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

umm how do i focus attack dash cancel on a 360 controller. When i start the focus attack and chun flashes, i cant dash out of it

i use a 360 controller and i do it all the time, maybe your doing it wrong

Should I feel bad about using a more laid back (turtle) style when playing Chun? I mean, I am aware this edition isn’t really about rushing down 24/7 (even with the FA/FADC concept), though sometimes I feel as if my competition feels I am not giving my all. However, because her AA game isn’t absolute and she has low health – I feel it’s essential to utilize a more safer tactical setup against people instead of trying to be ballsy all the time.

Perhaps I am just reading into things too much, I dunno - I’d appreciate insight from some of the fellow Chun pros here. :slight_smile:

Win however you can, that’s how to play the game.

I don’t think there is a “right” way to play chun. if you get wins then you are doing something right, therefore stick with it. Zone them mofos down.

Haha, thanks buddy. :slight_smile:

I think you summed it up nicely. :coffee:

ok, i tried some stuff out today and found out ,YES you can back dash out of fa anywhere as long your not in the corner BUT when you are, and the FA actually timed to your get up, if he delays two frames that fa will hit u. (so i wouldn’t recommend this method unless you know that person is going to time fa you) another thing i found out both fa can be reverse with a short hazanshu. best method to get you out safe and score a hit. these are just fiddling with FA timed to your get up. i hate how the search engine for this forum is, its really hard to find anything remotely close to what your looking for. i tried searching how to do ex sbk into ultra, typed 5 different tries and not even close. Can anyone tell me how its done or even show me a vid tutorial? i dont get how im suppose get this thing off.

*edit after a few more attempts, i found out u can just wake up FA and punish however u like just be warned that most ppl that fa lvl 2 usually close in for a throw lol or just literally block the fa attack and just ultra off a whiffed FA.

Really just depends on the character and person youre playing. I have different styles of Chun I use depending on the situation. I think its better to be flexible.

Yes, I noted the downside to backdashing in my original post ^^. “However, you would be banking on them going for a true meaty, and not holding the charge all the way to lvl.3.”… The thing with all options like this is that they are counterable if your opponent knows what you are going to do; The key, is to be unpredictable. Although, it should be noted that Focus attacks have long startups; so dashing too early should really only be a problem of inexperience (or lag). I tried to give you a few options which you could rotate between, so it would be harder for your opponent to know which counter you would use.

I posted this recently in the video thread, there’s a video on page 13, post #312 which shows ex-sbk to ultra there; so you can see it in motion.

*You get SBK out thusly, (charge):db::ub::2k:. You’ve still got your back charge because you are using up/back as the up motion for sbk, so you can ultra afterwards.

The full thing goes: (charge):db::ub::2k:…:r::l::r::3k:*.

A few things to note: You must send your opponent to a corner to land this combo, so its situational, which I’m sure you knew. Also, make sure to wait till sbk has finished to finish inputting your ultra. Messing around with it in training mode you can do jsu.fpx2->ex.sbk->ultra, and when timed so all of the ultra hits that combo does 626 damage ^^.

I realise I answered your question poorly; Thanks for picking up the slack there GensouGoroshi, I tried out your suggestion and delaying the fierces indeed lets you walk a tiny bit so you can be sure to land all the stomps outside the corner; But, the combo I mentioned at the end (FA.lvl3->forward dash->jsu.fpx2->stompx3) does more damage than fpx2->cr.fp->m.sbk, 340 damage, versus 290. So, maybe not flashy, but a nice stun dizzy combo nonetheless. Although the sbk one probably goes through damage scaling better, hmm, combos are confusing ^^.

whoa thanks thundersocks heh, u even found exactly where u posted lol. thanks, all i need to do is incorporate these stuff into my matches whenever the situation arises.

How many people here are pulling off a Dash -> Ultra in this game using the standard Xbox 360 controller pad?

Thats all I have for now, and can only ever pull it off if I revert to the analogue sticks. The d-pad just isn’t responsive enough for me!

But yeah, just wondering if others can do it, and I just need more practice. If not, then I’ll just have to forget about pulling that off for a while…

Also, are there any other benefits off EX Hasan Shu apart from increased damage and invincibility on startup? Just thinking because its the only EX that I just about never use. (Hey, I think EX Kikoken has its place! :slight_smile: ) Looking to incorporate it into my game, just dont really know how…

I can’t comment on dash ultra on the 360 dpad, works fine on my ps3 pad… though, thats no help ^^.

Ex.hasan shu as well as being more damaging also scores a knockdown, which your opponent cannot tech recover from (quick rise). Although that sets up Chun’s wakeup mixup game, its argueable whether thats actually a benefit to the ex. You can link normal hasan shu’s into low short->ex.legs, which also gets you the knockdown… better damage, and has the juggle opportunity there too; personally I don’t find that link too hard to land either. The only time I think the knockdown would be better, is at the very edge of hasan shu range, where low short won’t reach the other person.

You’re right about ex.kikoken, it’s not always the best use of ex-metre but it still has its uses.

EX Kikoken is win against yoga fire spamming Sims. Stuns them enough to Dash up and close the gap… only to have them teleport away but w/e

I use EX Hazan Shu to end matches alot. If they are low on health and waking up I’ll throw it out there. Even if it chips you still close the gap. But if you throw it out too soon they will most likely wake up Ultra and kick your ass

What are Chun Li’s strengths? What makes her good, and not a lower-tier character? I’m finding that I pretty much have to play perfect using her, since just one mistake makes her lose 1/3 of her life, two mistakes and the round is over. She’s the most fun character to play, but I can’t find enough strengths for her to get over her weak health and inconsistent anti-air, when I play against those players who constantly jump in on you.

if people are constantly jumping at you, start spamming neutral jump HK or backdashing to a better distance… this should slow down there spammed jumpins.

a bit

-dime

People who constantly jump in are the best. Just FA to absorb there jump in attack and let it go before they land

I use the xbox pad. It’s harder than the analog but all you need to do is practice it in training mode. When you input the directions make sure you tap each direction lightly with your thumb (you have to do it pretty fast). If you drag it back and forth across the pad it will fuck up more than likely.

EX hasanshu is really good against Blanka when you know hes gonna do electricity on wake up. I usually bait him with a FA or whatever and then backdash, EX Hazanshu. Also you link stuff like cr.mk or s.mp into EX Hazanshu and hope to catch people off guard.

ive been thrown out of my FA as it’s hitting them when they land

very gay

What are her anti-airs and anti-crossups?

Chun AA Compendium WIP

Usual AA’s are:

nj.HK (neutral j.HK)
air throw
close s.HP
far s.HP
far s.HK
far s.MK
cr.HP
cr.MP
cr.MK (more of a dodge than AA)

That’s not all of her AA’s but the most often used. They’re also character/situation specific, so you’ll want to check out the thread I linked at the top.

Anti-Crossups are:

nj.HK
air throw
close s.MP
cr.MK (dodge)