Mr.X
142
You have a 3 frame crouch LP and you can V-Reversal. Chun’s VT is great but your V Reversal is more important most of the time.
If you’re getting walked down, you need to press sHP f and bMP stMK or stLP more. Chun also has good walkspeed so don’t get glued to one spot too long thinking you need to charge a special.
Do EX SBK once or twice and put the fear of God in them. EX Legs is fast and goes pretty far, it’s ok to throw out in neutral.
Dime
143

ensane:

CharmingRogue:
Counterhit adds +2 frame advantage.
b/fwd+mp has the problem of it hitting high and the hurtbox being really wide. This makes it so that certain characters can use cr.mk to beat it clean (or more easily). When an opponent likes to use cr.mk to poke, it’s usually much better to counterpoke with st.mk (it goes over the opponent’s cr.mk, but the hurtbox doesn’t widen as much as fwd+mp, so it usually beats it clean). Although you can’t confirm anything out of it, while you can confirm EX legs/super out of fwd+mp on counterhit.
Yes, but if it’s only a casual match or online, you should just go for it anyway. You will fail, get punished, and you will learn. Until you won’t fail anymore.
Ah, thanks for the info. Just tried chun out went 0-20 or 0-30 yesterday over the course of an hour or so and narrowly avoided splitting my controller in two. Didn’t miss any bnb’s but only because I only hit 2 or 3 buttons per round before getting double perfected. Did get blown up for jump forward j.mk or j.lk instead of air legs. I think I may have landed cr.lp xx l.hrk xx cr.lp xx l.sbk maybe twice total throughout the session.
So assuming I gather the nerve to keep playing, what should I do on defense? I lost to walk up buttons. If I hit anything I got counterhit and if I didn’t I get thrown or tech, which only reset to walk up buttons. I’m okay at footsies (i.e. bad) but am garbage at say, zangief range. I like footsie characters so I really want to stick with chun if I can.
Additionally, I found I have trouble teching knockdowns and waking up with EX sbk because I double tap directions. Should I just stop using that method altogether? I feel like it would be confusing because I still play cammy too.
Sorry for the wall, btw.
There a simple advices to give. But it would be better if you posted some vids of your play. I’ll assume that you can’t AA much at all. That should be your first priority, learning to stop wait and AA the opponent when they jump.
ensane
144
My ps4 is shaky so I’m having to redownload it again. Those matches were local unfortunately. I’ll try to get some matches by tomorrow. All of my current replays are Cammy. My fighter id is ensanesane if you want a laugh though.
AA is probably the only thing I’m pretty good at. But I’ve played Cammy since launch so I occasionally still hit b.mp and get blow’d up and I’m not used to using a charge move as AA. Is there enough time to charge it on reaction to a jump? It didn’t really apply there though, since he didn’t jump at me except on knockdown. Either because he’d seen me play before or he was just on autopilot (more likely).
EX SBK is an anti air that you use when you react too slowly to anti air with a normal. Aim to use st.lk as your primary anti-air, although b+hk is also excellent if you react quickly enough (particularly good against alex/necalli/ken). If you react very quickly to an opponent’s jump you can use chun’s excellent air-to-airs, j.mp (special cancellable into hk air legs) and air throw, or dash under and start a combo on landing.
So I’m trying to learn Chun and I was playing around with BnBs.
What’s the magic going on here with EX SBK?
st.MP, cr.MK, LK+MK= MK SBK comes, works.
st.MP, cr.MK, MK+HK= HK SBK, doesn’t work.
st.MP, cr.MK, LK+HK= HK SBK, doesn’t work.
st.MP, cr.MK, mapped 3K= HK SBK.
cr.MK, mapped 3K= EX SBK.
Now I know EX SBK probably wouldn’t work on spacing and that HK SBK simply doesn’t, but as you can see…EX SBK won’t come out with that particular sequence.
Totally useless, especially since EX SBK generally isn’t used in combos (and usually doesn’t work anyway) but I’d like to understand why the engine is doing this. Does EX SBK have a longer charge req?
That’s exactly it. Ex sbk has a longer charge requirement
For balancing purpose, of course
If EX SBK can be charge in shorter time, Chunli will be overpowered because her defense will become more strong and more mobility, not to mention EX SBK cause 170 damage, if use in combo it will be too much
oodk
149
Always interest in making her but I can’t seem to connect combo into spinning bird kikc without waiting for a second before jabbing into it
Hi guys. I heard MOV discovered a tech using piano lightning legs input to do something. Humanbomb did post in his facebook about it. Do you guys know what the tech is? Mind sharing? Thanks
amrraed
151
This is what was discussed in the general thread.
I see. Thanks man. Will check that out