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

To Madden:

I like Viper to back up Chun. I’m one of the few who thinks Viper has an advantage over Rufus (trade knuckle ultra, stun, safe pressure etc) and she has a decent fight against Akuma (EX thunder knuckle teleports -> pain). She also has a really good match against Sagat (near the same concept with Chun Li, except further range than hasan-shu replaced with seismo and absorbing) and has a higher rate of landing her ultra, nearly always every round. Really good Ryu players can be problematic…but that’s what Chun is for. Chun also covers her Bison and Honda weakness.

Bison is another good backer. He has a great match against Rufus. He can still fight Sagat if you’re left in a 2/3 situation where they can counter pick. Chun already beats Blanka, but Bison does nearly the same with MUCH less effort. He’s really easy to use, and effective. Like I’ve said before…he has the tools of a pixie, but the vitality of a regular character. Probably the best choice of you want something on the safe side, and quick to learn.

Akuma backs Chun very good as well. The Rufus match is easy once you learn the safe points. Safe pressure -> stun = game over for Rufus. Fireballs can really zone Rufus out. The Sagat match is much easier than Viper has to work for. All you have to know, is stay out of jump range, EX demon flip…if he wants to get close, then that’s in your favor. You can st.roundhouse his focus, footsie his pokes/tiger knee, and uppercut his jumps. Sagat’s dash is ass so if he sits down at your poking range you can probably demon flip mix up (demon flip palm makes uppercut whiff into combo) or you can use his extremely fast walk to walk throw in footsie range. Akuma mirrors are very technical…mistakes can cost the game. Overall, he’s a good character to obtain many different skills with. He also forces one to avoid risk/reward situations even MORE than Chun, and emphasizes more on the ‘pixie’ character mentality…safe pressure or no pressure, etc.

Ryu is good as well. Nothing special here, he’s just fundamentally extremely solid.

Yeah I feel the same with viper. I have a much harder time against Ryu than Sagat. Not sure why. I’m guessing Sagat is bigger and slower.

Hello Chun players,

I didn’t want to waste space with a new thread for this I have very little matchup experience vs Fun-Li, as it seems that not many people play her. When I finally do come across one, it usually ends in my getting raped, because I’m not patient enough.

For those of you who play on PSN, would any of you be willing to add me for some matches, if you don’t mind playing with a mediocre Cammy? My PSN is DaBatCave.

This a retarded question but does anyone know how to turn the japanese voices on? I like them better than the english ones (especially dhalsim’s).

thx mag, btw dude you like cammy’s japanese voice better? i think it’s atrocious

Options -> Sound Settings -> Voice Settings -> Toggle

I know what you mean, the only ones I have on English are Guile, Zangief, and Seth.

I think all the Americans sound weird in Japanese.

Question, is far st.fierce a good AA option? I swear I adopted it yesterday and it really improved my zoning game. The hitbox seems to be really huge. Also, I was doing close st.str too, slapping honda’s out of that butt crush thing, hooligans, dive kicks, sagat elbow and more.

Was working offline and online with good connection.

It’s a good one but the general rule is that Chun Li doesn’t have a single “go to” option for AA since all of her AA options have different hitboxes and should be utilized for different situations.

Sometimes they’ll trade (not in her favor) if not timed right but I usually let that happen once or twice if I can afford the life loss because:

a. They’re still not “in” and have to either try again or try something else if they want to get in.
b. There usually is a better AA option that’ll beat their jumpin clean so once you know they just plan on jumping in, you can tag them with the better AA and get your traded damage back and then some (plus better positioning if you plan it out that way).

Edit: I should note that the better AA isn’t always available from wherever your opponent does his first jumpin so sometimes you have to set up that position (be it either from traded AA or just spacing etc.) and then bait the jumpin that way.

I saw this brought up in a different thread. What is a turbo button, what does it do, and how can you tell if someone is using it?

thx bahn

This was extremely common back in the days of Xband. Usually it’s just a switch mapped to a specific button or buttons.

If the players you suspect own the MadCatz TE stick for example, when enabled, makes their ability to get moves like lightning legs/hundred hand slaps or even dragon punch moves come out easier simply because the turbo increases their input speed. If you continue seeing the player execute the same exact sequence over and over – chances are they could be using a peripheral with turbo buttons.

Sadly as you know, we lack the ability to review any matches we win/lose unless it happens to place amongst the leaderboards. But feel free to check out other people’s matches that feature Sagat, Blanka or Honda players and turn on Input Display. You’ll be able to see just how clean their inputs are, or if they were mashing at all.

Hope that helps.

St. fierce is VERY good, but like SC said – Chun can’t exclusively rely on just one button due to the fact situations can result in a trade or whiffed move (i.e. st. roundhouse is very common for this this).

I tend to use close st. rh/fierce and try to maintain a charge during situations to get more damage.

Against Cammy’s dive kicks – you gotta be careful because usually players are quick to spam another cannon spike/spiral arrow. Some mix it up with a throw too. They expect you are going to instantly try punishing them, so I’ve learned to respect how often they execute this move.

May wanna also look into using cr. strong too – I started using that move against players and it made a significant improvement on my gameplay.

Well I am kind of late to the party regarding Mag’s post related to player usage and our reasons for picking said characters. My list is as follows:

[LIST]
[]Chun (obviously)
[
]Blanka
[]Guile
[
]Rufus
[]Rose
[
]Ryu
[/LIST]

Chun - For years, I’ve always enjoyed playing her and have performed exceptionally well; that is, until Third Strike came along. I never truly enjoyed how she played (despite the fact this is one edition where she was superb in all areas). In SFIV, she’s kind of like an underdog but in the hands of the right player, can do some serious damage. Despite some bad matchups, I will never pass her up and opt for a character who can win with minimal effort. In order to be truly effective, Chun players must keep their gameplay fresh and unpredictable, utilizing all her tools based on the situation.

I have to often remind myself that losing is totally part of the journey to improving your caliber. Unless you accept this mentally and endeavor to learn from your mistakes, you’ll always end up frustrated and wanting to give up.

Blanka - I never used Blanka nearly as much in the previous SF editions until SFIV was released. One day I just got totally sick of getting beat up by him and added him to my list of characters in order to better understand the matchup. Like Chun, you also need to be unpredictable because spamming Blanka balls and slide attacks won’t cut it against better players. I need to work on piano/plinking better to execute some of his BnB setups into the ball and electricity. I tend to enjoy matchups against shotos and gief. Chun matches tend to annoy me because most players just try to spam cr. shorts for the entire match.
**
Guile -** While he’s been considered to be one of the worst characters in SFIV, I’ve always been a huge fan of Guile. He moves slow and his Flash Kick should do a lot more damage. Sometimes my inputs are off with him after being so used to how he performed in ST/HDR. So either I win big or lose big. It’s funny when sometimes a flowchart Guile does better than me using the same one or two moves. I just need to focus on keeping it simple with him as well, as zoning plays a huge part of his ability to win matches.

**Rufus - ** Rufus, was someone I reluctantly picked up just because I am not a fan of going along with the crowd. In time I found out that he’s surprisingly a lot of fun. He’s got some strong offensive poke/combo options, not to mention easy set ups into his Ultra. I still think he’s a goofy character, though that has been Ono’s intention all along. I still need to get better acquainted with effectively doing his blockstrings and special moves because I still suck with him.

Rose - I had hoped that she played like her Alpha iteration – but in SFIV, she seems awkward to me. I am not using this as an excuse, but it just discourages me from playing her as often as I should. I am told that she can do pretty well against a good amount of the cast, but I need to work on my execution better. Like Madden, I also enjoy being up in people’s faces – but have to work on being more confident and develop better reaction time against throws/wakeup moves if she’s going to end up one of my official picks as an alternate.

Ryu - The staple character of all SF titles and yet I seem to struggle the most with using him unlike previous editions, lol. The whole 1-frame system and getting accustomed to the fact these moves aren’t entirely about speed – but timing sends my brain in a loopy cycle of frustration. Then I go against players of all skill levels and they make it look like a breeze. I am not prepared to join the dark side just yet, but he’s a character that may be picked up against just for fun in player/local matches.

Madden: Your Abel did pretty well against me and feel that could be a great pick. I’d like to see you play as Rog though too so I can train against someone who understands the character, thus helping me to become better at SFIV as I know I am capable of.

Edit: No need to answer the same question twice… (I type slowly Oo).

Gonna try out Bison after reading what you posted, i just love his turtle shell cracking ability.

Will df.LK beat out a rufus dive kick? Does it have any place as an anti air?

To answer my own question. It can beat out a dive kick, but the timing is extremely difficult and it’t not all that reliable (for me at least).

Quick question! Is it even possible to dash ultra with a dualshock controller? I’m having a reaaaaaaaaaally hard time and despite these controllers sucking, there’s very little I can’t pull off. Any suggestions from someone that may have had a similar issue? :confused:

It’s certainly possible, I’ve done it a few times in training but never bothered to get it down for a real match (gonna get hold of a stick asap).

I’ve done it using the d-pad, you just have to be really quick after the dash to do the back, forward + kkk in time.

How is Bison coming along? Did you feel the ease when you use him?

Played a few player matches against another chun last night. Everytime on wakeup when I would go for an attack he would neutral jump and my shit would whiff (cr.lp, cr.lk, hsu, throw :annoy:). I caught him a few times with air throws but thats too much of a guessing game for me to have with him on the ground. So I was just wondering is that an online problem or does that work offline too?

thx mag

yeah, all i need to know is the matchups, other than that he feels very natural, i have a few hiccups here and there but that’s what usually happens to me when i pick up a new character.

Place your attack on their wake up with better timing.

Cool. Yeah his tools may need some getting used to. I wasn’t so used to free shit like short scissors when they’re in that range. Then when you really get in that range you can fuck with them in so many ways lol. Bison is the type of character where you can just watch and apply, no questions needed.