Chun-Li HD Remix

Chun Li Super Shenanigans

Here’s the [media=youtube]-jHbPBPo6Vo[/media] I just threw together, sorry if it’s a little blurry.

How did you pull off those simultaneous supers in training mode?

Um thats the easy part, Just do another one =P

Interesting, didn’t know you had enough time to charge for that.

I noticed that those combos you were doing in classic mode were dizzying early and that was keeping you from doing full damage. You should be able to swap out the cl. fierce for a cl. forward to do the same damage, but less dizzy.

Oh, and speaking of dizzy, I’ve been doing a bit of hacking, and here’s the rough amount of dizzy that Chun’s moves do in ST World version, and most of these should be the same in HDR: (the range is the amount of dizzy the move adds, and the second number is the number of frames that the move adds to a timer that resets dizzy to zero when it reaches zero)

cl. lp: 0-4, 40
cl. mp: 5-10, 60
cl. hp: 11-15, 80
cl. lk: 1-5, 40
cl. mk: 6-11, 60
cl. hk: 10-15, 80
cr. lp: 0-4, 40
cr. mp: 6-10, 60
cr. hp: 11-15, 80
cr. lk: 1-4, 40
cr. mk: 5-11, 60
cr. hk: 6-10, 130
st. lp: 0-4, 40
st. mp: 6-11, 60
st. hp: 11-15, 80
st. lk: 0-5, 40
st. mk: 7-11, 60
st. hk: 11-16, 80
Neckbreaker: 11-15, 80
Flip Away Kick: 0-5, 50 (no longer exists)
neutral j. lp: 1-6, 40
neutral j. mp: 6-10, 50
neutral j. hp: 12-17, 60
neutral j. lk: 1-7, 40
neutral j. mk: 6-11, 50
neutral j. hk: 10-16, 80
Head Stomp: 2-8, 60
diagonal j. lp: 2-6, 40
diagonal j. mp: 6-10, 50
diagonal j. hp: 12-16, 60
diagonal j. lk: 1-7, 40
diagonal j. mk: 6-11, 50
diagonal j. hk: 11-16, 60
Kikkoken 8-12, 90
Lightning Legs: 5-11, 100 (explicitly lowered)
Spinning Bird Kick 7-13, 90 (likely changed because the move is so different)
Upkicks: 0-4, 20
Super: 0-2, 20
Throw: 7-13, 100

Not sure what to make of the numbers yet but thanks

I can probably work that out, I’ve done cr.mk to cl.mk into super but on a cross up it might be a little tricky besides I don’t mind a dizzy if it takes off 90% of their power :wink: The full combo will hit a dizzied opponent and that means certain death =D

Lol, voltech check out the SSF2T classic thread under things you don’t know about ST. He explains all the numbers there.

actually I should come here more often. I just visited cuz I thought I’d see you on here. Good games today by the way. It was a bit laggy, Had a whole bunch of rollbacks at least on my side… =( usually it’s not so bad for me, Dunno what happened today, most of my games were laggy… )

We should play again sometime. I got lots of experience against good chuns from classic ST, but almost none in HDR. Her new SBK arc throws me off, both when I do it, and others do it to me… and every time I did the air SBK close to the ground, it was an accident, although they happened to work a few times xD. (usually comes out when I try to j. lk for anti air =( , or jump back lk … )

Best option is to stay just outside of his sweep range and mk. rh. (keep sweeping and anti air with these… sometimes a j fierce just to mix things up…) If he manages to get close enough so that his splash causes problems, you’re likely to eat at least one SPD.

Even if it trades, I think it’s better for you even if you take more damage since it keeps gief at bay. and you don’t end with a guessing game… you have the advantage in the match as long as gief is out.

Yeah hey GG’s

It’s funny cause in Classic St the SBK throws me off and feels less useful but I do like her Super damage and Up Kick damage better in ST.

I think maybe you use super too much? If like your opponent has a good scouting report on you might take you out easy eh?

I dunno, you are pretty good so like don’t stop doing what works haha

it is ALOT less useful in ST. mainly for reversals to escape. during some of my missed reversals I figured out some of it’s uses… chun li ACTUALLY has a decent non-normal anti air now! whoo~ crazy safe if they’re at the end of the arc… although I don’t have the spacing down pat yet… but what do you expect, i’ve only been playing for a couple weeks. Chun feels pretty much the same except you have to work a bit harder cuz of less damage on LL and super…

I REALLY gotta get used to jumping without accidentily setting off the air SBK =/ darn that new motion…

When I saw you using the air SBK after footstomp… WOW. chun got some runaway now!

Don’t tell anyone, but option select throw right when you land beats using SBK as an anti-air.

I ment when I use SBK early, not late…does that not work? … If Late then upkicks is the best… (but it’s easy to safe jump… maybe I should do it SLIGHTLY earlier…) … Or use a different kick…? … I usually use short… or piano.

By early, do you mean meeting them in the air with it? That works to some extent, but it doesn’t have very good air to air priority and it doesn’t start attacking until you’re pretty high up. I do use it when I think someone is going to jump, but the main reason to do that is because it does more damage than, say, j. fierce, and it will hit them even if they didn’t jump, making it a little safer if you aren’t sure what they will do. It doesn’t have a chance against any decent air-to-air move, though, so don’t use it against someone whose air-to-ground and air-to-air attacks are the same move that stays out the whole time. So, don’t SBK against Fei, T. Hawk, or Dictator as an air-to-air. There are other reasons to do it, though, like countering Flame Kicks, Hawk Dive, or Head Stomp, or moving forward with a charge.

I really like the new SBK, but you’ve got to know exactly when to use it and can get punished hard for doing it at the wrong time.

Voltech: I used to be like you. All about the super gimmicks and using them first chance I get. I’ve been laying off them for the past … I don’t know 6 months or so (classic ST, I’ve only been playing HDR for a month…) It’s because I realized (and so did many other people) neutral jump for most characters beats the super. (I jumped each time unless I couldn’t, until you caught on.) and many better players will do just that. The super is still good, I’m very trigger happy still, just not as much as you are (anymore). and I think you’ll come to this realization and lay off (a bit) too… (usually I test out a player and abuse the hell out of it if they fail the test)

But then again, I havn’t seen your stream or videos. I’m just judging by what I saw you do when I was playing and people’s comments on this thread…

Well here you go lol YouTube - VOLTECH01’s Channel
I know I’m a little Super happy these days but it’s just fun for me to find new ways to use it and in places people might not expect. I’m even working on a reverse stored super so I can block with it stored and on crossup release it LOL Still needs testing though.

That definitely works, I do it all the time.

So let me know if we are on the same page.

Hold forward 2 clicks (Toward the other player) do a super motion backwards ending on back, when the other player jumps over me I have a stored super. Hit kick and out comes a super. Does that work or am I just crazy?

Normally I just do the super motion towards them, then switch when they cross up. Technically you should be able to charge back, then jam left/right really fast, eventually ending in towards and have the super stored. You could even piano some kick buttons while alternating left/right and get the super to come out no matter which side they are on if you do it right, but with only a 50/50 chance of it being reversal if executed perfectly. Also remember that moves will go the wrong direction a few frames after you’ve switched sides with your opponent, so if they do a really tight cross up your super will go the wrong way.

Yeah thats how I do it now and why the other way is just theory until proven otherwise. I’d say I get the right direction about 80% of the time. You don’t want to try and cross me up when I have super cause I’m just waiting for that :wink: