For one, counter poke with Cr. Hk just like the SF4-Series and throw the heck out of HP kikoukens from afar. remember you can walk forward now and throw them as well.
you step in – He throws out a move – you block and throw LP kikouken and move in behind it. Full screen Super Arts on yoga fires are crazy. I didn’t even realise there is NO need to dash it as she travels so far so quick. Once you are in he’ll likely run away with teleports or try and cross you up. Just remember from SF4 to mash on Hk when he teleports and knock him out of it. These are just basic things to keep in mind each fight is different of course. Above all you get 99 seconds and a partner – get a life lead and sustain it.

As for Rufus:
St. Lp will knock him out of his dive kick but you don’t have many opitons for follow ups.
Anti Airing is proving difficult online, I’m not sure why but my A/A moves are pretty solid in SF4 but sub par on this game – seems like you get counter hit or trade or just flat out get beat out and eat too much, not enough reward for the risk, ya know?
But St. Hp and St. Hk work nice from a afar. He was a tough match for Chun in SF4 and even known there is no Focus Attack and dashing back on Rufus is kind of bad due to the angel of his dive kick AND unfortunately Chun’s Cr. Hk doesn’t seem to have the same qualities as SF4s you do have a few new tools. if he’s pressure your wake up with Dive Kicks just roll out and dash out from the roll to create space. He’ll come after you so be patient and zone – look for a quick poke to chain into a launcher and capatilize on the moment the best you can.

Aside from wanting to be a different beast despite the SF4 models, they def want to go for a more rush-down oriented game with the Tekken characters and the suckier AA’s/reversals. Same with the tech roll, do it right and you shouldn’t be as OS’d/safe jumped as often as you would in SF4.

Currently finding D/F Hk a good option on tech rollers.
it can come out one of two ways.
1 you are completely safe and you may kick one if their limbs – IF they a big enough character
2 if you do it just right you’ll actually cross them up and the window is so tight they’ll really have to be on their game to block it.
basically its like they just crossed under you so your kinda doing D/B HK

at any rate I can’t help but feel like I played this game 15-20 years ago. A lot of stuff that should work just doesn’t. I still like it but think SF4 is a better game
this game feels like 3rd strike and killer instinct had sex.

This game feels like CvS2 with the auto-double system from KI2, its good and fun (although I still haven’t invested any real time in it) I just find the “surface complexity” of it seems to be an attempt to hide the fact it lacks the flexibility of SF4. Though like I said I’ve racked up like 4 hours total or something so far lol… Busy with life, work and prep for a big (ish) tourney coming up this weekend

CVS2 is another one of those games I didn’t play much – pretty bumbed about that. I still have it on Xbox its like the EO edition of something

Guys, df.lk is her best AA in the game. even on trades, chun can juggle her AA to 250-300 damage. Vs Rufus dive kick, df.lk must be well timed. It gets pretty tough on wake up vs dive kicks, so learn the spacing on his cross up setups. I dont recommend EX SBK, it gets beaten pretty easily by Rufus. If you need help, lemme know.

I like st.mk then juggle with st.mp xx HSU but then I’ve not really tried that on Rufus but I imagine if you space it right (and AA’s with Chun are all about spacing) it’ll still AA him… Well time for me to actually play this game for a prolonged period of time… After all I’ve not spent any time on it lol

Air to air j.lk and j.lp are gonna be needed in a lot of matches, they are fast and sometimes you get a HK xx Hozanshu

I recommend EX SBK against Rufus dive kicks though…

… just the Alpha counter type though :stuck_out_tongue: You can have them play a battle of attrition for every attempt to get in they take, and if you screw up you just Alpha counter and have them re-enter the gauntlet. Rufus jump-ins and divekicks are really easily alpha counterable.

Hey who’s better at zoning between chun li and poison? Considering a team switch for balrog

Chun-Li, by far. Poison’s projectiles have far more limited range and the recovery on them is awful.

Yeah I was noticing that.

What are Chun’s options against Vega? Every time I fight him, I want to put my fist through a wall.

Anyway, on the subject of match-ups, I believe Chun-Li has the advantage against Sagat. She can very easily punish his zoning game with Hazanshu and the range on her limbs lets her keep him out reliably.

watch out for his pokes? alpha counter the multi-hitting roll, air-grab works if you can predict the wall-jumps

I have trouble getting an instant overhead yosokyaku stomp against crouching characters. Advice?

The hit box is definately different that SSF4’s. hitting as soon as you can would normally hit Ryu if he crouched, but in this game it actually whiffs.
I recommend Cl. St Hk xJCx options:
J. Lk for cross up (reversal Dps and such whiff)
fake cross up N. Jump cancel with J. Hk (rarely does cross up sometimes) *important note you have solid options when you hit.
and Jump cancel back is an okay option as well
I haven’t really tried J. Hp TC, might have some cool options between hitting twice- trying to get them to not block both hits by only using one hit.
This will force a stand, which can give you an instant head stomp set up like in SSF4.
If Lk HSU was an overhead we’d have a solid option off this set up for high-low-high possibilities.

at any rate I hope I gave you a few ideas of things to try out.
Most important thing to remember with Chun Li is resets, resets, resets haha. Shes deals crap for damage without meter so resetting the damage scaling or having your partner reset it off a switch cancel is how you’ll thrive.

and for the love of god if I see SBK used one more time in a Chun combo video I’m gonna scream - talk about one of the worst hit confirm specials in the game and LLegs are way better and safer anyway.

Good advice about the close hk jump cancel options. Still, is the instant head stomp even possible against crouching characters? Is there a certain timing I need to use?

No - first line I wrote the hit box is different so it whiffs. unless the character is larger than average like Geif

It is possible to hit Ryu with an instant footstomp, while he’s crouching. It’s just not very practical imo

– Well I stand corrected (haven’t touched the game in over a month anyway)
But considering Chun gains nothing by doing it besides setting herself up to be reversal mashed–
you have to consider better options. She can’t do shit for damage without meter and even then you’ll want to rely on resets, which can basically lead to random guess work and if your opponent guess right all your momentum is lost.
Pressuring wake ups is tricky business, because Chun’s offensive arsenal isn’t up to par with other characters.
You risk getting counter hit, parried, reversaled or whiff a move because of a roll. Best case scenarios they just block or hit them.
What she really needs is for her LLegs to just hit High and Low.
That’d put her on par with other lame ass characters whose 2nd or 3rd hit you have guess on how to block while being completely safe on every thing she does.

In all seriousness Cl. St. Mk needs to be an overhead (is it really any different then Ken or Hwoarang’s overhead kick? Nope) also needs to be comboable afterwards.
F+Mk needs to crumple opponents on counterhit because other cast members can do this why not Chun?
Ex SBK needs more invincibility or faster startup/better hit box.

Chun is a punish orientated character in a game that doesn’t reward you for playing in a defensive/punish manner.
They tried to make her a more rush down orientated character but neglected to give her the necessary tools to rush down with.
Fight against someone that knows Chun’s tricks and your in a major up hill battle.
She’s a fantastic introductory character, but too weak to take beyond with little to no depth.