Chun-Li HD Remix

Voltech best tip i can give you against blanka is dont throw fireballs at at all make blanka jump in at you and when you get knockdowns never neckbreaker against blanka especially against BlueTallCans its just a free knockdown for blanka. Do Meaty standing palm into either walk foward making blanka jump over or into lighting legs so you can stop any tick grab or reversal balls that they want to do.

Against blanka’s jumping medium punch best bet is to just walk under it or try and anti air it with her up kicks.

Serious though best advice i can give you is just to play with BlueTallCans alot since me and him learn the game together we are always learning from each other

Straight up you just gotta gay it out against Blanka, don’t try to be fancy or show any tricks you have play as lame as you can and stay away… is really the way to beat blanka… Cesar is good at gaying it out hahaha

I guess thats my problem then , I have a hard time being Gay. lol BTC’s Blanka makes me want to counter pick even thought it’s against my religion. Maybe I’ll learn the Mirror match just to piss him off lol Rwar!

hey bluemary what do you do to stop blankas jump ins? I have only played BTC maybe 5 games or so but I lost all of them. now that I think about it I think I was throwing FBs. But basically what happened is that once I got knocked down once I wasn’t able to get out of bite loops. Would be great if we could have a lobby with the 3 of us so I can learn :slight_smile:

I’m down for an anti BTC I mean Blanka Clinic. >] Be afraid Blanks players be very afraid!

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any tips would help o.0

For Ryu and Ken: use more st. HP/MK to stuff fireballs on start up
For Sagat: it’s kind of a shenanigan, but you can use mk/hk SBK to go through low Tiger Shots
In general:

Cr. Roundhouse is an awesome move for beating other normals. It hits low and mid and it’s vulnerable hitbox doesn’t extend on either start up or recovery, so you can at least trade with practically anything. Throw some of those out there when it seems like they’re trying to keep you at bay with normals.
Also, throw more fireballs at mid-range. You can get a back charge by holding back during two cr. mks or st. mps, or one cr. hk. Not having to worry about your fireballs makes it a lot easier for shotos to fend you off. I personally really like throwing an lp fireball and then chasing it in. If they fireball to stop it, you can st. hp their recovery. If they block, do some low/throw mixups. If they just start throwing a lot of fireballs to keep you from doing that, start doing more jump ins.

I have this theory for fighting fireball characters, boiling it down to rock, paper, scissors. There’s turtle, rushdown, and zone (in this case zoning with fireballs to maximum distance). Turtle is just standing there and seeing what you do, rushdown is when they jump at you, and zone is when they throw fireballs. Turtle beats rushdown, rushdown beats zone, and zone beats turtle. So, if they are throwing lots of fireballs, jump more. If they are just standing there watching you, throw fireballs and chase them in. If they are jumping at you a lot, either keep a down charge for upkicks or be ready to do some neutral jump moves.

You get about as much advantage for landing a jump in as they do for knocking you down with an SRK, so don’t be scared to just guess and go for it. Waiting until you see the fireball animation can mean you won’t make it there in time, like in the Sagat fight. You can also see that they aren’t throwing a fireball and just empty jump so SRKs whiff. You’ll eventually lose in a fireball war if you try to go all out on that, but if you can lure them into one, you can find their pattern and get a jump in on them. Then, if they get scared to throw fireballs, just chase yours in, make them block one or throw theirs late in reaction, and make them pay for it.

Or, of course, you could just find easier people to fight than Daigo and Justin Wong.

haha Well thanks for the advice I always like hearing what others have to say about my gameplay style and what i can work on to become a stronger player

Seems to me you where trying to be to aggressive to early in the match vs Diago. Without meter it’s pointless to try and rush him down. It’s best to only rush in when it’s to your advantage and thats usually when you have full meter or if they make a mistake ie whiffed DP or a miss timed sweep. Just be careful not to put yourself in the corner. I will try to fill up my meter 2 or 3 times per round vs shoto’s and threaten them into the corner. You can bully Ryu with your super but be prepared to do the reverse cross up super if he try’s to juice kick out of the corner.

The match VS J Wong’s Sagat was pretty typical. Chun just has a hard time getting in. I like to use a lot of stomps to stuff his DP’s (But that means you gotta get in close) and don’t be afraid to sweep with H.K because getting a knock down can give you the advantage. You don’t want to get into a projectile fight with Sagat because he will win and it’s almost impossible to jump in once that starts. You are almost forced to rush Sagat down and play footsies, always look for the knockdown and put him in the corner so you can stomp his fuckin brains in lol Sorry I really hate this match up.

I’m kinda jealous you got to fight these guys even though you didn’t win, you held your own for what its worth.

I don’t recall it being mentioned anywhere, so here’s another option select. If you’ve been knocked down and your opponent is going for an ambiguous cross up, hold back, mk, and hk, then on the reversal frame, piano release mk and hk. If your opponent didn’t cross you up, you’ll block their attack. If they did, you’ll get a backwards SBK sending you flying away from them. If they follow up their cross up with anything but a throw or a high attack, you should fly safely away.

Thats some good insight, thanks man. I really dislike fighting Sagat. I feel sorta helpless without meter hahahahah.

Any tips on the ken match?

Oh and when I fought vs ryu I sorta figured Daigo would have godlike footsies so I wanted to show him I wasn’t afraid of that and tried to rush in and it got my face plastered against the wall =/

another tip vs lesser Sagats is a startup / neutral jump shenanigan.
a lot of Sagat players tend to do fireballs even tho their spacing isnt right (for example at the start of the match) so neutral jump over fireballs and pressing roundhouse on the way down will knock Sagat down. His arm hitboxs after a fireball is pretty large.

Sagat is a bit tricky to cross up and i dont even think he’s a tall croucher so its harder to do instant overheads , for me that fight is a survival match untill i get super and then i go hunting.

a tip vs Ken that i can think right of the top is after you get a knockdown you can bait overconfident reversal monsters into eating another knockdown from your lightingkicks. If you get Ken down you can space yourself so that just the tip of your lighting kicks hits (red hitboxes only) so even if the ken player manages to pull a perfect reversal he’ll run out of invincibility frames on the way down and get knocked down once again.

[media=youtube]Q94aSrJvAX8"[/media] im having trouble vs a patricular DeeJay player. Does anyone have any tip or insight on how i can improve in this match.
I cant seem to beat him consistently and when i do beat him its always by pulling of a major comeback. I really need some help because im facing this guy in a tournament in about a week …lol.

You seem to know the match up pretty well as it is, but this guys style is whack. I played him earlier today and plays with crazy online tactics. You should have no problem with this dude I beat him with my Chun easy. If you get the chance vs him I say meaty Cr.mk and then Cr.hk. Mix it up with throws as well. That’s how I beat him. =/
If it screws you up then stick to what you do best. If abusing dumb tactics doesn’t work for you at this tourny(vs him), you can kill me for buckin up your shii. =]
That is if you decide to play him with the basic chun shenanigans that I recommended.

(Sorry about the shiat talk if this dude is cool with you)

You seem to be doing fine in that video. Didn’t you win all the matchups? Anyways here’s what I saw could be improved:

  • You’re jumping a lot at him from mid screen. This is dangerous, as it can lead to upkicks -> possible death from a crossup.

  • You’re knocking him down and then missing cross ups and getting thrown instead. Learn the spacing for a crossup mk. If you’re not on point with that, much safer to just do a meaty low mk into more pressure. Each knockdown you earn is precious and an opportunity to win. Don’t squander them by doing a missed crossup and getting thrown.

  • You’re letting him jump at you mid screen without punishing him for it. As anti air, use jab fireballs, jump up lk or hp, or low hk. Chun is a defensive force especially with super charged, as you can use fb->stored super for a very powerful anti air option.

  • You’re generally not storing super enough. A lot of times you’re at 80% meter and jumping at him. Stay back, throw those fbs, and charge that meter. It changes the matchup when you have it, so charge it.

  • You’re missing a lot of link combos. When you hit with that low medium kick you should really be trying to combo into low HK each time. That knockdown makes a big difference.

With that said, you had nice corner pressure, good use of headstomp, and generally seemed to be doing just fine against him. I think if you tighten up your spacing on crossups and your timing on link combos you’ll be fine against him.

Thanks Guys both Kacom and Zass you guys are awsome !!!

today is exactly one week untill the tournament and i played this DeeJay player again and it went pretty comfortable. I kept up with his turtling and minimized my own jumpins to when i clearly saw that he wasnt charging. His footsies was also a lot weaker than i expected when i first played him.
The repeated c.mk , c.hk worked like a charm especially since he seems to attempt upkicks and failing at it constantly.
I also tried to overshoot my jump arc deliberatly and punish his mk or hk upkicks. eighter baiting out one of those or just overshooting the jump to "turn the super"
Juliens tips that i should use the fireball as an anti air is something that i usually do against other charachters , for some reason i havent been doing that vs Guile or DeeJay probably because i eventually grow tired of the fireball game and go for a gamble jump in.
(even without super) I tried to wait it out as much as i could and sure enough he grew impatient and landed on quite a few of my fireballs creating a knockdown situation for me

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This is a brilliant thread, not sure what else to say, i really enjoyed reading the analysis.

So, a couple more things from the lab:

Going back to the neckbreaker pseudo-crossup and block/SBK OS I listed above, basically, it boils down to a small number of frames after you switch sides with your opponent, whether over or under, your attacks will come out backwards but have the correct inputs. The previous instances were when you are being crossed up or using Neckbreaker to cross up. You’ll also do a backwards move immediately after you do a really tight meaty cross up, so you can use this as an opportunity to do a safe instant overhead. There’s probably also some combos that you can only do with this, because the backwards move will do pushback backwards, as well. Probably the best move to use is cl. mp, so you can link into other normals, except against Cammy and Blanka who can just duck it.

Also, I didn’t think this was anything special until someone freaked out when I used it, but cl. lpx2 xx cr. lp xx super does pretty good damage. Enough that I don’t think it’s possible for someone to have enough health to survive it after you’ve dizzied them. Against some characters (like Fei Long) you can even do cl. lpx2 xx st. lp xx cr. lp xx super. I haven’t pulled it off yet, but it seems like you could combine this with the above and land cross up mk/hk/hp, cl. lpx3 xx st. lp xx cr. lp xx super. Of course, the super can have the normal follow up. I’ve done cl. lpx2 xx cr. lp xx super, lk SBK to Zangief in training mode for an 11 hit combo for roughly 85% of his life. He needs to be positioned on the line right behind the P2 side start on Ryu’s stage when you start the combo. As an added bonus, this can be used as a hit confirm that you can always just stop at any point and throw them. Unfortunately, cl. lp goes over Blanka and Cammy’s head when they are ducking, so you’ll only want to do this to them as a dizzy combo.

Hi the KORA WA HD vid of otochun.

at 1:31:33 otochun does a combo into super, someone please tell me what he did with his hands to pull this off.

Tanks

Got a link?

1???SF2HD??, 1???SF2HD?? nsb_sf4 on USTREAM. Video Game Marathon

When I first saw it I thought he held the back charge right after jumping, but he was holding towards during the jump, so that super was stored. He does move the stick back and forth rapidly during the combo, though, so he probably went to down-back to do the cr. forward, then returned to towards to execute the super. This is probably the most reliable way to combo into super off a jump in, because cl. lp/mp whiff against some ducking characters or some reeling animations and cl. hp can lead to a dizzy mid-super if they have some dizzy damage to start with or you do a jump in with hk or hp. Really, though, you should probably just use cr. mp (or even cl. mp, st. mp if it will hit) so you don’t have to do joystick acrobatics. Sure, they could be blocking high the whole time, but you shouldn’t be trying to combo into super when you aren’t sure it’s going to either hit to start with or chip them to death.

Also, I’m not 100% sure, but I think there is a bug that sometimes a stored super won’t come out when you press a kick button, but you won’t lose the storing. I’ve gone for a stored super before, gotten a cr. mk, then immediately gotten a super right afterwards without moving my thumb on the dpad. So, I’ve unintentionally gotten a combo like this before.

EDIT: Oh, and meaty cr. lp xx super is pretty awesome for getting that last bit of chip you need to kill someone. If they block the cr. lp, you’ll super them to death. If they SRK, your super will come out after their SRK started and you’ll probably beat it out.