k-groove is not chun’s groove at all
she needs fast lvl one’s to cancel off her c.strong imho
use chun in c-groove or n-groove if your a beginner
k-groove is not chun’s groove at all
she needs fast lvl one’s to cancel off her c.strong imho
use chun in c-groove or n-groove if your a beginner
im a chun li beginner yeah n groove huh, im trying to use something different besides c and i want to learn chun li
its your 50 cents -_-
don’t hate on c-chun
not scrubby at all
takes mad skill to use c-chun at a high level
K Chun isn’t necessarily my cup of tea, but I’ll try and help you out with what you could use with it.
You have run, low jump, and JD…
Low jumping straight up with roundhouse is good against people who like to throw out random moves when they see you jump. Plus, it’s a VIABLE anti-air option.
Running with crouching jabs (standard jab rushdown) with Chun-Li is decent, because you have frame advantages with her c.jab, but it isn’t all that because her run isn’t that fast.
Low jumping with double fierce also works pretty well. Do one fierce on the way up, and one on the way down.
K has pretty powerful level 3 supers, so on the road you should start getting used to JD’ing with her, as her level 3 does PLENTY of damage already ^_^.
Running and throwing out random s.strongs works, but not as well as most people expect. Throw in a c.fierce once in a while, and you should be getting near decent results.
I just wanted to make a post on purely c-groove chun because I feel that in this game, chun li is very complex character with many weaknesses that has not fully been discussed in the chun li forum. and i simply cannot use chun li in any other groove effectively, being a hardcore alpha3 player in the past
Some thing’s I note when using c-groove chun, her weaknessees. Her alpha counter does not hit sagat after he does a crouching fierce when not up close. her j.short seems to have more priority than her j.mk, even though they look the same, can someone tell me if that is true or not?
Now some questions I have for c-chun experts…
how accurate do you have to be able to link c.wp x 2, c.mp or s.mp into super? 60%? 80%? to make chun li effective. Because if u do the link badly, you could be comboed or supered hard afterwords. This is why i do not try this link when my opponent has a level 3. Simply doing c.mp into super when your opponent makes a mistake or you get lucky simply isn’t enough. It get’s obvious after a while too.
I was thinking that c.wp into s.hk or c.wp into c./s. mp using only one c.wp would be not be that great because it is near impossible to realize so quickly that your first c.wp has hit.
Also, what can c-groove chun li do against p-groovers?
The common p-groove characters I have to face are cammy/ryu/blanka/guile/vega.
And for one more…
When p-blanka has a level 3 and is turtling hard, or say a-groove cammy with full bar is turtling, what is the best tactic to attack with her?
random chun question… can chun li really cancel her far s.fp into super? i can’t seem to do it
post some things on c-chun!
Nope; you cant link of that attack; only the close fierce attacks.
I reckon Chun-Li is best used in N-Groove.
C-Groove Chun-Li isn’t all that fantastic.
c groove chun owns
her level2 cancel combo takes off damage like a ratio 3’s level 3 super… when she’s at ratio 2.
level 2 puffball is her perfect wakeup and AA. If puffball connects with a grounded opponent, cancel into kick super before the puffball knocks em away for more damage… N groove chun has no wake up unless a stock is broke but then your opponent will know not to attack duh. And the c.rh and c.mp doesn’t stop all jumpins. Once you have at least a level 2 super ready you can start rushing down because of the fear of the puffball.
N groove chun can be rushed down all day if she’s knocked down thats the weakness of N groove chun. The only thing n groove has that benefit her is low jump fpx2 and counter roll…
P groove imo is her second best because she gains the low fpx2 and parry for solid AA. making her a brick wall closing in on you till your cornered
jab, c.mp link is a must learn the be good with chun. after landing couple of those into super your opponent should know not to get hit by that c.jab. so you won’t beable to land that much anymore. So in C groove c.jab,c.mp cancel into level2 cancel can pretty much change the momentem of the match.
just my couple of cents
bump
The problem is, that Puffballs aren’t that good as an anti-air. I’d much rather stick to using c.rh and trading, as the trade is STILL in my favor because a) it was a fierce hit, and b) I get a knockdown. I’d much rather save my meter if I was playing C-Groove for a solid, damaging level 2 cancel combo, than blow more than half of it on a so-so anti-air super.
IMO, Chun-Li’s best groove would have to be P (but that would go towards every character, in theory, so I’ll be realistic), but in the truth, I’d have to go with N. You have more solid options with Chun-Li in a groove with running and low jump as compared to grooves which don’t have it, and znzf and others, don’t call me biased. I don’t play N-Chun-Li anymore, because I play A-Chun. Low jumps add SOOOO much to Chun-Li’s game, that it’s downright horrifying. You get low-jump straight up with roundhouse, which works OK as an anti air, as well as an anti walk under move, as it hits both sides.
I did an old groove ranking for Chun-Li of some sorts, which I shall try and re-do.
N/C/A/P/S/K is the way I would rank Chun-Li as good. I put P in fourth because I’m not assuming I will parry everything, as NO ONE, I repeat, NO ONE, can. Plus, you don’t get rapid level ones to combo into, which, I think, consist of a lot of the damage Chun-Li gives out.
I’ll explain to the fullest later.
-G-
i was kinda hoping people could go kinda more indepth with chun li in c-groove -_-
her weaknesses and strenghts in that groove, matchups and grooves against c-chun as well etc etc
C-Chun has a harder time against most of the charge characters, as she can’t low jump to break their charge, but she has an easier time against Blanka, as she can block the jesus fist (jump straight up + fierce) and the air ball that he can use to get a quick knockdown. You can SBK trap most of these characters though (Honda, Guile, Blanka).
i don’t feel that charge characters give chun li too much of a problem. it’s more that when people use p-groove charge characters, then my chun li has trouble getting an offensive. any advice on that, gandido?
chars. like p-vega, jump up towards and press forward + fierce, when i jump, or when he jumps and see’s me jumping, sticks out that hk. i am reduced to trying to throw oftentimes, and that gets predictable.
vs p-guile, kinda the same problem, but easier because he is slow and easier to read, but the parry and airthrow is annoying as well.
vs p-blanka, my chun just dies… for free… the main problem as always is the offensive, and like against vega, slow fireball then superjump to start it off will not work because of the quick and far jump that they have.
also… (hehe i have a lot of problems, u must think i suck… but i don’t really… lol)
a shoto type character with a run, n-ryu,k-sagat, k-ryo… etc…
what can chun li do against these characters ? the best kind of poke ? not ever safe to jump and chun has to stay on the ground a LOT and poke like crazy and hope to get a c.mp into super or somethingl ike that?? i’m not well versed in these matchups and vs a good shoto i lose. jab shoryuken then jab shoryuken again is annoying too.
i can’t really think of how i can beat a shoto rushdown… maybe somehow u can do an alpha counter when they cross u up ? when i’m crossed up by a shoto with chun then aggressively attacked afterwords, crossed up again or whatnot… i stick to c.mp/s.mp/s.hp and keep on trying to cancel into a super… but that doesn’t seem to work too well either.
im thinking of a pgroove chun…
to compliment my other team of pblanka/vega/guile/gief…
any suggestions?
i parry extremely well… but just curious
as to what to abuse…
I’ve got a question.
right now I’m using a team of a Ratio 1 Chunli and a Ratio 3 Sagat and C-groove.
I have problems with Blanka (mostly P and N grooves) and especially against a K groove Balrog (boxer), the guy playing Balrog has got the Gigaton blow down and can do it almost instantly, any help?
Good posts guys! The best groove i use for Chunli is C groove. I use C groove because Alpha 2 and 3 Chun was my best so I use the closest thing to a groove. Her level 2 cancel is great and her level ones are a must for me. I dont do to good against Sagat, but im good against everyone else with her. I use my Cammy for Sagat, but I need to start whipping his top tier ass with my Chun. Any suggestions guys?
The best thing to do against cross ups is airthrowing. Airthrowing comes in handy in a lot of situations. Master airthrowing to control the air. Dont get to obvious or they will try to do high priority air moves (shotos jHk). Rushdown shotos are tough, but they can be stopped.
hahaha…I like how you guys describe her kikosho super…phear the puffball…
chun vs. sagat. well this can be as frustrating match for sagat as it is for chun li if you play your cards right…
got to play mix between turtle chun and rushdown chun. Most sagats I play when using chun are turtle sagats.
you can get a clock out by landing level2 cancel(over 8000 damage at R2) and then turtle the rest of the match and just counter what ever sagat does.
how would u run away from sagat… can u be more specific, once u are ahead in life from as much life as a super then u start running right… can u be more specific in chun’s running away
even chun’s wall off jump can easily be “dashed back, uppercutted” or suppered or something like that i believe… and when i run from sagat i find myself soon in the corner, which takes a lot of trouble to get out of, and when i am out of it, i am almost down on life, because of guard crush c.fierce into super or some shit like that
Not necessarly run like rolento or mai(can’t catch me type) but you don’t have to rush down no more just play a good footsie game and c.mp>super any jump attempts and throw out a couple of fireballs to stop running fierces and s.mp any wiffed fierces. This will encourage sagat to roll and thats another opening… its all about the mind games… That can wreck havoc on most characters when using chun. Once you land a couple of more hits you’ll have a level 2 super. Level 2 super goes through fireballs too:D