Has everyone had a chance to answer? Should I post up my answer?
I really like the next question I have for this. :bgrin:
Has everyone had a chance to answer? Should I post up my answer?
I really like the next question I have for this. :bgrin:
I’m stump on this quiz. I’ll look forward to the next pop quiz.
Please do. Im kinda hoping I’ll have half a clue for the next quiz
Okay, so I read over the Chun-Li wiki (http://shoryuken.com/wiki/index.php/Chun-Li_(SFIV) ) and I am so overwhelmed. It took quite awhile for me to get the hang of basic frame set-ups and etc., but question on the notation: in the “Active” column, how come some numbers are in parentheses, or have asterisks next to them?
EX:
3(7)2*2
I have no idea what that means. Anyone?
EDIT
Nevermind I figured it out.
My guess is you whiffed a buffered HSU over a fireball then predicted his ex hadoken.
Ok, answer time.
My Answer
[details=Spoiler]If trying to bait out a fireball, your first step, no matter which option you take, is going to be to close the distance. Walk - DO NOT DASH - forward carefully. If Ryu decides to throw a fireball (he knows you don’t have charge) be ready to Hasan Shu over it on reaction. This will probably not happen, but you want to be able to do it just in case. You’ll want to close the distance to maybe about sweep length.
Option 1: Dash EX Legs
Dash EX Legs is an underrated footsie tool. It covers good ground, is fairly anti-poke, breaks armor, and knocks down. You can surprise a lot of people with it, but for this quiz, let’s hope that Ryu successfully blocks it.
EX Legs has decent recovery, but most players after blocking an EX Legs will want to throw out something. So, you dash EX Legs, and after the dash IMMEDIATELY start charging back. If Ryu blocks, and then throws out anything bigger than a jab or short, you can counter it with ultra. Many Ryu players will probably try to throw an EX Hadouken in your face here, and here is where you can blow through it with ultra and score the victory.
It would be kinda hard to visually confirm that Ryu is attacking after EX Legs, so you may have to just commit to the ultra and hope Ryu throws something out. Sort of a desperation tactic, but with better odds than just randomly throwing ultra. If your reflexes are up to the task, you can visually confirm the fireball before you commit to the ultra. C.MK would depend on the leap of faith, and if Ryu sweeps but you block it you get the free counter ultra.
Option 2: FA Backdash Ultra
Get in close, and go into FADC stance. Immediately start charging backwards. For Ryu, he knows that since you’ve committed to FA, you now either have to let it finish or cancel into a dash. Either way, you’re kind of stuck in a state where you will not be able to avoid fireballs. This would be a good place for Ryu to throw his EX Hadouken to end the match. Show him he’s wrong by backdashing away from the fireball and then going into ultra.
Forward dash wouldn’t really work because you’d be dashing right into the fireball.
As mentioned, its kind of a blatant fake-out, as the Ryu player knows you can’t absorb anything. Not every FA stance is meant for absorbing shots though, as some players will use it for positioning, and if you let the attack come out, its basically a decent hit with a free dash in either direction afterwards. You can actually confirm that the fireball has or hasn’t come out before doing your ultra, so there’s not much harm in trying at least.
Option 3: Jump backwards
Note that Chun’s ultra only requires a back charge. It doesn’t matter if this is back, down-back, or even…up-back. Move forward as much as you can, sit on DB charge for half a second, and then go to up-backwards to jump back and retain your charge.
Many players will not realize that Chun has just built charge here. This might get Ryu to throw a “why not?” fireball at you which you could then blow through with ultra to win the match. This could also work with Chun’s back in the corner, as a backwards jump will look like a neutral jump, and may provoke a fireball which you could then dash ultra through.
This is what I used to win the match. I was in the scenario I described earlier. I moved forward a bit, jumped, and the Ryu player threw a fireball to hit me as I landed. However, I was able to ultra through it and get the win.
The funny thing is though, I seem to remember neutral jumping. I tried this out in the training room, and ultra just doesn’t come out - not enough charge time. The way I remember it though, it just feels like I did neutral jump - ultra. Any ideas on how neutral jump into ultra might be possible?[/details]
Thanks again, it definitely opened my mind to more options and was helpful as always.
Ive tried jumping Neutral into an Ultra and it never comes out unless I take a few steps back after landing then launch it. I just dont think there is enough charge time gathered while you neutral jump
I so did not see back dash ultra as an option, good stuff again.
I just remembered, jumping back is risky unless it’s in the corner. They can do jab fireball -> dash up and make the screen move to the point where you land on it. But I’m sure you were in the corner.
I was in the middle of the screen. Ryu threw the fireball, I landed and ultra’d through it. I don’t think the fireball will catch up to Chun before she can land and properly fire off the ultra.
While simple, its a nice little way to mask your charge and try to bait out a fireball. Won me a match.
Chun is all about knowing little tricks like this to help you fully utilize her tools. This is why I love using her so much.
Next time - Blanka!
Oh ok, you’re right, I just tried it out. That was a good jump then, because it has to be timed good to jump back and not get hit by it.
I should stop thinking about what hits me online :rolleyes:
[media=youtube]ZydKTcrEMWQ[/media]
Trial 1: The online jump, so horrible
Trial 2: The safe one you were talking about.
Yeah. Her jumps are so damn floaty. Under ideal conditions, an excellent connection makes it immensely easier for me to jump. Though the slightest bit of lag can give my opponent the advantage (especially if they’re a shoto to punish any aerial advancement).
Safe jumping ftw.
I actually regularly use EX SBK as an anti air, and it’s definitely effective. As for neutral jump RH, I haven’t done this so much. I’ll try it out. My go to air kick has been the MK with mad range.
How do you do Chun’s trail #3
Hard.3 is just about charging for the shortest amount of time possible. After the hasan shu don’t let go of back, and quickly complete the super motion as soon as you feel you have enough charge. You can probably add a cr.lk to give yourself more time, after the hasan shu. The challenge mode accepts any combo’s as long as the moves are in the correct order.
Chun-Li Trial Mode Assistance thread. Might have a few more suggestions too.
I heard that the xbox pad is pretty bad and I do agree. So instead of the pad I have grown accustomed to using the joystick. I ask, is that worse than using the pad? Should I start using pad again?
It’s just preference. I like the pad better because it gives a more tactile response. It has a definite point where it is pushed and activated, whereas the joystick has a range.
Okay guys I had a question about Chun Li’s ultra going through projectiles …
Is it possible for your opponent to bait your Ultra, with a Hadoken, FADC backwards and block? Or will your Ultra hit him regardless if you activate it the minute you see the projectile?
They would have already had to have done the FA and dash before you activate the Ultra, which is one of the reasons you need to be ahead of the game and know when to anticipate that Hadouken