In the corner, Chun-Li has very little choice against you. If she tries to super BEFORE you release Denjin, you can hold it and release last-minute to trade. If she doesn’t do anything and you release in he corner, she probably won’t be able to react. If she thinks she’s cute and tries to poke you out, she eats Denjin.
It’s a matter of being able to get Chun-Li in the corner for one Denjin setup and going off from there.
yeah don’t jump with Ryu…almost ever. its solid sfII and III fundamentals. frustrate chun players by not fearing her c. mk-> saII. lure a c.mk by being at the very edge of her range and down parry that shit into EX shoryuken(jab shoryuken comes out one frame too late if she cancels into SAII if i remember right). do this everytime you down parry. get rid of your habitual c.mk after you down parry because of the canceled saII. don’t worry about her s. hp or anything else (except maybe s.MP) at that range (s. HK is too slow) because she can’t cancel into her sa. if she doesn’t c.mk and you input down for a parry and she does a standing HP instead, you have time to just low block or even parry the HP if youre fast. if you eat a HP, so what. ryu’s face owns chun’s HP.
a lot of chun players abuse linking and canceling into her saII and that is practically their only strategy. while its a simple and effective one, it is still simple and if you take it away they have nothing that can really hurt you. its just another strategy like the good old fireball/shoryuken trap.
I recentely started playing SFIII for the first time, so I’m just figuring out most of this shit. I’m sure all of you already know it, its just that most ryu and ken players seem to have a tough time getting in on the ground with good chun players, but one thing i never see them do is down parry into shoryuken. it owns.
EDIT: actually all srks can stuff chun’s canceled SAII after down parried c.mk. EX srks stop it before the screen even flashes. Even if you don’t want to mess up a shoryuken there is enuf time in there after the parry to just throw or s. lp, c. lp, s. lk. Plus, there’s crouching lk, c. mp, and s. mp with ken; standing close HP or s. close MK with Ryu.
ok never jump on chun li hmmmmm better said on paper
when u jump at chun with a xup hurricane kick… even if she goes for a b.fp or whatever AA it will miss ryu cuz he will float over he and just hit her on the other side…
SAI - Bite the bullet the first round and get in close. Chunli is not a threat until her SA bar fills up, so use Ryu close up destruction to your advantage. Once She has one bar filled, mix up your game with varying Hadoukens and EX Hadoukens to keep her guessing. Counter her attacks with EX Joudan and Shoryuken. Do not get stuck in a corner and do not rely on Down + HK for SA bar gain.
SAII - Your game revolves around pulling off Shin-Shoryuken. Footsies and shoryukens to keep her distance, with an occasional UOH and Jump forward + HK or MK. Once your meter is filled, use Down + LK x2 > Shinshoryuken. Repeat.
SAII - All out turtle game. Your best shot is to dizzy her by Joudan > HP > HK (repeat with reserve) and throw in MP Shoryuken to begin a Denjin Setup.