New Chuns ask in here!

When you do back fierce lightinging legs, are you suppost to input the lightning legs after you do the backfierce or do you instal the lightining legs before from another move?
I tried double tapping after i did backfierce but it doesnt always come out legit, maybe i just got to practice or is there another way some of you guys do it ?

Hold Back > HP + HK (taunt) > double tap HK wicked fast.

If you hold back, you will get b.HP instead of taunt.

Hi, is there a big difference in practicing hit confirms and chun stuff on the dreamcast as opposed to a ps2? i do not know what makes the dc version of 3s an imperfect port…just wanted to know before I put a lot of time into something stuipd.

^^ For the post above me read the bold

I recently was wrecked by an Akuma player. I couldn’t deal with his Demon Flips/Dive Kicks at all.

Any advice? I don’t normally play Chun-Li, but this was at an arcade and I can’t play my main, Makoto, on a stick.

For Dive Kicks, some counters are:

  1. parry it and then punish
  2. back+s.hp, but this one only works if he tries to Dive Kick your knees (so it’s better to parry or just block)

For Demon Flips, some counters are:

  1. jump back fp
  2. close s.hk (or s.lp/s.mp, but I think close s.hk works the best)
  3. dash forward to escape and then c.mk

I made the switch from Makoto to Chun, and I’m very pleased (she seems to fit my play style more). However, whenever you switch to Chun people typically give you the “I’m not mad, I’m just disappointed” spiel. Regardless, I didn’t see anything about the timing of the super jump after SA2 yet. Any tips on how to get it to come out consistently?

The timing for chun’s SJC for sa2 is when the last kick strikes. the window for it is pretty large allowing you to SJC both early and late. both are neccessary for different post sa2 followups. Just to be clear the motion is down, up-forward (the direction of the opponent) to get it to SJC. When starting to learn the SJC I advise just mashing down,up-forward throughout the entire second half of the super to make sure you get the SJC. make sure not to stop mashing it early so the jump is assured. this will give you the earliest SJC possible which is used for sjc d.mk against urien,shotos,makoto,chun. against the rest of the cast (and this works on absolutely everyone) you will want to use j.HPx2. to connect this you must SJC late. it can be done suprisingly late so experiment with the timing. If you miss an SJC don’t sweat it, you have plenty of time to dash over to them if you want or just b+fierce the whole time to replenish your meter.

1)Does anyone know like the right distace to use mk kara throw and Roungdhouse karathrow?

I’v pretty much how to whore sggk right beside my opponent and it works wonders, that shit is broken, but thats right beside my opponent,

2)how far can Chun be to do sggk on an opponent?

  1. MK kara throw works best when your shadows are just barely touching each other. You can throw from farther away than that, but it requires your opponent to stick out a move that moves them forward AND you have to grab them before the move is active. HK Kara is a bit closer than that, just outside of crouching jab distance I would say.

  2. Same distance as HK kara throw.

excuse my nooberish… what is sggk??

Thanks !(_)! (how do you pronounce this name)

best way I can esplain sggk is its a move the gives you two options. If u get a chance to listen to the justin wong podcast he explain this very well.

Wat you do is when you approach ur opponent you tap down and do roundhouse kara throw right after. what this does is it eliminates low tech hits from ur opponent and possible grabs. how this works: If your opponent is just blocking and you do sggk, you’ll kara throw them, but if you opponent did a med-low hit to try to escpae the grab you’ll get the parry and the roundhouse will hit and if your good enough u can hit confirm the roundhouse kick into super).

The game for sum reason wont register the throw after the roundhouse kick when you parry. Its a very effective way to kep them in the coner.

Is there any vids of sggk being done? Kinda new to chun-li myself.

if you go on youtube and type “sggk 3s” youll see different characters sggk but the unfortunately they dont have one for chun but hopefully that gives you an understanding on the concept.

The reason why u wont really be able to tell if its an sggk in a match is because during a match u only get to see one of the options during a match wich wont really tell u wat sggk is. e.g. if u see a chun do a kara throw or a chun do a down parry into Roundhouse kick, mostly likely is an sggk. If ur able to find the sbo footage of mov vs ko, mov does alot of sggk in that match.

Yeah just watched a couple and that shit is word lol. Sometimes I think its ticks, IDK I have to mess around with this stuff I guess. (MOV is the perfect example for this)

LOL its Pinay/Filipina women your into? Good shit there is to get if your white. :rofl: (Yeah I am from the Phillippines so I know you guys be stealing our women). :rofl:

guilty as charged :stuck_out_tongue:

getting raped by shotos

how to deal with constant aggression (esp vs akuma) sometimes i get backed into a corner and there goes flip kicks/tatsus/shoryus everywhere

best punisher without super? i just use b+hp

also anyone have any idea how to kara on keyboard?

I’m having the same problem Brood, but a lot of times it’s just watching for a particular pattern. Shoto’s like to sweep/tick throw a lot for some reason, so watch for those. Akuma’s a bit of a different story, I’ve always found rushing him down to work decently, provided you can avoid his high damage combos.

My problem right now: Urien. I eat aegises all day, and I cannot seem to out poke him and keep him off me. Even when he’s ranging me, I still feel like I’m constantly defending and just waiting to eat a big combo.

first off stop using a keyboard if you can.

a shoto who guesses shoryus is GIVING you wins for free. if they like to shoryu , you should LOVE to super them for free. chun eats guessers for breakfast. turtle will ALWAYS beat players who get stupidly aggressive. just block.
as far as the best punisher without super goes, the best idea is to throw them to the corner and fuck em up. kara throws/meaties/sggk/throw whiff punishing its all good yo. chun WILL ALWAYS do 50% to 100% life against a cornered opponent with or without meter against ANYONE.
when players just uppercut all day for no reason. you don’t get to play those fun mindgames cuz you just block and win for free.
eat throws all day, tech if you can but who gives a shit, they are going to give you half of their life pretty soon after they get antsy.

long answer. ill post later. short answer to your problem with that shoto mixup is easy. roundhouse. beats throw, beats sweep, you can super after it.
if you block a sweep reversal that shit with sa2. if a ken player sweeps you when you have meter there are 3 things possibly going on.

  1. they are not very bright
  2. they are smart and have balls of STEEL
  3. they know you won’t reversal them

don’t let it be number 3.

also please stop this chun shame bullshit, if people whine about chun its cuz they can’t do shit against her cuz they need to level the fuck up. this is 3rd motherfucking strike, anyone can beat anyone. when i play hugo i don’t bitch about how hard ken is to beat cuz its MY fault if i lose, just like its theirs when they lose to chun.