New Chuns ask in here!

Before you master the Cr. MK into SAII you can also try jumping fierce/roundhouse into SAII.

When you master Cr. MK into super, It slows down to the point where you are like oh, the Cr. MK hit. Then you combo into a SAII on reaction.

Practice, Practice, Practice. :tup:

EDIT: I’m drunk so I don’t know if you’ll understand what I wrote but I can SAII in less than a second if I’ll hit you.

cool thanks for the advice. i forgot about training mode ( im at the arcade ever other day ), i usually play xbox if i do play counsel, but kind of stayed away due to some frame differences / laggy. i dont know, maybe ps2 is better.

98% of the time can pull off SAII, and i can do it pretty quickly, kikouken cancel in to SAII no prob

also agree with relaxing, staying focused helps alot, round is NOT over till over

lol @ drunk SAII’s

after this my next hurtle is efing buffering those thousand kicks!!

shes so fun to play:bgrin:

LOL about buffering the thousand kicks. It’s pretty much useless for me.

Learning how to use characters that give you trouble could be more rewarding.

If you must know about buffering the lightning legs, this worked for me. Learned it on my own:

[media=youtube]IXOqC5nB5hw[/media]

Good advice:

Justin Wong said not to copy Japan but to just focus on winning and develop your own style.

Universal Wake Up Game Trade Secret:

BLOCK!

Scrubs shouldn’t learn Chun. It gives you unneccesary ego. Broken ~

Learn a real character or better yet learn the game 1st.

Scrubs shouldn’t learn Chun. It gives you unneccesary ego. Broken ~

Learn a real character or better yet learn the game 1st.
[/quote]

i agree, chun can make some people think there grate cause of random supers, and for those people, you are impairing your 3s game…

wins don’t always equal playing good.

i feel she is extremely precise and can only make few mistakes…

oh and on wake up 80% of the time lightning legs works (if opponent is close, few things can beat it tho, cr. lk or dragon punch can trade). block is also good but remember to block high or low.

if your defense, your hit confirmation and your matchup knowledge aren’t amazing vs. people that are actually good you will get crushed.

a “real” character? what the fuck are you talking about? you don’t know much about the game and yet you are trying to tell people what character to learn? chun will give you very solid fundamentals and defense.

and no wake up lighting legs is not good that often. theres maybe like 2 or 3 matchups in which its okay one in 20 wakeups.

btw most characters are easier to learn and easier to play than chun is at higher level. yun, ken, akuma, dudley, hugo, makoto, urien, Q, etc etc…

now ill tell you how people scrub out with these characters and then think that for some reason they have “skill” based off purely the fact that they picked a different character. the only people that do shit like this are the same people that whine about chun cuz they dont know how to play this game. scrubbing out and thinking they are hot shit because of how the moved the cursor on character select screen.

90% of most Q players games wakeup or random super for their damage. cant generally confirm, just throw that shit out. not even waiting for reversals for the most part and they go for such stupid stuff all the time they need to be able to get hit 85 times and not die. super secret factoid most of them can’t play other characters very well. i have NEVER seen a Q main with really really good other characters b/c they the lack fundamentals that only the higher tier characters have. its not really their fault b/c how can you learn to zone if your character really cant!

most ken’s can’t hit confirm c.mk. WELL I CAN and its because i main chun and hit confirmation is number 1 priority.

most new yun players just run into shit all day cuz they cant zone, have no defense and just dive kick in. genei jin is easy to pickup i did it in about 2 weeks when i decided to learn him.
also you see yun’s doing random dash punch from their c.mks? they shouldn’t cuz its confirmable straight from c.mk and thats yet another chun skill set.

lame!! wake up lightning leggs is my fave :lovin: it might not be the best lots of time,…

i agree that chun can be very difficult when i started playing her, i though she was like the ez answer to all, until i played some one who knew wut to do.

ef taht i have been 3s’ing cents 2nd impact, n im still not good! my ego never gets broken (only my quarters do) :xeye:

hit conformation is my biggest challenge, getting better but, i believe its one of the biggest / most important strategies in 3s.

n you can pick any one, i some times get rapped by random twelves or seans, i dont really know the matches…

whatever matchup you wanna work on first just name it and i’ll say what i know. matchups are key!

What do you do against Ken? Especially in the first round when no one has meter. Kens cr.rh and st.rh rapes her and if she takes it easy and block to much, she wont get that meter…

Use the RH hop kick when you expect low forwards and sweeps. Expect lots of them.

Dashing under kens jump is good too.

first round against ken is where chun really has to work the hardest.
besides the stand RH to go over you can generally punish blocked sweeps with stand fierce/ c. forward so blocking is also not a bad option.
try to be mindful of ken’s dash range because once you start blocking he will want to dash in and throw, his dash is an opening and if you can react to it you can tag him during it. generally try to stay somewhat further away first round if you can help it and try to punish his whiffs. you’ll have meter VERY quickly this way. don’t try to whiff your own normals to build meter, focus on counter poking to get it. also watch out for guessers, chun won’t be able to hurt ken enough to make him not want to parry so try not to pre-emptively poke if you notice they like to guess parry/uppercut.

^

:tup:

Hitting a shoto middash is good. :slight_smile:

quick question (big noob here), whats a good air attack with high priority? although maybe I should stop jumping, everytime my chun jumps and my opponent’s ken jumps, his jumping roundhouse beats out my jumping roundhouse. is there anyway to out priority his jumping attacks with a jumping attack of my own?

Oh the woes of shotoes lol

You can probably hit Ken out of a jumping roundhouse with the tip of your offensive jumping fierce.

you don’t need to jump against ken. if ken starts jumping allot you have him beat as long as you don’t whiff something trying to catch him on the way up.
it can be tempting to fierce that fool as he starts his jump but resist the urge, dash under him and c.mk super if he hits a button in the air. if he doesn’t hit a button just be patient…he will and you can beat it. and if you scare him enough you will just be able to walk up and kara.

Just started 3rd strike with chun in order to play against my friend’s ryu. He’s not especially good, but i have no clue how to counter some of the random stuff. I.e. he throws out a lot of random tatsu’s, what’s the best punisher for those? Also, does chun have a meaty that takes priority over ryu’s wakeup srk? Finally, what does SSGK stand for? =D

Thanks ahead of time.

punishing ryu’s tatsu can generally be done with : crouching roundhouse, far fierce and sometimes low jab if it crosses over you. back fierce can sometimes stop them as well depending on the rotation of ryu’s leg.

it is kind of hard explain in text exactly how to punish the tatsu since its very situation and range specific but play around with those normals vs. the tatsu and basically just hit the button that looks right.

if you block a tatsu close up you can generally just throw him or do standing close roundhouse to hit him in recovery.

wakeup srk will generally get stuffed or at worst trade by a meaty back fierce or meaty standing close roundhouse.

if he starts waking up with EX uppercut you can’t meaty that or trade, the EX will beat you 100% so just let him whiff it.

sggk is an option select where you parry and then kara throw. if the parry occurs because they stick out a low short or low jab then the button you used to kara the throw will come out.

for chun this is done with roundhouse kara throw and down parry (or forward)

if the parry happens you get the roundhouse and can confirm to super, if not you kara throw. pretty safe way to put offensive pressure on.

it will lose to multi hitting shoryus and things so if you notice them waking up with like ryu EX upper or ken fierce upper then just block instead.

I’ve a question, what is the real timing for st. HK(close) cancel into SA2

Thanks for the info, it has helped me quite a bit. On a different note I know that the taunts can be used to up certain stats, do they last for the whole round?

i explain that confirm in detail earlier in this thread (first 4 pages somewhere) . its a super jump cancel and the timing window is pretty big actually as in it can be done earlier or later.

the taunt bonus depends on the character but in general damage bonus only counts for the next hit, defense bonus lasts the whole round. stun decreasing bonus sometimes last the whole round sometimes only the duration of the taunt but you pretty much won’t notice it running out on you.

if you look in the system mechanics thread in general strategy it has the full listing in there of taunt bonuses