What should I be learning?

I have an idea. I have generally learned all of Chun’s basics, which moves to use, spacing, some general anti air, a couple of combos that get the job done, so I most likely need to move along to the next step, instead of mindlessly using what I already know forever.

I will learn one matchup (starting with the forever popular Ryu, then to Ken, Akuma, etc.), I have actually been playing Ryu CPU on hardest, which was a good place to start, but there are a few cheap ways to beat him***** , it does help to familiarize with his moves and to practice analysis. I have obviously played a few Ryus online in ranked, but the connection hasn’t been very good (my fault), I think I know someone with a half decent Ryu I can practice against thankfully, I’ll probably be doing that in endless sometime. The online Ryu’s play quite similarly, but they punish you much harder than the CPU does. I should probably also use Ryu a bit so that I can become more familiar with the matchup.

Then I need to practice a specific combo until I get it down semi-perfectly (which wont matter at all when my Arcade Stick arrives at my doorstep, but I’ll ignore that), I think the perfect combo to start with is cr. :lp: xx(x?) st. :lp: to :hp:, because of the timing and adequate damage. I pick this over the cr. :lk: xx EX legs combo because it works better on Ryu (as the computer will usually DP through my EX legs… not sure if real Ryu’s do that, but I don’t want to risk it too much, so I don’t use it often against DP users).

*****dash forwards twice causes CP-RYU (lol, get it?) to DP, then you block and punish - repeat, and EX SBK after his uppercut thing which always results in a counter hit reversal for some odd reason, and whenever you hit Fierce, the CPU ultras, even if your fierce doesn’t come out, and the computer can’t seem to juggle at all, they try, but fail.

Once I have this down, I simply move onto a different match up and a different combo or technique.

Playing computers aren’t good for practice because what they’re doing is unrealistic in a real match. Computers normally react to your inputs as if they can see what you’re pressing and just punish it with something stupidly annoying. They also don’t know how to counter some tactics that a decent player would know how to. You’re best off playing some real players how ever you can and watch some matches to see how the higher level players deal with the situations that you have trouble with. The players in that playlist that I compiled are very high level and I think they play the ideal way to play Chun li, so I suggest people observe their matches carefully and understand why their matches were well played.

I’m learning plenty from it. I didn’t know anything about Zangief or Balrog until I fought the computer and tested out the matchups from the matchup thread. I’m not going to play the computer indefinitely, it’s just a good place to start out and test the enemies movements. I also now struggle much less when dealing with hadouken spam. I can’t find very many matches where I am, even during peak times, it’s probably because of my low PP or something.

Often the matches like that are too fast for me to work out exactly what they’re doing, OHT/Goofyhand had a great series and I’ve watched the whole thing, I should probably watch it again. He plays at tournament level, maybe not at Nemo level though.

I learn a lot more about matchups from a recorded dummy in training mode than I do against the CPU.

Where do you live? You should try to find other players who are also interested in getting better, mainly those that live in your region and that you have a good internet connection with, and add them to your friends list so that you can play against them often in endless battle mode. It also helps if both you and your opponents have headsets or access to computers for IMing/voice chat so that you can give each other feedback on the matches.

And if you are fortunate enough to live in a city with a good offline scene, just know that you are never not good enough to start playing in local tournaments and casual sessions.

Can someone help me with Jump ins? I don’t know what to do against jump happy characters. My friend uses Seth and once he gets in on me I eat a huge combo. I don’t know how to anti-air him. I’ve been trying to use her down-forward short but its not that reliable and it doesn’t beat Seth’s Wall Jump Roundhouse.

It depends how close they’re jumping in or how “deep” they jump in. If its at a medium distance then St. far :hp: is good, St. far :hk: has better range but it’s slower so do it when you read that they’ll try to come at that range. If they’re close then you could (Often situation is when you’re getting up from a knockdown) use Cr. :mp:/Cr. :mk:/Cr. :hk:. This lowers your hitbox so you don’t get hit and it’ll catch them on their way down, it’s pretty effective. You could also try dashing right under and punishing with a decent BnB or throw them, once you reach the other side and they’re still recovering from landing. Or you can try to air throw them if you see it coming and you’re standing, or you can do an instant jump back :hk: (Press :hk: and :ub: at the same time).

Thanks alot man. I actually stumbled across this video though.

Yeah all that stuff is listed in the forum somewhere several time over lol, thing you have to remember is that no one AA should be an always go to. You really have to be mindful of the character you are fighting, the spacing you’re at in conjunction with you reaction time to their jump in and really importantly what button they are pressing when they jump in.

I find it good to either focus backdash or empty backdash the first couple of jump ins, this tells you then what buttons are their favoured jump in and with empty backdash if they are OS’ing everytime, sometimes or never (important thing to know). This is then kinda like data collection as once you have the information (even if you’ve eaten damage in at the start of the first round) you have some information from which you can work from. It’s important to build a gameplan for the match or set so everything you do, try or in this case react to needs to be remembered so you can then adapt both your offence and you defence accordingly. Its no good playing every Ryu for example using the same AA’s, footsies and blockstrings/frametraps and patterns, cos what works on one person won’t always work on another, collect the data you can as early in a fight as you can then change what you’re doing accordingly, especially with you AA and defensive options. So you can then start to apply a MIX (capitals cos its important not to always just use the same option) of the best few AA’s for the preferred button they use with that character.

Really pay close attention to your spacing so you know you can AA at that range safely and don’t throw random or patterned Kikokens from anything closer thatn 3/4 screen away. Also remember as Chun you are going to have to block a lot of jump ins and learn to deal with wake up pressure and jump in pressure. Its far better to block a jump in and then block and delay cr.tech than be worried about the pressure and press buttons eating damage.

With Chun the ultimate goal is to avoid getting knocked down, her wake up is poor, so if you’re not sure of you options AA wise at the range you are at or against the character you are fighting…JUST BLOCK.

Also if this Seth player is giving you trouble watch your fights back see when he’s jumping (are you badly spaced? Throwning unsafe Kikokens? etc…) Also look in the replays at his set ups then go into training record the set ups and work out your options… Training mode is literally your best friend in this game

I usually try to stay alert for jump ins as possible, and jump forward air grab as soon as they leave the ground. That’s pretty punishing, a nice 140 damage for pressing a couple buttons on reflex. I mix it with Jump in target combo, then the 3 head stomps or kikosho. For seth, if you stand far away, he will super jump in, all you have to do is neutral jump round house, it’s really easy to react to, to the point where you really want them to jump at you. I find the other anti airs to be okay, but not damaging enough to stop them from doing it.

Make sure you block high when they jump attack you. I didn’t know this for a while, and was eating a whole heap of jump in combos. From your charge, block high, then low. :db::b: :db:. Then chances are you could punish them with ultra 1, depending on what they finish their combo with.

I think of anti airs that keep working as free damage. Some jump in attacks are overheads, so its best to block high if you have to. Otherwise keep anti airing them until they learn to stay grounded, then you start your game of footsies.

Is Seth’s super long distance jump in stolen from Bison? I played bison CPU not long ago, and was tripping, lol. I’d counter him like I would seth and he would do some weird cancel thing.

How many jump ins aren’t overheads? Doesn’t matter much anyway if you block high, unless there’s someone who can sweep from a jump in.

Maybe you are at a higher stage of skill than I am. Keep in mind that I barely know what half the players I’m up against are using. I think training mode may help me more as I progress though.

And I live in Australia, Adelaide. If anyone want’s to play against me, they can add my username on XBL :slight_smile: I usually have good connection against melbourne and NZ players.

How could you tell if they are option selecting? You would have to know what kind of OS setups their character is capable of, and I barely know Chun’s. And I’m not too sure of what a frame trap is, I’ll have to google it I think, but I hear from meeks that it is a high level player tactic. I might have to watch for anything strange when I play against these 2000PP players next time.

Chun li’s target combo in the air with :hp:x2 are overheads, not sure about the jumping roundhouse though.

If you backdash a jump in (without focus absorbing first) their jump in attack whiffs, if it whiffs and they go right into a special move for example Ryu will generally OS Chun with Tatsu if she has no meter. So if they do a Tatsu right after the whiffed jump in (cos you backdashed) the chances are they OS’d it…

Characters have several OS’s from jump ins for different situations and on the ground on your wake up, its important you understand when you are being OS’d. Generally if you backdash on your wake up and you timed it right but still got hit by a move it was probably an OS. Characters can OS lots of things including Ultra so its wise to get an understanding of when some is using them. Take note in matches of what I just said:

Did you wake up backdash?
Did you still get hit by something AFTER the first move they did on you as you backdashed?
If Yes then you almost certainly got OS’d

Also it is useful to learn at least Chun’s 2 most basic, easy and common ones as they will work on most characters simple evasive options. obviously Chun has certain other ones for specific situations and against specific characters…

I think all her OS’s are listed in the lifestyle section :slight_smile: If not ask I am sure someone will list em for you

A frame trap is basically a combination of 2 attacks (you can do delayed frame traps and stuff from other set ups but I am trying to explain it and I will do a bad job lol) where the second attack naturally leaves a small gap after the first attack that is long enough for the blockstun from the first move to have finished but fast enough on start up that its active frames start before the other characters move (if they pressed a button)…

They are basically a way to score damage and counterhits on people and are most used to catch people crouch teching, not exclusively as some frames traps are good for whiff punishing.

The most obvious and basic one of these that Chun has is cr.lp, cl.rh. If you go into training and record Chun doing crouching light punch followed by close standing hard kick. Then play it back and block it mashing cr.tech after the light punch you should find you get hit by the second move. That is basically a frametrap, all characters have lots of them and you can be creative in the traps you use and how you use them. If you’re clever most things and situations can be turned into a frame trap…

All air normals hit high. They can’t be blocked low.

this

for some reason i was told that d.mp from t.hawk doesn`t hit grounded opponents… dunno about that tho

Well they can whiff due to hitbox, but they all have the property if hitting high is what i’m saying.

Wow I went to check this out and yeah it completely whiffs on grounded opponents. Strange. Don’t know much about Hawk, but its pretty funny.

Its a fake attack, that’s its point it doesn’t hit but makes you block to set up jump in SPD’s

Okay, I think I ran into a guy using option selects with Rufus, he would jump in whiff, and I would back dash and he would sweep. Soo… I know he’s using an option select, but what do I do about it? I just stopped back-dashing and blocked it… though maybe I should have focus attacked it. It was his second character, so I destroyed him 2 times before he pulled P. Honda (the P is for perv ;)) with 4800BP. It was the most jumpy and retarded Honda ever, but it beat the hell out of me. I could tell exactly what he was doing, but the amount of damage he was pulling out of seemingly random jump mixups just turned the game every time. His counter hits can do 200 damage! :eek: How do you guys deal with this kind of player?? He wasn’t smart though, he headbutted into my ultra 3 times… and tried to time out with 60 seconds left frequently.

Just beat all of chun’s trials! :smiley:

Sometimes, you just need to block. Trust me, I know it’s hard but it’s better to take a throw then eat combos and counterhits into god knows what. I’m not a good player by any means but learning when and how to block is one of the hardest things to actually get to grips with this game. You really gotta feel out your opponent.