Thigh Life & Style Magazine: Your guide to everything Chun-li!

There is something I’ve been meaning to test actually…

I did it on accident in a couple of matches against the twins in casuals but because I’m not home yet I can’t test it.

Because the twins can alter their jump trajectory with their dive kick, if you jump forward you often end up going over them - I am noticing that headstomp has a tendency to work in these situations. I don’t know how reliable that is but it’s worth looking into, I think.

Wii
Got my Chun up to C so far :slight_smile:
one thing that seriously beeing working for me against Yun–as I’ve suddenly seen a large influx of Yun in ranked over the past 2 hours–I slam st. HK right off the bat, 99.9% of the time I’m getting first hit because they either lunge, jump for dive or just make it whiff by moving back. Anti-airing Yun seems weird really. Yang is a little easier to keep out but gotta be careful of that wicked senkyutai, I love it–when I’m playing as Yang. its range is much further than Chun’s Hansanshu depending upon the button press of course.
Jumping TC seemed to work okay as Anti Air when they are both going for a dive kick. Dunno just trying to share a few fight experiences. Makoto seems wicked as hell in AE either that or I’m just fighting some really nasty Makotos. Really interesting playing ranked right now as everyone is trying to build up.

Quick questions just what are the points on the top right for? It’ll list your PP / trophy icon and I think I’ve got like 6600 or something, seems to be going down the more I win? I understand the bottom left number is how many points left till next rank up. Well time to go play with Yang for a bit.

I think those numbers on the right are your BP and PP rankings.

On the left its your PP and BP on the right its your overall world leaderboard ranking and your learderboard ranking for the character you are currently using…

Yeah I am getting the hang of Chun Vs the Twins but I am rocking only Ibuki in Ranked (sorry Chun, but she will still be my main I just feel like using Ibuki in ranked)

Makoto definitely got a lot of buffs, she’s a damage-output MONSTER in AE now.

She went from being bottom-of-the-pile to being solid upper-tier at least.

If Fei Long and the Twins are the top, Makoto is not far behind. She became THAT good.

Do not underestimate Makoto anymore, guys.

This. It’s like 3rd strike all over again…except we’re not godlike anymore :bluu:

Definitely gotta work on this matchup now.

Agreed on Makoto, I’m not the greatest chun, still learning a lot but I was having a lot of trouble against her today whenever I would run into her in ranked.

Oh, and thanks for this guide! It’s really been a lot of help improving my game.

some observations against yun:

sometimes back dash sweep works against dive kick spam. but over all backdash is unsafe, focus does not seem to be an easy fix either. target combos and throw are very dangerous to chun post dive kick.

the best way to keep them out (as far as i can tell) is predict their jump and air throw, or sweep them as they’re jumping, both of which are pretty tricky.

am i just being a scrub here, or is it very hard to keep yun out of the air? i think keeping him on the ground would make the matchup much easier. i’m shit at safe jumps but they’re great on an upkicks happy yun after an untechable knockdown. is there a way to deal with dive kick spam? cause as it stands every blocked dive kick is a dangerous predicament for me.

edit:
i’m very interested to test out the idea of using stomps to stop dive kick spam, as for standing mk i hadn’t even considered it, i need to think about that move more often, its one of the few i rarely pay attention to.

I did have a play around with stomps, and it’s effective to a degree, but not dependable. I haven’t spent enough time in the lab to know how to use this properly, but I do know if you get him in the air, you can get all 3 stomps in.

Also, fs.hp is really good for hitting Yun out of his dive kick from about mid screen or further. You can reactively hit it when you see him start his dive kick from the peak of his jump. At worst, it trades, but it’s in your favour - damage wise. Of course it goes without saying, if you mistime this, you eat a combo.

This! Although I had a lot of problems yesterday against both Twins I did get a lot of games in and some against people that actually knew exactly what they were doing. I’m actually starting to feel that Yun and Yang’s hitboxes on the divekicks are pretty awful (well this I know after looking at em) and if the divekick hits you at waist height or higher they can be punished on landing (or at least have to tech a throw attempt resetting the situation).

st.fierce seems to actually work really well and I’ve been getting less trades than with st.forward, however the issue I’ve been having is keeping them away in general not from divekicks, I’m struggling to keep em out with normals and once they get close enough the divekicks can’t be avoided and all the silly resets and divekick stuff Yang can do from his super jump cancelled launcher move is making it hard for me to deal with (getting crossed up, having divekicks htting me right on the top of my head etc…)

In terms of keeping em out the vid that WGE posted in the video thread of Sky keeping Tahaa’s Yang out and how he dealt with him in close as well I found really useful tbh. If you haven’t watched it I think its a good starting point for spacing against divekicks and varying normals as AA’s

Well that is pretty cool cuz last night I was ranked 7 with Chun in the USA–should have taken a picture because that’ll never happen again! LoL

In regards to Makoto sure as shit is a monster! Seemed liked I was getting Kara-grabbed a sweep range away and super into ultra!? kiss ur health goooooodbye!
I’ve gotta take that matchup more seriously for sure now.

I’m working right now but I can’t wait to get back to playing some more ranked, its a lot more fun this time around for some reason.

The Twin divekicks are pretty awful compared to Rufus and Super Cammy… They still get the job done, though! Haha… When they learn to start aiming for your toes is when you’re in trouble. It’s the HK Divekick you gotta worry about… super hard to see coming. Once they’re in, you’re in a guessing game. Crouch Teching with Cr. HP is more effective vs them than vs Rufus, though, because of their bad hitbox behind them. Even if they divekick later, the second hit of Cr. HP still gets them. The only thing is, they have that command grab to worry about. Most of Yun’s Oki is gonna come from HK and EX Upkicks, so it’s worth it to know your options after getting knocked down.

Zoning Yun isn’t super effective because of EX Shoulder. Zoning Yang is slightly more effective, but still difficult not to lose positional advantage because of divekick. At least you can take Yang in footsies.

Ughhh… payday is Friday!! I can’t wait anymore rbribviebirebuvrebiv I have so many safejump ideas for rushdown Chun. :frowning:

I was tampering around with your safe meaty setups Samma, and they are a little tight for my liking, and I failed to setup them up 90% of the time. However, upon some experimentation, I have found that doing s.lk after fwd throw instead of s.mk to be significantly consistently. Crouches under lk and mk upkicks, blocks hk upkicks, and meaty enough to hit if opponent blocks and gets hit. Loses to ex-upkicks though, which is expected. If they have ex-meter, I’d probably choose my safe jump option, but if they don’t, then go for broke on this setup.

Don’t know if this should go here or in the Chun AE thread but I’ll put it here, it might have already been mention I’m not sure and I don’t have time right now to search and check.

Chun’s Ultra 1 goes wrong against Hakan for corner juggle… Also I noticed you have U2 down as the Ultra for Hakan, Why? Ultra1 punishes all oil up attempts, meaning he can now only do em when you’re knocked down. Hakan with oil is too good lol

On the twins, you can do the Stomp, J. FP x 2 (2nd hit connects), Stomp x 3/EX SBK vs their dive kicks.
It’s stupid, but stylish if you pull it off that way.

If that works, that’s pretty genius.

Headstomps actually do deceivingly good damage, so that’s good to know.

Stumbled upon this art piece, another possible cover for the guide :cool: :lovin:

Is that big white thing next to her supposed to be her luggage? Dear lord, I hope she didn’t pack all 10 of her Alt 2 outfits in there. :wasted:

While I definitely agree not to sleep on Mak, I think the general gameplan from Super still works. You just can’t rush her down free without meter anymore, or jump unless you wanna eat Uppercut x 2 Ex Aerial Kick for like 300+ damage. :frowning:

That and it’s really not wise to poke at her from a close range with jabs and shorts when she has meter, Kara-Ex Karakusa has amazing range and super armour. I’m still learning to fight against her (haven’t bumped into too many Makotos) but it doesn’t seem too bad at the moment. I’ll probably change my mind in a few months though, haha.

So you know how you can buffer HSU to gain a little bit of back-charge before moving forward. I just learned that after forward throw, a HK Hasanshu will give Chun enough back charge to do jab xx Kikkoken. Safe-jumps are great, but chars like Rose and Viper can still focus backdash out of them to get out of trouble occasionally.

I see some possible OS possibilities with knockdowns where Chun can be close to her opponent with backcharge, such as B+MK, Stomp Juggles, and HSU knockdown…

Some theory for the next time I get to hit the lab…

I have yet to test this thoroughly, but these could be useful in various matchups. Chun can safe jab xx Kikoken and option select an action that will counter a move with invincibility while still creating pressure if the opponent focus backdashes out of the mix-up.

For example, Rose cannot punish Chun’s meaty jab. With Jab xx Kikoken, Chun maintains a little bit of pressure if Rose decides to focus backdash maybe even causing another knockdown if she gets caught airborne. If Rose naked backdashes, Chun can more easily execute OS Ultra I or forward dash to catch a Rose convinced not to use wake up spiral. Since kikoken is both laggy and safe if used off of safe jab, you have some extra leeway to execute an option select.

Vs Viper, jab xx kikoken can be made safe against all her wake-up options. If she uses burn kick to escape, she will be locked down on her reset by the fireball. Sweep can be OSed in case she just decides to backdash.

Vs Dhalsim, Chun might be able to OS a Hasanshu, jump-in, or dashes against his wake-up options.

Vs Akuma, she can take advantage of the fact that Cl. LK xx kikoken will avoid being knocked down by his HP srk and OS an ultra I.

Just some thoughts on things to sort out.