CvS2: Chun Li everything

James, the same people who can throw xx CC can keep otg’ing with the same throw constantly. However, in Mr. Mem’s VCD (the full one), he does CONSTANT otg throws with Athena and Honda’s NON-COMMAND GRAB. I dunno how to do it. Fucking Mr. Mem and his combo eliteness. Anyhow, the full list that can do this without any problems are: Hibiki, Yun (fierce throw), Maki and Chang (rh throw).

I expect to see your systems guide soon. If you want, send it to me beforehand and I’ll proofread it for ya ^_^.

-Gandido-

wtf
he made a VCD ??
where and how much ?

Ex_Matt: I got it from Evolution and it only cost me 5 bucks. Talk to eidrian on #gamecombos. He’s pretty good friends with Mem.

Which video is this? Is this the Harvest video? If it is, I rewatched it again and saw that the Athena Combo and the E.Honda Combo, he only gets one non-command Throw in there in each of then (after CC activation). Everything else is a Command Throw (Honda) or a Command Throw / Air Throw (Athena).

If it’s a different video, let me know…

  • James

damnit I want this thing!!!

btw i was able to otg throw with yamazaki before
Its easy once u do it a few times.

That’s definitely the video. But how the hell did he OTG with two of Athena’s throws? If you look at it well, he used a roundhouse throw, a fierce throw, command throw then air throw. And he started the CC with Honda much later, after a roundhouse grab.

EDIT: In corner, have you guys ever tried doing flipkicks after a sweep to land on the other side? For some odd reason, I tested it in DC, and it only works on 1 player side. Could somebody confirm this?

EDIT2: Get Gunter’s A-Chun-Li video, and someone tell it to Apoc. The music is just waayyyyy too good :slight_smile:

I think the way it works is that, during a CC, you get one free normal grab. But unlimited Special Move Throws.

Honda: Combo in Stun. Throw. Activate CC, Command Grab x n. Then just one Normal Throw. That makes sense.

Athena: If you notice, it starts with an Air Throw. Then he activates a CC, does Special Throw, then Fierce Throw. However, this is where it gets weird: he Combos a Special Throw again. I’m not actually positive I knew you could Special Throw after a Normal Throw. I thought Normal throws ended it. I’d have to experiment a little bit more, but if Special Throws are allowed at anypoint for OTG CC’s, then it’s not so weird. In any case, outside of Comboing after a Normal Throw that occurred in a CC, it follows all the other rules. Maybe I just need to add that, after a Normal Throw in a CC, you can still get caught by Special Throws?

  • James

That’s the part that doesn’t make sense! You can’t do OTG command throws/throws if your first knockdown was a throw! (that is of course, unless you’re Yun/Hibiki/Maki/Chang) That’s the part that has me entirely confused.

Maybe he must have done something to throw off the juggle count in the game which allowed that to happen… kinda like a Sai-Rec juggle, but in A-Groove. Like lets supposse he hit many times with Athena’s command grab, but never juggled after it. Do you think activating a custom might trigger something out of all these missed juggles?

Another thing, you lose juggle count after OTG throwing. Try this: Pick Iori vs. Rolento, knock him down with a jab dp. Activate and Scum Gale him to wake him up. Keep Rolento on the ground (do fwd + strong custom) then Scum Gale him JUST when the custom is about to end (you should grab him in combo, and the meter should end after). Now do s.fierce xx triple deadly flower… THE LAST HIT WHIFFS! Maybe the game picks this entire action as juggling after a jab dragon punch (the otg grab), thus decreasing the juggle count, which doesn’t let Iori get that last juggle.

Oh, and check your PM box tomorrow :slight_smile:

Hey, I am alive! I found out that after one of my posts I got unsubscribed from the thread.

Great posts everyone, especially James Chen and Gandido.

Gandido: is there any URL for Gunter’s A-Chun combo video?

OMG, VManofMana is ALIVE :slight_smile:

Well, you can get it right here! www.namonaki.com/games/tutorials.html

So bored, am I right now… I AM WRITING A CHUN FAQ FOR GAMEFAQS. Yes, I have been decimated by boredom.

Gandido: thanks for the info. Looking forward for your FAQ.

Hi there guys, I’ve just started using chunli and she works fine against other characters except the Honda I faced today.

He used the headbutt to poke and to counter my jumpins. I tried to use the kikoken to bait for his jump but its too slow. It was a really had a hard time facing his honda. Anyone has any strats for Chunli against him? Thanks.

Try and cross him up. Chun gets free crossups on non-rc Honda. Don’t try any spinning bird kick traps, since he can just mash 360 and mess you up.

Gandido has it just about right. The key is the Cross-up, no doubt. One of Honda’s weaknesses is that he’s so easily crossed up. However, be wary of smarter Hondas who don’t just sit there… Stand Fierce can be a deterrant to Cross-ups if Honda can back up ever so slightly when you Jump.

Also, against a non-RC Honda, don’t forget to try to bait a turtling Honda out of the corner with Fireballs. If he ever Jumps at you and you’ve recovered, Crouch Roundhouse will beat just about all that he has. Once you’ve drawn him our of the corner, then go for Cross-ups again.

Man. I can’t remember the last time I had that much free time. If I had that kind of free time again, I’d probably be making more Combo Vids again and writing more FAQs. :frowning:

  • James

chun loses to p-honda tho. she can’t really do much against him. parry to fierce or something if she crosses up, kikkokens are slow and don’t do much either, honda’s lvl3 goes through it as well

Umm, P-Honda can’t RC. Chun can bait a parry with a headstomp and fly to safety.

how does that deal damage tho?
what u said is harder to do than u think. a perfectly timed headstomp at the right position will let u do that, but u mess up = headbutt or if the honda moves forward or backwards and parries + fp or something. again, if he parries it, u are not dealing damage.

my problem with chun li is that her jump is too floaty in this game for her to mix it up as well as she should be able to. it’s hard to mix it up with chun… i’m beginning think maybe she has to be in a groove with short jump to do well in this game now, such as either p-groove or n-groove

she’s just not as good as good in c-groove as i thought… sigh…

znzf: If he parries it, he isn’t dealing any damage either. By any chance, I’m still safe, which is what counts. Especially if you’re the type that loves doing this up close. You can do one headstomp, then do another one QUICKLY (if you keep this up, you can actually chain 3 of them.) Besides, anyone who’s defense purely relies on parry that shit is bound to lose. One mistimed parry = big damage because it’s Chun. So what if he tries to parry the headstomp… what if I decide to switch it to a j.short? Or double fierces? There are a lot of options which I could just suddenly burst out. Good parrying skills are great, but going overboard usually results in overkill.

-Gandido-

haha… i’m talking about good, thinking , intelligent players

not parrying dependant
there are a lot of types of parrying players, but i’m talking about the smart ones and/or the semi-rushdown ones (honda) against chun

SBK trap = mash 360

headstomp is limited, good luck getting close, he can just block and psyhic fierce headbutt a lot of shit, if your fighting a good honda

jumping short ? u eat a weak headbutt, same with double fierce. of course u could try to mix it up, and if you are successful often against good opponents i congradulate you. i find it pretty hard.

maybe against honda chun is mostly forced to do mostly s.mp and fireballs, and turtling maybe… like she has to do in far too many matchups for my liking…and if possible some blocked jabs and a twd + RH trick and some throws… i dunno…

Jab headbutt DOES NOT beat Chun-Li’s crossup. You have to cross up Honda further because his hit box is bigger than the average character, thus you try to cross him up outside that range. You also have to try to make it a floating short (make the short come out early, but make sure it’s going to hit), so he can’t back track and s.fierce you.

When did I say you should SBK trap Honda? It’s a free grab. I stated that myself a couple of posts back as well. He can’t try to psychic fierce you if you just stick out s.jabs, because s.jabs beat out projectile attacks, ever since ST.

If Honda ever does jump, you can do WAYYY too many things. I’m including a huge piece about close s.rh in my FAQ. You can even AIRTHROW him if he parries that, since you can sj. cancel. There’s a lot of stuff I don’t know, but there’s a lot of stuff I DO know.

Speaking of s.jabs, Honda IS succeptible to ghetto s.jab rush.