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Post by Vulcans Never Bluff on Jun 16, 2011 13:45:11 GMT -5
Things a Chun Li player should know.
Almost always, if not always use Super Art II.
Learn to cancel from UOH (Universal Overhead mp+mk)- Do this by doing a UOH, at the end of the animation time your first out qcf (Quarter Circle Forward), the the other one its a slower motion. The first QCF should be at end of animation, and second should be right after animation. This is key for mix ups.
Crouching MK- Good for close up pokes and mid range pokes Cancel in in Super Art II for easy killer punish
Standing HP- Good long range has some priority. Use for long poke, anti air, and lone range punish.
Standing B+HP Tons on priority, cancels into supers, spam to build meter fast. Use at close up, mid close up range.
Grab- Grabbing with Chun makes it very easy to open holes in your opponents game.
EX Bird Kicks- Very good move, people dont expect it on wake up often.. Most Chun plays are always saving meter. Dont be afraid to use it.
Just a few things.
Discuss.
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Post by hotamali on Jun 16, 2011 18:52:07 GMT -5
she has one of the best kara throws in the game.
also I feel like she isnt combo heavy but more of a reactionary character to punish her opponents playstyle.
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Post by Vulcans Never Bluff on Jun 17, 2011 1:11:00 GMT -5
also I feel like she isnt combo heavy but more of a reactionary character to punish her opponents playstyle. Being able in link her overhead into super is a key thing. Chun can very much apply pressure. I was just mentioning some of aspects of her game. Her kara throw is with MK, right?
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Post by hotamali on Jun 17, 2011 11:20:24 GMT -5
i think so, im having trouble getting it to work tho.
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Post by ragnorak on Jun 25, 2011 13:38:19 GMT -5
Great tips Tim.
Super Art II does have awesome combo potential, though I just love the raw power of SA1 and blasting the opponent with it when they jump in for an attack, plus it's a lot harder to parry and leaves you less vulnerable if you miss. SA3 is one to avoid picking though is it's pretty ineffective.
The LP version of the fireball is best as it travels furthest. You can also use an EX version if you don't want it to dissipate at all. It doesn't do much damage but is good for catching out opponents who jump around too much or buying you some time as they get up.
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Post by hotamali on Jul 7, 2011 15:26:38 GMT -5
ok i just figured out her kara throw, unlike kens it doesnt make her sprite jump forward. Gives a couple extra frames which is really helping me out.
Ive been using RK for kara throw, since up close that does that knee move which is canceable into a throw. When farther away youre supposed to use fk
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Post by ajojjduyotox on Jun 9, 2019 6:16:53 GMT -5
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Post by uyieham on Jun 9, 2019 8:36:02 GMT -5
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