post it, definitely, wish you had the first as well so i could see how you switched it up from the first loss to dominating the second one.
-dime
post it, definitely, wish you had the first as well so i could see how you switched it up from the first loss to dominating the second one.
-dime
It’s a great way to keep the momentum going, especially since she’s a charge character who normally players like us go against shotos and other characters endeavoring to eliminate your charge ability.
I usually just do a lot of FAs and upon landing counters hits, transition to her upkick target combo. I need to work on charging with FADCs into Ultra, which I can land in training mode, but needs to be achieved in a clutch for official vs. matches.
I found something slick against ELF. If you back dash and get hit out of the back dash with a splash, you can quick recover before he can get another clean mix up on you.
Just something to keep in mind . Oh and if you do it the wrong way, the splash will miss you completely.
my friend does this alot, but he generally needs to really yomi you up to consider it an option, and he didnt have you figured.
-dime
Good shit on the Fuerte info, Goofyhand. Too bad Fuerte players are so rare online. I’ve only fought 2 since the game came out…
You can try asking in Tech Talk if you haven’t already.
I posted both of them. Horrible vid quality but you still see what’s going on. I’ll also post these in the vids forum for criticism.
Match 1 -
[media=youtube]eIMVibgdei0&feature=channel_page[/media]
Match 2 -
[media=youtube]d7ASmz8kScw&feature=channel_page[/media]
Nice, first match I saw that dash back technique I was talking about earlier. It’s not a bad deal to take a hit to avoid repeated mix ups. 2:05 of the first vid btw.
Irrelevant side note - Why is the camera moving? With the boat stage, that would make some people sea sick haha :bgrin: .
Man, I dunno about that. It’s a new camera and I think it is trying to auto focus on something and tries to follow the action on whatever it is focusing on (camera was on a tripod too…ugh). I think I figured it out so hopefully my future vids won’t do that but I just put those up because someone was asking about Chun vs. ELF matchup.
dont worry about the auto focus goofyhand, mine was doing the same thing when i first started taking vid, just shut it off and everythings good to go! thx for the upload dude you played great, and the vid quality is fine by me… i can see the normals and thats all i need!
i finally figured out how to rip vids off my dvds and post them on youtube… so you guys will be seeing how i was playing at the arcades aroundthe beginning of february.
-dime
Hey everyone,
So here’s my story, my local gaming scene is slowly growing, but as the ONLY Chun player (yeah I know right?) I unfortunately don’t have any locals to train/practice/learn from.
As of late, I’ve based most of my gameplay off videos, these SRK threads, Magman’s mixup bible (thanks for putting that together MagMan, super useful) however I feel as though I’d learn more from getting my ass trounced by people that know their Chun game on a whole other level than what I know.
In short, would there be anyone willing to mentor and take me on as a student? I have the intention of being fairly competitive in my scene, and although I’m doing fairly well, I don’t feel as though I’m tapping into Chun’s full potential. I’d love to get a teacher or even training buddies to match up with, and criticize the flaws in my game.
Thanks!
what is this magman’s mixup bible?
Ok a few questions, this is my first SF game so some of them maybe newbish (like really newbish …
When you are going to punish an attack do you start to spam jab/short during your block animation. For some reason when I try to time it without mashing they can block in time, on the other hand when I hit jab quickly while blocking it hits more often, I am just wondering if mashing in that situation is an ok thing to do. Than again this might be because I have been playing online almost all the time so who knows.
What type of common block strings are the most useful, for some reason I hardly never block string but after watching some videos on here I noticed how awesome they are, Magento for one makes good use of block string -> throw.
Last question. How often should I be doing the fast wake-up (Tech) when I get knocked down? Normally I do this every time but I am wondering is there any advantage do not performing it? I can see how not doing it might throw off the timing of your opponent but I have never tested this enough.
Sorry for the long post guys I just had a few things I needed cleared up.
during block strings i try to mix it up. like i’ve done c.lp c.lp c.lp throw. c.lp x3 overhead(but do it to often) and c.lpx3 fireball(which i’m still tryin to add to my game). thats what i’ve tried the most.
I don’t mash, in fact playing online in laggy conditions this has cost me some, where someone has been whiffing jab shoryuken’s infront of me, and I can’t punish soon enough not to get hit by the next jab srk. Usually this just signifies I need to move on and find someone less laggy to play against. I don’t think theres anything wrong with mashing if it improves your punishment consistency. This is also the reason you need to keep your strings super tight, as your opponent can safely input reversal attempts; just in the hope you mess up, as there’s little downside.
cr.Jab->throw, cr.Jab->cr.short->throw and plain throw is good for keeping your opponent guessing on when the throw is coming, it’s much harder to tech it if they are expecting a certain throw setup and you mix it up. It has some spacing dependency, 3 jabs will always push you too far out to walk in->throw against any decent player. I don’t use alot of blockstrings outside of throw setups personally (side effect of playing online I think), but 3 jabs/shorts will push you out of range for those moves, I think you can add medium/fierce at the end too.
It’s most important to mixup tech recovery when your opponent has a strong wake-up pressure game. If they tend to back off after a knockdown, I’d say it’s fine to tech everytime you can. Mixing your tech’s is good against meaty fireballs too, if you notice your opponent does early meaty fireball which hits if you tech/whiffs when you don’t, then teching into ultra is a good way to punish. I think I’m the opposite to you… I don’t tech, unless I can catch my opponent off guard by teching. The reason being this will teach your opponent usually that they need to setup their stuff for non-teched recovery; If they are expecting tech’s everytime, and for example they go for a crossup, if they whiff the crossup at tech recovery timing (you didn’t tech this one time), there’s still enough time to do another crossup (although not as tidy as the first one).
Hey, I posted a vid up for you on my channel. Maybe seeing it in action will help you in recognizing it. I uploading it now…it should be there soon.
Hope this helps.
Yes where is this mixup bible? I think I’ve read every post on here don’t remember it.
Here you go guys
http://forums.shoryuken.com/showpost.php?p=6402669&postcount=739
Let me know if the link is broken so I can re upload.
anyone else here think chun’s mk kara throw is useless? i mean it moves you 1 inch in the game.
Not much use because her walk is so fast, that the frames you input for the kara can be used to take a step. Her dash is good for throwing in far ranges as well if they think they’re safe from 3 ticks.
I asked this in another thread but it looks like it got lost in that thread. Since it pertains to Chun (for me) I’ll ask here:
I was checking out the frame data and for mosts characters supers/ultras, it has 1+some # of frames of startup for the super. I’m assuming the ‘1+’ part of it is the screen freeze effect (I’m not sure)?
So if I hit my opponent with something that gives me only +1 frame hit advantage, would I be able to link a super with 1+1 frames of startup (Chun’s super)? What about linking a super or ultra that has something like 1+6 frames of startup?
Also, How would this work with her reversal ultra?
I was trying to test and figure out what the deal is with that and the best I could come up with was record the opponent in training to hit with stuff that has either -6 or less frames disadvantage on block and then make them try to block afterward. I tested both the opponent standing and crouch blocking after the attack and for the most part it looks like she can punish with Ultra for stuff that seem like it shouldn’t be punishable (like blocked EX hadouken from Shotos for example). So now I’m even more confused. :xeye:
Also another Chun question: Is there something weird about her hitboxes for her J. HP x2 attack? I’ve done jumpins with that and the opponent will block it but still get hit by the second part of it. They tell me they were still blocking and I don’t have an explanation as to why it still hits sometimes (not all the time).