Do you think Chun Li is a good character for P-Groove? I know C and maybe even N is her best groove, but parrying into her pokes and super is really effective for me. She can almost be played like Third Strike Chun Li and she gets short jump which I think is underrated. She has a much better chance against her bad matchups like Vega, Hibiki, Cammy and Sakura, to an extent. The only other player I’ve seen use P-Chun is Gee-O and has a lot of success with her but he parries like every other move.
if u know how to build meter fast, coz C and N groove have level 1s where she benefits from, that the actual idea, coz she cant build meter that fast… however she did own in my K-groove team, but i really had to rely on JDing jump-ins, and other stuff like that… i learned alot from it though, how hard it is to build K-meter with Chun
P groove Chun is kinda of like P groove for any character. How good she is in the groove is directly dependant on how well you can parry. If you can parry good then she’s not a bad choice. I will say that I believe she is better in N groove.
Its been said a million times - she dishes out a lot of her damage with level one supers. Plus, having run is SOOOOO much more convenient for her. It lets her punish whiffs easier, which leads into level ones, into another potential level one, etc.
I can tell you right now that everyone will disagree with me but here is how I feel her best grooves are in order.
N
A
P
C
K
S
I know, I know … she has deadly cancels in C groove. I just feel that since she doesn’t have small jump or run it hinders her gameplay a lot.
If you use her in P groove, put her second or third, so she can work with the meter.
Thanks for the replies. Yeah, I never start Chun Li on my team so most likely, she’ll always start with a full bar. I’m comfortable parrying with her and have done pretty good with her so far, especially against Sagat/Blanka. Once I use or waste her super, I just try to build meter as fast as I can again since she can be really hard to catch.
P-Chun doesn’t have constant threat of s.strong xx super. It’s her worst incarnation because she just NEVER HAS METER, which is what she does the most. BURN FUCKING METER.
HENCE, why the best Chun mainly goes to C-Groove (although I beg to differ, I place N-Chun higher simply because of small jumps and punishing stuff with countermovement, s.fierce xx super and the fear of even ANOTHER super after… N-Chun is sooooo underrated). One s.strong xx death. What does P-Chun get? A better anti-air. That’s it.
-Paco-
i thought strong into super with C-chunners was death, not N:D .
but N-chunners is really good. i’ve been messing around with N-groove lately and it’s pretty awesome. what i like about N-chunners is that her crouching jab gives her +6 frame advantage, which is pretty fat considering cammy’s close standing fierce gives +10 (for the sake of comparison). and i usually play N-iori/chunners/R2 blanka, so she comes in with 3 stocks ready:evil:
True, but I think that her BnB more than makes up for it. Have her second or third so she comes in with meter, and when you use it just substitute with crouching jab standing fierce kikoken. Takes off a good amount on GC meter too.
I can’t emphasize (sp?) enough how much her BnB helps when you can parry. Very useful. Just because she doesn’t have meter doesn’t mean she’s done for. She’s definately more effective with it but she has a lot of other stuff to fall back on. Pokes, cross ups, SBK trap, etc.
I can only imagine how good sbk trap is with the ability to parry at the end of it. I play k chun(it sux) the only thing that she has as a trick in k is if you start up the sbk trap and then do the super hadoken at the end of the spinning bird kick, It is hella ghetto but it usually hits them if they try a level one or two super and if they do a special without a RC
Did you just say d.LP, s.HP xx kikoken bnb combo makes up for her not being able to s.MP xx super? You tell me how to get into range against C-Sagat to use that combo consistently and I’ll believe it… :lol:
The bnb does not knock down and leaves Chun at -7 no matter hit or blocked. Plus if you use LP or MP kikoken, I don’t even think it combos.
How does Chun have pokes to fall back on when she has no meter either? s.MP xx nothing is my poke of choice… :lol:
Two BIG differences between CvS2 P-Chun and 3S SAII Chun. SAII Chun has two middle length bars to store her supers. P-Chun has ONE long ass bar to store only one super. 3S Chun can link her super off d.MK. The d.MK fully animates and then you do the super. CvS2 Chun has to cancel from d.MP (which leaves her at -1 when blocked).
CvS2 Chun has nowhere near the beefed up normal moves 3S Chun has as well. Making a comparison between the two (and trying to play P-Chun as a result) is just silly if you ask me.
Parry. She has good walking range, and if Sagat is zoning her out, make note of which moves he zones you out with and at what range. If he gets predictable, use the parry to close the distance. I’m not an excellent P groover but I can adapt. I only jump around twice in this match, and parry any anti airs he throws. Sagat’s st RH is easy to parry, TU is a bit harder. I try to make sure that it’ll cross up to keep the pressure.
No, it doesn’t knock down, but I think that advantage is to Chun. She can keep the pressure with s MP into mp kikoken. The purpose isn’t to distance with pokes but to keep applying pressure. If Sagat is knocked down he has a crap load of wake up options … TU, tiger raid, etc.
If I can get in range I’d prefer her cr MP in hopes of going underneath whatever he throws out. I mix up the pokes … cr MP for going under, st MP if I’m close enough, st fierce if I feel I’m not in range but by the time it comes out he’ll move in range, or cr Forward, which is her longest range poke (range similar to her cr RH). Its a situational theory fighter type of thing.
To be honest I’m not fond of her 3S form. Yes, you can link from her d mk into super on reaction, but thats the only thing I see going for her. Thats all she really has in terms of combos (she can b+fierce into kikoken into super. whooo). Her s MP sucks in 3S.
Actually, as a meaty, I got off cr lp lp st mp into fierce kikoken. On Sagat. I have her 2nd or 3rd in my line up for a reason, so when she comes in, she’s likely to have meter to work with. She does have combo’s that don’t involve supers … don’t forget them.
In case you’re wondering, it was time consuming to do that quote thing.
Since you said you’re not fond of 3S that much, let me fill you in on some of the basics.
3S Basics:
Nobody uses combos with Chun in 3s. That’s not the way you’re suppose to play her in that game. If you’re going to play 3s Chun, you’re better off assuming she has NO special moves outside of of her SAII. s.HK, s.HP, b+HP, and d.MK is literally all people will use. s.MP and s.LP aren’t suppose to be good. Those are mostly “whiff” moves.
Again, P-Chun li and SAII Chun li are seriously not the same characters. It’s not even the same game. I honestly feel trying to compare the two is simply not even worth your time.
CvS2:
You’re going to parry when Sagat is poking at you with max range s.LK and crouching fierce? You’re also going to HAVE to use s.MP if you simply want to compete in normal attacks with him. Even then, Sagat’s s.HP still outranges you just enough to be a pain.
Without level one supers, Chun li just doesn’t pack the oomph needed to take down a powerhouse character like Sagat or Geese. s.MP xx level 1 does over 5000 damage from far range, with knockdown and mixups afterwards. Plus she gets three of these things in C or N groove with short bars btw. That’s even worse than 3S Chun.
What does a puny kikoken combo do? Which you have to do from close range by the way. Around 2100 at most?
Other stuff:
Sagat wakeup options are all the same. Either block, throw, or do an invinicible move. 90% of the time, I guarantee you proficient Sagat players will just block low. You’ll be a better player in the long run if you just think of things like that. You don’t want that “crapload of options” thought in your head when you play against any opponent. Just treat Tiger Uppercut and super as if it were the same thing.
If you purely want a P-groove “poke” character, I seriously suggest picking somebody else besides Chun li. All the medium strength pokes you’re using only do around 700/800 a pop. You’re handicapping yourself big time if that’s what you’re limiting your character potential too.
Pick Joe at least then. He can do parry, d.HK. Infinately better than anything you’re throwing out with Chun right now. Far s.HK, s.MK, and far s.LK are good too. Along with have the most invincible DP in the entire game, he can pressure and zone with a far better fireball too.
Not trying to be mean here, but I was never making a comparison of her CvS2 incarnation and her 3S one.You brought it up, and I said I wasn’t fond of her in 3S. I like 3S a lot. Just not 3S Chun. Ken is better …
Yes, I’m going to parry s LK at max range. Not the first time, but maybe the second time around and definately the third time around. P groove is a groove that emphasises on adapting to your opponents strategy than any other groove. If you won’t notice Sagat zoning you out with s LK then you won’t have an answer for it. Dash in range, parry. Plus, low jump stops everything but s HP and TU.
I agree that not having level ones really hurts Chun. Thats why I know that N groove is better.
Kikoken combo does 2300.
oops, I got you confused with the guy who started this thread. My bad.
Thanks again for the advice. I’m glad see more of the good and bad points of P-Chun. Yeah, I know she’s not exactly 3S Chun with only 1 long bar and less normals but I still keep her as one of my characters. She’s really the only character on my teams which I actually try to land the super, which is not as hard as I thought. With or without bar, I poke mostly with st/cr.mp. As most of you already know, the cr.mp stuffs out most normals/low jump attemps in the game, especially Sagat. Though the damage is trivial, it adds up and is just as annoying at Athena’s cr.Fierce. I also have more freedom to jump than in N or C, where I usually either crossup LKxxLighting Legs - cr.mpxx(whatever), Kikoken combo or I just small jump FKxx(same thing). The damage mostly comes from the super, chipping and cr.mp. It’s a slow process as long as I stay alive long enough. Anyway, I’ve done alright with her overall especially against Sagat over here. If I want damage fast, I just throw in Blanka, Yama or Kyo.
popoblo: I kept on going because I had the whole N-Groove thing in (—). C-Chun is the whole s.strong xx super = death.
Seriously. P-Chun is just not worth it. At all. Find someone who doesn’t rely on poke into super and you have a better P-Groove char. Excellent choices are:
Sagat
Cammy
Blanka
Kyo
Check those out.
P groove doesn’t seem as bad as I thought at first. She’s got a lot of zoning capabilities what with kikoken’s and option select s.mp’s.
Justin’s P Chun amazes me. His Chun is incredibly solid. He makes zoning with Chun look really easy. Nick T. told me that proxy parry is really good with chun as well. Justin’s risky trick with Chun: empty low jump, land, c.mp lvl3.
Against Sagat, you can option select down mp’s to face off against his c.lk and c.hp. You can train yourself to see the parry and follow your c.mp into the lvl 3 kick super.
SBK traps with P chun as someone said above becomes deadly as hell. After a SBK, just option select your throw with forward hp, or option select close s.mp, lvl 3 kick super. Option selecting here should be pretty easy. Visualize how they are blocking the SBK. If their standing up, option select forward. If their crouching, option select down.
P Chun can be dangerous without meter as well. Zoning with kikoken’s and option select s.mp’s is really efective. Chun’s low jump game is also very useful. Going into lj hpx2 is a varifying way of hitting that super, and lj lk xx legs, hp, kikoken is safe for the most part on block.
All in all P groove chun takes an incredibly good ground game to be effective. However if your willing to take the time to learn it, she can be REALLY effective.
so is that just tapping forward and then pressing mp a split second later to hopefully get a parry and then go into super?
Option select means doing a poke and doing the motion for the follow up every single time. If the poke connects, then the follow up comes out. If it whiffs, it doesn’t. One example is 3S Dudley. Every single time I whiff a rh I do the HCF+PP. If they dash in to the rh, then the EX MGB comes out. If it doesn’t, then nothing happens. With Chun, I just do strong and do the QCFx2+Kick. If they stick something out and Chun’s strong catches it, then it will cancel into the super. If it whiffs, then nothing happens. This is especially good with P-Groove Chun because her super will always be LVL3 and so even if you catch a long ranged poke in recovery with her s. strong, the LVL3 super will still reach them.
The other option select he was speaking, which I use also, is tapping down or forward before you do a move. After they block her SBK, since you are at minor disadvantage, just tap down and jab or whatever low move you want to do. If they went low, you will parry their move and do the c. jab, which you can follow up with c. strong xx LVL3. If you suspect they will hit high after the SBK, then just tap forward + strong. If they threw something out, you will parry their move, and do the double slap close strong, which is hit confirmable to her LVL3. The biggest downfall of option select parrying is that they can cancel into their own LVL3 and beat your normal followup after your parry.
Yeah pretty much.
Anyways, I’ve been playing with P chun for about a week now. And my thoughts don’t change one bit about her. She’s still really solid and parry and small jump add to her arsenal of mixup, solid footsies, and other types of guessing games.
Gandido pointed out that p groove characters are infinitely better when they don’t need to rely on poke xx super. I disagree however. Sagat and Cammy become twice as scary when playing footsies in P groove with full meter. That parry could easily lead into a super.
The same goes for Chun Li as well. Unlike Kyo or Blanka, P groove characters that become better when playing footsies include, Rolento, Vega, Cammy, Sagat, and Chun Li. With Rolento, Cammy, Sagat, and Chun, they all become really threatening because of parry xx super. Vega on the other hand allows his ground game to become almost twice as good. His options elects must be annoying as hell!
Anyways, like I said before I’m gonna have to disagree with Gandido on this one because unlike 3s, Cvs2 P Chun doesn’t necessarily need meter to win in high level play. Justin plays her first, why can’t others?
Back to P chun in general, I think she’s pretty solid. She’s got major basic fundamentals down. Anti airing, footsies/ground game, high low mixup, etc.
Justin Wong plays Chun first in C Groove. Sometimes. And he has excellent footsies to build meter with (which he uses). And you build like 5 levels in C for the long ass bar in P. And you get roll and alpha counter.
P-Chun is like a man with good legs entering a race in a wheelchair.