Magus teach'n Chun

Yo, Im really bored and thought maybe I’ll make one of these threads …so If you gotta question about anything Chun-Li related I’ll try my hardest to answer.

how to consitently link b+fierce into sa2?
is this done on reaction??

the only way to link b+fp is as a meaty…if you don’t know what that is, it’s a timed move so that as a knocked down opponent rises into and attack blocking the later part of the move(usually giving frame advantage for further mixup).So try c.FK walk up and hit B+fp as they are rising(from the sweep), so that the end part of the move hits then input the super as the move ends.That is linking a super,the move (b+fp)actually has a late cancell frame when it normally hits…giving you a couple more frames than most moves to cancell into a super, not as nice as c.mk but still enough to hit detect.

-Linking only on wak-up
-cancelling-has late frames to cancell into super, to be done on reaction is easy…jus practice

hopt that clears some shit up

links on meaty only,
and on a standing opponent it’s a late cancel.
have to practice that. :pleased:
tnx.

why can’t i see chunli doing uoh,sa2 on vids?

umm, depends who you watch.The opportunity doesn’t come very often to uoh, it’s easily blocked or parried.I usually prefer s.rh cause it has basically the same application…go over a whiff then super.For small er characters I guess it’s usefuill.
It’s deffinetaly a good idea to use it though, kara it so you don’t have to get as close too…you want your opponent worried about every direction, so that a mistake or a freeze up happens more often

mk~mp -kara uoh

i’ll be playing in a tournament tomorrow, i’ll probably use yun/ken/chunli…
chunli’s my main character…
i think i’ll be having a problem w/ another chun or makoto…
any tips? :xeye:

fighting another chun is tough for me, but I do have faith in my footsies.Basically the mirror match is a long footsie match, don’t ever jump/throw needless things/dash too much.You really want to play the guessing game with cmk and s.fp., try to get a knockdown…thats really important, once you get it try to bait whiff throws so you can combo.Once you get a lead in health let them play the match while you watch…you jus have to gain safe meter with c.mk and jump back fierce’s.

-Vs makoto…this is pretty easy if you don’t falter your game plan, abuse whiffing normals, you will outprioritze her so don’t worry too much about making a wall of attacks with any normal you want, to stop free dash ins.When you get a knockdown don’t give her something to parryxxgrab, so stanging close fk is good to jump out of the parry.If she ever gets the grab into pressure just spam ex spinning bird, I can’t stress enough how abusable this move is, I’ve won matches soley on this move.Oh and use cjab to get out/make set-ups

i did make it to the semis but was eliminated by 2 chunli players.
you’re right, never throw careless pokes,…it cost my last match.

one thing i did fancy during the mirror match is this:
(mid screen) after sa2, sj, d+forward, short, dash under, cr.forward super. :clap:

Just picked up the SF:A collection on Thursday. Now I considered myself a “decent” player on all SFs (and SF related games) excluding SSF2T (broken AI).

Decent meaning I’m more mirable player, at least I could whip the computer on average damage, level 4 difficulty, with all characters.

Watch for patterns… blah blah blah… yep did it all.

Then we get to SF3. Yikes… I’m getting my ass stomped with Chun-Li. Ken/Ryu is a bit better, but that’s not the topic of this thread. The new frames of strikes Chun-Li has obtained since SFA throw me off more than the shotos.

Then there is Gill… arggghh… can’t even come close to killing him.

I know Chun is a contender; every FAQ/Thread I have read has said this. But all they state is a bunch of pokes and such I should use. Fine and dandy theory wise, but I’m not sure how to put it all together.

I’m hoping somebody can provide some guidance here.

I could write a longer post about how to play in general if you like, but as far as what you saying goes you need to practice not jumping and not parrying unless needed.A skill gained through time and experiments is just finding what moves to use in a specific match up, just pay attention to the distance and priority of characters moves and use her pokes which are 90% of why she is good, to beat them.Don’t try anything fancy on wake up, abuse here kara throw…ect

Learn her S.mk kara throw. (s.mk quickly into a lp+lk)

I do it by hitting the s.mk with my pinky followed by my thumb and index/middle for the lp+lk.

ya kara throw is like zangief 360 range, but vs some characters you have to use back plus fk kara throw, I think since some characters models make it so that her close mk heel move comes out at a further distance(like dudly).I would try to kara mk for throw all day vs him and be like wtf!!So finally I went into training and learned that you get more range with close fk vs him.

Magus, NESS, thank you both for your answers.

With all these frame rates and stuff like that, this is turning into a VF game. Yikes.

Yes… I’ve heard of this Kara-throw thing. I suppose if I’m to implement that in 2P play (we still live in the age of “no throws”), so I’ll have to work that in somehow. But that is definetly something I should work against the computer.

But for my player vs player needs, is there any other way to play agressive other than throwing all the time?

It seems simple enough, and I’m hoping it isn’t too fast. Does it take any more speed than, say, the Strong-Fierce combo that Ken has?

I’d love to read that proposed thread of yours, Magus. Especially what to do with that bastard called Gill.

With other regards, you’re basically stating I should play with Chun-Li as a ground character, rather than air? Using the c MK and b HP as main tools (I throw in the b MP once in a while too). Doesn’t that make charging a Super a bit slow as well?

Thanks again everyone.

you know jus learn the feel of the character, But actually there is a vid around here somewhere that thongboy-bebop put out about everything you need to know, just askin general SFIII discussion.Once you see al that stuff and you still need some help…askaway

EDIT- ohh its at www.combovideos.com under the tutorial section , and actually in the match vids section you can see JWong playin chun(one of the US best STREEtfighter players)…he’s really patient/boring to watch, but thats how it works

So your saying the S.hk into throw is better against Dudley?

yes the knee thing for some reason comes out at a distance where her high kick won’t come out??Kinda wierd, like you can do close knee…blocked and try to kara mk(wich would normally work)bit you whiff a throw, then try to kara with fk and tada!

Heh guess I didnt learn HK kara throw for nothing after all…

I use to use that version before I heard mk was better.

Hi, Im quite new to the board. Have played xbox live sf3 now, and so far Its been going pretty well.
Found one problem though, a Genei Jin Yun player, damn that was difficult fights. Iv almost learned how to avoid his Genei jin traps, but Yuns overall speed is very difficult to handle.

Does anyone have any tips to play against Yun, Iv read its one of Chun Li:s most difficult match ups, and I agree to that. What super to use? The usual Houyku didnt seem to work, since a “down mk” seems to slow to connect. Iv even tried tensei ranka, mainly as an anti air, but didnt go so well (actually it worked better then houyoku). Maybe I should try the kikoshu?

Well any tips against Yun is appriciated.

I know this is a pretty old post, but I’m a try and give some tips since nobody is replying.

  1. Try to punish obvious dive kicks.
  2. SA2 for Chun no matter what, no question.
  3. c.mk isn’t slow and just takes patience to connect but there are other methods to catch Yun into super.

You could do s.mp into SA2, overhead attack into SA2, sj cancel HK into super, back fierce into SA2, and etc. Dont let him get you in the corner is also pretty obvious. If he jumps a lot catch him with j.hk, j.hp, or c.hk. if he baits for a parry do a kara air throw (HP…lp+lk).

Good luck.

Yeah, Iv played more against Yun, and Iv realised that SAII is the way to go. Iv also found out that unless Genei Jin is comboed into, they tend to be very offensive during the time (obviously), so I usually manage to connect a supper art, because they dont block so much while its activated.

So I can win against Yun now, from time to time. Still have to learn how to punish those divekicks or anything else that I parry.
You have any suggestion for a good punishment move if the super meter isnt charged? (What move can Chun use to do as much damage as possible, anything that beats a HP?)