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

Focus lv1 or 2 point blank allows Chun to dash “deeper” so neutral stomp works on those who are very thin snake

Knock down ex-fireball? I was hoping the super would get easier to build and do more damage. Why isn’t Chun allowed a non-meter GTFO wake-up any more, like Alpha or ST? At least the guy in the video is admitting she’s “lacking”. I won’t be forgiving them any time soon though. Dat passion runs high Cap.

That setup is awesome, ive seen people get completely mind fucked by that. I wish more people were willing to use head stomp setups, theyre actually very useful.

idk i have played ppl who can react just fine against those gimmicks

i think if you notice that are not familiar with chun or wasnt expecting that for whatever reason (chun is floating quite a lot during stomps its not seth) it can work a few times

i only use it to keep the person honest, I wouldnt use it as a general offensive tool. I think a lot of the over head stuff she has is great for clutch moments specifically

yeah deff

People should also remember that Chun’s pretty hard to stop against Dhalsim once she gets in, but there’s always been a problem of getting in.

But I’ve always played the distance game against Sim until I score the first knockdown. If I don’t get one, I just keep the distance. EX Kikoken knocking down will be a really nice change for me against Sim.

Skatan: I definitely feel there’s use for doing crossups for Chun just to avoid predictability, and it can lead to some decent damage if you’re holding onto Ultra 2 (I think I stated before that I use that Ultra in most matchups, so this is something I’ve done for a long time), but it is highly situational, and in general, I play the same way.

Random question, does anybody have any oki setups post b.mk target combo? say, safejump or meaty lp? I’ve been landing it as a whiffed focus punish, and as part of a counter hit combo, and I never know what to do afterwards.

Of course I think the wakeup timing afterwards is character specific, so I guess there wouldn’t be generic oki options.

after b+mk combo:
c.lp, mp kikouken = meaty setup
st.mp, j.hk = safejump against 5f I think

from what i have tested before the oki post b.mk is crap, character specific and if they do quick raise or not, so i dont really bother with that

and delayed b.mk followup is another history too

Chun builds meter super fast!!! And her Super literally takes away huge parts of other characters game, her super does modest damage because it you really want to and actually look for it you can land it off nearly everything ppl do to you on block!

As for the rest of the current conversation, why are you looking for lots of set ups or options off stuff? Chun has a few decent and safe options after all types of knockdown and most of those involve a bit of chip and the ability to gain a good position to threaten the opponent after that. I feel kinda stupid saying this but if you’re wanting a ton of crazy mix up options that can swing a game then Chun is probably not really built for you.

Its not like she has no options and she’s just great at catching ppl pressing buttons at bad times and can punish hard if you’re on point. Anyway I’m sure set ups and stuff are useful for some situations and obviously I use certain things but generally the best thing you can do on someone’s wake up is threaten them into a mistake… Still what would I know.

what??

so let me get this

besides playing lame i cant use mix ups or tech?

lol, you can use what you want just Chun doesn’t have a great range of mix ups that lead to big damage and as Snake also pointed out her stuff is not low risk, high reward.

You can do what you want as I said and I use some gimmicks and set ups myself but generally I’ll only do stuff that makes sense (like safe jumps etc…) I literally didn’t say anyone had to do anything and my comment wasn’t directed at you Malv cos if it was I know all I’d get was attitude from you… oh wait.

My comment was a general one and just my opinion, anyway everyone that plays this game can do it however they choose, remember though in general nothing I say on here is to you, so you never have to reply and argue, we’ll just take it as fact that whatever I post here you disagree with and think I’m a scrub cos europe is free.

And like I said at the end, what do I know?

I agree that Chun isn’t built for setups, she does have some useful ones with fake xup j.hp in the corner, but in general I take the safejump into c.hp x legs any day over having to switch sides.

you guys make this very hard for no reason

There’s nothing being made hard, I don’t know what you’re reading between the lines of my post, but all that it says is that we have different opinions of the character.
What’s so hard about accepting people having a different opinion?

I was getting weird results from the safe-jump, much like my precious attemps, untill I realized it’s because it’s a face up knockdown, which means the list of characters with “off” wake up timings is different. Cheers dude, that’s exactly what I wanted.

The info isn’t training mode tested, but I’ve use it all the time in regular matches and it has worked out for me so far. I think against shotos st.mp makes your jump whiff, but won’t get punished by srk. So you can use it to bait wakeup srk with stuff.

About Chun’s super, in matchups where you want her super if things are going my way I’ll have it up before the end of first round. Worst case I’ll have it up early 2nd. Then I’ll have it again for the 2nd time again in 3rd round if it comes to that. As long as you’re using meaty kikouken, c.hp x legs as a blockstring you’re going to build meter like crazy, if you land a focus and do the loop you also build tons of meter.
I almost never use her ex sbk in defense so I don’t spend meter for that either.

There is some grumbling on the facebook page that both ultras might be usable in the same match in USF4. Apparently the lead-up was that someone’s local arcade with AE somehow managed to make it so that you don’t have to select an Ultra, both can be used.

I doubt this would happen in USF4 - characters with two good Ultras (or even one good one and one mediocre one) gain a lot of utility while characters who only have one good Ultra and one shitty one gain very little.

Can you imagine Akuma, or Seth, if they had both Ultras available to them? Or Gen, who would then effectively have FOUR Ultras to choose from? Or a counter-ultra character like Cammy or Fei Long?

It’s an interesting idea, but ultimately I think they’d have to rebalance so many more things that it won’t happen.

Yeah…the possibilities are endless/stupid/endlessly stupid. Gief gets a hard knockdown and jumps at you…WHAT CHA GONNA DO?

Brace yourself, my friend. Brace yourself. They’re not calling this game “Ultra” for nothing.