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to be continued... | to be continued... | ||
-casey_MDK | |||
= Advanced Strategy = | = Advanced Strategy = | ||
= Match-ups = | = Match-ups = |
Revision as of 00:56, 13 January 2008
Introduction
Moves List
Normal Moves
Button | Position | Buffers: | Itself | Specials | Supers | Hit | Block | Startup | Active | Recovery | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Standing | y | y | y | +4 | +4 | 2 | 4 | 9 | 200 | |
Crouching | n | y | y | +6 | +6 | 2 | 4 | 7 | 400 | ||
Jumping | - | - | - | - | - | 3 | 22 | - | 500 | ||
Strong | Close | n/n | y/y | y/y | -2 | -2 | 4 | 2(16)2 | 22 | 500+500 | |
Far | n | y | y | +1 | +1 | 5 | 8 | 13 | 800 | ||
Crouching | n | y | y | -1 | -1 | 4 | 9 | 17 | 800 | ||
Jumping | - | - | - | - | - | 4 | 10 | - | 800 | ||
Fierce | Close | n | y | y | -2 | -2 | 3 | 8 | 20 | 1000 | |
Far | n | n | n | -3 | -3 | 11 | 8 | 21 | 1100 | ||
Crouching | n | n | y | -7 | -7 | 7 | 11 | 20 | 1200 | ||
Jumping Neutral | - | - | - | - | - | 5 | 8 | - | 1200 | ||
Jumping Diagonal | - | - | - | - | - | 5 | 8 | - | 700 | ||
Jumping Diagonal 2nd hit | - | - | - | - | - | 5 | 10 | - | 500 | ||
Short | Close | n | y | y | +3 | +3 | 3 | 5 | 9 | 400 | |
Far | n | y | y | -2 | -2 | 5 | 4 | 13 | 300 | ||
Crouching | n | y | y | +2 | +2 | 4 | 4 | 11 | 300 | ||
Jumping Neutral | - | - | - | - | - | 5 | 22 | - | 600 | ||
Jumping Diagonal | - | - | - | - | - | 3 | 26 | - | 400 | ||
Forward | Close | n | y | y | +2 | +2 | 9 | 7 | 14 | 900 | |
Far | n | n | y | -3 | -3 | 6 | 6 | 19 | 800 | ||
Crouching | n | n | n | +2 | +2 | 8 | 4 | 14 | 700 | ||
Jumping Neutral | - | - | - | - | - | 6 | 10 | - | 900 | ||
Jumping Diagonal | - | - | - | - | - | 4 | 12 | - | 700 | ||
Roundhouse | Close | n | y | y | -5 | -5 | 4 | 9 | 22 | 1200 | |
Far | n | n | n | -4 | -4 | 11 | 3 | 25 | 1100 | ||
Crouching | n | n | y | down | -11 | 7 | 8 | 27 | 1000 | ||
Jumping Neutral | - | - | - | - | - | 9 | 8 | - | 1100 | ||
Jumping Diagonal | - | - | - | - | - | 5 | 6(9)10 | - | 700+600 | ||
Command Normals | |||||||||||
f +Forward | n | n | n | +5 | +5 | 14 | 4 | 15 | 800 | ||
f + Roundhouse | n | n | n | -4 | -4 | 11 | 3 | 25 | 1100 | ||
df + Roundhouse | n | n | n | Down | +6 | 36 | 6 | 8 | 1000 | ||
after a hit close st. short, st. short | n | y | y | -2 | -2 | 2 | 4 | 13 | 300 | ||
(air) d + Forward | - | - | - | - | - | 4 | 10 | - | 900 |
Special Moves
Super Moves
The Basics
Chun's gameplay revolves around comboing into her crazy level 1s or her deadly level 2 cancels, and pressuring with her quick, high priority pokes. The reason is her supers do some serious damage, even at level one, and lead into some very confusing mix ups. There are several ways she can land her super. Here are the basic ways...
Bait something, counter hit cr.jab, cr.strong/close st.fierce xx kick super
Chun can mix up between cr.jab and walk up throw pretty easy, thanks to her fast walking speed. One of the most common ways to nail a counter hit with Chun is mix up between walk up throw and walk up cr.jab again. If they do anything to avoid getting thrown, you hit them with cr.jab, cr.strong/close st.fierce xx kick super xx sj. follow ups. Her cr.jab is as fast as normals get in CvS2 (2 frames). On counter hit, the cr.jab, cr. strong is very easy. Attempting to close st.fierce is a little risky in this scenario, because of range. You might get a far st.fierce, which does not link. But, it does more damage if you pull it off.
whiff punish something with far st.strong xx kick super
If you see someone whiff something laggy, punish with far st.strong xx super. Far st.strong is her farthest reaching move, and is also bufferable into kick supper. It's a high priority poke as well.
cross up j.short, cr.jab cr.strong/close st.fierce xx kick super
Her j.short is pretty decently prioritized, and stuff a lot of anti-airs. The fact that it's a cross up also helps her keep pressure, as cross ups leave you very close to your opponent. If you land the cross up, combo into super. Close st.fierce is much safer to try this time. Not only is it an easier link, you're closer to your opponent thanks to the cross up, and the chances of you getting a far st.fierce almost non-existent.
cross up lj.short xx hk lightning legs, cr.strong xx kick super
lj.shorts are really hard to react to, especially if you cross up with them. Cancel the recovery of the lj.short with HK lightning legs (the reason for this is that low jumps have 8 frames of recovery on landing that is cancelable only into special moves), from there, you can link off of HK legs. It's a little tight, and the timing is a little different, but once you get it down it's a great tool. Of course, you can only do this in grooves with low jump.
to be continued... -casey_MDK