Chun-Li Moveset and Attributes

So I was playing around with jump straight up FP, and thought it was cool that if it hits twice, it actually does more damage than jump forward FP when it hits twice (140 vs 110 or something like that). But I’m not exactly sure what the timing on it is to get it to hit twice, most of the time when I tried it, it only hit once. It seems like you have to hit them in the middle; if the first hit is too high or too low it won’t hit twice? Does anyone have any more information on this?

Yea I practised jsu.fpx2 for stun-dizzy’s quite alot. The time you have to start the fierces is deceptively low… and it also gets more tricky with characters that hunch over alot during their dizzy animation (Akuma / Dan for instance). I double tap twice as soon as I want the first one to connect, but I’m still not so sure of the timing that I land both 100% of the time. It’s definately low to the ground, I think maybe character shoulder height.

Lately I’ve just been backing off and doing the jump forward fierces though, there’s no chance I’m going to whiff one of those ^^.

I’ve been wanting to know what’s Chun’s exact health. I mean in numbers (or HP w/e you want to call it)

I wanted to know her and Akuma and Viper’s HP if anyone knows

thanks in advance

900 I believe, 1000 is the standard. The wiki has all that info

Chun has 900 I think the standard is 1000

chun =900 hp 1050 stun

ryu = 1000 hp

gief = 1200 hp

akuma = 850 hp

-dime

Thanks. This is definitely a good idea and I’ll try it. The main reason why I fail to execute is because I sometimes miss the back command out of pressing it too quick. With your method, the back is inputted twice (b, db) reducing the failure rate.

Hey guys. 'Got a couple of questions about hasan shu in case anyone knows the answer or may be able to find out:

1.Does a reversal hasan shu have any invincible frames added to it on startup? I know EX HS already has invincibility frames so I’m just asking about the normal ones in the reversal situation.

  1. How many frames does it take before HS is considered airborne?

I’m trying to figure out ways to apply the HS a bit more. EX HS is good for some situations but sometimes it goes way too far and can leave you open if you make a mistake with it.

No, but it starts up really fast. It gets armor breaking properties which is mega cool.

My guess is about 2 frames, because it CAN be true meatied by someone who knows the game well.

Does anybody have any ideas for when air throw is useful? It doesn’t out prioritize anything good that I know of and it seems like everyone else’s air throw is better. :[

I doubt her air throw is better or worse than anyone else in my opinion.

c.MP anti-airs work well for initial opponent jump-ins once they start catching on they might start empty jumping or VERY deep jump-ins which air throw is good for catching. Some Bison players love to EX stomp on wake-up, all you have to do is just jump straight on his wakeup(he has sucky anti-air options) and if he woke up with EX stomp you’ll be right next to him for the throw which gives you another untechable knockdown. If he tries some fly-by stomps you can very easily catch him with an air throw and will beat it every time.

im pretty sure guiles and almost positive vega’s has more priority

from experience i’m pretty sure that vs chun, if both players air throw then whoever jumped second (assuming they air throw at the same time when in range) always wins.

but i mean damn shouldn’t there be an air tech? :frowning:

Is it possible to air throw blanka’s vertical ball?

All of his rolls are technically air throwable (including the second bit of his Ultra, but I don’t know about super, I’ve never tried), but the horizontal one and the anti-air up ball aren’t really doable on reaction. The Rainbow roll is, although it may not be worth the risk, since it’s not a great move anyway.

What’s the difference between her J.LK crossup and her DF.RH crossup? Is there a difference in how the opponent needs to react to one or the other? Are there different things you can do after hitting with each, or things you shouldn’t do after one or the other?

I tend to use d/f+RH during poke strings from time to time. I use j.LK on wake up only usually

DF RH can be done right next to them, but tends to be easier to react to

I have a question -

I’m a very new player to the street fighting game, and I’ve picked Chun-li to start off with - the only problems are moves that say “charge”.

So often she has a move that says <>charge<>KKK or something similiar, the only problem is I don’t know how to charge! As I understand it you hold the direction down in a distance for a second or two, but this does not seem to work. How do you charge in 2 different directions ? I’m very confused - would someone please explain this to me ?

Hold down+back, that gives you a down and a back charge. That way you can either hit :u:+:lk: and get a SBK or :r:+:lp: to get a Kikoken