Chun Li Tricks

I wanted to figure out some cool things that you guys no bout Chun. I just started using her but so far I’ve found out some pretty use full things! Here’s what I was playing around with (pretty basic yet VERY useful):

Tricks after knockdowns

-After getting some sort of knock down (a set up that I use is c.hk used as an AA), cross over with j.lk, c.lp, (they block)** down+forward hk**…now this is a perfect crossup which looks pretty difficult to block. If it hits, then proceed with, walk a little forward, roll, c.lp, c.mp, (hit confirmable) into a super.

Judging on how far you walk, your roll with either crossup, or be right in front of them…your choice.

Well I know that people might not think it’s to great, but I’m quite surprised of how many people fall for this trick. What are yur guys tricks?

Try s.mp them hit the super kick. but it kind the hard to do. After the super try leap infront of the enemy then hit FK. Then what happens is chun-li will go behind the enemy and then do it the c.lp twice, c.mp then super again.

Buffering for super

Inputing supers can be annoying to people…sometimes pressure can get to people…and they just can’t hit the super. So this button input helped me a lot…here it is

  • c.lp, qcf mp (makes a far s.mp OR a c.mp animation) qcf, k.

So a lot of people know bout this “trick”

However this can be put to use when playing a game of footsies with your opponent. Make sure that Chun Li’s c.mp is JUST out of reach from hitting your opponent. Now start buffering the supper…after every c.mp you put out, put the command for the super.

The super WILL NOT come out unless you have hit your opponent. This is extremely usefull because now that Chun is out of c.mp range, the only way to hit is for the opponent to put out a poke…in other words, they stick out a poke, they eat special.

That’s a very basic combo super for chunli.

Ambigous Crossup

c.lp, c.mp, lv 1 kick super, sj hk, land…

Many options are left here…however mainly people walk one character space towards the opponent and crossup. A better response after the lv 1 special is to walk slightly toward your opponents landing position. The crossup is totally ambigous. Play around with it…then go into c.lp, c.mp to see if it hits…than super again.

N groove Chun Li is a Beast!

Chun Li in N groove could possibly be better than C groove Chun Li. N groove adds in run for rush down/pressure situations, small hop for mixup and high and low games, and roll for roll cancels and mixups. Chun li is N groove is very advanced however she’s just plain beastly.

Nice tricks I figured out yesterday with N Chun Li…

-A great crossup: c.lp, c.mp, lv 1 kick super, sj, hk, land ** tap forward, forward**

This crosses up JUST at the last second…don’t even hold forward, literally tap forward twice…and Chun Li will run/dash right behind the enemy…do this RIGHT when the opponent is going to land for some heavy mind games! With this crossup Chun can practically kill anyone who have 60 point stun gauges like Sakura, Cammy, etc. How you may ask? Well for those of you who saw Ohnuki beast the hell out of Captain Swada’s Sakura, you know what I mean…Here’s what Chun can do:

c.lp, c.mp, lv 1 kick super, sj, hk, land, tap forwardx2 (crosses up), c.lp, c.mp, lv1 kick super, sj, hk, land, tap forwardx2 (crosses up), hp, STUN, jump in, mp, c.lp, s.hp, Spinning bird kick.

Play around with Chun Li in N groove…with run and short hop, she can do just about 20 different good mixups after a level 1 super.

Chun-Li is a very deadly character in N-groove, but versus my team Chun-li will eat lead and nothing Chunli can’t do about it. Here’s my team K-groove Rolento, Sagat, Cammy R2. What’s your team?

Sorry man…but I can’t understand what you mean by “Eat lead”.

However to answer your question…I use a few teams:

P groove: Kyo, Cammy, Sagat 2
C groove: Guile, Chun Li, Sagat 2

It’s kind the less chance on winning?

Really you playing P-groove, I rarely seen people playing that groove. By the way where do you live? I’m very eager challanging rare groove like yours.

When the oponent is cornered!

Chun Li can do a lot of things when the enemy is cornered.

-After any knock down, Chun can do down+forward hk, allowing Chun to land in the corner, acting like a 2 player Glitch.

  • When the enemy is cornered, do this pressure string:

c.lpx2, s.mp, mp kikoken

This will put you JUST out of the range of most people’s sweeps, and far pokes (Cammy will be in range for s.hk). This is good because your opponent will think that they can hit you after the kikoken…however they are out of range, allowing you to hit them with a s.mp xx lv 1 kick super.

After this happens, go into the first mixup I put into the post, followed by c.lpx2, c.mp. If the person didn’t block, follow up with another super! You have just succesfully reset your opponent!

Cheester…why don’t you hit me up on aim man?

My sn is ewhsdavism

Sorry dude if i said in a rough way.

But for me if chun-li has level 1 super she should be fine. Becuase of the super.

i apologize what I post i didn’t mean it.

Doper Chun-Li tricks:

Off of a midscreen Lvl.1 Kick Super, sj.d+mk (Head Stomp), you can go for random High/Low/Crossup/Mindfuck games.

If you’re expecting them to block low after you hit the Head Stomp, catch them with a j.mk on the way down from the Head Stomp, then c.mpxxSuper or combo again.

If they block high, just do nothing on the way down and try to catch them with a c.mp into something.

If you do the Head Stomp as late as possible, you can go for a cross-up (use her j.lk like usual) and catch them again.

If they start pumping some motion in hopes of DP/Supering her (which is pretty rare since almost everyone is concerned with blocking), you can pretty much Mindfuck them with blocking/Rolling/RC stuff. Especially RC Lightning Kicks since you can link it into another Lvl.1 super.

Oh, and if you do catch them with a Lvl.1 Kick super in the corner, sj. follow up attack into RC Lightning Kicks is a decent follow up if they’re not expecting it. And it’s safe if blocked too.

My tricks aren’t dope enough? :sad:

Your tricks are dope too since she can mix shit up even more…

After hp throw

Chun’s HP throw sets her up for an awesome crossup. The crossup not only crosses up, however, if you don’t want it to crossup, then you don’t have to.

After any hp throw, if you walk forward a VERY tiny bit and roll, your roll will crossup as your opponent gets up. If you don’t want the crossup to happen, don’t walk up at all and roll (putting you right in front of your opponent).

The setup that I use:

c.lp, c.mp, qcfx2 lk, sj hp, land, hp throw, walk a step forward, roll (crosses over), c.lp, c.mp, qcfx2 lk, sj hk…

Anyways it’s a pretty good thing to know, especially if you get two hokyousen’s off in one battle (it almost kills people!)

Just be careful. The opponent can super you after the st mp.

Here’s a trick I do. Land kick super in the corner, don’t do her super jump follow up. Then do her downforward+rh flip. Kinda like what Mickey stated earlier. I’ve had a few cases where she didn’t end up on the other side too. Pretty hard to tell.

uhhhhh your tricks suck, only ‘trick’ you need is rc legs into jab strong super.

Nah, these tricks aren’t to bad. Some of them are like things like the buffer “trick” is the only shitty trick that I have posted. However things like tricky crossovers after throws, knockdowns and Hokoyousen’s…those don’t seem to be to bad because of the fact that they are actually practcal. If they’re not good enough for you oh well.

And RC legs into c.jab, c.strong is really good, however not to practical.

is there any real use to her spinning bird kick (when it’s not roll canceled…just ordinary SBK)??

Yeah to create some deadly mixup games with it against larger crouchers like Sagat, Guile, Blanka, Bison, etc.

Basically you can get an SBK putting her at -2 (almost always unpunishable) and go into another one. SBK is great at destroying people’s guard bar. When opponents see their guard meter flashing, they get worried and try to either throw her out of it, or try to jab her out of it. When you see your opponent getting antsy, you can get risky and throw a lvl 2 Kikoken out.

The SBK is a great way to stay on top of your opponent. It also makes them choose to either get guard crushed, or take a 50/50 guess (throw, or super). Of course it’s not as easy as said, however if you know how to do the SBK trap correctly, Chun can become twice as deadly.