Chun-Li HD Remix

i find myself taking the hit and throwing a lot now (“sac throw” is what its called?). obviously it depends on which jumping attack and how deep it is, but most of the time i find jumping whateverthefuck damage to be less than unteched throw damage. stand forward and stand roundhouse either fail or trade a lot for me when im fighting chars with good (or even mediocre…) jump ins. im probably timing it wrong though. on the plus side, i got the achievement “throwing is cheap” in an online ranked match without really trying specifically to get it :tup:

jump straight up short is good though

Most of the time taking a jump in will lead you to eat a jump in combo for 50% of your bar, so it’s not worth it most of the time, especially since Chun has good anti-air even if it isn’t as simple as push the button (SRK). There are situations where a sac throw is a good idea like if you have someone in the corner trapped with lightning kicks in front of them and they try to jump out you will get a free throw.
There’s a bunch of times actually you can get free throws from people jumping in on your lightning kicks, but you can also cancel the kicks and do lk upkicks to beat most of the stuff they jump in on you with on reaction.

I would only go for a sac throw in a situation where you’re sure you can land it. Like, if someone hits you with a jump-in while you’re doing Lightning Legs, chances are that they’ll be so high up that you’ll recover before they reach the ground. This, obviously, is not optimal, though, and definitely does NOT apply to if your opponent manages to cross you up while you’re doing lightning legs. If you see this, don’t go for the sac throw, cos you’re about to eat shit.

Lol, this is indeed very true.
Every time I get crossed up with Chun I just think “… fuck!”, what do other people here use to try and salvage the situation?

Hey all, in preparation for getting this game, I broke out the CCC2 version of ST and tried to do crossups that I used to use in SNES SSF2 (yes, I know…that game).

It looks to me like Chun kept all of her crossups except jumping roundhouse and, of course, the Neckbreaker (df+roundhouse). So, jumping short, jumping forward, and jumping fierce still crossup especially nice. Did I miss anything?

Sorry if this was obvious, but I wanted to make sure this info was out there.

j.hk is still a crossup.

Well, in the very specific case which I mentioned (being crossed up over Lightning Kicks), I just try to stop and block in time.

Otherwise, yeah, I just block or try to Reversal SBK out.

Can chun combo into her super?

I’ll have to try it again. Any hints on the timing/positioning?

Yeah, though honestly, I don’t know all the different ways - it’s not the most practical thing to do. I know that SOMEHOW I’ve comboed it off a J.Hk before, and I know you can do it off of a C.Mk. I think it also depends on whether or not you’ve stored the super, as well.

can someone please explain to me her best anti air in a tight situation…there are many times that I wind up losing about half of my health all because I get a gief doing a deep splash on my wakeup…or hell, even when I am standing…that shit is crazy…it leaves me with a choice to take a hit and a spd or block and spd…then repeat lol It brings tears to my eyes…it’s been awhile since I played ST, but I don’t remember her getting beasted like that…

Block and upkicks.

The easiest ways to combo into it are from cl.hp, super and cl.lp, cr.lp, super from what I’ve found.

does fireball into stored super count? :wgrin:

This is what I have done in some of my Gief matchups. These are my main strats

This may sound obvious but the best way to get out of that cross up or meaty splash is to never let yourself get into range for them to land it. I spend the biggest portion of the round running away and charging super with kikkokens. Once backed into the corner, if I need I will wall jump, head stomp to run away SBK then defend from a distance from the other side of the screen. Otherwise I will c.mk xx kikkoken to keep them at bay. The instance I see Gief Lariat through a fireball I will stored super to hit them and often make the fireball combo.

Now if the gap got closed, which really good Gief players can eventually do, I am not opposed to using my super to get out of their cross up. I will get out cleanly and be put at a safe distance that they have to close again. Once safe I will will work to charge another super, it isn’t rare that I use 2 or 3 supers a round against Gief.

Otherwise without a super you can try lk sbk out of the cross up but if they SPD as soon as they land without going for a jab or short, you will be grabbed right out of it. If they attack non cross up, your lk up kick will beat most of Gief’s jump ins, especially if they are meaty.

Hope this helps. Gief up close will rape almost everyone, but Chun from a distance kills all the big boys (Gief, Rog, Honda, and Hawk).

^ are you willing to play some local offline within Vegas? If so, hit up the Las Vegas thread plz. We need more people. :slight_smile:

^^ I’m down sure. I was in the vegas thread but eventually unsubscribed because most of the discussion wasn’t about games I played or even games at all. But now that this game is out, and you guys are playing it then I would be down for offline. Just hit me up here some details.

As someone who uses Zangief as his back-up main in HD Remix, I’m surprised this conversation is even happening. If anything, there should be a how to fight Chun Li in the Zangief strat thread than the other way around.

Will try later thnxs though.

Would that work? you would have to throw the fireball on the last set of inputs? <><> p?

This is a common way to buffer the super. You charge back, then press towards+punch for the fireball, and immediately do another back-to-forward. You can also do it the way you said, as well.