Yeah BoggleMinds, you’re right that last I heard, Akishima retired. At least that’s what they told me last time I visted Japan in '07. I guess I was hoping he came out of retirement
Playing you last night zass i never thought about the neutral jump fierce it’s actually very good!
Neutral J.Hp is one of her best anti-air options. It has one of the best ranges of all her jumping attacks, and it’s also one of the safest, because the red “vulnerable” hitbox doesn’t extend outward when she does it. Very useful in certain matches like Honda or Dictator, where AA’ing them on the ground can be wonky sometimes, and it’s pretty good for defending against Vega’s wall dives.
Yeah that N.j.HP is awesome! I’ve been using it for a while now too and I like it. The hit box is huge and does way more damage and dizzy potential. I’ve been trying to not only find all the counter attacks for each match-up but use the most powerful and highest dizzy factor attacks Chun has. Instead of j .n.lk I use j.n.HP instead of chip damage I throw. instead of c.lk I use c.hk for my three hit combos I use j.?? s.hp. Kikoken or j.?? s.mp c.hk for the dizzy combo. Now I’m trying to master the air throw as well. If you’re going to hit make it count for the most damage. I was just using what I knew worked before but now I want to make every opportunity count to the fullest
If anyone has any other high dizzy or High damage attacks, strings, links, or combos please speak up.
C’mon now, Voltech…you know what I’m going to say. Somebody say it for me.
But seriously, the only three hitter that Chun has that I think dizzies more often than the ones you mentioned is…
J.:hp:, cl.:hp: XX :hk: Lightning Legs
Of course, you have to land that j.:hp: kinda close and deep to get the combo to hit on smaller opponents, but if it hits…they’re usually dizzy every time.
Haha
Yeah that one works if you get in close. I also like J.hp cl.mk. xx m&Hk LL’s because it’s harder to mess up, sometimes cl.hp pushes too far away and you wiff xx ll’s or they dont come out at all (but that might just be me)
I guess what I was trying to say is I wanna just focus on her most powerful stuff I know you have it all laid out already so I’ll have to do a little reading.
Yeah, like Voltech I usually go for the cr. mk XX LL, because it’s harder to mess up. For a cross up I’ll do jump mk, cl. HP XX LL. Playing you last night I noticed you were able to do that combo from the front pretty consistently, BlueMary, that’s cool. I’ll have to try that more. When I do it usually the LL whiffs, I guess my spacing is wrong.
I have a question for my chun li brothers (or is it sisters). After playing Thelo a bunch of games I just gave up on ever trying to get upkicks after super, because they whiffed every time. I just figured they always missed on Honda now. But I saw BlueMary do it to a honda player, and I was really suprised!
Is there some trick to getting the upkicks to connect after super on Honda? Do other people have a hard time with it too? Or do I just suck?
PS: It was nice to play a long set with you BlueMary, I haven’t played Chun in a while… makes me realize I’ve been neglecting her (because Dictator is just so damn FUN). But it’s bad news to neglect a tournament character. I learned that lesson at Evo when I had to pull out Vega in desperation against choi and got raped. Haha. Anyways I’d like to have more chun li practice sessions. Sometimes I feel like I’m the only chun li player left anymore. Nice to know there are others out there too. I hate, hate, hate big rooms with lots of people b/c I’m impatient. Maybe a small room with you, me, skankin, and Voltech for starters? The chun li cabal I’m sure we could all improve a lot
Cesar is a pro at that he’d know for sure. But I think you have to use FK upkicks.
I hear that!
How is it whiffing? Are you getting hit by the 2nd Torpedo? Are you getting a reversal attack message?
IMO there’s no trick to it. If you are charged, and you block the 1st Torpedo of the Super, just do Upkicks with reversal timing (piano) on the 2nd Torpedo. I’ve never once missed my Upkicks or had them whiff. I piano all 3 Kicks. :tup:
Zass I think I know what you mean, up-kicks on Honda are possible I do it all the time but I use HK to reach him. He has a strange juggle hit-box. Sometimes in the corner I’ll even whiff but mid screen I can connect every time.
I’d be so down for some Chun on Chun action, I used to hate it but now I actually like it! (thats what she said) beat you to it MegaMan
j.mk cl.HP xx LL is a great cross up combo and seems to dizzy more as a cross up is that even possible?
Concerning dizzy combos, one that I try to do more often against like whiffed reversal attacks is simply C.Mk, S/C.Hp. If this doesn’t dizzy your opponent, the next hit you do certainly will (as long as you hit them in the next second or so). As for which HP to use…S.Hp is easier to link into cos the startup is much faster, but sometimes it’ll whiff, because she’ll do Close S.Hp and be too far away. Watch out for this when trying it against smaller characters, for example, other Chun players, haha.
Also, I love J.Hk/Hp / S.Hp xx Chundouken. As a variation, I do J.Hk/Hp / C.Mk xx Chundouken against certain characters like Guile, Blanka, and Honda, because the S.Hp xx Chundouken variation won’t connect on them unless it’s in the corner. Also, this combo just plain doesn’t work on Chun-Li and Vega. Oh well.
About doing Upkicks after Honda’s super, I’m pretty sure any strength of Upkicks will work; I think landing it is an issue of timing, but I don’t know exactly how it works. So, thanks to not understanding it, I don’t try it if I think that getting hit by the second hit will lose me the match. Alternatively (though you all might know this), EA Megaman showed me once that doing a reversal super after the second hit of Honda’s super will always connect before he can block it.
As for the Chun practice room, I’d be totally down! I thought about asking Voltech if he wanted to do that, but since he’s the only Chun-Li specialist on my friends list, I thought it might not be too useful. If three or four of us wanna get together, and work on matchups and stuff like that, that would be rad. Just send me a friend invite, my gamertag’s on the left!
This.
I always use :mk: tenshoukyaku against Honda’s super. Never fails.
Hey, I finally fought a Fei Long who does the :lk: chicken wing in your face all day long.
Just wanted to say, f*ck that sh!t, hopeless for Chun, jump back GTFO
k thx bye
:lol:
I agree with aqua.
Fei still has to mix it up though, if he lands too deep, then chun can use her man length arm throw range to chuck fei in the corner.
@ Aqua Snake - I’ve created a monster lol jk you where already a beast I just happened to be there when i t all went down.
Fei is strongest when Chun is in the corner. Make him fight on your terms and you have the advantage. (easier said than done)
@ Coth_X - The mix up is still in fei’s favor if you ask me pretty much anything he lands does high damage or sets him up for a combo. Chun is lucky for a poke or just an escape lol it’s a scary place to be =O
I don’t disagree there, but the CW still has raped recovery. If he lands too close, I’m fairly certain that pretty much everyone gets a free reversal throw. At least from my experience, that’s what it feels like.
Yes, but a smart Fei player will usually avoid recovering in throw range.
To be honest I get thrown alot more than the fei player in that situation and I’m pretty good at reversal throws. Fei just has to be at the right distance, a little too far away and I’ll get him. Unless he knows it and he just flame kicks me
You did contribute a whole lot!
If it weren’t for that marathon session we had, I wouldn’t have figured out how to counter everything chun can do!
:pleased: