Chun Li Strategies and Matchups

how do u stop mk cross up with out c.HK

Low jump LK is good. To avoid punishment u can cancel to HK lightning kick and then on hit d.MP xx super. Low jummps on hit have recovery (8 frames iirc) unless you cancel it to a special or super.

Other low jumps: Low jump HP, HP is pretty good. Low jump d.MK (stomp) can set up a cross over on some characters. Low jump vertical HK is alright against big characters.

No. CvS2 Chun is much different than 3s Chun.

Could u be more specific?

I need help cancelling low strong into Hoyouku Sen on reaction.

aint gonna happen since this aint 3s

agreed. same with sagat’s low forward. you can guess it’s gonna hit or something, but unless you have justin like reflexes, shit ain’t happening.

…Could you try RC sbk?

Hi guy’s, I’m having some problems with little Chun’ here. That horrid combination of death with the two crouching jabs into the crouching strong punch is killing me. Once I got the two jabs going, I begin starting the motion for the kick super. But sometimes if my luck is crap, the medium punch won’t connect, failing to link along side the two previous jabs. When this happens my super comes out but the other player is blocking already. If they have some serious super meter saved up, Chun-Li gets hurt . . . real bad. :wasted:

Am I the only one with this problem? I love Chun-Li but damn, her face isn’t looking good from all those level three supers she’s taking. Any tips or tricks for this getting this seemingly easy combo to land all three hits without the final hit not connecting? Also, sometimes when I jab the second time, it won’t even come out at all! I’m thinking maybe I hit jab too fast and it stopped it from coming out, hell I don’t know. Thanks in advance. :lovin:

Sorry. Links like that from jabs to strong are generally practice and wisdom you can best learn from another in person. It’s basically the same with all characters with jabs like hers where they can’t even rapid fire them. Links like this suck but it’s not impossible and becomes easier with practice.

Perhaps they should do vids of just the buttons and the right hand? lol

i only commit to the super if i get counter hit c.jab, to c.mp. otherwise its a 2 frame link with HUGE risks. everyone messes it up sometimes so dont feel bad if u do. play chun to punish whiffs, then get in and play counter hit/throw games.

Unleashing the c.mp after the counter hit c.jab seems to be everybody’s ideal situation. I gave it a try before putting the CPU on Counter: Random and Random Block to test it out. I just can’t seem to re-act fast enough though. I see the yellow box say Counter Hit after I peg them with the c.jab here and there, but I still have to do the c.mp too right away after it, then I also have to do the super on top of it. I have a little more time to do the c.mp after the Counter Hit c.jab, but it’s still really hard to re-act to it more often then not. So in the end, the basic gameplan is stab at them with the c.jab till I see the Counter Hit, then use c.mp, THEN the super? That’s not easy at all in the fray of battle. Am I missing something or is that pretty much the whole sha-bang, and if it is, any other little tips to make life with Chun Li a tad less hectic? She’s really working me hard here to make her a real winner. :sad: Thanks again for your support as well! :tup:

well basically i do the whole thing, and i react if i notice the counter hit bar + white flash, the i press the button if it hits. also i train myself to look for it during counter hit situations. im not gonna be able to react to random counter hit jab. but if i do c.jab (looking for CH) walk up c.jab, c.mp xx super, its alot easier.

Once again I thank you for your information on this! Me and Chun-Li are somewhat in a forced alliance due to me swearing to only use the characters who are my favourite which happen to be Ryu, Mai and Chun-Li. Ryu and Mai work somewhat the same way in terms of combo’s like c.lp c.lp c.lk - Super of choice but Chun-Li requires quite a lot more effort. That’s fine as I’ll feel great once I actually get her under my control, if that ever happens. :smokin:

Forgive me but I have a handful of very basic questions. I never really took advantage of the Counter Hit because neither of the other two characters really have a need to do so unlike little Chun’ so it seems. I understand the Counter Hit grants extra frames making the next follow-up move plus two frames or something of that degree. My question is if it follows past just one attack or not. Example: I get a Counter Hit off the jab, then the Counter hit follows though into the next jab as well as the strong, or is the extra frame advantage stopped after the second jab, not effecting the strong? I ask this because if I did get a Counter Hit off the first jab, jabbed again and the extra frames did not effect the strong, it really wouldn’t help me very much in landing that strong at the end of the jab string which is my problem all together.

My second question is when you say you “Do the whole thing”, I’m guessing that means you do c.lp - c.mp as your main stabbing string? This thought came to me as perhaps effective due to if my above question is false where the Counter Hit only effects the next attack and not more after it, you could stick out c.lp - c.mp all day hoping for the Counter Hit to link them together, then go to town with the super after it. The only problem is that medium punch pushes you pretty far back when blocked so it’s not without it’s faults either. :sad:

what i mean by do the whole thing is buffer the super motion after a situation in which i could get counter hit c.lp.

to answer your first question, no counterhits dont “store up like that” however, the harder button you press the more + frames u get on counterhit. fierces you get TONS which makes really stupid stuff like cammy trade far fierces with something, still link super after.

I’m not sure I get what you mean here.
It seems the whole string to me involves 2 frame links, unless that’s what you meant. I give you this that it looks a lot easier to simply do d.lp, d.mp, than it is to do d.lpx2, d.mp, but it seems this way for a lot of characters, Kyo for example but his shorts/jabs are rapid fire so it seems easier.

epsilon is saying you fish for counter hit jabs up close, and if you get one, do low strong into super. low jab to low jab is actually a 4 frame link, low jab to low strong is a 2 frame link. so do something like crossup short, low jab, walk towards your opponent like you’re going to throw in the attempt that they’ll mash something (since you’re +6 after the low jab), then do a low jab (hopefully a counter hit), low strong, super.

it’s just like rolento. do standing jab pressure, see the counter hit, then do low forward into rekkas/super. fishing for counter hits isn’t easy at first, but it’s something you get better with in time. and you have to be looking for it.

with kyo, low short to low short is a 3 frame link, low short to crouching/standing strong is 2 frames. but then again, YOU DON’T FUCKING DIE WHEN YOU MESS UP A REKKA COMBO.

i’ll play chun in casual because if you miss that link into super, you’re dead.

lol, hey I never said you die when you mess up a rekka, at -5. I understand how you could when Chun does, but that’s what I like about jab, jab, strong. If Kyo was close enough, like point blank though, then that -5 though would become a liability, but then again no one does random rekkas like that up close unless its fierce because its relatively safe with qcf+HP, hcb+P, and the mixups after that, hit or blocked. Qcf+LP is always set-up with his d.lk’s and d.MP.

I understand though realistically why fishing for counter-hits would be much easier with just counterhit jab, strong.

Even so, doesn’t it seem simpler to anyone when you do jab, strong alone with or without a counter hit? Buffer in the qcf, qcf motions but don’t hit kick until it registers in your brain that the two normals connected.
Of course it’ll be even that much simpler with a counter hit. All I can think of that’s hard with the low jab, jab, strong link for people is the fact that the two jabs aren’t rapid fire, so you require a certain link timing there, then the switchup to the link timing for the strong.

The news that low jab to low jab being 4 though is news to me.

Thanks again everybody for the useful tips! My Chun-Li’s new fishing skills have increased tenfold due to all this information. Thanks again! :lovin:

Anyone willing to give me some N-Groove Chunli strategies so I can utilize her in that particular groove? Thanks in Advance.

For each combo there’s a tip for increase your chance to

For exemple the Chun-Li’s fury combo : lp-lp-mp ( hold mp ) --> fury. For each combo hold the last button before the fury or a special move.

haha “the fury”