Chun-Li Moveset and Attributes

With the speed of standard pokes in this game, back + MK is a definite no-no and will get you hit. If you use it for it’s range, the follow up won’t even connect.

You are correct, standing MP is universal and I prefer standing HP on bigger characters, though MP still has more range. The reason I like standing HP on bigger characters is because it FEELS like it has more + advantage (not positive) and gets more damage when it hits.

edit: Skatan Milla, I’ve landed full ultra once out of a million times on Balrog as well. That’s a really fair estimate lol. Man…if only I knew…

Anyone here uses F + MK? I’m having a hard time utilizing it to my game aside from gaining ground against ELF.

I use it quite extensively to poke after Kikoken. To me, it’s useful as to mix things up if you specialize in using her Target Combo. Using this exclusively by itself though is too risky for getting punished though.

I would like to add in here:

ULTRA VS. GUILE:
You can Ultra/Super between the first and second hits of Guile’s Crouching Roundhouse. This is very useful for the online Guile scrubs that don’t realize how vulnerable that move is.

You say the Ultra isnt full screen, but at least 15 times today I launched it from full screen after someone uses a projectile and connected for the full combo

The only problem I have is with Sagat, usually I have to block a few Tiger Shots before being able to predict the next one and launch the Ultra (since he recovers so quickly from them)

i was wondering if Chun-Li’s Senretsukyaku has any special properties? i used it to finish off a Ryu/Ken/Akuma (i cant remember) when i knew they were going to wake up with a fireball since we would’ve traded hits anyway and i had like half a life bar left… but i ended up going through the fireball and finishing him with the full super.

i think this might be because of the pose she strikes when starting the super… does it change her hitboxes? cuz maybe she could’ve ducked under the fireball and continued on with her super…

oh and is there a practical use for her df+short? i know it has juggle properties on a counter hit but im not very good with the timing it like that…

It’ll hit someone with a hitbox that’s extending to the appropriate range. Like say, Sagat when he’s sticking his arms out to throw a tiger shot.

I see. Now I understand. I was just doing it because its easy to bait projectiles if you are far away, I didnt realize that their having their arms out was the only reason it connected.

Yeah, doing her ultra from full screen requires better timing, and only works vs certain characters’ fireballs. Yoga fire and sonic boom for example don’t involve the characters sticking their arms out, so it won’t hit them, and I’ve found it doesn’t hit Sagat when he does the low Tiger Shots from fullscreen. It works great against Ryu, Ken, Akuma and high tiger shots however.

Especially if the akuma throws his red hado.

Did I read right though, that it doesn’t go through his air fireballs?

I have huge problems with the Lighting Legs, and even more with the EX version. I play ps3 with the “dualshock pad” (sixasxis or something like that)…

When you mean hit Lk+MK+HK, you mean hitting the three buttons, but not hitting the button configured for Lk+MK+HK (L2, left trigger on default settings) ???

Can I press the L2 button in c.mk, c.mk, (L2) and get the EX Kicks?

if i remember right even though its set for 3 kicks it only counts as one input

i read on the frame data on eventhubs.com and chun has a ‘target combo’. what is that specifically?

She has two. Tensho Kyaku on the ground (started with b.mk then mk->d/u.mk) and fierce->fierce in the air. The frame data probably means the air one.

It depends.

I noticed that moves that evade projectiles only leave part of the character invulnerable.

Boxer’s TAP, Gief’s Lariat and Dhalsim’s Tower … Will evade anything that hits between their feet and torso … Same with Chun’s Ultra.

So basically, if Akuma’s air fireball is headed above your torso, it will hit you. If it’s headed below, then you will evade it.

Really, you will have way more success just simultaneously tapping the LK and MK face buttons. It is a controller design issue … The face buttons are way more resilient than triggers; for that reason, it doesn’t make sense to expect to have as much success rapidly tapping the triggers as opposed to the face buttons.

In the other thread there was someone attempting EX legs using the 360’s LT sigh … It is possible but that’s just way too much work compared to the alternative. The distance between the face button and its contacts is considerably shorter than the distance between the triggers and their contacts … Factor in the fact that the triggers have almost no recoil when in use.

that stupid neutral jumping Roundhouse has made me unable to play with any other character. I guess Chun is my main now XD

ok i have been looking all over the forums and i cant find it, how to you carry (i thin that is how you spell it) throw with her,.My friend told me f+fp and throw or + throw something like that
please help

It’s called Kara throw.

Best Kara-Throws (By character). F+mk is Chun’s best kara throw, the theory of how to do it is in that thread, but I haven’t tried it much myself so, I got no advice beyond that -.-. According to that thread Chun’s kara throw isn’t great anyway, adds 0.5 range compared to Ken’s 4 range kara throw.

thanks for much

Let’s talk about Kaku Kyaku Raku ( DF+LK) also known as Rear Spin Kick.

I have nightmares of Ken and Ryu’s jump-in RH. Last night I played a Ken and did the Kakukyakuraku by accident (honestly I saw that jumping RH coming and I was panicking).

To my surprise, she did her quick little flip thingee and Ken was knocked to the floor! So I wanted to ask the Chun experts here–was that a fluke or is kakukyakuraku my new best friend?