’t throw one then lightning legs i have been punished alot cause of this i just throw one then back strong then throw one agian Repeat proccess

  2. There was a time where I didn’t know how to jump in on ryu’s and take in mind that over the past 5 years i have played againts Valle, Choi, Watson, and DGV so i learned everytime and this is what i got. When jumping in with chun if its over a fireball jump in with her Down MK the stomp motion it clears her away and creates spacing oppurtunities where then you can cut the gap with down foward. If your jumping in i use her lk because 1. its fast and stops certain ryu pokes 2. it can be followed by a quick jumping straight up short and 3. the most important one i use is that if you over jump with lk it doesn’t cross-up and it has the same annimation as jumping Mk so ryu will wait for that cross over block hit then try and punish but you can be quick and throw them.

  3. Patience over the years i use to not have patience i would get meter and just charge it and walk foward and throw it out like a Scrub and good ryu’s will always punish that by jumping back RH. This is a big key to winning this match ryu’s love throwing fireballs because it cuts chun’s spacing and creates her to do jump in’s so just be patient jump up and over the fireballs and keep your chun charging!!!

4.Spacing i will elaborate more on this later but here is what i mean by spacing via this classic [media=youtube]qL1nqpbSjK0"[/media] match yes its Vanilla St but this match up hasn’t changed much except he has fake fireball now…
Oh yea in this match up do not get trapped in the Corner!!! I don’t know how many times i have had the match won and one mistake leads me to the corner than i get blasted by projectiles!!! :frowning:

and about the DF RH she does switch side sometimes which has happened to against DGV and screwed me up its really annoying and i don’t know why she does it lol

More later as i gather my notes lol in my mind lol

Against ryu jumping straight up with down rh is good for when you know they are throwing projectiles and have moved forward enough, knocks him down and does decent damage. Also it is key that you find poking range with down mk and standing mp, you will get hit by projectiles sometimes doing these but the trade can often be worth it to help with spacing and just mixing up his fireball timing.

I have a huge amount of respect for your Chun Li and the advice you just gave out…which is why I can’t believe I’m about to say this…but I did write a FAQ about it so here goes…

Jumping :lk: has crossed up since Street Fighter 2: World Warrior. It still crosses up in HD Remix, as is noted in my HDR Cross-up, Link, and Combo FAQ on GameFAQs.com. (Please ignore the other things that are still wrong on that FAQ as it is a work in progress…I know…it’s still a work in progress.) :slight_smile:

Now, what you’re probably experiencing is that the jumping :lk: hitbox may not reach as far back behind Chun Li’s position marker than jumping :mk: does. That’s the most logical explanation as to why you’re faking out Ryu players with it. Somebody with a link to the hitboxes will be able to confirm this.

Just had to point that out 'cause I was like, “Huh? He said that? Oh no he di’int!”…well…something like that. :slight_smile: Peace.

lol right on that’s good to know then!! I just like the jump in alot because it has the same animation as jumping Mk so it throws off ryu players…

I will update more later and thanks for the correction im not the type to study hit boxes and all that stuff i have learn over the years by experience lol

Also i got a great set in last night Versus RoyalPlush im sure if you play hdremix online you knnow he is a solid ryu player next time i will be sure to record the matches so we can all get a better idea on this match and tell me what to do lol

5.Throw Yes i know ryu has an amazing uppercut but don’t be afraid to throw. If you have played me you know i love to throw with chun it’s one of her biggest weapons in the game fast walking up throw’s, Quick tick throws, jumping short to throw i use it all…But when it came to the ryu match i would always hesitate to throw them i would knock them down then i would think about throwing then hesitate and get punished…
BlueTallCans was actually the one that told me to start having more risk’s in my gameplay vs ryu because it creates opportunities and i’ll quote him"Stop Being A Bitch"… So be sure to know your spacing because all it takes is ryu to miss time one sweep and you can punish that with walk up throw make them scared of that throw so then you can punish with some other moves :lovin: Why must Chun-li Throw in this match up? To Create Fear Ryu’s are usually on the offence in this match up so if you can corner ryu and make them fear that throw than the match is ours :rofl: well sometimes unless your Dam DGV and get those freaking reversal uppecuts from the depths of hell as i like to call them…

The jumping straight up:hk: is an amazing anti air if you have those quick reflexes and against fireballs is amazing as well but don’t count on always working to your advantage because agains’t choi and DGV they did something i had never seen before to my jumping straight up :hk: and thats bait it and punish it with ryu’s jumping :mp:…

does jumping mp beat it straight up? didn’t know it had that much priority in the air, and what is different about that compared to hp? I guess even if it doesn’t beat it the startup on hk is too long that you have to do it preemptively. Couldn’t you air throw to then counter this too if you think he is trying to bait it?

I did some more experimenting with Neckbreaker and you can follow a cross-up with jumping backwards moves, as well, such as stomp or j. MK. Probably the best option is to stomp twice after jumping backwards so that you can still kick them if they try to punish and they have to guess whether to block low for a non-whiff or block high for an instant overhead stomp.

The best ways I’ve found to do cross-up Neckbreakers is to jump forward after a neutral j. HK knocks down or jump backwards after a Neckbreaker does. Neckbreaker the instant you land and it should whiff, wait a few frames to hit low.

Ok let me jump in here and give the main reason why I lose. Maybe you can help me out BlueMary :slight_smile:

My main problem is ryus that are aggressive. I know it sounds stupid but I don’t have any answer to ryus who jump in RH at close range. At that mid range they jump in with RH, then low RH -> fake FB, or any other random shit, and then ONE KNOCKDOWN and it’s over, because it’s ambiguous jump RH into all sorts of bull shit (and if its DGV then EVERYTHING HE DOES ENDS IN A SUPER). So I can’t win the damage game.

It’s retarded but I can’t beat ryus that do that. Don’t get me wrong, I can beat most ryus. But guys like DGV, choi, royalplush (he’s good too), damdai… there’s just nothing I can do – and it’s mostly because of them attacking with jump RH.

I’ve tried walk up standing MK and most of the time I just eat a combo and a super when I do that. And I know about walking back and making them land on a fireball, and about walking forward and doing a walk under throw or sac throw. All of that stuff works great against average ryus. But against top ryus, WORTHLESS.

PLZ HALP

Ryu vs Chun Li - This match is an arms race to see who can get their meter up first! Both characters have a very dangerous super and that can be the turning point of any round. You will see most Ryu players take every opportunity to build meter because once he does the Chun player will no longer feel safe throwing here Kikoken thus changing her game. I’m in the process of trying to play this matchup without trowing a single kikoken just to not have the need to rely on them :wink:

Here are a list of things that I try to use in this match up.

Neutral jump - This move is key to this match up as it throws off the timing and flow of the Ryu player and also allows you keep control of your space plus a well timed :hk: can keep him at bay and also get you that knock down you need to keep the pressure on.

Neutral Jumping :hk: - This move has lots of range does good damage and knocks down your opponent. What I try yo do is get with in poking range then do a N.J :hk: especially if you think he will try to throw a hadoken

Head stomp - I use this to knock down wakeup SRK’s and a as a fake cross up attempt, if it wiffs I get a chance to throw. They way I use it is to jump and do an early stomp as I am crossing over the down Ryu. What your looking for are 2 things. If he SRK’s it will knock it down and if he blocks go for the throw as it will wiff.

Neck Breaker - I use this to inch forward over Hadokens when Jumping :hk: is out of range. It also works well as a super meaty attack but can be dangerous so I dont do it too often.

Pokes - I’ve found that c.MK will wiff if Ryu times his hadoken just right (I dont have this problem with so much Ken) but s :mk: will still hit. Of course s :mp: is a good poke but a good ryu can predict or on reaction SRK these as they are waiting for this when they know you are in range. (this is where I like to do the N.J:hk:. S:LK: is a fast poke with good range but does little damage. S:lp: is a good fake poke if you think the Ryu player is trying to SRK your pokes (as seen attempted in the video )

Kikoken - A well timed kikoken can set you up for a lot of good pokes builds meter and helps control space and of course setups for supers. To me a well timed Kikoken is where you throw it either first or at the exact time as Ryu while in or near you poking range. I don’t like to throw them after as it gives the Ryu player too much control as he is setting the pace at that point. You’re better off just N.jumping or flip kicking over it.

My weaknesses seem to be that I back off to often (usually because I’m trying to charge for a kikoken) instead of keeping the pressure on and not blocking his s:mp: overhead correctly. I also have the bad habit of jumping in on Ryu even though I know damn well he can SRK me :confused:

I’ll add more as I think of it

(This is my toughest matchup and I’m still learning so take what I say with a grain of salt :wink:

P.S. if any of you are in a room with one of these top Ryu players and see me online send me an invite with the title “get this Ryu” lol. I’d love to bounce some ideas off you and try some new strats :wink: