Chun-li Q&A: Ask simple questions here!

It really depends on what you want to use the move for. As a poking tool, every other normal move Chun-Li has, I would consider to be better. For following after an focus attack, then it is at least better than throw, similar damage by itself and more stun, plus if your opponent is near a corner you can add to it, with ultra or ex-sbk. It can also be beneficial in the fact that it moves Chun-Li’s opponent across the screen before juggling them, which can help land an ultra corner juggle from greater distances than otherwise.

That said, there are more damaging options from a focus attack. The timing is tight, but you can land a clean ultra. I also like fa-crumple->fa.lvl1->dash forward-stompx3, but I’m not entirely clear on how that compares in damage to tensho kyaku. On clean jump-ins, I prefer jf.fpx2->cr.fp->m.sbk the damage and stun is very nice with that combo for no metre.

Punish silly jumps before they get a chance to get near you, if they’re already close: block the crossup and the Crane C.LK. It’s -8 on block, punish or start your counter offensive from there.

Teching throws by inputting LP+LK from a crouched position.
PRO: leaves you LESS open for low attack/throw mixups.
CON: the margin of error is smaller than if you tried to tech standing. If you tech standing and you’re too early they’ll tech your throw and it’s all the same. If you crouch tech and you’re too early or you press the button at the exact same time, your low jab gets beaten by their throw. Crouch tech only works in the first few frames after their throw connects.

The target combo is good for punishing things that are just out of reach that you can’t get to in time. In all other cases (I can think of) close HK into EX LL is the better punisher. Or c.hp into mk SBK if you have charge.

Inputs for short have more priority than those for jab, so if you’re crouch teching correctly (but mistime), you should see your leg stick out. Just something to watch out for.

I usually use cr lp to start my EX Legs combo but most people use cr lk. Is there any benefit to using lk instead of lp? Does lk stuff anything than lp cant? And is lk longer range?

Thank you so much for your input Zen, going to be in training mode all day today to practice my execution on pokes and combos. Also going to use the record/playback feature to try out different situations so I know what to expect when I compete at East Coast Throwdown, hope to see my fellow Chun players there :smile:

Hye everyone.
I’m not a chun lee player, but I’m tryiing to finish trials with each character.
i got nearly all of them except gen #5, el fuerte #5 C.Ciper#3 and CHUN #3

So i need your help guys…how am i Suposed to to this one !!!

for those who does not remember, Chunli hard #3 is :
f,fd,d,bd,b + kick => Super.

Please help me !!!

Do medium kick hazanshu as it gives you an extra frame to mess up. Keep your charge, then time your super, basically. If you have a stick, you can piano three kicks to give yourself a smaller margin of error. If you’re using a pad, you can try sliding your thumb across mk and lk to give yourself that extra bit.

Something that might help you with the timing is learning to combo cr. lk after the hsu. I think you might even be able to cancel cr. lk into super and still complete the trial that way, if you want.

Thanks for the help but I forgot that the hazanshu had to be the strong one for the trial to success.

Anyway, I will try your advice with the cr.lk combo.

Again thanks for the help…

You just have to hold your charge as soon as the hazanshu starts, then input the ultra so it starts just as Chun is getting back up. It’s hard to time it right, but at least it’s a short trial so it’s quick to practise.

You can input the motion for the hazanshu then pause for a little bit then hit kick. That’ll give you some extra time to charge for the super.

I try to do them all without cheating.

I only miss 8 trial to complete them all (3 with Viper, 3 with chun li, 1 with fuerte and 1 with gen)…I won’t begin to cheat now.

Anyways, thanks for all your advice, I can’t wait tonight to test them all.

Lol, how does one even cheat on trials?

In any case, I have a question … FADCing a Hazanshu or blocked target combo … Is this really safe or do I just get away with throwing immediately after I FADC because my opponent is not expecting it?

Also, I don’t know, I think I have reached my peak with Chun, shit just isn’t fun anymore.

^^^ whats not fun about her??? i find her to be the funnest character in the game… so many mindgames she can play.

if reversals on wakeup or jumpins are owning you… welcome to chun.

i’ll admit i have been off of her from time to time as well… and for good reason, but that doesnt stop the fact that shes just straight up fun to use… and that she CAN COMPETE.

its just going to be twice as hard for her.

like i said, pick up a solid second and invest time into that character as well, you’ll find that certain things that chun can do totally destroy what other characters are capable of.

for instance i naturally second ryu and sagat…

both of these characters piss me off when i’m using them cause i no longer have the ability to punish near fullscreen fireballs with ultra… of course they make up for it in other ways but thats not the point i’m making.

have fun

-dime

Hmmm, I don’t see how someone can’t have fun with Chun unless they try to make her boring.

I can see scrubs getting uppercutted out of d/f+roundhouse, mashing jab/EX legs or other flowchart Chun stuff getting bored with her but otherwise…she has a lot more to watch out for than the higher tiers. Or if you just play her online since there is no offline comp, that would be a Chun player’s nightmare.

Lately though, I’ve been feeling when the opponent would jump, even from footsies and just walk under and short short EX legs. I don’t even know where I picked this up from, but it’s good to practice if you haven’t already. It takes away a lot of match up specific anti airs and thinking/reaction.

Oh and since the question has been going around…what are you top 5 worst match ups?

Mine are:

  1. Rufus
  2. Akuma
  3. Sagat
  4. Cammy
  5. Zangief

The 5th one is hard, but Zangief is a huge threat to Chun. Zangief players that don’t take shit from Chun while walking her to the corner are a problem. Now, I’m going to find ways to switch places from now often. Because Zangief is a wall, and you can’t d/f+roundhouse or cross him up, the only way to gain space back is to back throw him or something like that. Zangief has like a 75/25 not a 50/50 when he knocks someone down.

Just for extra, I’ll add a few more.

  1. Seth
  2. Balrog (boxer)
  3. Sakura

My 5 worst match-ups are:

  1. Rufus
  2. Sagat
  3. Seth
  4. Ryu
  5. Boxer

I’ll bite, here are mine:

  1. Rufus
  2. Ryu
  3. Fuerte
  4. Boxer
  5. Gen

Lately I’ve been losing to Ryu a lot more; t’s like I forgot how to play the matchup. I’m starting to get it back now, though. Gen is only there because I don’t have enough experience against him. I’ve fought Gen maybe 3-4 times.

My top 5 are…

  1. Boxer
  2. Blanka
  3. Honda
  4. Gen
  5. Akuma

Mine are:

  1. Ryu/Ken
  2. Balrog
  3. Sagat
  4. Gen
  5. Dicator

Additional pain in the ass matches would be:

  1. Seth
  2. Honda
  3. Blanka

my hardest matches are the characters that can attack from the air ambiguously.

i havent been beaten by a gief player in months, but part of that is i havent played a really good one in that same amount of time.

i need to play ultra davids gief 'cause he has the best one i’ve seen and ive never beaten him, but i didnt know about HK when we did play.

every other gief is beaten by one button(HK) blocking and zoning appropriately and ever so often neutral jumping and jumping in with fierce fierce>HK xx ex legs to stop lariat.

newer strat versus chun that i see that gives me a bit of problems is the turtle giefs that duck under HK… but then i just start st.mp’ing them and of course bait ex flats with do nothing… worst range to be in versus gief imho is just outside of his ex flat range… (wiffed ex flat to ultra or spd owns me) so i make sure that i stay just in range of his ex flat that way i can punish him with throw towards corner when i block it.

anywho i still hate the matchup cause how i’m forced to play it, but gief was like 60% of who people played when it hit arcades… thats when i figured out to handle his ass.

a really good gief is quite uncommon though.

-dime

I don’t even give scrubs the mention of a match up, I just win off of pure fundamentals.

When I make posts I only make them if I have a good sparring partner to give a valid opinion on.

See a Gief that doesn’t get hit by kikokens and roundhouse and has good bulldogging is extremely hard to out play for 99 seconds because he can drain Chun’s life in about 10 seconds.

The corner is a huge problem because his walk up jab SPD, and EX green hand become beefed up massively. Chun can’t escape the corner, at all either. So I would say do nothing and poke him when he gets close, anti air with EX SBK when he jumps, BUT he has walk up jab SPD ready to go.

If you do decide to get active, he can read the tendency you like to start at and just EX green hand it and start his game.

I guess the best way around this is to just not get cornered quickly, and find ways out of the corner before you’re actually there. “Easier said than done” never was applied better than here.

I did manage to safely hit with like 3 jump back roundhouses, then land low shorts into EX legs. What I like about that is jump back roundhouse gets them to

  1. Not press anything whatsoever
  2. Block high

Then it sets up the low shorts.

But ehhh…I dunno, I still think it’s like 4.5 - 5.5 for Gief. I need more help from Azrael on a good Gief player, not the ones that run into shit.

Seth though, I’ve only played one that knew what he was doing. I know for a fact that since I have no practice against him, I’ll probably get balled up every time and harassed for free.