Getting maximum damage from s.hp -> HP SBK is difficult. You have to stand very close to your opponent when hitting the heavy punch.
And you dont often get to do that while having a charge.
Focus attack, dash in and then do it as Azrael pointed out.
Personally, I’m just not good with the motion and don’t practice it much. But as a knockdown there may be more incentive for me to practice it.
For a day. Then he uses someone else.
The strongest woman in the world is a harsh lover
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on the gootecks and mike ross show you saw kelvin, pr balrog and k brad and of course infiltration all use her.
I’m looking forward to seeing who picks her up for real in ultra in terms of the top players, ricky’s reactions and considering he loves the character could be amazing to see, and obviously infiltration is just insane.
This doesn’t really specifically relate to Chun but you all have been so helpful in the past I figured I’d ask. How/what do you do to get yourself together when you start getting tired at tournaments? After about 4-5 hours of playing my mind just checks out and my body shuts down. I can’t react at all or do basic easy stuff.
And when I run out of stamina I always get sleepy too xD Which is no good considering how late events run sometimes. It sucks feeling your mind and body slipping away from you when you still have more to play.
How does your body react to caffeine? Usually the moment I start to feel tired I’ll buy an energy drink (like a Monster). I don’t pound them though, I sip them so that I don’t get wired.
Other than that, I guess it’s just practice / training to get used to it.
Well, when I’m with friends I play well past the point of being tired even when it’s not at a tournament, so I suppose I got used to it just from playing all the time. I’d actually say playing fighting games wakes me up when I’m sleepy.
Re energy: I’m not a fan of straight energy drinks, but sometimes I’ll drink some soda or tea to get a little caffeine if I really need it. I’ve only tried the 5 hour energy like 3 times (for work) and I’ve felt terrible every time. It’s like I felt my heart racing and it was really uncomfortable… I’d rather be tired in that case and haven’t used it in years.
sleeping and eating like you would before an exam is pretty gdlk too
Agree. Never overtrain or lack sleep the day before the tourney. That’s just asking to lose.
If you have an alt character, use that more during the pre-tourney warmups too. You never know who’s watching. I’ve had friends lose so badly during the tourney proper because they got too caught up in the pre-show and early MM’s. :lol:
Thanks for all the feedback 
I’m not really keen on energy drinks so I guess I just need to build up my stamina and get good sleep.
Your body will naturally get sugar dips periodically, as well… Bring something to snack on, like M&Ms, to keep your sugar up. But also take care not to binge, cuz then your body will release a bunch of insulin and negate all the sugar anyway (aka carb coma).
So which Chun-Li from all her SF4 edition selects was actually the best? People told me Super SF4 Chun-Li was the best, but what about her Vanilla vesion? What about Ultra SF4 Chun? What about AE/AE2012 Chun?? Which one was best?
I was thinking about this too… Defs not AE2012… I don’t even remember vanilla chun at this point, outside of her wicked rh kick. HaLp!
EX leg damage and U1 damage dude.
Super is probably more complete with leg loop options and df +lk antiair, but in terms of sheer power vanilla version is pretty good.
AE 2011 Chun has that U1 falling out glitch, so she’s pretty much the version that is worst by default.
+7 after legs extension was discovered in Vanilla. People mostly thought it was too hard to be worth it, but eventually it caught on. Biggest difference for Super is Ultra II… I wouldn’t call d/f lk game changing except for the reason that it combos into ultra II. People generally couldn’t jump on you if you were good with st. mk/st. hp anyway. General consensus was that they made everyone else weaker, but Chun was just less nerfed than most.
I am looking forward to more horizontal range on stomp, especially cause it was one of my suggestions. If anyone has tried to do a safe-jump set-up with a late stomp, they would know most characters can annoyingly back out of it before you can get away with anything juicy (such as comboing into Target Combo).
Even though MK Legs extension has been +7 since vanilla, for some reason you couldn’t link Ultra after it like you could in every version afterward (you could still link stuff like sweep or cr. HP x Legs again though). I wonder if this fault will still exist in Edition Select or not.
I think Ultra Chun will be the most complete and best version of Chun Li overall, but Vanilla Chun could really run through some of the later versions of other characters quickly with her speed and damage.
If it becomes tournament standard, I would choose Vanilla Chun or Ultra Chun since Vanilla has all the damage and Ultra Chun seems to have the most options and more life to take advantage of those options. I can hardly think of a matchup where d/f lk has been extremely significant, except perhaps Gief and Honda who have better risk/reward over getting inside from jump-ins. The only really disappointing thing is that Ultra Chun does not have significantly more options than the other Chuns, so she really won’t be competing well against those monsters like Vanilla Akuma/Sagat, Super Cammy, and 2012 Yun/Yang.
I sleep at the tournament. No lie, I was at a weekly and was like “Fuck this”, took a nap and played casuals lawl.
super chun is pretty stonk. df+lk upper body invulnerability was pretty cheap. You couldn’t really move in on chun from the air. st.mk is actually not that great against certain air normals / specials. After super her st.mp damage got nerfed and the stun on her sweep as well. I’d say other than far st.hk nerf she didn’t really get nerfed too badly going into super. After super she’s just had non-stop nerfs and superficial buffs. Ultra Chun looks pretty sweet but still not on super chun’s level:
Vitality: Life increased (900->950)
pretty good buff.
Rear Spin Kick: Attack starts up faster and has received a hitbox improvement (12F->10F)
no upper body invulnerability
Yosokyaku (headstomps): Hitbox increased
this is not really a buff unless you’re new to the character.
Light/Medium/Heavy Spinning Bird Kick: Last hit causes a knockdown
this a pretty good buff actually. No point in finishing combos with sbk against characters your trying to keep out.
EX Kikoken: Knocks down on hit
who uses ex kikoken?
EX Spinning Bird Kick: Hitbox on the last attack improved to hit more characters
I don’t remember this whiffing on certain characters
EX Spinning Bird Kick: Hitbox increased on first attack to hit crouching opponents
This is a pretty good buff. It makes it a little harder to fall through the bird and be standing right next to chun for a full punish. pushes opponents out
EX Hazanshu: Armor break effect added
Good buff but nothing crazy. Who’s throwing this out in neutral?
Kikousho: Invincibility when the attack begins has been extended (8F->9F)
Makes this more viable as an anti air? Good I guess.
Kikousho: Damage increased (330->365)
Good buff.