Solid play. I like devising counter strategies. I couldn’t find much I could exploit against you, since you were clearly better than both the Guile and DJ. Neither of them forced a different reaction or attack pattern out of you. The biggest thing/maybe exploitable that stood out to me was the fact that you only moved forward. The only time you moved backwards for a second was to throw a kikoken or focus backdash. If anyone watched that video closely, I didn’t see Wii do a normal backdash even once. I can’t confirm if he was moving forward to play the matchup, or if that’s his playstyle. I didn’t see you anti-air anything, so if I had to take a guess, it’s a result of the way you play. Since you didn’t give much away, I’d need to see other videos to see what makes you crack. Stick with Chun, you do her justice.
Hello I recently started playing again. I lost to zangief, I believe the fact that the dude kept grabbing the limbs i stuck out made me lose my composure. also i lost to guy… @ 4:51:30 NS 5:19:50 ish and http://www.twitch.tv/m/78936 any tips help thanks
Anyone know who this guy is?
http://www.youtube.com/watch?v=QB_jChrzYnw
http://www.youtube.com/watch?v=t0MZ1sjYDIE
Also, Air has been using her online apparently. I don’t see any reason for any Ryu nerfing for Ult, but if a person wants to switch over to this side, why not.
Erdem - I’ve heard of that player before and seen a few matches though he/she looks pretty damn solid in execution I definitely think he/she jumps around too much.
I absolutely MUST get the full loop down; I’ve gotta figure out the plink timing and tacking U1 on as well.
I feel confident I caught up to a lot of Chun players, but because of these holes in my game I’m falling back again.
As for Air I laughed at the mid-screen U1 juggle on Gief, he did it because he knew it would kill - I need to remember little shit like that, secure the round and move on.
I felt sorry for the Juri player; I wanted to help them. I’m pretty sure my Juri can beat Air’s Chun. Ya never know though.
Wait for the sparks to end then plink/input the move. This goes for u1 and cr.hp
I will tell you what I like to do in those match-ups.
When I play against a Zangief, St.Hk becomes my best friend. I believe it beats gief’s lariat and it has really good range. In this mtach, you have to have a poke war with gief. I like to mostly use St.Hk and Cr.Mp. I like to use St.Hk alot to poke gief and just randomly throw them out, I also like to use it on him when he wakes up. I try to prevent myself from using Cr.Hk too much because for some reason, I seem to get easily grabbed when i try to throw one out. I sometimes use St.Hp, but not too much since it gets beat by his lariat because When it comes to ultras, i like to pick U1. I try to bait gief to lariat my fireball, then punish with U1.
I don’t know much about guy, but I try to stay on the ground most of the time. To me, it feels like guy dominates the air. I try to stay out of the corner because guys does really good pressure in the corner and is good at keeping you in the corner. I don’t know what are the best anti-airs in this match, but I like to use Jumping hard kick. I think that move beats his elbow drop and air throw. In this match-up I like to be agressive, once I get a knockdown, I go all in and do really good pressure on him, especially when he has no meter, but be careful for that random tastu move guy does. My advice might not be good (and I suck at giving advice), but this is what I like to do when it comes to those match-ups. Would someone else care to give better advice then me?
welcome back!
Erdem, I don’t really know much, but I’m pretty sure his main is Ibuki. He goes by a few different gamertags. He was only jumping a lot so he could style on them with the leg loop lol, I don’t think he cared as much about winning. And Air is fucking legit. It bothers me that he hasn’t even switch to Chun and he is already better with her than me.
Sidenote - But the funny thing is, I was browsing through a lot of old threads, and Chun got a shit load of hate in Super. Well now we got the Super stuff back and then some, so why don’t I see shit hitting the fan again?
You have to be careful about far s. hk though, a well-timed KKK lariat beats it (or you can get hit by PPP too if you mistime it). If you abuse it too much it can be an lp SPD punish for Zangief too (given AE/v2012’s increased range). Oh yeah, and you can punish blocked normal or EX green hand/banishing flat with U1/Super on block, even if they try to FADC to make it safe, afaik.
@saucypinoy thanks for the tips. I use u1 against him too a lot of people from my scene didn’t understand why until i showed them that you can ultra so many of his moves… though i did get hit by lariat a few times when i tried to dash U1 punish it, Whoops!
I kept getting hit by his ex tatsu… i don’t know of a safe jump against guy. I thought dash forward J. lk would have worked but nope. Maybe j hk after a sweep works?
His ex tatsu is 4f and most of the time I won’t even bother (the cr. hk, half step, j. hk/j. mk works, but I hate timing that). Most of the time I’ll try to bait it on the ground instead or empty jump to bait it.
-End of the first match 2nd Round vs Guy: You had a good chunk of life over him, but lost all of that lead to a couple of focus absorbs then EX tatsu. Try not to give that advantage up as winning that match would’ve been very good momentum to ride on. In the 3rd round of the same match there was too much panicking in the corner after he landed that full combo and lead to a quick end.
The ultra input error at the last match was a heartbreaker but it was a pretty solid close match overall.
Other than that, be careful around Bunship flips (cr. mp is a solid counter but if you counter with cr. mk you can link cr. lk after it and get a full BnB punish) and that player was crouch teching A LOT. Guy and Dictator have the most annoying crouch techs in terms of leading into a BnB imo, but when I see anyone with a habit of doing that I’ll start blowing it up with lk HSUs if I can’t get into frame trapping range as often. Just something to get them to behave or take advantage of if they never stop.
-I renewed my XBL gold so I might stream some AE online later today.
just for shit and giggles
you can actually safe jump guy but not with the standard safe jumps ie. both f.throw, dash jumping normal and f.throw whiffed lp, deep j.hk wont work. Im 99% sure that Guy and Yun wake up timing is faster than average, meaning you cant use whiffed lp to time the jump in, you need to do it manually:
f.throw, half step, deep j.hk
is done right you can even OS the backdash and be safe against reversal Ex tatsu.
basically is this set up but with a little different timing
Thank you everyone this is really helpful information! I’ll be sure to not lose next time
@m1nica Was that you against Daigo at MadCatz unveiled? I was really surprised when I saw you on stream. http://www.twitch.tv/madcatz/b/453563519 Her match starts around at 3:23. There is also other 2 chun players that played Daigo at around 3:31 and 3:35.
Chun vs. Ryu huh?
'Something I’ve been saving for tomorrow’s local tournament, but should help give more of an edge vs. standard shotos in particular: You can bulldog your way in on shoto fireballs and use reversal EX Legs after blocking one from about as far as cr. mk range and still get all three hits as a punish. You’ll also have enough charge to juggle Ultra 1 after this. It’s a lot less risky than getting baited into doing Hasanshu at the wrong time or even trying to hit the link after hasanshu. I actually gave up 2 rounds in a long set I didn’t need to lose by getting impatient and doing hasanshu right into a DP FADC Ultra. Fuck that. I don’t need that stress lol.
But most normal shoto FBs have bad recovery on block (like -6 or more) and don’t push back that far, so you can even do st. HP as a tight punish (EX Legs is obviously faster though).
It’s pretty easy to pull off, so hopefully it’ll work out and be used more often as a tool that make Chun even more of a threat vs. their fireballs even when walking forward (which is usually the only time they’ll attempt to throw it when you have ultra).
Interesting, I’ll have to hit the lab and check this out.
May be a new trick I try when getting locked down with FB pressure from Ryu’s
Guys like that who can pressure like Valle in the corner get me vulgar.
I would be careful, the only characters with fireballs that have really bad recovery (from point blank) are Ryu, Ken, Evil Ryu, and Oni… and to a certain extent Sagat’s low Tiger Shot. Good to know though.
Akuma is -4, Chun ranges from -3 to -5.
Dan, Gouken, Guile, Juri and Dee Jay are all quite safe. Rose is pretty safe depending on which version she uses (she’d have to be really stupid to do LP Soul Spark from point blank though). Sakura and Seth are TECHNICALLY punishable in theory but I don’t think they’re likely to fireball from point blank range, so that seems kind of moot.
I only looked at frame data for non-EX versions, but as you can imagine the second hit of EX usually makes them safer.
The reason I posted it is because you don’t really have to be from point blank to do this punish on them. Cr. mk range was just an estimate but it’s basically doable from farther than where most people would feel comfortable attempting it mid-match.
Almost all of the EX FBs are safe and they push back more (as does Sagat’s low tiger shot) so I wouldn’t really count them when fishing for this, but it’s as easy to eyeball a normal fireball and have time to buffer in the reversal EX Legs as it is to buffer in EX legs during a dash.