Chun-li Video/Discussion Thread

chun mirrors are good. Mags chun is too good. i can’t wait to see his match vs eric kim’s sagat.

Wow! I never thought that cr.MP would’ve been so effective in a Chun mirror match like that! I guess we DO learn something new every day! :lol:

But man, the way Lud played that match was…“inspiring” to say the least. Great game by you too MagMan. Always love watching your matches! :tup:

I love Japanese announcers.

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I was just about to post this… You see our friend Haneyama’s custom taunt? Go Chun Li, Go Chun Li, Go… Go Go Go Go… (90’s dance music)

You played good…you earned your credit. Good matches. The guy said he would upload set #2 tonight but I think the wait will be longer :sad:

[media=youtube]Qg8vgOe3ISA[/media] LMAO!!

lol shyyyut the hell up Chaos rofl what a piece of shit.

I’m not sure if you guys have seen these vids yet. I need Advices.
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Seth and AKuma are kind of bad for Chun.

This is our EMP chun. :confused:

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That guy is lame. He doesn’t deserve Chun at all.
chun li doesn’t talk shit. lol.

My Chun brethren, I need your help.

I feel like I?ve hit a growth limit. I feel that if I just push a little further I can get to a pretty good place, but I?m stuck at my current level. So to try and help eliminate my weaknesses, I?ve been recording a ton of videos lately. I?ll pick them apart as well, but I would like to ask you guys to take a look as well and point out areas where I could improve myself.

If you can use these videos to improve your own game, I?d be thrilled, but don?t look at these for inspiration. :razzy: This isn?t ?How To Play Chun? but rather ?What Az Is Doing Wrong?. And if you are curious about what G1 looks like in Japan, here you go.

Anyway, the vids…

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You handled that Seth match perfectly. Other than small execution mistakes(running into sonic booms), I have no criticisms. Also, I wet myself when I saw that neutral stomp setup.

As for the Akuma match. Same thing. I mean, really, you handled that guy well. Wonderful patience with blocking in the third round, just waiting for the second hit of st.rh to whiff and punish it. Only thing is small execution errors(st.cl.mk to legs instead of st.cl.rh to legs).

Even though they are bad matchups for Chun, you did very well.

On another note, I just uploaded two vids today, more stomp shenanigans.

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Nice video. If you could get these type of shenanigans executed regularly, you’d be a very dangerous Chun.

Thanks for the matches first of all, was fun and informative. By the way, I’m not that good, but I found something about your behaviour on opponent wake up game. Now, I dont know if “there is no other way”, but I find that, after opponent knockdown:

  • if you intend to throw, you simply walk straight to point A to point B, most of the times
  • if you intend to block, you would walk forward and reach, say, st.mp max range, then stop completely until enemy is up
  • if you intend to do damage, you usually dash forward, or walk-interrupt walk-walk again; or generally any kind of movement that isn’t the one you use for when you want to throw.

I started “focusing” on the knockdowns for the first 3-4 videos, and I guessed what you were going to do 90% of the times. Dont know if this is of any use, a very smart player could realize this behaviour during the match.

And other minor things…

  • Sometimes you dont pay a lot of attention to your EX meter, maybe because it’s casuals, and at a tournament you wont do it, but for 3 times you intended to do EX sbk without meter, if I remember correctly, after some EX legs. Anyway the normal version is slow as fuck so you will get punished hard by that.

  • You use a lot of st.cl.HK->HS, but you dont hit-confirm the counterhit (IIRC only the counterhit comboes, except for sagat). A blanka and a cammy knew this and did one jab after your HK and stopped your HS. I’m gonna assume that in tournaments a lot of players will perfectly know this hitstring, that might become a bad habit if you keep doing it against less aware opponents?

  • Against Akuma/Gouken’s demon flip, I tend to reaction-air throw, as it is the safest option I found so far. Sometimes your EX SBK was stopped (dive kick should beat it clean, infact), and it’s generally mindfucking to be blocking akuma’s, because it can either be a throw, a dive kick, a sweep, or that other fist hit, but that’s just my personal preference, if you didn’t you could try how it works out.

  • Quite often after a stun you go for the non-meter combo, and besides what MM told you (which I found very useful), in [media=youtube]XPMmuOEvea8[/media] it costed you a round loss; if you used EX legs -> EX SBK or something, you would have done enough damage to win the round (or probably just st.cl.HK->EX legs was enough, dont know), especially against a character with a DP move, or cammy in general, who can be very tricky with those instant spikes/DP/throw guessing situations.

  • Against Akuma, be very careful for punishing his teleport, you tried st.HK 2 times in a row in one of the last videos, and they whiffed by a bit; I think that if the Akuma tried to ultra, he’d have been able to catch you.

Hope this helps a bit, probably not. Your chun is great.

Holy crap…you’re absolutely right! That’s an incredible insight, thank you very much.

Many of the guys I’m fighting against in the video I’ve played against several times, so there’s a high probability they’ve picked up on that. And like you said, a smart player could pick up on it mid-match. Definitely something I will work on.

I do need to get better at watching meter. Especially my opponents meter. If I’m fighting a Cammy and she gets in close and she has meter, there is a HIGH probability that she’ll do Canon Spike FADC. Watching meter would allow me to better defend against that. Same goes for Ryu and Shoryu FADC in the latter part of a round.

I also thought myself that I’ve been abusing this string too much lately. Even if the SC.RH doesn’t counterhit, a lot of people don’t react fast enough to block high, and if you condition them to start blocking high after the SC.RH it sets up possible C.short/throw situations. But yeah, I need to stop abusing this string, for sure.

I usually try to beat it in the air also, but sometimes I’ll gamble that they’re going for something non-dive-kick and try to beat it with EX SBK. Will work on this.

Yeah, definitely something to think about.

Helped a lot. Thank you for the great insights!

Hi guys, is there any place where i can download Chun’s video pack?:confused:
i have some free time on work :slight_smile:
but Internet too slow for youtobe :frowning:

Nice. This reminded me that I was practicing stomps as a reaction to focus (when I noticed how well it works against Gouken’s counter I couldn’t resist) and doing some similar midscreen stomp shenanigans like in your video. Stomp seems to put her out of range of the Focus Attack but I wonder if stomp on a focus would be a practical application in a match since the player can dash cancel and whatnot.

-I haven’t looked at Az’s recent vids yet but I can suggest a good way to improve the “throw pattern” (walking from point A to B) would be to keep that pattern and then just do another mixup (I started to mix low shorts because throw and/or block was the obvious habit I had when I did that walk up on wake up as well).

I have a very predictable tick throw pattern (1 cr. jab… go for the grab) but when Mags was talking about do a walk up Lk. HS in the other thread, I added that to my pattern and now it’s vastly improved! I block sometimes and/or do another cr. jab or cr. short too, but if the opponent is using jabs and shorts to avoid the tick attempt then its pushing me back out and slowly changing the momentum (giving too much thinking time to retaliate) which is what I don’t want when I’m on the offensive.

I’ll check them out later either before or after work.

Damn Az too many vids :looney:

  • Balrog - I’m guilty for abusing neutral jumpin with Chun including when this mofo does his dash punches/TAP, my suggestion is throw his ass aka “scoop his ass up” or “scoops”:mad:.
    Scoops is something we say in the east coast when your punkass gets thrown.

  • Dictator - He’s a pain including when he’s doing his rushdown on poor Chun :shake:. You gotta have to predict or guess when he’s going to try to do a head stomp and air scoop him :mad:. If you score a knockdown on him, of course you throw a slow fb at him but don’t bother getting near him because you either going to get scooped :mad: or get the “fuck yo couch” kicks to your face.

  • Blanka/Sagat - fuck them :mad: srsly fuck them :mad: annoying pieces of shit it’s like you working 9-5 just to kill them.

  • Cammy - :tup: that is all

  • Gouken - just a tip for you and my fellow chunners, if you score a knockdown on Gouken, some of them might use his counter on you but the good players might use EX counter instead of the normal. Why? EX counter counters both high and low attacks so just keep doing empty jump-ins on Gouken and scoop his ass.

Your gameplay is solid, remember to always walk-up never dash forward and always dash back to avoid getting hit or scooped up :sweat: I learned that the hard way when I was at Evo playing casuals with people. Chun’s walk speed is g-like :cool:

I noticed the reason EX LL were blocked or not executed properly, resulting in normal LL was because of the input method Azrael used.

Fundamentally, the best way to perform EX LL is LK-MK-HK-LK-MK+HK in a swift motion using the first LK as the final c.LK in the combo before the EX LL.

Any other method can only grant a high execution success rate, yet the method I described above is guaranteed to grant a flawless success rate if performed correctly.

Chun Li play requires, when close to the opponent, utilization of c.LP in addition to c.LK. If the opponent realizes that you cannot verify c.LP-c.LK-EX LL, then they have only to block low and look for Hazanshu or throw. Many characters cannot be struck by c.LP->(f)s.HP when crouching so this is not a universal alternative.

I have yet to watch all of your matches Azrael, so I cannot give any other advice/criticism now, but I will pore over them later tonight.

-Flood!-

Um… That’s basically saying that if you can perform a technique with 100% accuracy, then it will come out 100% of the time. So if performed correctly, any valid execution technique is 100%. If performed correctly, of course. :wink:

For cr.lk -> cr.lk -> ex legs, I find piano legs much more difficult than an easy-to-time douple-tap lk, double-tap lk, lk+mk. But that’s probably because I have stupid fingers. I can piano the other way - from hk to lk - easily enough for cl.hk xx ex legs, but pianoing from lk to hk is very hard for me. I should have learned a musical instrument or something. :stuck_out_tongue:

Either way, I actually find piano from hk to lk much more useful. It enables me to consistently hit a single lk -> ex legs fairly consistently, which is useful for damage scaling if I plan on following up with something else. The method I use is to hit lk, then instantly and very quickly piano from hk to lk, and then also very quickly hit lk+mk. With a little bit of practise, it’s very easy to do consistently.

As for cr.lp -> cr.lk -> ex legs, I find the best method to be: cr.hp, then instantly piano from hk to lk so that the lk hits, then double-tap lk+mk. This method seems easy enough for me, and I have a high success rate with it.

And, of course, with this method it’s very easy to stick another cr.lk onto the beginning, so you can consistently do cr.lk -> cr.lp -> cr.lk -> ex legs. Or even cr.lk -> cr.lk -> cr.lp -> cr.lk -> ex legs if you’re at very close range, but the damage scaling renders this pretty useless if you plan on following up with anything else.

I hope some of that made sense. o_O