SFIV Chun Li General - Fellowship of the Thigh v.2

Probably not a hard knockdown, but again anyone who is doubting the EX Kikoken buff needs to consider that it gives her a way to knockdown (and therefore to easily close distance) from far away.

I am making some assumptions here, but I ASSUME that only the second hit has to connect in order to get the knockdown (like Ryu’s EX Hadoken). If that is the case, you can surprise an opponent in a fireball war with EX Kikoken and if you did it early enough, score the knockdown which will allow you to close distance.

Chun doesn’t have a tool like this currently that she can use from far away. The more I think about it, the more I believe EX Kikoken knocking down is actually a worthwhile change.

What kind of tools are you using when you score a knockdown up close? What kind of mixups can Chun pressure the opponent with when your standing looking down on their body. What I use right know is a mix of in no particular order:

  1. Instant overhead stomp
  2. Instant overhead bj.HK
  3. Low shorts
  4. Grab
  5. Nothing, backstop
  6. Nothing, block
  7. Back step -> fj ambiguous lk/mk

Unfortunately, rarely am I really happy when I score a knockdown with Chun. Any advice on this? I know Chun is not really a vortex/mixup character per say but I am sure I am missing some nice tools.

Why not learn safe jumps and then OS’s? If the mixup doesn’t work so well to you, then at least go for the safe setups.

Shichisei Senkuu Kyaku (MvC1 and TvC)

I admit I need to spend more time in the lab, my entire oki game currently revolves around empty safe jump throw or empty safe jump hazanshu lol. Every once in a while I do instant overheads with headstomp or instant jump back HK.

I know a few setups for safe jumps from f.throw and sweep (from a specific distance) but I have never found anything reliable when, for instance, I knock my opponent down in the corner and I’m right next to him. I know some of these with other characters, but indeed they are more mix up oriented.

df+lk was 10f startup in super

-I agree with snakeAes. EX kikoken knocking down is good for gaining ground/much needed space and you can get that from much farther away or with less risk than her other knockdown options or beat out a regular FB in a fireball war and use that to gain some ground.

-CruS_, in addition to what you listed:

-there are some safe jump setups and df+HK setups that you can look up (or even a delayed d/f+HK can mess up your opponent sometimes)
-meaty kikoken that you can follow up with normals to start pressure or use HK HSU to connect right around the time the kikoken is blocked for decent chip damage (sometimes people don’t block the HSU as well because they thought they could reversal in between the blocked kikoken and the HSU… it’s a true blockstring that has to be blocked high).
-I go for meaty cl. hk xx hk legs, meaty cl. hk xx mk HSU, meaty cr. mk (I may cancel into HSU but it’s also just a good button that can be linked into a bnb on hit), or meaty cr. hp xx lightning legs to get pressure started if my opponent doesn’t have an invincible reversal or I feel like he’s not going to try reversal at the time.
-close. lk can bait certain moves like Akuma’s HP SRK where the first hit will connect but the rest whiffs so you can punish, so cl. lk xx lk hsu can be used.

-mind-game shit like walk up a bit, crouch, walk up throw/HSU… then on the next knock down: do it again or walk up a bit, crouch, walk up and then step back to bait them and whiff punish. I’ve seen Lud do something like dash up and whiff Lightning Legs in front of them while they’re down, then do the throw/HSU mixup when she recovers because the opponent gets up at like the exact same time she recovers. Empty jump cr. lk/throw/HSU is a popular one too.
-If you have them in the corner, you can threaten charging lvl 3 focus and if they try to jump, dash and air grab (maybe even d/f+lk anti air them as an alternative now that I’m thinking about it).

I dunno, there’s a lot of fun stuff you can do to your opponent on wakeup (gotta make a judgement call on when you feel you should respect their reversal ability though). If anything though, I almost always try to use that time while they’re on the ground to gain good positioning because sometimes it’s like 2nd nature to back yourself into the corner playing a character with charge moves (this is not necessarily always a bad position btw).

Wow thanks, that’s what I’m talking about. It’s so cool you can literally see seven stars flashing across the screen when she does it, which ain’t just for flashy effects since it’s what the name actually implies. So much better than Akuma’s thousand strikes ultra. Chun could fit all that in a single kick.

idk to me gouki’s SGS and chun’s SSK are so lazy from a design PoW

“look he hits you lot of times but you cant see it because lolz! but in return we add some kanjis for you!!”

I don’t go for xup mixups with chun on knockdown, I use j.hp mixups, meaty mp kikouken or just mixups from being in their face. I don’t feel that Chun benefits from switching sides, and her damage output for landing one mixup isn’t that high unless you get c.hp afterwards.

In my opinion she gets more damage in the long run from just cornering people and harassing them there isntead than she does from a jump 50/50.

i do use a lot of empty jumps into shorts from Ex legs knockdowns and from f.throw once i´ve stablished the safe jump .ie against a rog who knows that f.throw, dash, jumping double fierce os u2 is on the way.

but for the love of god the double fierce mix up have never worked for me

O shi, counterpick!

Sometimes I go for instant overhead/stomps that dont cross up into n.j HP tc

this lets me land super in unconventional ways, sometimes ultra and some other things.

its very character specific though and I havent had the time to figure out exactly who it works on best. Akuma, Sagat and Rufus seem to be good though.

the benefit of this is that they have to learn to block high on wakeup. I can either go for the head stomp or cr.lk, its a 50/50 guess really

instant stomp, j. HP x 2, instant jumpback HK. The last part being a blockstring… a bit gimmicky but that oughta train them to block high lol. Just watch out for anyone who can easily punish jumpback HK (that’s usually not the case unless they have a far reaching ultra and they usually have to be looking for it anyway).

I do that all the time. Yeah you gotta be careful with it but it WILL make someone block high on wakeup.

the nice thing about that is the jumpback HK, you can choose to do cr.mk/cr.lk instead and then it becomes a mixup

ill be trying the jump back hk after a blocked TC soundssolid

OMAGAD I MUST HAVE. YOOOOO

Oh man that Hello Akuma is too sick

Edit:

On a side note, I played against a 12k BP Ryu the other day and beat him soundly. He messaged me “I hope you find blood in your poo”

I laughed.

lol

You can use straight jump stomp in the corner against most characters and tag them with j.hp~hp/j.hk afterwards. One of my favourite setups is doing straight stomp, j.hp~hp and confirm the 2nd hit into U1 <3

You can go for it against a lot of characters right on their wakeup, and it also works after lv1 focus on block/hit.

I thought straight jump headstomp only works if they’re crouching? I remember toying with it a while back and noticed that if they stand block, neutral jump headstomp whiffs.

It’s character specific, and also it depends on when you’re doing it.
It connects easier on everyone after lv1 focus and on peoples wakeup, while it only connects on certain character if you do it naked.