Chun-li Video/Discussion Thread

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A lot to look at here! C&C Always appreciated and welcomed. I feel like I’ve really gotten better just by uploading these videos-rewatching them and reading what you guys have to say.
Some PSN and Xbox Sessions below:

Duked it out with this Dudley. This is one of the fights I was failing bad at the Cl.HK anti-air as I mentioned in another thread and ended up resorting to blocking a lot! I usually lose to aggressive rush downs and get over anxious to get damage in–thus I start mashing. Here I felt I was fairly settled and actually changed the way he played, because I would punish every blocked EXMGB with U1—I love you Hosenka. He did however win the set 5-3; GGs though!
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Here is a familiar face!! Wii Wh1ppet and I took on the lag and battled it out in some Chun mirrors but he also brought out his Ibuki and Sakura for a few rounds. It was a lot of fun and I’m only posting this one against his Sakura because I did a nice job of doing some Anti-Airs and he also W1hipped (couldn’t resist) out this cool combo with Sakura in the seond round!
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Another Familiar face this time from PSN; Takagiyagami (a.k.a. Kira) Kira and I have fought several times before and I tried to find a couple fights that represented us both pretty well. I did win these two, but he certainly got some wins of his own—I’ll let him post those! LoL. I’m sure we’ll be dueling Yangs soon enough too.
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Part 2 : [SIZE=4][media=youtube]Ykn-NhqUApQ[/media][/SIZE]

[COLOR=#141414]I’m not sure if this fella is on SRK or not but he’s a friend of LaunchPadATL’s. I had some fun going up against a few of his fighters—pretty damn solid with several characters. Honestly these were the only 2 fights I won out of like 10-12 that we had. [/COLOR]
Versus Ken: [SIZE=4][FONT=arial][media=youtube]jX2plu5U8pY[/media][/SIZE][/FONT]
[SIZE=4][FONT=arial][/SIZE][/FONT]Versus Ryu: [SIZE=4][FONT=arial][SIZE=4][media=youtube]32ID8TDtb9s[/media][/SIZE][/FONT][/SIZE]
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[SIZE=4][FONT=arial][SIZE=4]--The End-- haha, really long post[/SIZE][/FONT][/SIZE]

Against Dudely… I have had the best results with Cr. HP vs his elbow jumpin. Take a look at his hitbox


vs

Chun has way more priority and is lower to the ground so you have more time. It looks like if you just tweak your reaction a little bit and you’ll be golden.

Only watched the shoto vids so far. Kinda choppy.

Not too much wrong in the Ryu one I think. I guess just a little better spacing/more kikokens at far range/better and tighter HSU use. I wonder what the Ryu was thinking at the end though, most these days know better and clam up once they see a Chun with U1 revenge meter ready. Random tatsus ftl :lol:

Hope to get mine up over the weekend… I wonder how mine will measure up.

@Rayarts: LOL watching our fight back is funny, I was rushing too much to get it (which is where Sakura wants to be against Chun) nice AA’s to keep me out, if we play again I think I’ll zone you more and wait for my openings, I’d say you played that match well but I’d point out I didn’t play it well and somedays my Sakura is better than that :frowning:

Against Ken I would say you were throwing out a crazy amount of HSU’s which is dangerous (and funnily I’ve been warned on this recently by some Australian guy :slight_smile: ) but they all pretty much hit even though they weren’t in reaction to anything or as part of a pressure string. Still a bad habit to have. Also Against Ken you don’t have to run after him as much, at times you were in danger of throwing away the rounds by chasing him when you had the life lead. I also feel this is why you kept doing HSU’s as a way to close the distance… DON’T and generally don’t jump to close it either both mean you can’t block or do much for a fair amount of time. A little more patience and you’d have saved a lot more of your health.

Against Ryu I try (when I actually properly try) to stay fairly close to him unless I have a huge lead then it fine to shut up shop cos he can in all fairness I feel zone better than Chun but he can’t out footsie her, nice reaction HSU in the second round over his fireball, maybe try and in corporate a little more variety to your blockstrings and bait more whiffs with some pressure then walk back (slightly) and look fora counterhit… Otherwise decent play…

In general you’re AA=ing pretty well in most fights which is a big thing cos it can help to keep you out of the corner, more patience and variety of strings and footises are what I would work on if I were you (and I am working on that myself lol)… Also as you’re uploading now … Subbed :slight_smile:

Ah yeah. The Ken could have definitely SRK’d (or c. hp) most of your HSU attempts. Maybe he was just scared/didn’t know at the time. Kikoken/s. mp and stay at mid-range or far from him for the most part.

Just as a general tip, since I see so many Chuns do it - if people are jumping your kikoken after standing mp, omit it and throw out c.hk or s.hk instead. Seems like 95% of players will just jump it so it’s even worth just waiting for it, and anti-airing their jump in. I’m finding the s.mp xx kikoken to be a near worthless blockstring these days. The potential chip damage you “might” inflict on them is not worth the free jump in they get.

Of course you don’t always have to use Kikoken after St. MP… other moves will also build you meter if they are blocked. I don’t think St. MP/Cr. MK xx Kikkoken is useless at all. A st. mp xx HP Kikkoken puts me in my comfort zone and I know Chun can cl. mk an average height jump-in on reaction. If she uses MP Kikkoken, she can dash under and at least block a jump-in, so that’s plenty of time for other ideas. Here, it happens at 2:18.

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Wow! a lot of response on my vids, thanks a lot guys. I’m in deed remembering everything you guys say.

Hi everybody !

Here are some recents videos of my Chun Li in the Road to EVO tournament, in Germany :

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Please, feel free to comment if you have any advice. :wink:

I did say “if” they are jumping your kikokens (which most players do these days I find). But why block a jump-in (or crossup in the case of that video) when you can instead counter with an anti-air, fish for a counter hit, or continue to put offensive pressure, rather than them put it on you first? It’s important to first condition your opponent to stay grounded before following up a blockstring with kikoken, since this is where it shines. For me, Kikoken is not free chip damage. It should force your opponent to react in a way that he is uncomfortable with.

Chun Mirror

  • good control of spacing and attempting to pressure opponent to the corner.
  • hasanshu -> cr. jab -> st. fp is tricky to master at first. Don’t fret - online is quirky and it just takes practice. Great combo and great stun damage.
  • try to minimize random jumps with neutral rh; against better Chun players, this could be easily punished by st. fp. You didn’t do it very often, but you just want to be careful how often it’s used so you don’t get caught up in a pattern that can be picked up by polished players and punished for it.

Versus Ken:

  • nice punishes and mixup with overhead (almost no one uses cl st. mk, lol)
  • recommend cr. strong used more since this lowers her hitbox and is safer than cr. rh (which extends her hitbox – be careful with opponents using safe jumps)
  • decent damage achieved, try to go for better punishes (chun should be all about maximizing damage and stun to put an even bigger hurt on opponent. So if an opponent makes a mistake, this is when you want to punish with your BEST combos. These will hurt a lot more than sticking them with the quick 1/2 combo. Don’t be afraid to do more. I am confident you have the execution for it! :slight_smile:

versus Ryu:

  • great sense of control and managing spacing
  • good use of pokes (recommend abusing with st. strong more)
  • good meter management
  • be careful with cr. rh since it’s -5 on block
  • use crumple situations to go for more damaging combos (i.e. BNB combo with jab to fp or backdash, jump headstop x2, ex sbk, experiment with the one you like best)

Overall, you’re definitely looking more confident in your gameplay. Controlling space with Chun and being well-rounded with her normal moves is the key to victory. The other thing is to be patient. Often players try to overwhelm you with a lot of offense, hoping that you’ll push buttons. You probably haven’t faced people like that yet, but believe me - it can get a test on your nerves. Looking forward to seeing more footage!

Kayane: I will definitely be checking out what you’ve posted and hope to pick up some new tricks as well. :slight_smile:

Just got to watching some of your videos Rayartz (My internet been a tad slow lately), and one thing that did stick out was your overuse of ex sbk on wakeup. Bahn is right, against better players who utilise safe jumps, it’s going to be harder for you to rely on ex sbk to get you out of pressure situations, so it’s imparative that you know their safe jump setups, so that you know when to execute your reversals more appropriately, and when to block. Otherwise, there is a huge improvement in your overall gameplay. Keep it up.

TAKAHOKO [Chun] vs Arubi 1988 [Guy]
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Bahn & Meeks
really great advice Bahn and I’ll definately work on knowing other’s safe jump setup.
glad you all can see my improvement, hopefully I’ll continue on that track and more videos will certianly be coming!

Kayane
Chun-Mirror ; Awesome music!! I’ve gotta download it and make it my ring tone - lol.
Your spacing and patience–always great.
And of course I’ve picked up a new trick to try out from ya.

Yeah, I would agree with that. There are matchups where Chun-Li can anti air after this string, so it can be pretty safe, so in those matchups you have plenty of time to react to a jump-in if you know the correct anti-air. Chun can’t move for almost half a second while her opponent can choose to hold u/f or choose to react to her kikkoken… so that’s plenty of time to observe your opponent then choose how you want to follow through on your momentum based on what you already know.

With Daigo vs. Nuki, I just wanted to show you how much time Chun Li actually has to do stuff… she can complete a forward dash and cross under a jump-in! That’s 15+ frames compared to the 4 frame startup of cl. mk. Imagine if Ryu blocked instead of jumped, Chun would at least have moved farther out of the corner and establish a little momentum in her favor. What Chun does after Kikkoken doesn’t have to be a guess, it can be a place to think and react correctly. That’s not bad risk/reward.

If Chun is in a matchup where she has to block, then the risk/reward is much less good haha but Chun is a character that can benefit from getting a little creative. There’s lots of little things she can do for little reasons to condition and read her opponent when she’s not just trying to blow them up with Nemo mixups. So if you’ve been conditioning them not to jump, then maybe in the context of the match you can decide that it’s a safe bet to add some spice to the match.

Couldn’t agree more with that Samma. If you know your options and can dictate the battle in your advantage after that blockstring, I 100% support this and applaud the nature with which you attack the matchup. I just hate to see any Chuns give up such an advantageous position only to achieve mere chip damage which might not even transpire.

well i am finally done with my chun li vid of os, counter hit set ups, character specific stuff. so tell me what you guys think and if possible could u watch it on youtube.
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Good video, but most of it has been known content for awhile. Useful for beginners I guess. The OS setup at the beginning was good, but adding to what I posted to your video in youtube, Viper can ex seismo feint out of that os. My execution is poor with viper, so I don’t really know her options off this, but it seems like the only thing she can do is either block, backdash, or focus backdash, which is still pretty good.

she cant cant do that ive tried and there is a lot of stuff i couldnt do but i knew
like there is another os for viper wake up that know no
cardell told me u can c.mk and if she back dash or something u can do u2
and the many different trick and setups u can do on rog off of sweep and throw
ts just i put in in there cause i dont know how to do them
overall i think that is a lot of useful to win a match
also block strings on viper if u end them in c.mk if she tries anything it will hit or or counter hit. and u will be at the advantage not frame wise but game wise (maybe like a mixup or mind games)