New Chuns ask in here!

-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…

  • how do you beat a good makoto?

TEECH ME DAM IT…:crybaby:

  • Valle told me to just jump back. Worked for me.

  • Learn the RH kara first. If you miss, she’ll do the hopkick which is pretty safe. Once you master that, move on to learn the Neutral MK kara throw. That one has the longest range.

  • Learn Makoto.

-valle good but i say BS on that… last i heard… you gotta rush akuma ass down or else you’re screw…

-ima try that RK kara first… thx.

-lol… i guess…

Yes. Pyrolee said to learn how to use characters that give you trouble.

It’s a superjump cancel. Yun can also superjump cancel into his super with close MK.

When Chuns close roundhouse hits, go :hcf: :l: :db: :d: :df: :r: :uf: :u: and :3k:

“ALL RIGHT, THAT’S COOL!” 'silly announcer voice! I hadn’t seen a notation for sjc’ing the st.hk, but I do something similar (I’m better on the 2p side for sjcs though, for some reason).

Ppl say Chun’s arguably the best but even so, she and Yun are both harder for me to use than Ken, and I’m FINALLY learning how to play as HIM! <:O no matter how many players and matches I watch.

I’m not good at the harder kara-throws in the game, and sjc is tough for me on the 1p side, and I feel that’s all very important for Chun in partic, as well as X into Lightning Legs. 'Meh…I think I can adjust w/ practice.

Have you tried watching any pro matches? At the least, you can learn from that what’s relatively risky and not, and learn combos/set-ups for combos :slight_smile:

Against Makoto, for instance, it seems she can stuff your wake-up EX Spinning Bird w/ a st.hk! “Priority”'s weird sometimes :stuck_out_tongue:

Uhmm how do you super jump after SAII?? Do you hold down while the super is going?? Or you have to time it?

What are good follow ups after the superjump??

oh man NEVER wake up with ex-bird vs. makoto, she can meaty stand strong it and link to sa1. WAY TOO MUCH DAMAGE TO RISK cuz if you DO hit with ex-bird its like hardly anything and you burned your meter.

to SJC after sa2 you gotta cancel the last kick. you’ll figure the timing out if you start my just mashing up-down through the super for now. once you see the timing you can just do it at the last kick early or late depending on the character followup.

theres a TON of character specific followups, for right now just see who you can headstomp and who you can fiercex2 and work from there.

headstomp then a move:
shotos, chun, elena, necro, 12, q, mak, urien

fiercex2:
everyone
late timed vs twins/ibuki

this is the super basic list, play around with the mechanics and see what your preference is.

btw no chun doesn’t have to rush akuma down, why would you think that? you can stun him in like 4 moves anyway. you can do whatever you want, theres great anti-akuma advice in here already.

Does anyone still post here?

I’m having too hard of a time with Hugo, seriously I have no clue what I’m doing. I try playing some Hugo’s online, but none of them fucking talk. What’s your take on this match up, because I can’t seem to stop him as long as the player can parry somewhat.

whats a headstomp?? HP??

Lots of st.RH (the hopkick). cr.jab beats all of his low pokes clean, so whore that out as well. I don’t really have a lot of experience in this matchup, but just don’t get predictable and don’t let him grab you and you’ll be fine.

^this is key!
also jump fierce x fierce will beat his shootdown backbreaker on startup if you do it close to him as a jump in.
also using j. fierce x fierce is a good way to approach him from close since hugo is so tall he has to parry both. its also a difficult red parry because you can switch up the timing.

besides from those 2 things also just fierce his whiffs, hugo is SLOW and he is going to whiff allot of things you can fierce, c.mk or dry super on reaction. hit him for every mistake.

to answer kaizen’s question:
the headstomp is d.mk in the air, it doesn’t use chun’s air action so you can block, parry or do another move after you connect it.

Good to see people still play this game! Thanks for the advice, I don’t come across many Hugo players in tourneys, but I was online last night and had no clue what I was doing.

thanks for this…any Chun players on GGPO??

I am. I’m not too good because I just got my first stick. Kinda hard switching from pad to stick. Hell, any practice I can get would be good for me.

Jus started playing 3s a week ago, been reading my ass off trying to learn basics of Chun-Li in 3s. Working on my normal pokes/footsies and its been going decent so far.

One question I want to ask experienced Chun players is, how do you go about keeping players in the corner? and what normal moves are safest for catching people waking up?

Sorry if this has been answered already but its hard sifting through all the posts, believe me I’ve been reading up on anything I could find :stuck_out_tongue:

Thanks for any insight.

I’ll throw them in the corner repeatedly while moving in and out of their throw ranges.

Tick into throw or close RH too. Mix it up. If the close RH hits, you can SJC it into SAII.

Chuns double super setup also keeps them in the corner.

'Yeah: SERiously. Chun’s kara-throw is SOOOOOO good on cornered foes cos they’re scared of super. It turned out doing both her kara-throws isn’t that hard for me after all (I mostly just had to know how to do the hk one) and cos they have so much reach :smiley:

Chuns love to cr.lp tick into her throws. It’s also good to fake throws, as JGD was saying about walking in and out of their throw range. Her kara-throws have such deceptive range O_O

amazingly fast??

hit confirmation.!! im so horrible at it!!! n with chuns saII its so important to connect. im ok with b.Hp (confrim) into saII, cr.Mk is impossible for me, usually end up throwing it out n getting raped. so is the trick to be super amazingly fast or is there something im missing? any tips?

the only really good way to practice confirms is to go into training mode, do random guard and just keep doing it.

but before you focus on confirms make sure you can hit the super 100% without confirming, if you are having trouble doing supers out of any particular move when you don’t need to confirm it (free shots) then fix that first.

for example when i was learning to confirm standing close roundhouse i first just learned how to super after it without confirming. once i could do that 100% on both sides confirming was easy cake.

once you can hit the super from a move 100% without confirmation now its time to test the other way around, try doing the super as late as you can and still getting it to come out . you’ll be suprised at how late some of them can go.

now as far as the physical motion of the joystick goes, you will generally always want to roll one qcf when you c.mk so that you only have to roll one more to get the super.
however this is not always necessary as many times you can roll both qcfs after the hit and still get the super. usually in arcade mode as opposed to ps2 for that tho.

after you get all this down go into random guard and just try to hit 10/10 confirms on whatever super you can confirm the best right now. then pick the next normal you want to super from and work on confirming that. it can be frustrating but just remember to breath deep and relax when you are practicing, its easy to flinch when you see the hit finallly happen after 15 blocked c.mks in a row and miss the super. you need to be calm and relaxed but still alert.

its important to work on being really relaxed and deliberate while you play chun in particular because she is a “zero mistakes” type of character. you will find that confirming is the first skill to vanish if you get nervous in a tournament or a high intensity match so its important to just have something like this mindset:

im playing chun and its only a matter of time before my opponent hands me the win with a mistake, i dont have to worry because when i land a super its OVER and i don’t have to stress because chun will find openings where other characters cant. if i miss a hit confirm its okay, i still got some damage and some meter and (depending on how smart the player is) they are going to let me hit them in that same spot again cuz they are careless, or you can take advantage of them being afraid from being hit.

a good player who gets hit by c.mk but did not get hit with a super will be reminded to play more cautiously. you can use this to your advantage to throw them or play take a stronger position on the screen.

a bad player who gets hit by c.mk with no super will assume you can’t confirm it or doesn’t even care and will be more wreckless thereby giving you a free super sometime soon

hit confirmation is overall a combination of : muscle memory, composure (helped tremendously by situational knowledge, matchup knowledge), fast reaction and confidence.

i can hit confirm ken c.mk 10/10 on ps2 in training mode and while some have said you gotta be on meth to do it all you really need is to be relaxed and focused.