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

hey snake, how do you want the info of OS in here? i think u can add it to the match ups, or just copypaste them in a OS section? also i saw that there´s no safe jump and frame trap info, i can do that if you dont mind

That would be awesome actually. I am at work right now but will try to get working on the OS section soon… I’ll do character specific OS for each character in their matchup section, but general OS in the Option Select section.

ok!

I catch so much hell when fighting Blanka, Dhalsim, and Guile. Even after reading this awesome guide, I still have trouble fighting against Blankas.

Then, I read this again. Sadly, since I have no access to online, I’ll have to wait.

Also, I’ve been losing a lot since I got AE. I feel the most comfortable with Chun-Li, and I’m in the 7000’s range with her. But, it seems that I’m missing something so fundamental. It’s hard to explain.
Also, Chun <3

If you like and/or are able to, post vids of your gameplay in the vids section so we can try to critique you and give you pointers!

I wish I could upload videos.

Also, how do safejumps work, exactly? I’ve seen this term thrown around a lot on here, but I’m kinda lost. #newfag

like i said in the other thread

[media=youtube]yVM3JcnzOec[/media]

i have to change the j.hk for the TC, because if juri jumps the j.hk wont hit her ;_;

EX Legs Safejump
General safejump against characters without 3f reversal (e.g. Ryu, Ken, Akuma) or slow startup Command Throw (e.g. Gief, Abel)

After EX Legs, hold jump forward, do very late j.HK (slower startup on reversal, earlier j.HK is possible)
After j.HK I recommend an instant low tech.

Scenario:
j.HK hits, do combo of choice (c.LK will help confirming)
j.HK tags many Backdashes
j.HK whiffs due to wake up throw, teched
j.HK whiffs due to wake up reversal, blocked

Against 3f reversals you have to the option to empty jump. Don’t stick out your j.HK or you’ll get hit by the Dragon Punch.
You’ll block the reversal in time and keep pressuring with low tech.
Care: delayed Shoryuken will beat it, like every crouch tech.

When your opponent gets the deal with the safejump, get creative. But thats another story…

Extended Headstomp Usage against Zangief

Well, we all know what do to with Headstomps on Wakeup, do we?
Instant Headstomp, j.LK Crossup…
In the corner: Headstomp x3, j.HK

But against Gief you have to continue Headstomping, else Lariat will beat you out of it.
Using your 2nd and 3rd Headstomp early enough, you’ll beat Lariat with it.

Got a video for you, demonstrating it midscreen:

http://www.own3d.tv/video/165278/_German__Chargi_feat.Trap_is_up___id_23415__Archive__2011-07-27_19_41_57-20_08_40

Note: I’m speaking German and got freaked out, that it actually worked, after me playing so bad that evening. Stopped some matches later, but well, Headstomps worked out well here.

I blew up Filipino Champ in casuals with the EX Legs safe jump =P

People got so hype.

yep thats the general EX LL safe jump

but there´s always the nuki set up

[media=youtube]yNb6Oa1bUsg[/media]

random note:

i was messing around against the twins, a very good safe jump and possible OS set up against yang could be:

f.throw, dash, j.lk

if yang does lk/ex roll kick chun stuff it resetting yang
if yang does a command dash he gets away (possible os throw, hard timing tho)
if yang dashes/backdashes is possible to punish on reaction (maybe os sweep, but then again hard timing imo)

in the other hand is possible to use j.mk instead of j.lk, idk about you but j.mk actually is a cross up against bigger character (ala rufus), and for some reason it does cross up against yang, and if he uses command dash chun lands in front instead of landing behind yang so is possible to jab/short him into BnB of choice, the problem is that yang can use EX roll kick and the j.mk gets stuffed (but the j.mk is safe against lk roll kick). I have some ideas against yun, but nothing works that well, more testing and what not is needed.

Reading page 1 again

IIRC U1 corner juggle goes wrong against Oni/doesn’t launch. Will try Yang later (unless it’s been mentioned in the thread too)

[media=youtube]d2J1s6H6cZ4[/media]

ok safe jump against dudley, read the description for details, i found out that j.lk doesn´t get tag by the cross counter, so now this set up is more reliable

Addendum, after an hour of vs against both, I believe U1 corner juggle goes wrong/falls out with both Oni and Yang.

Seems pretty useful but is it any better than jump fp, fp+cr.rh? (does that lose to EX Cross Counter? I’m not sure) Asking cos what if he blocks it on wake up, do you get enough blockstun (is the jump lk deep enough) to stop him grabbing you or mashing EX SRK as you land? Cos obviously off her fierce punch target combo you are safe from these options…

Its another option though which is always nice

Also check your inbox sometime tomorrow :slight_smile:

the target combo lose to the counter same as j.hk, its not that easy to block this too (the player has to know the set up), and yes the j.lk needs to be very deep to be safe. Ill be checking my inbox dont worry :slight_smile:

I found out the hard way that Cross Counter beats headstomp… that’s some bullshit. Not even Gouken’s counter beats headstomp.

Against the twins, when they are building meter with palm from a distance, you can literally walk as close as your feet are touching without getting hit, as long as you don’t press a button. You can walk up and punish recovery of palm with s.hp, c.hk, s.mp xx ex.legs. If you are sitting on charge from about mid screen distance, and you have full meter stocked, punish with dash lk.super (don’t use other versions as they will trade because of the lower number of invincibility frames they have). If they feint and neutral jump for a dive kick, react accordingly. If you are close enough, you can either block the dive kick which hits high and throw, or focus release and begin offensive pressure. You can also jumpback HK to beat out their dive kicks, or meet them in the air with j.hp, however, these counters have varying degrees of success dependent on spacing and the version of dive kick used. If you are too far, and they whiff their dive kicks with the lk version, this can be bad for you, because they can land before you and and punish you on landing.

Why this is useful.

Takes away the part of their game where they can build meter with impunity (not that they can’t build meter easily from offensive pressure anyway), forward movement, and relieving them of space that makes dive kicks effective.