Chun Li Strategies and Matchups

Hi, is chun li a good C groove character other than her damaging combos? Is she still effective in pressuring without low jumps?
I am C groove player only, and want to try her^^

Yes, she’s very good in C. She doesn’t have low jumps but she still has her good normals, c.LP, c.MP, s.MP, etc, all which make her ground game really good. When you have full meter all it takes is one mistake from the opponent and the round is over.

I play N-Chun sometimes, but I suck at the 2 frame link (C.LP, C.MP) that makes Chun scary and only going for it on counterhit tends to make me pissed at all the times I COULD have canceled. So, I decided to go for C.LP (close) S.HP by default when I’m close, but even that I mess up. Instead of doing the right thing and practicing the link I’m now gonna do S.LP S.LP S.LK xx lv3 on everyone of Shoto height and taller. It’s a rapid fire chain so it’s real simple. Sure, I need to be Maxed… sure it does less damage… but she’s the 2nd character and it’s a lv3, so that little bit of difference in dmg isn’t so bad, right? Are there other people that do that? On real biggies, the two hit close MP is an easy hit confirm into lv1. If done fast enough S.LP S.LK xx lv1 will combo. I don’t know if it’s a distance thing or the actual frame of hit stun you actually cancel on, or maybe even the speed setting frame skip, but apparently I can do it consistently (int training mode). The speed makes it a little hard for me to hit-confirm it but that’s taken care of if you combo it after a crossup J.LK.

Feel free to make fun of my crappy execution.

I understand you, I’ve been there too. However, once you practice the low jabs, low strong link and get good with it that opens up a lot of options.

I have sucky execution so what I do is d+LP, d+LP, qcf, d+MP, qcf+K. For whatever reason when I perform the combo that way it helps my timing with the c.LP, c.MP link.

That might have somethign to do with the link being slower than you might think at first.

I don’t have much choice but to do C.LP > C.MP when I’m not up close, so it’s futile to think I can avoid it entirely. I’ll keep practicing it, but until I get confident (never gonna happen) I’ll just keep trying to land a lv3 out of the rapid fire chain, and keep losing to Cammy and Vega.

Btw, against what characters can you effectively max range S.MP punish whiffs? I remember seeing Nuki do it against some Ryu player making his sweep whiff by walking out of range, but to me it seems hard to walk up and cancel S.MP into super since I usually do QCF+MP, QCF + Kick. I can only do the normal S.MP QCFx2 + Kick on P2 side.

yeah you have be able to cancel a standing move quickly in order to effectively punish whiffs like that. you can do it against almost any character really.

I suppose so, but I just think it’s unlikely you’ll be able to do it against for example Sakura or Vega. I rarely see Sak players do anything that’s not a far HK or an RC from the range at which you could punish with far strong. I could answer my own question in training mode, but I’m feeling a little lazy and want to post to kill time.

You have to be quick, but it’s possible to punish whiffed stuff with low strong into super (I think it might have to be level 3, though). Just bait out. Be careful you don’t get counter baited, though.

low strong and far standing strong combo into any lvl Kick Super. far standing strong has more range than low strong but low strong goes under several moves.

That actually brings up an interesting thing I found. I managed to cancel Chun’s C.MP late into the animation and had the lv1 super blocked. Also, it was at about the same distance as C.LPx2 leaves you. Maybe a little farther. I don’t know HOW late the cancel was, but it definitely felt much later than I’m used to.

Her close HP can be canceled pretty damn late also, but the lv1 hits regardless.

Im having a hell of a lot of troble with chun. Ive used her every chance I get and me and a group of my friends have started playing CvS2 alot. I play her in ex2-groove, essentially p- groove with combos included, too much 3s. Im annoyed at how ineffective I tend to be against all three of my friends prefered characters, Shin Ryu, Hibiki and Rock Howard. What Am I doing wrong? I tend to jump in at the start and parry the first hit but after that Im buggered. Mike blocks everything and has strong replies to everyone of my moves. Any good tactics against those characters in particular would be helpful.

EX grooves, S. Akuma, U. Rugal, O. Iori, E. Ryu, are all banned in tournaments so there’s no reason to use them. They’ll only teach you bad habits.

The only situation I’d jump w/ Chun is if I’m within range for a cross-up and I know the opponent doesn’t have a response to it (his AA loses to her j.LK, his AA misses against her j.LK, etc). Jumping at the beginning of the round is a really bad idea.

Generally you want to have a good ground game with Chun Li; poke them a lot with c.LP/c.MP/far s.MP, try to get counterhits when up close, get them to whiff something when far away.

Against people who block a lot you can use block strings (repeated run-up c.LP; c.LP, c.LP, s.MP x MP Kikouken; etc), mix-up with throws, and if you’re using a groove that has low jump you can add lj.LK to the mix.

I told him that E. Ryu was banned but he just got defensive and pissed off. Ill develop my ground game and get back to you. Thanks for the help.

Hahahaha, those characters are indeed banned as well as EX-grooves.

Well, I play Chun as my main in C-groove and occasionally K-groove. http://youtube.com/watch?v=sJj6Uaus-5A

If you’re picking up P-Chun, you should play more of a defensive style, which can eventually annoy your opponents, as you don’t have run. So just run away and build meter. It’s not cheap, it’s effective.

Get to know your opponents’ habits and just start parrying and punishing them. A little fact about P-groove in this game that I think some people overlook is when you parry, it actually builds more of their super meter than yours with the exception of K-groove and S-groove. If your opponent is whoring fireballs from full screen, don’t be tempted to parry. Work on your meter.

cr.lp strings is your friend because that normal has mad priority. Generally, when I’m doing the string, I always try to see if the second jab hits in order for me to hit confirm into st.mp or cr.mp into super. You’ll develop the eye for this after playing Chun for awhile.

A good little mix up with her since you’re on P-groove is that you have small jump. I see Ohnuki do this a lot. When you’re up close in their face, you can small jump into stomp. It’s almost instantaneous, has priority, and hard to react if you’re opponent doesn’t know it’s coming.

Chun is a poke/counter attack character like in all games so learn her zoning and the distance of her normals especially her st.mp. I tend to stay at least anti air or st.mp distance away from my opponents. If you zone correctly (just below or a little behind the timer is the perfect distance for her game play), you’ll not only control the ground, but also the air. A well timed air throw will make your opponents think twice about jumping and cr.fk anti airs are good (don’t do this against another P or K groover).

cr.fk anti air works extremely well, but only to a certain point. Some characters have jump in normals that attack diagonally or vertically like Yamazaki, Ryo, Hibiki, etc…so they end up trading hits with Chun and I think it favors them more than you cuz Chun takes damage like a pansy, but that goes for all female characters in this game.

Ok, I’d like to explain more of her game play, but I have to be somewhere right now. Hope this helps.

:slight_smile: P-Chun = fun for me. I don’t think I get that defensive with her tho ^^

besides using shorts and jabs vs. sagats shorts, you can also use c.:hk: to trade and knock him down.

lots of good info on this thread :tup:

This is lame but I can’t figure out how to deal with Athena’s c.fierce. How do I get around it, assuming I can’t RC yet and am not playing K or P? And if RC, does the fireball or the kick work better against it?

f+HK goes over it.
MP Fireball from right outside of Athena’s c.HP range is good too (even without RC).