Thanks. I tried getting close but that’s the whole flaw of the matchup, once i’m close it gets even worse. I’m scared of random neutral jumping RH because of the damn knees. If i evr block just one jumping RH sagat can just jump over and over and there’s not much i can do. At that point i’m trapped in blocksun so jumping moves don’t come out fast enough to stop him, her normals just loose and i don’t have charge for upkicks. It’s friggin horrible. I’m sure there’s something to stop that but i haven’t found it.
Close forward (if his rejump is done from close). Has a high hitting hitbox.
In case it gets stuffed, go for Sacrifice throw. Chances are he is doing the j. RH early in first place to prevent you from airthrow, jump attack/away.
So in case he stuffs your close forward (if you did it early enough), his jump in wont combo and you can throw him.
Hope that helps
chun_li1
PS. If sagats like to jump up RH a lot, see how he does it, does he jump and do RH at peak/while going up of jump or on the way down? If hes doing it very early, crouch RH/forward it (j.Rh would whiff if you crouched in advance)
If hes doing it late, on the way down, you have a little time to jump up RH, airthrow, etc him, depending where you are.
Unrelated, but has anyone noticed how it looks like chun has…something…on her face when she loses? I mean, I know it’s tears but…yeah.
(long post) i approach the sagat fight from a different angle:
get meter with as little sacrifice to life as possible, then advance and threaten with the super
the building meter part involves you doing special moves and avoiding fireballs while sagat slowly backs you into the corner
jumping at fullscreen isn’t advised, because the mix up for sagat at that point isn’t fireball or dp, it’s fireball or walk forward. walking forward both puts him in range for a dp if you jump (since chun’s jump is so huge), and lets sagat get you farther into the corner
so on your end, you just want to throw fireballs for the most part. the problem is, you cant keep up with sagat doing repeated roundhouse tiger shots. you have two options here, throw a fireball to nullify one, then either:
a) block and take a little chip, then throw another fireball, or
b) jump back over the fireball, then throw another fireball when you land
(you could also air sbk backwards over a low tiger. it’s pretty good actually)
it would seem like jumping is always the best option here, but sagat can counter that with a slow tiger shot. you’ll take full damage from landing on it and sagat gets to throw a fast tiger that you have to block.
however, if you block and sagat throws a slow tiger, then you can just throw a fireball to nullify that one on reaction
so basically, throw fireballs, pay attention to sagat’s fireball speeds. block most of the time when unsure, jump back when you’re absolutely sure he’s going to throw a fast fireball
if you’ve built a full meter and have lost less than 25% life then you’re in pretty good shape. if you’ve lost a good deal more than that, then you almost definitely did too many bad guesses with your jumps. block more
once you have meter, the focus then changes to getting within midrange while still having the super stored
this is the tricky part. if you’re really good at doing stuff while still keeping the stored super, then you can get in relatively safely by jumping straight up over fireballs and walking forward (watch out for slow fireballs)
jumping straight up randomly gets countered by sagat doing anti-air low tiger on reaction though, so be careful with that. getting knocked down puts you all the way across the screen all over again
if you’re not good at storing the super while slowly advancing forward, your main options are:
- read a fireball and jump forward, while storing super
- try and get away with a spinning bird kick while storing super
- establish midrange with straight up jumps, walking forward and df+roundhouse, then start storing the super
the pros and cons of jumping at sagat are obvious. be ready to lose 25% of your life (plus chip damage on waking up)
if you manage to land from a spinning bird kick, the entire time chun is flipping back up is invincible. if sagat does anything to try to push you away during that time you can just super him right when you get out of the sbk
slowly getting in range, then storing the super is generally the most consistent way. get to about halfscreen distance, start charging. block a fireball probably, then throw a jab fireball and start storing. if sagat throws another fireball you can walk forward super him. if not, you can start bullying sagat with the threat of the stored super
unfortunately, sagat can now tech throws, and if he has super he doesn’t even need to walk forward to anti-air you from full screen. chun’s super also went from nearly insta-win to 45%ish. on the bright side, sagat no longer has standing short -> low tiger to push you out when close
still, though. sagat has a big advantage in the fight until you get meter. trying to bring the fight to sagat without meter is usually a losing proposition
Buk, excellent post. I do have a quick q though. What about SBKing over fireballs going forward? I’ve done this to some 'Gat players a couple of times now with some success. Obviously you have to be within range, but the SBK has pretty decent range anyway.
Am I just playing garbage players?
Wow great suggestions guys, thanks. Haven’t played a single sagat with chun since tho lol.
if you go over a fireball (as opposed to going through it), then you should get a free hit. otherwise, they should be able to dp you unless you’re at the very tip of the sbk’s range. they possibly can still punch you or something though
Thanks very much Buk.
i dont know what it is about HD but i keep having a lot of trouble anti-airing some normals, like Shoto J.RH and their J.Shorts they beat all her normals and they eat upkicks alive its really irritating controlling the whole macth guessing wrong once they get in and start to jump around and force me to block and just trow me to death.I never had that problem in ST it was easier to smack people out of the air when they jumped impatiently. In HD i have to be afraid of some jump-ins, it could be my laggy connection or something because it seems weird that i would have that problem in HD and not in ST.
I know I’m a little late on this but skankin garbage - i really feel hawk vs chun is in hawks favor (i know in a lot of threads i make it sound like hawk is a lot better than he is but people really underestimate him. i cant count the times ive played solid players online who when they lose a round or two they’re always like oh man i underestimated you cause you picked t.hawk)
if hawk jumps in from the right angle j.jab beats st.mk and splash (if its o.hawks, i havent messed with it too much cause i thought it was N.Hawks) wrecks chun all day. i cant get into it too much right now cause ive got a math final soon but id love to play you and see if you can give hawk a hard time with your chun.
I’ll add you, but it might be quite a while - I’m trying to restrict myself from playing very frequently, because it’s the last week of classes and I have a LOT of shit due this week, not to mention finals coming up…
Anyhow, if this helps, I can tell you that the sweet spot for Chun in this match is just a little outside the max distance of the first hit of Hawk’s sweep. This way, Hawk can’t score any knockdowns on you easily. If Chun freaks out on C.Mk, all DPs will whiff, and you can stop doing C.Mk on reaction to his foot sweep and block the second hit. Also, if Hawk jumps at you, you’re in a good position to AA his moves because you’re very close/under him, where most of Chun’s AA will beat Hawk’s jump-ins clean.
New SBK: I hate it, basically in every stiuation where I would use SBK in ST I get royaly f-cked instead, so Chun has gotten a lot more “Don’t get into this situation no matter what” than she was before (read: the low tiers in ST).
New Lightning: The nerf on both damage and hitbox has affected my play a lot since I used to use it for zoning and it gave good payoff, now it’s risky to have it out there since you’re risking getting hit without them jumping. It just doesn’t feel like as much of a viable choice as in ST, and the change from 5 to 3 presses doesn’t affect much since now that they nerfed the damage there’s just no reason not to go for c.hk/c.hp combos instead of LL.
On the topic of AA: I agree with Skankin that in a lot of situations that her lk upkicks will either whiff/get blocked unless it’s an obvious jump in. I prefer using straight up HK because it lets me be mobile and poking without having to think that I don’t have an anti-air.
Sure, in some matchups it does lose/trade in air-to-air but at the same time in those matchups I don’t enjoy going into a poking match either since Blanka/T.Hawk and I know I’m forgetting some just seem to beat her at both.
That is not to say that lk upkicks is useless as an AA, there are some situations where it’s the only option you have for it like after someone jumps your lightning legs or on wakeup. Some jumpins will beat/trade with straight up hk but lose to lk upkicks.
So I think the point we can all agree on is that Chun does not have a surefire AA like a SRK it requires the Chun to switch it up depending on the matchup.
Another anti-air tactic I didn’t see mentioned here is when they try to go for air to ground pressure you can always walk under for a free throw, maybe even s.mp, cr.hk/hp combo.
Vs. Sagat: I usualy play it like Buktooth wrote it because guessing right or reacting right one single time with the super is really all Chun needs to win the game, after that guess has landed I resort to what Chun Li1 wrote. I can also use the same strategy if I’ve managed to get in and just need to close that final distance to be able to apply some pressure.
i was wondering if there are any tips on playing Chun-Li against Honda? i tend to have difficulties there for some reason…
i keep getting owned by T-Hawks jumping jab its just as bad as it was in ST execpt now hawks can whore out dive then jumping jab after they recover since its safe, a lot of machtups have gotten really hard for chun in HD. I’ve been thinking of swicthing
Is it possible to do air sbk reversal?
i.e. someone does deep jump in on oki I can do reversal air sbk?
It can possibly evade the attack, but it won’t actually hit your opponent, if that’s what you want to happen. Best use for SBK: Reversal against crossups. You might still take some damage that way (your opponent might land and throw a fireball or something), but it’s way better than having to 50/50 guess on a crossup which will not only lead to a damaging combo, but likely set you up for the crossup again.
But if I have to eat a fireball or something then then it might just be prolonging my death in some cases, which sucks.
That’s why I want air SBK to be able to get out of there if it’s basically the same as ST, but maybe it recovers slower than ST SBK?
–
Akuma:
c.mk, mk tatsu
cl.hp, mk tatsu
c.mk, hp srk
cl.hp, hp srk
c.mp, mk tatsu
- more
Basically, I could only get jab to combo into mk tatsu so Chun won’t have to eat his max damage combos -I think-. However, this doesn’t change the fact that she will get raped for free by crossover air hado on wakeup.
Also, I think that if Akuma does a 3-hit combo ending with hp hado it seems Chun has to block qcb+hp hado on wakeup, that sucks.
Nah, I’m sure the recovery, if anything, is faster. The main problem with the new SBK (aside from the fact that, in my opinion, it’s not really good for anything new) is that the startup is faster, meaning the invulnerability window is much smaller. And, sure, you’re prolonging your death, I suppose…I like to think of it more like “You’re avoiding an even worse situation” but there are definitely times when I don’t use it.
Maybe I’m just the last person to figure this out, but I figured how the new super reduces damage, cos it isn’t actually by lessening the damage of each hit - or at least, that’s not the ONLY factor.
So, the super is looks like two dashing kicks followed by some lightning kicks, right? The original super is six hits long, but for the most part, you get five hits in STHD. Also, you can only tag on one hit of the Upkicks afterward at most - sometimes, you can’t hit them with any at all. What gives?
All the hitboxes are actually still there, and it doesn’t LOOK like any of them have changed. The real difference lies in when your opponent leaves the ground. in ST, your opponent was grounded until the very last hit. In STHD, all the lightning kicks (everything past the first two attacks) causes your opponent to leave the ground, so all the last hits are actually juggling, it seems.
For this reason, almost the entire cast flies too high to be hit by the last hit. Some characters, like Guile, Sagat, and Fei-Long (maybe more, can’t remember) will only take FOUR hits at certain ranges. The only person who still eats the entire super is - ironically - Chun-Li.
This new property to the super also clearly explains how the Upkick juggle doesn’t work, while not weakening the move at all: By the time you can do the Upkicks, your opponent is much higher off the ground than they were in ST. In the case of using the super against Chun herself, the fact that she gets hit by all six hits has her launched so high that it’s impossible to land any Upkicks afterwards.
So, yeah. Maybe this isn’t new information, but it’s worth writing down somewhere.
**Super chart:
Upkicks connects -
Akuma
Cammy
Dee Jay
Dhalsim
Dictator
Guile
Fei Long
Ken
Ryu
T.Hawk
Upkicks whiff:
Blanka
Boxer
Chun Li (super is 6 hits)
Claw
Honda
Sagat
Zangief**
I don’t know if others have noticed but it seems that comboing into super seems to lower the damage reduction off of it.
Any tips on a Chun mirror match? I fought my first good Chun last night and I literally could not touch her. Well, okay- I could; but nowhere near enough to win the match. Pokes and free-throws and jump-ins.
The most I figured out is that I can punch a close jump in just by walking underneath and throwing her on landing. But she caught on to that.