New Chuns ask in here!

sorry for the internet arguments. they really don’t help anyone learn anything and that is the goal of this thread and community. to share knowledge!! so back to the matchup:

denjin is actually less effective against chun than other members of the cast because its so hard for ryu to knock her down safely. he can’t really confirm low forward to hurricane or low forward to shoryu. additionally shoto sweep is unsafe when she has meter. also it is easy for her to wall jump and get anywhere she wants to be on the screen and that ruins many denjin options ryu has for less mobile members of the cast.

now for the corner game. this is really where i was talking about the matchup being so advantaged to chun. 9-1 is a little extreme yes but if you look at Ryu’s options vs. chun you will see why i think it is so stacked.

when chun pushes ryu into the corner he can’t really do anything to get out.
wake up uppercuts with the exception of EX uppercut lose fairly badly to chun’s corner game. Many of his uppercuts are single hit meaning that SGGK will parry the hit and you’ll get a roundhouse connected.
ken can fierce uppercut out if you are abusing SGGK at least or just wake up with shippu to hit mid when chun goes low. none of these options are good but at least they are there for ken.
now of course you don’t want to be doing SGGK the entire time because its not a win button, just a powerful technique that is made to force the opponent into a smaller list of options.
those options for ryu are jumping, ex uppercut, trying to tech your throw standing, some sort of hurricane.

if ryu doesn’t want to get thrown he is going to have to pick one of these options and commit to it early. what happens if you wait?
blocked ex SRK : he just burned meter, you get the biggest combo you want for free.
whiffed/blocked hurricanes: free supers
teching the throw standing: he will whiff the throw and you can super him
jumping back/straight up: any of your anti-air options are good here. fierce, standing cl. roundhouse, jab reset, whatever you want!

ken can ex hurricane out when he gets a chance, totally getting him clear of the corner. ryu however has no escape option like that. if he wants to jump out he is still in chun’s danger zone. you can kara throw him back in when he lands or hit him in the air, whatever you want. he can’t really hurt you from that air position if he parries you anyway.

so ryu is stuck there.

the reason you want to low forward his low forward is because you want to counter poke him at max range. and i don’t mean max range of your low forward hitting a blocking ryu. i mean max range of your low forward tipping his low forward.
its much safer and it will always confirm to super.

your mention of your opponent doing low forward every time you crouch makes me think you are getting too close to ryu because i can only see that being a problem if he was making you block it. if you stay further back you can just wait for a whiff.

toward+roundhouse is awesome believe me and it has MANY uses which i won’t get into here but you really should stick to low forward for counter poking against his low forwards because its safer. whiffed toward+roundhouse is one of chun’s few openings, anyone with a low forward option can hit it on recovery if its whiffed.
I use toward+roundhouse sparingly to go over sweeps 1st round vs. ken and ryu sometimes. so believe me i know its good but its more of a gimmick than something super solid. keep it in the bag of tricks but don’t try to base your game around it.

so for defense vs. ryu:

so it kinda matters here if you are vs. a denjin ryu or not.
ryu with sa1/2 has pressure in the form of short short xx super and st.cl.forward while an sa3 ryu is going to go for his denjin setups.

ryu can’t pressure nearly so well as ken can. he can’t really ambiguously corner crossup like ken and tick throw setups aren’t as dangerous despite having a kara throw.

my advice is to just crouch block and turtle it out. wait for the opening. its standard corner defense: block 90% do something else 10%. but for the 10% try not to burn whatever meter you do have on ex moves unless its to win a round or something.

you can SGGK out if you want, tech his throws if you want. wall jump out if he gives you space. try not to wakeup parry unless you just have the guy read like a children’s book. you don’t want to get knocked down vs. denjin or supered vs. sa1/2.
if he likes to meaty throw you can wakeup with a roundhouse and that will beat it.
if ryu likes to fish for parries, just throw him to the corner on your wakeup.

the difference in corner pressure coming from chun against ryu as opposed to ryu against chun is why i think this matchup is so stacked. 9-1 might be exaggerated but if you play the matchup really tight then ryu is going to have to get really lucky to win.

I know I keep asking, but when you don’t have an arcade scene you only come across certain characters every now and then…

Elena, her dp tricks, pokes, and highly annoying round house/fierce only seem to be punished by F+Fierce at a safe distance, but if she’s in my face I feel like I lose the throwing and poking war. She also really damn fast, any advice? I’m not sure how much knowledge there is on her considering a very small number of people play her legit.

Lostintheflurry: Actually what I mean is this

I crouch, outside of ryu’s poke range for CMK, Ryu throws CMK out early, trying to bait me into doing a move that CMK will stuff. So I would bait him to throw it out and then forward RH to punish his predictable ass.

Actionhank: One of the things that makes Elena so deadly is that you don’t see her too much as she sees you, like Ibuki. She has a tricky poking game, but it’s more of a scaled down game from Chun’s. What you have to realize is that Elena only has so many things she can do. Her overheads aren’t bad and turtlers often get pressured into taking damage bit by bit from Elena, rather than in huge bursts like other characters. But Chun does have options that beat out Elena.

Low Forward is money against Elena, because her low normals (Read: her Low Forward, short) with the exception of Low Strong are not as good. They either get beat clean or trade if the Chun isn’t spaced properly.

Back Fierce works well when you’re in close, and beats some of Elena’s standing moves clean. If you get the spidey sense to psychic her overheads, then you can beat them clean with B+Fierce.

If you’re trying to keep Elena Out, then it’s your standard Chun fare. Far fierce, low strong and low forward are your best bets. Elena’s DP can be SGGK’d with the execption of EX DP.

If Elena jumps, best AA’s would be early standing forward and standing strong. Beats most of her jump-in’s clean.

Things you would want to watch out for:

Low Strong (confirms)
Overheads
Tick Throw off of Jump Ins
Slide (It’s easily punished though)
Standing Fierce/Roundhouse (They are tricky pokes, designed to make you think you can move forward)
DP (but this isn’t too hard to avoid)
Low whirlwhind kick (you have to block it twice)

Learn how to use characters that give you trouble.

vs. elena. block high!
a good elena is just gonna kara throw you all day and a bad one will do those stupid mallet smashes. red parry the mallet smash, toward roundhouse will get out of the kara throw.
i don’t know the matchup very well against a really serious elena player.
but its very hard to kara throw a good one since she has an unthrowable RH just like chunner. just wait for openings. its a viable strategy since your ability to get a super off a poke is much higher than hers.
cr. roundhouse works well against some of her shit too.
also i secretly think healing is her best super even tho when i play as her i play her with sa2 like shes mini chun.

'DAMN YOUTUBE :stuck_out_tongue: I have a love-hate relationship w/ it. I can’t seem to post more replies (at least for now), but I just saw what seems to be an old p-cup vid featuring Chun’s moves getting STUFFED or traded w/ other moves! Her priority suddenly doesn’t seem that good. Here’s the vid for anyone interested…[media=youtube]JmH-Kmk3cNY&feature=channel_page[/media]

Alex’s cr.mk traded with CHUN’s cr.mk! His Elbow Slash traded w/ her b+hp but in her favor, it seems (I don’t think her b+hp does noteworthy damage, or at least not to someone w/ good HP)!!

:17 for Alex’s 1st trade mentioned; :28 for the 2nd trade.

Yun’s cr.mk BEAT her cr.mk!!!, but maybe it’s just timing :stuck_out_tongue: 3:12 or basically the start of the match showed Yun BEATING her cr.mk. I’m sure it’s worth remembering that it’s all risky stuff here; esp. since I’m talking about her b+hp as well as her cr.mk, but this info is more useful when you’re desperate, I guess?!?!

signiing in!!! new chun here!!

can someone teach me how to do a standing roundhouse cancel into a super? i tried everything but nothing works

say another chunli does lightning legs on u while you’re waking up…how many parries is it until you can do a c.lp into super?

also, if they start the lightning legs earlier, does that mess up the number of parries?

hell yes we can! read the first first page of this thread and its in there. since your a new chun i’d recommend reading the whole thread actually cuz there are tons of great posts from all the chun players here.

i want to say 1 parry cuz the frame data or her distance from you doesn’t change from kick to kick as far as i know. the c.jab comes out in 2 frames and parry freeze on LLs is longer than 3 frames making it possible to hit it. i’ll test it out later tonight. the number i always hear tossed around the most is 3 tho, not really a bad idea to go for more than one parry though since its some meter. I just watched a tokido vs. nuki match where tokido parried it 5 times cuz that was exactly what he needed to fill up his 2nd meter and then supered.

its way hard to time a stuff of c.mk (even in the mirror match) but its def possible and really makes other characters scarier to fight against. if they aren’t afraid of your c.mk chun can’t control the round nearly as much, i’ve definitely had my c.mk stuffed. usually when i needed it most lol. it seems to trade with ken c.mk allot during counterpokey footsies games.

yeah chun doesn’t wanna be trading with Back fierce against someone with beefy stamina thats fosho

-how do you beat a good akuma who mix up… air fireball… that flipkick shit… how do you do against the flipkick trick n what about the mix-up?

-how do you kara throw so good… i try but no good… shit lame… i see other ppl kara eye close n shit lol… make me wanna cry…

I doubt anyone’s mentioned this, but cos I’ve noticed my WEIRD buffering techniques seem to be totally unique (but hopefully they’ve been copied/used by others!), I’d like to mention my particular technique for this situation.

Flurry told me it’s similar to sjc (super-jump-cancelling) w/ Yun, cos they’re both SJCs. I can only do this on ONE side, it seems (2p/right side), but after I do the standing attack, I do a half-circle for the 1st rotation of the super, and then a qcf (quarter-cf). It seems to come out every time! I’m not doing it the way you’re supposed to do it, I suppose, but that’s what I TRY to do when it works for me :looney: <-- again

so if i don’t ask it here, where should i ask it smartass?

I don’t know if parrying would give you enough time for a super, but you only need one successful parry to throw her out of it.

A throw takes 2 frames, some low jabs, (possibly including Kens) also take 2 frames as well.

Thanks for asking man. Peace.

Take it easy, soldier lol. I WANT to help! 'Sorry for the bad impression I gave you. I wasn’t being a smartass…I just started thinking there could be multiple reasons for you to ask that partic question, and then I thought of a Remy faqwriter who said “SCREW YOU!” to anyone reading his faq to beat Remys instead of learn how to play him–among other thoughts that triggered when I read what you asked.

If you don’t have a specific character in mind for doing the cr.lp XX super, then it makes more sense to ask it here cos at the very least, your inquiry is Chun-relevant. Why do you want to do a cr.lp instead of LK? Does lp generally come out in fewer frames, or does it depend on the character(s) you might use; the range and/or priority of the lp, etc.?

I also just wondered if a Chun player would want to help you beat them, but I know that I wouldn’t hide anything if ppl ask me how to fight the characters I use, so it’s all good. I laugh at ppl online who get all anal about how relevant questions are for certain threads/message boards (everyone makes honest mistakes sometimes, right?!).

I just saw another new match from Shend tonight, and Yang and Chun traded cr.mks.

That’s HILARIOUS and SCARY that Tokido knew exactly how many parries to do to obtain bar to access super. To think that some ppl act like he’s nothing next to Nuki, yet he can do something like THAT…makes it unlikely it’s coincidence. I’d DEF go for more parries, myself, cos 1 parry and then a change to super in THAT partic situation seems like it’d require better reaction time than against most parrys opps for cr. cancels into supes.

You and Flurry should come back to UCLA/COINZ! I’m MUCH happier w/ the controls right now and Harrison (the repair guy and OWNER of the machines, it turns out) has been fixing the games on a regular basis as of late :slight_smile:

chuntingche was asking about a chun vs. chun mirror match just to clarify. thats why he said “another chun”

thats sick they are fixing the controls, ill stop by some time this week.

DOH: sorry again. I didn’t notice “another” cos I was focusing on the cr.lp part so much lol. I honestly forget she’s in the game when I’m at the arcade cos it’s tough ENOUGH finding ONE person picking Chun (SO many Kens! :P), but TWO…:open_mouth: AMAZING! It’s only here and on YouTube when I discover she’s a character. 'So cr.lp is super-cancellable? I didn’t realize that, and I also thought that cr.lk doesn’t sup-cancel either. On the other hand, I know that st.lp, cr.lp XX works, but maybe not all lps or lks have equal hit-stun? 'DAMN…just not sure.

'but YEAH: the controls are much better. I even tried the 1p side today and it seemed pretty good. Mike Z was having trouble getting Mak to jump, but I think that’s 1 of those cases when you just have to whip the controls into shape, LITERALLY (loosen by force?!).

The only DOWNSIDE is the ucla guys have pretty much gone over to sf4, and I think they only played 3S with me when they were waiting their turns in line during a long rotation, but they say 3S hasn’t been forgotten by them either. (I’m working on Rufus for now in 4, but it’s a long way to go, for me :stuck_out_tongue: and I’m including my level of interest in that statement!)

Standing or cr. LP is super/special cancellable. Cr. LK is not.

They’re all equal hit stun except her far LK which has the least. (The one where she does the heel kick)

It’s +1