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

rawr!!!

i actually dont have much probs against blanka with chun, so its hard for me to see him as the cheese that everyone else does. hes just like rog in some respects except he doesnt have imba jab and cr.fierce.

blankas just one of those characters that your going to have a hard time against if you go offensive against him… same as rog imho. but blankas attacking options lack any sort of flair unless your REALLY good… hes no chun-li in the mixup department.

-dime

I use Fei Long as an alt. He’s another good poker and his Rekka is a fun tool. I mostly picked him up for his thighs and the pink underwear outfit, tho. :grrr:

El Fuerte is also loads of fun to play. I don’t even care if I win or lose, ever. I just like running around like a loony rofl Now that I think about it, that’s a lot like how I play against him as Chun.

When is the best situation to use st.mp?

I use st.hp a lot and its a good poke but using st.mp makes me feel exposed to my opponents cr.hk.

i still have yet to see a decent akuma thats not 90%defense, he definitely is like chun as far as having to pick his spots for safe rushdown, and that demon is just the sexiest sf move of all time, will think about trying to pick him up again.

bison… god, i have hate for him thats probably only matched by your hate for blanka… so damn easy to use it makes blanka look like quantum physics.
i can beat people with nothing but headstomps, and psycho reverse… scissors on the ground are so noob friendly… completely safe and knockdown, plus they counter so much shit… st mk and st hk are like wtf moves… seriously… did he NEED that…? god i hate that damn character. BISON IS THE DARKSIDE:rofl:

[/quote]

what makes blanka so easy to play against decent people for you???

he gets owned by good turtling, straight up.

we can learn akuma together tho :tup: that fools just nice, i like the setup potential of his air fireball, plus lvl 1 backdash to super is the guts, lvl 1 forward dash to ultra is bomb also. naked dashing to ultra is just mad comedy.

thx for your suggestions guys! its going to be akuma and blanka!

-dime

What’s the maximum amount of time you can wait before it won’t allow the input to register. And as far as buffering FADC’s, is it hold mp+mk, f, relase mp+mk, f for the buffered FADC?

Yeah… lately I’ve started using a bit less and less. I have been using b+MK more. The only thing is that the hit confirm really requires you to pay attention. Spamming that into st. MK can you ya wide open if you’re not too careful. Depending on the opponent, I usually mix that up with F+MK just to keep my options open.

Originally I was using Guile because my play styles between the two characters have been really similar, but now I really love Blanka. He’s so enjoyable and think he has handles a lot of the matchups better unlike Chun who requires a bit more work like you said.

Not as often as I should. :frowning:

I need to work more on charging while I am doing the focus so I can get free damage. It’s one of the new aspects I’ve been planning to incorporate more regularly into my tactics.

As for punishing c. hk — I usually block the first rh sweep, the either dash away or focus attack the second hit. Depending on how much energy I have, I will either go in for an additional attack (throw or target combo) and other times, I’ll just back dash. It’s really not that hard to punish, you’ve just gotta time it (practicing in training mode was a great help).

My question is – what tactics do some of you use against Rog and Bison players who usually love spamming jabs a lot in order to respectively land headbutts and knee press attacks?

Against El fuerte’s wakeup shennanigans just to an air throw. or dash back(usually safe i think the slide still hits). I thought my el fuerte would beast a buddy of mine but he uses cammy and chun, and just airthrew me with both. It shut me down real bad. Any time i started a run he would jump and if i left the ground he would just hit throw.

The airthrows in this game seem to be really dirty.

airthrows are ok against him, hardly abuseable tho, he can punish you hardcore if he predicts you.

dont work well vesus a decent fuerte. he’ll run stop then dp your ass. or worse he’ll ultra you. if your jumping to counter fuerte your PLAYING HIS GAME TO A T… hes designed to make people jump predictably, then take advantage.

they most definitely are:wgrin:

-dime

[quote=“bahn, post:46, topic:60989”]

yeah, that furballs got some game.

versus rog just dont try to throw him unless your throw attempt is at point blank range. you shouldnt be trying to get off ex legs at all. watch the jap vids versus rog in the video thread. MagnetoManiacs chun versus rog shows the strategy on how to handle rog PERFECTLY.

-dime

Yeah, he’s amazing. LOL.

I’ll peep that… got an actual link directly to the post where they were posted (just to save me time). I’d love to check 'em out and analyze. Rogs seems to LOVE either doing rushdown (which is more annoying I think than the turtle Rogs).

this is courtesy of magneto maniac, it shows how i play versus both blanka and rog, and is a textbook tutorial on the strategy to beat them.

notice how the chun player gets the chance to land ex lightning legs but doesnt go for it,
and how the chun never throws the rog after a poke string like cr.lp x2.

exactly how i play this matchup and MM plays it like this also, our timings and tactics may be different but the strategy is pretty much the same as the one used in this vid.

http://zoome.jp/nsb/diary/111/

-dime

The current video shows blanka vs. sim, followed by chun vs. blanka :frowning:

Keep watching sir :wgrin:

Yes, keep watching. It’s great watch and it really is a textbook visual on how to fight those two.

Yeah it’s good shit, I can understand why saving for the super is so strong. If you play your neutral game against Balrog well, he’ll get impatient sooner or later and throw something like a random dash punch. Even though super doesn’t do as much damage, it does seal the deal at the end of the round. Although I love doing c.LK xx EX legs, saving the meter is more important later on.

I actually did something weird with that close s.Mk the other day… doing the j.HPx2, cr.HP xx SBK combo… but for some reason, I accidently did a close st.MK instead of cr.HP and cancelled it into SBK… so I pretty much fluked a standing SBK o_O;;;

So far as the maximum amount of time you have. There’s no number I could give you, I just know when it feels right, and when I’ve missed the opportunity. It’s a short window though, but it does make a difference between using a move safely, and just throwing it out there and hoping you won’t get punished. The only downside is that you are gambling against your charge, but as a Chun player you should be used to that ^^.

About FADC, I didn’t actually mean that, sorry I should have been more specific. What I meant was that as soon as you release a focus attack, and for arguements sake lets say it counter hits, you can input the dashes right away and it will cancel the recovery frames as soon as it is possible to. Why this is good for Chun-Li is that you can get back to charging right away, and makes things like, FA->dash ultra possible without the need for a pre-charge.

For FADC’s I just hold focus attack and quickly input dash then release, I’m still getting used to trying to use FADC though, so perhaps there are better ways I don’t know of yet.

Yes, with a little practice against guile you’ll be able to react to this pretty easily. Two things I always look for when grounded against a close guile is c. RH and that damn c. forward s. strong chain. I didn’t even think about hasan shuing over the first hit. I like that option best with no ultra/super. Good stuff.

I freaking hate this match too against ELF. What I always start doing is FADCing forward or back after I am grounded. This stops both the slide and the OH with the ability to punish and usually causes ELF to freeze up if he did stop run. Also, if you FADC early and he is going for the throw you can sometimes avoid it. When this starts happening, he will try to do the throw and steer it toward where ever you dashed last (forward or back)…this is when you start dashing the other way and avoid it some more.

FADC does not stop the throw but you can sometimes make him miss if his timing is off (as mentioned above). If the timing is good on his throws and I’m getting tossed I EX SBK. I know that there should be other options for this but I have not figured them out yet. What I usually do is predict based on their run and react accordingly. I’ve usually found that after knock down if they run away from you they do the throw, if they run toward you, they do the OH or slide. Reason being is that when ELF runs toward, he has the threat of both the slide and the OH and that is all they usually stick to. When ELF runs away, there is no low block threat so they are thinking that you will remain in s. block and get nailed by the throw. (side note: ELF has OH and throw options when running in both directions but I’m just stating the tendencies I’ve noticed.)
Footnotes:
if ELF runs away = EX SBK
if ELF runs toward = FADC

Also, a pattern I see in ELFs is that they always start with the OH. You FADC it and they are like “WTF just happened” and they try it again. After the second stuff, they just start resorting to the throw, this is when you need to switch to the EX SBK which you should have meter for (FYI I always save meter for EX SBK during an ELF match). Confirmed that EX SBK also beats ELF’s slide. After an EX SBK, they will think that you will EX SBK again so they will do the OH or slide on the next run, so go back to FADCing. By the time you’ve stopped a few of their run mixups, they kind of get stumped and play confused in which you can take advantage.
Footnotes:
ELF run 1: OH
ELF run 2: OH
ELF run 3: throw
ELF run 4: OH/slide
(just patterns I see, not fact)

Hope this helps.

*EDIT - Confirmed that EX SBK beats ELF’s slide. Also, I noticed that I was doing neutral jump a lot when I had about 1/3 screen distance and I thought that ELF would do a run mix up. Reason being is that all ELFs tend to do the run shananigans at this distance and ELFs will always do the OH, throw, slide mixup after a run in which neutral jump RH beats all of those options. The only thing it doesn’t beat is run stop DP which I’ve have not seen one ELF do yet online. I’m sure Japanese and SoCal arcades are a different story.

I do have the last match against DIME’s friend if you want me to post it but it is in poor quality and the camera is very shaky. Lemme know and I’ll post with a link.

perfect goofyhand, yeah i was trying to find out the “pattern” as well. you’d think after watching my friend play so many games i’d figure it out… i did figure the whole 2 overheads then either a slide or throw (slide is usually done when theres alot of space between the 2 characters)

but i couldnt act accordingly when “at the board” so to speak… i also cant react to a back run versus a forward one… but your right about the backrun… 90% of the time they run backwards the throw is coming, they’ll mix it up if they see that there op is reacting to the run with jumping, by doing the oh to hit the op as they start there jump…

i’m still gonna have a fukked up time with this matchup tho… i hate fuerte versus chun…

thx man :tup:

-edit Footnotes:
ELF run 1: OH
ELF run 2: OH
ELF run 3: throw
ELF run 4: OH/slide
(just patterns I see, not fact)

i just wanted to say that this is in fact the “go to” pattern of an elf player thats been playing against people who dont know how to play against his splash BS… learn it. i pointed out to my friend that goofy was gettin psychic with the mixup predictions and that he in fact knew the default pattern, and that my friend needed to switch it up. my friend concurred, but also said it was hard to switch it up because of muscle memory and it working so much. also goofys handling of the neutral game was just phenomenal… he almost never jumped and i swear i spend 80% of this matchup in the air… next time my friend is over i’ll try to setup a match versus him and goofyhand so i can record it… if only i knew how to get th damn videos onto my computer…

also if anybody is having probs with the elf matchup, i suggest you read goofyhands post like at least 5 times… slowly. ALOT of good shit in there, and is a textbook primer on how to play the matchup. and how fuerte thinks.

-dime

That’s no fluke… if you time the move just as she’s completing her SBK motion, you can connect the super. It’s more effective in the corner; but I am sure you’ve figured that out already.