Not so much unfortunate – its just Vulcan Hades. Sick Juri all around and doing some interesting things with Yoshimitsu.
He’s a handful for sure and you’ll basically want to kill his Yoshimitsu as fast as possible. Let him get Juri in and its going to be an uphill battle especially with Chun and Asuka.

I’m playing with Chun+Cammy and I’m really enjoying the team. Cammy is a good partner considering that she doesn’t have a really good zooning against shotos, but she is great against Rufus and Juri (that are terrible matchs for me). Combos started by cammy has great damage and tag combos connected by her doesn’t drop the scalling too much. Nothing comparable with chun+rufus(Haneyama), that are really powerfull, but you still have something consistent there.
Overall she works fine against characters that have good normal anti-airs (since you can foresee them and punish with the - now delayed - dive kick), but you can find yourself struggling to come close of shotos… and that’s Chun comfort zone;

Cammy can keep an incredible pression, something that I can’t keep too much with Chun (even more considering the risks of her mix-ups), she also works as bar charger, so it’s ok if you play Cammy as main or as partner.
Unlike what happens with chun, her ex can’t be used on block in order to keep you safe, as her specials are bad if blocked too. Instead of that you will have to keep the pression with weak -but easily connectable- hits and mix up the cross weak kick.
I’ll upload a video just to show something :smiley:

Hugs

Oh no, I know who the other player was. I still think it’s incredibly close, and it was unfortunate that Asuka got stranded before she got the chance to tag.

On that note, I think I might need help, going to up a few for tips/C&C later…

Some Chun action at 13:15

[media=youtube]nlHo1GrBylU[/media]!

And h-h-here we go!

lol :frowning:

Spoiler

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I need what help I can. Stuff like how I can make the most out of my tag cancels, how to not leave someone stranded when her partner is sitting on full hp, and tips on how not to approach this like SF4. Some C&C like drowsy’s post here would be greatly appreciated.

Here is the video I said I was going to upload:
[media=youtube]tckKQpqRDGg[/media]

This one is an L, but as I am shopping around for additional characters, I think I can glean some lessons from it.

[media=youtube]2HBJJXxfOPQ[/media]

Subscribed. I’m photonshermie over at youtube. I intend to use a similar team in SFXT, and I also use Chun-Li in SF4.
:woot:

I’ll offer what help I can. The first video could have went real bad for you. Do NOT throw her fire ball that close to a downed opponent, it’s not safe at all. Gauge your distance properly when throwing them. Also Chun has amazing walk speed compared to Paul so playing footsies or out poking him shouldn’t be too hard. On the subject of pokes, I feel like you’re missing her best poke st. mp. You use cr.lp which is good but it’s even better when used in conjunction with cr.lk, standing mp and cr. rh. Seriously standing mp is too good not to use, you can link it off of cr.lp’s, from there you can cancel it into lk/MK hazanshu, lk hazanshu will be -2 on block and mk hazanshu will be neutral on block. The mk hazanshu sets you up for even more offensive opportunities provided your opponent doesn’t have a 3frame normal (Chun Li does, it’s her cr.lk) or a 3 frame reversal. Your other option after the mp is ex kikoken, which is +8 on block, that also allows you to continue to pressure your opponent. You can also choose to simply block, walk back or backdash…seriously what is Paul gonna do besides cry.

Next I’d suggest learning her BnB’s find one for yourself and drill it into your game. If you can land/confirm off of cr.lpx2 then you can chain into cr.mp, first hit of cr.hpxx Ex kikoken into follow ups, an easy follow up would be mp into boost combo. You can also link Chuns back mk, mk launcher move after her cr.lp into a decent damaging combo, especially with Juri on your team I’m assuming. check the respective combo threads for each character.

Chun Li has good/decent anit airs her neutral jump rh, which I see you use, air to air hp, or mk. Standing mk, and df.lk, the last option leads to a combo. Just gauge your spacing well and use the appropriate move for the jump in. Also air to air, I doubt that Paul beats Chun…in fact I’m sure she smokes him.

As far as approaching, you can still walk behind lp kikokens when thrown from the right distance. She has a great forward dash too. Remember she doesn’t need to get in your face to be in, she has good enough walk speed to walk right into st.mp, fp range. In your second video you fought Zangief like this, I would just say be careful on that approach cause he does have some great normals. I’ve been stuffed by Gief before in a footsie war. I use cr.mp against lariats, hell I use cr.mp against hadoukens also, nothing better than going under a shoto’s fireball and tagging them with a combo, but that’s about the only time I use that poke.

Anything else just ask and I’ll see if I can help, provided you found this post even remotely useful.

Thank you very much.

How about the team itself? When the game was new, everyone was like, “just pair up whomever.” How is it now, a month into things?

It’s because I feel that Chun-Li and Juri do have similar roles in a team (building meter, zoning, big combos when the opportunity presents itself), I might be able to construct better ones. Should I go with a more damaging character that can make us of meter/tag cancels better?

Personally I think the team works fine. Chun can build meter pretty well. She does need it too, but luckily Juri has excellent damage off of a tag in. So something like punishing with st.mp ex kikoken into fp~launcher, cr.fp, j.fp, cr.mk into FB store does around 413 damage. I’m pretty sure they can also get great damage off of lightning legs or rh spinning bird kick tag cancels. Play around with them and find what works best for you but always make sure it’s optimal. 400 damage for a one bar tag cancel isn’t something to laugh at, so no in my opinion you don’t have to go with a better team or whatever. The teams only draw back is its health. Chun controls the ground and Juri controls the air with her idiotic anti air into high damaging combo of your choice. Sounds like a nice pair to me.

Found this on my subscription feed on Youtube. May as well share.

[media=youtube]3NNt4iviv0I[/media]

Interesting vid, I kept trying to find creative ways to use LLegs – no one I play will let me land a jumping HK – but interesting.
Sadly no desire to play this game or any game for the matter. I’ll be back in the fall when Dudley is released.

Going to watch this over and over to get an idea of what to do with my team. Hopefully there’s more of this player, too.

[media=youtube]YbcZ279khGc[/media]

SFXT from the guy that taught me SF4 Chun-Li. Using spoiler tags to make things load faster.

Cascadian (SFXT)

Spoiler

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Nice stuff 4neqs. You’re a VIP contributor. :slight_smile:

More Cascadian

Cascadian (SFXT)

Spoiler

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Keep posting videos guys!
We should try to do a bit more in offering commenting/critiquing of others’ play. I think that’ll help stimulate things around here.

And here’s a vid of Lud tearin’ it up as usual:
[media=youtube]dxG3NXxyReU[/media]

Personally really don’t like how he’s using Chun. Many missed opportunities to maximizing damage.
One such instance @8:00 he could have continued into cross rush and finished the fight sooner with Asuka.
A few chances to use Chun’s SA and he didn’t in. One spot I saw could have gotten and easy 420-ish damage
Lastly don’t get me wrong – I’d full screen SA somone who stupidly throws a hadouken. But only if it got the win – 300 damage – 2 bars – not worth it.

Oh and what was with all the stupid Srks?

Well I think your point about the super (300 for 2 bars) not being worth it is definitely something worth discussing.

I think there’s a few important dimensions to this:
[LIST=1]
[]From a math perspective, he’s getting 150/bar, which is highly efficient in this game. Adding an EX to most combos yields ~70 extra damage.
[
]It reset positioning totally in his favor. He (Lud) just raw tagged, which is often suicide, and now ends up with a knockdown and Chun’s superior normals right in Ryu’s face.
[*]From that range, Lud’s only other option was to simply block, which would kill momentum. In a game where the clock often dictates the flow of a match, remaining passive (especially when you could knock out 1/3 of someone health) is not desirable.
[/LIST]

I have a similar combo here:

[media=youtube]5YW6y3_LOcs[/media]

I’m just starting out. It seems every time I try to combo any special moves after a heavy attack, it just wants to do a launcher instead. It’s kind of frustrating.