Chun-Li Moveset and Attributes

You can also charge :db:, then do :ub:+:2k:. This way you do EX SBK without losing your back charge, so you can follow up with :r:+:3k: for ultra.

I know… I was trying to keep it simple for him. I mean if the guy cant Charge Im pretty sure he doesnt need to be trying Ex SBK > Ultra :rofl:

I split my stick in half so that I could hold in both directions for easy charge.

No seriously, after charging in one direction, you’ve gotta get the right timing for opposite direction and button press, as you said you were new, I’m gonna bet that’s your problem with the moves, just try a lot until it comes right, and with time it will just become natural, dont be afraid now if it seems hard.

I don’t know if this is news or not, but I never frequent the Chun forums and my friends found something pretty cool so I thought I’d share it.

Apparently you can charge db or b, then focus, cancel with backdash, and ultra.

Pretty good if you can really read someone and bait a poke with the FA, then punish with Ultra or tons of other situations.

Dash ultras are well-known and very useful. It is also possible to dash forward and ultra :wink:

PLease Check out youtube.com/princeofpownage

I have a bunch of Chun-li match vids (over 50) and would love any tips,advice,or match-up help.

Thanks

You do never d+b charge when you intend to throw a kikouken, and you are getting pinned on the corner against a rufus, doing your opponent’s job yourself. It’s also predictable because you walk back 3 seconds before throwing a fireball, always.

At least, on the last 3 videos I saw.

Is J.HP into Ultra on a grounded opponent a viable combo?

It sounds so simple, I forgot it was possible. I did it a handful of times in training mode, i’m just curious if anyone else has had any luck with it as I have yet to see a match video of someone using it or any mention of it on the forums.

^^^its viable option only if you KNOW that your opponent is going to get hit by both attacks IE you jump over a fireball or a very laggy standing attack.

i dont really think its possible to hit confirm if the first hit is blocked and the second connects…

its still REALLY hard to hit confirm both hits into ultra as well…

case in point:

you’ll often see chuns do jumpin fierce x2 and land into a cr.fp that isnt canceled… the reason why this happens is cause the chun player cant hitconfirm into either cr.lp OR cr.fp depending on whether the jumpin was blocked or not… they have to commit to the cr.fp early… once they do the cr.fp they can tell that the first 2 hits from the j.fp got blocked and they just choose not to cancel the ground fierce into the medium sbk… whereas if the j.fp x 2 HAD have hit for 2 hits (ie not gotten blocked) then they would have canceled the cr.fp into medium sbk…

apply this knowledge to j.fp into ultra… and its easy to see that the chun would HAVE to buffer the ultra upon landing… and if the 2 fierces hit, then its all good and the op will get ultrad.

HOWEVER if the opponent blocked the j.fp x 2 then the chun player would be at a bad disadvantage cause they would be entering the ultra command while landing and would have to take a second to transition to cr.lp or throw which they could be EASILY thrown or jabbed out of cause there followup to landing the blocked jumpin would be MUCH SLOWER.

also the chun would have lost her charge from having to buffer the ultra motion, which in turn would put her in even more of a disadvantage…

so basically if your going to try for the jumpin hitconfirm into ultra upon landing, you are putting all of your eggs into one (low percentage) basket.

-dime

DF + lk

I think I may have stumbled across a curious use for DF + LK. If you whiff it after a knock down you may be able to get your oppnent to spam a wake up srk or just make him think you are going to do a df + hk. If you think about the motion leading up to df + hk it looks very similar to df + lk.

at about 5:35 chun gets a knock down and purposly whiffs a df + lk. It didn’t actually lead a to a teleport or whiff srk, but with a little more conditioning it might be a useful mind game. I will try this out tonight and see how many times I can get someone to whiff after this little tactic.

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Do you guys ever opt to use j.hp -> c.hp xx mk SBK -> super or cl.hk -> legs -> super, or is it preferable to save the EX meter and use super mainly for chip finishers (if ever)?

It’s just a matter of making the best decision for the rest of the match. Super can reversal a lot of things, and is great against low health characters. But if you’re about to lose the first round and have an opportunity to use your super against a Rufus with 70% health, I’d save the EX for the next round.

chuns low hitbox gets WAY smaller when she charges for FA… i never knew this and may now be able to find some decent setups for this, cause most characters tend to respond to charged fa’s by jumping back or sweeping them hoping to catch the fa in its startup frames.

ie chun does point blank cr.lp>cr.mk and then does fa after mk recovers…
ryu is surprised by fa and does cr.mk or cr.hk… at that range both will wiff allowing chun to crumple… i’m sure there are more setups to take advantage of this… she backsteps her forward foot VERY far.

-dime

That’s pretty interesting, I was trying this out vs Blanka on wakeup, I jumped straight up just out of the range of his low roundhouse then did focus attack, so as soon as he woke up he tried to sweep me, whiffed, and the focus hit…then again this was a pretty scrubby Blanka lol, so idk what to make of it…what do you guys think?

edit: only worked on that scrub Blanka, so I started using cr wp x2, st lk, most poeple tried to poke me, but I wasn’t far enough for the poke to miss all the time, moving back a little might help I guess. Later I’m gonna try 3 cr wp, then letting the st lk whif since it has quick recovery

cr.hp xx hk legs has been known for a month or so now, what uses have people found for it in neutral play?

truthfully i havent found any solid uses for it yet… dont like it as a punish and it sacrifices 100 stun when used over st.hk >hk legs.

it pushes me out as well leaving me no options to go for throw/conterhit setups…

i need to abuse it more so i can see where it works well, right now its just another in a long line of mediocre chun options… i like nemos stun builder alot more since it so much better as a punish.

-dime

What do you guys think of this idea?

At the start of the round do jump ins with 1 x fierce. This will get your opponent accustomed to blocking 1 hit. Then when you get ultra and have an opportunity to jump in, jump in with 2 x fierce and if the 2nd fierce hits -> ultra. This sounds like it would be really effective against characters with weak reversals, and Sagat since she has a safe jump against him.

If someone already posted this idea then let me know so I dont steal any credit.

Good luck jumping in enough to condition them to do that. If you’re jumping in on them that much without getting punished then you probably don’t ever have ultra to do the combo IMO.

^ Seconded.

I have a good friend who play Abel, viper, rufus, rose and fei long.

My notice about viper :

F + MK stuff easily burning kick of viper. It’s look like the hit boxe of this normal move avoid the burning kick and beat it cleanly.

The bad thing about burning kick is that you have to block often. When you try to close the distance, my frien do that to stop me and make me wonder where i have to block also.

But F + MK is very nice. I have never been counter hit by a burning kick for the moment

DF LK stuff too burning kick. Perhaps you can use that after a cr lk if viper avoid that with a burning kick.

My friend love wake up with burning kick because this move avoid throw, avoid meaty low attack and is safe on block. Since he abuse this move i notice a instant stomp jump forward versus viper wake up beat reversal burning kick and lead to a free combo of stomps because viper is considered airborn at the first frame

Air throw beat air burning kick ^^

Instant jump back HK beat reversal burning kick except ex burning kick. You traded with ex burning kick but the others versisons is clean hit for chun li ^^.

Instant jump back HK beat Reversal Thunder knuckles HP

My notice about Abel :

Close Hk is nice when both of you land after a jump in the same time and if he has no meter. Of course you need to have the advantage so you need to win the jump.
Close HK is fast ( 4 frames to hit). Has 3 active frame and hit people on the ground and in the air.
Sometimes, i try a meaty cr lk or mk when i land and i miss time it. Result my friend jump on his “wake up flip mode”. With close hk, i counter this option

When he do a Marseille Roll and end near me, instead of trying to throw, i prefer use cr lk rapid fire ^^. Of course better do that if he has no meter again. But i think a lot of abel expect a throw when they do Marseille Roll so cr lk can beat his tech throw or tornado throw

Ex tornado throw beat meaty jump in so sometimes i fake a jump meaty and i empty jump follow by hazan shu lk. This trick is hard ( for me) cause you have to jump empty and cancel the land at he frist frame by an hazan shu to escape the tornado throw.

In fact abel start his ex tornado throw while chun li is in the air. but as the move has 5 frames to hit, chun li has time to land and do an instant hazan shu (only after an empty jump)

Unfortunately, if you do an attack in the air, you lose cause you cannot cancel anymore and you are stuck on the ground while 4 frames so you eat the tornado throw.

I think the best method is negative edge to avoid an air attack

My friend love use cr.mp or cr.mk xx Change of Direction on block.
He do only the first partof change of direction at a good range and start his mixup. Sometimes he stop and do a tornado throw, sometimes, he just wait, sometimes he follow by secondmid or second low.

And by luck i notice something cr mk xx Change direction is not a combo on block.
So Chun li can reversal ultra between cr mk and change of direction first part.
That’s nice cause abel have a good range with cr mp and cr mk and he love use that on chun li wake up without staying close to her.

Bloc stun of cr mk and cr mp = 13 frames
Startup of change of direction = 14 (lp), 16 (mp) and 17 (hp).

I did it on my friend and that’s was nice to see that. You see chun li do her ultra and abel is just front of her with his first change of direction.
I’m sure my friend said " WHHHHAAAAATTTTT !!!" (in french of course :slight_smile: )

My notice about Rufus :

He play rufus a lot and i lose a lot :(.
The only thing i try to use now is close hk to stuff his dive kick.

But an idea come to me. Tornado galaxy is a safe move for rufus and a lot af them abuse of this move. Kikoken lose to that and i don’t see what normal can beat his tornado galaxy.
This move is armor break and move forward.

Normal SBK vs Tornado galaxy ?

If i look the data start up for sbk are 13 (lk), 14 (mk), 22 (hk)
For tornado galaxy it’s 10 (lp), 14 (mp), 15 (hp)

Start up are very close.
Do you think sbk can counter tornado galaxy on reaction. It will be nice since rufus love launch this move from fullscreen lol. It’s like a dash ex from boxer but more hard to punish

My notice about rose :

I’m not sure but i remember, F+MK is a nice poke versus her. It beat her normal

My notice about Fei long :

Same thing. It’s look like F+MK beat chicken wings. Sorry i 'm not sure cause he play viper more those last time but i remember have found a way to deal with chicken wings x 1000 ^^ (or perhaps it’s wheel kick of abel…)

My notice about Blanka :

After his ultra, you have time to block but you dont have time to jump. If you try to jump, you are stun.

If you are crazy, you can escape the block and jump with an hazan shu after the ultra freeze !!! An hazanshu is airborn faster than a normal jump