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= Advanced Strategy = | = Advanced Strategy = | ||
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'''The Kick Alpha Counter'''<br> | |||
Chun's kick alpha counter is very good on the ground because it is basically her crouching forward with knock down properties. Use it to alpha counter projectiles and knock them down, especially if they predictably end their block strings with a fireball like a lot of shotos do. The best way to use her kick alpha counter offensively is to walk up to them when you think they'll attack with a low poke. In one smooth motion, do B, DB (this is the point you block), then finish with D + forward. If they tried to poke you, you will block at the DB part of the alpha counter motion, then you'll quickly perform her alpha counter and knock them down. If they didn't stick anything out, her low forward will come out, which is a good poke anyway, and she can cancel into her Kikoken/Axe Kick to add pressure. It's an option select that makes Chun very strong on the ground.<br> | |||
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Also, the kick alpha counter is very good to get them knocked down in the corner. Chun recovers very quickly from her fireball to the point of it being practically safe even if blocked in close range. When They are in the corner, do a crouching forward xx Kikoken. If it's blocked, anticipate the counter, block, and kick alpha counter to knock them down.<br> | |||
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'''Jump in Custom Randomness'''<br> | |||
This gets people more than it should. Jump in at them and activate her custom in the air. Do a jumping roundhouse, and when you land immediately go into her roundhouse Rising Kicks. For some reason, a lot of times they will still get hit even if they blocked. Some people have said it seems like an unblockable, but it's probably not. Whatever it is, it works a lot, so use it.<br> | |||
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'''Senretsu through Fireballs'''<br> | |||
This is very important vs. people who have good fireball poke strings like shotos and even Chun herself. When they get predictable with their block string attacks, such as when Ryu does his typical crouching jab, crouching short, crouching strong xx fireball, keep blocking and charging back throughout the whole string, then bust out her Senretsu when you see the fireball coming.<br> | |||
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== Custom Combos == | == Custom Combos == | ||
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Custom combos are probably Chun-Li's most dangerous weapon since she has arguably the best custom combos in the game. They are just ridiculously easy to do (no timing involved whatsoever), they do more than above average damage even at level 1, and she can land them very easily. Chun-Li with 1 level of meter can do roughly 35-40% damage with just her bread and butter level 1 Rising Kick custom. At higher levels, her Lightning Leg custom absolutely demolishes a disgustingly large amount of your opponent's life. In any case, it should be your goal in every round to land as many customs as you can. If you're in dire need of a comeback, Chun's custom combos are her best chance to even the odds.<br> | Custom combos are probably Chun-Li's most dangerous weapon since she has arguably the best custom combos in the game. They are just ridiculously easy to do (no timing involved whatsoever), they do more than above average damage even at level 1, and she can land them very easily. Chun-Li with 1 level of meter can do roughly 35-40% damage with just her bread and butter level 1 Rising Kick custom. At higher levels, her Lightning Leg custom absolutely demolishes a disgustingly large amount of your opponent's life. In any case, it should be your goal in every round to land as many customs as you can. If you're in dire need of a comeback, Chun's custom combos are her best chance to even the odds.<br> | ||
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Always punish mistakes with custom combos! If you have the meter and a mistake punishing opportunity presents itself, such as a missed Dragon Punch or super, you should always custom combo for the most damage since they do more damage than her supers.<br> | |||
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'''Level 1 Custom'''<br> | '''Level 1 Custom'''<br> |
Revision as of 16:53, 4 February 2007
Introduction
Chun-Li in SFA2 is widely regarded as the best character in the game. She virtually has no bad match ups with all other characters, having a clear advantage over the rest of the cast or at worst an even match up. Her domination is due to her supreme versatility in any situation. She has outstanding priority on all her normals, safe and abuseable special moves, extremely fast walking speed, and overly damaging Custom Combos. As such, Chun-Li can switch between being the rushdown aggressor or the annoying turtle anytime during her match ups and still force her opponent to have to out-guess her. She is not that difficult to pick up and win with, but knowing some basics might help you outplay and out-annoy your enemy.
Moves List
Normal Moves
Jab
Standing
A very quick swipe of her arm. The best thing about this move is that, unlike in future games, no one can duck Chun's standing jab; they will be forced into blocking it. This allows Chun to set up many throw cheaps by forcing them to block a standing jab, then going into mix-ups of walk-up throw, walk-up CC, or making them block another jab.
Crouching
Not much use for this as she has better crouching normals. Might be useful if you and your opponent are right next to each other and you want to stick out a quick normal to beat theirs.
Jumping
Don't use. Chun has much better options in the air in all the other 5 buttons.
Strong
Standing
This looks like her classic close standing fierce in all her other Street Fighter incarnations, but as a strong in this game, it comes out much faster. Good in priority battles up close. Plus holding towards or back + strong when you're upclose is option selecting. If they are in range to be thrown, they will be, if not, the strong comes out to beat your enemy's move and recovers fast enough when whiffed. Finally, her standing strong works as an unexpectedly good anti-air when they're jumping in from far away.
Crouching
Priority poke that can cancel easily into her specials and super. Crouching strongs come out so fast that they can easily link into each other. Great for being used as a meaty when they are getting up.
Jumping
Exactly like her jumping fierce except it doesn't hit as hard. It seems as though during air-to-air battles, attacking with jumping strong rather than jumping fierce causes her to air throw or break the opponent's air throw a lot easier.
Fierce
Standing
Reliable anti-air when they are jumping at 45 degree angle or lower. Use this as an anti-air for moves that her crouching roundhouse doesn't hit.
Crouching
Super cancelable into her Senretsu (kick super). Too slow to use in most ground priority games because she has better ground options.
Jumping
Use in air-to-air battles or to start combos for big damage.
Short
Standing
Long reaching outwards kick. While it doesn't have the range of her crouching forward, Chun's standing short is an important part of her ground game because it can go over certain character's ground move and still hit them clean. Plus it is cancelable into Kikoken or Axe Kick overhead special.
Crouching
Not much use other than for tick/throw set ups.
Jumping
Great air-to-air, but since it is exactly like her jumping forward, it's generally better just to do the jumping forward instead.
Jumping Straight Up
Not much use.
Forward
Standing
Outwards front kick that can be used as an anti-air, but Chun has better options.
Crouching
Chun-Li's best ground poke by far and one of the most dominating moves in the game. It is incredibly fast, it has incredibly long range, and it is cancelable into specials and supers, notably her Kikoken. Crouching forward xx Kikoken is Chun-Li's bread and butter ground poke string. Spam on her crouching forward while jiggling back and forth in and out of your opponent's range to annoy them and force them into the corner. Use her crouching foward as a whiff punisher too when you see them miss a normal or special.
Jumping
Probably Chun-Li's best air-to-air. It has incredible priority and will often break your opponent's air throw attempt if they tried to, even if you didn't plan on it. It crosses up as well, but it's noticeably harder to time her crossup in SFA2 than it is in subsequent future games. Also, this is Chun-Li's best "jump back" move. Jump back forward will beat out high jumping Rolentos and Bisons who are jump happy and will protect you from their Scouter Jumping/Headstomping.
Jumping Straight Up
Like her jumping straight up short. Not much use other than possible anti-airing when they are jumping right over you, possibly while you're in the corner.
Roundhouse
Standing
Vertical kick upwards that can anti-air opponents who are right above you.
Crouching
Chun-Li's sweep and another essential normal in her gameplay. This is Chun-Li's all-purpose anti-air as it work most of the time for almost any jumping attack in the game. On the ground, it is a good poke as it can go over certain low pokes and still nail your enemy. Be careful that her sweep doesn't always knock down when used as a ground poke.
Jumping
Double-hitting air kick. Not much use since her other jumping attacks are better for air-to-air and for combo starters
Jumping Straight Up
Great to stop incoming enemy jump attacks as this will keep them at bay. It's a good move to start rounds with as it will prevent round-starting enemy jump ins or fireballs.
Special Moves
Punch Alpha Counter while blocking, B,DB, D + Punch
This looks like her fireball, except no projectile comes out. This is the alpha counter to use for jump ins and high-hitting ground moves. It comes out a tad bit slow, so opponents will sometimes be able to block it if you tried to alpha counter a deep jump in. Since Chun has so many reliable anti-airs in her normals, specials, and super, using her Punch Alpha Counter against jump ins seems rather pointless. Still, it's there if you need it, and Alpha Counters are often a good way to end the round if both you and your opponent are down to that "last-hit-and-you're-dead" amount of life.
Kick Alpha Counter while blocking, B,DB, D + Kick
This looks like her crouching forward except it knocks down when hits. It is best used against ground pokes and projectiles because it comes out so fast and has excellent range. After they get knocked down from being hit by her Kick Alpha Counter, start your mix up game on their get up.
Flipping Neck Breaker DF + Roundhouse
Her classic overhead. It can be seen a mile away if you do it randomly up close, but Chun's Flipping Neck Breaker is good to use for getting past fireballs at far range without having to regular jump over them into a trap. When close to the opponent, but not right next to their face, the Flipping Neck Breaker can be used a surprise move to avoid their ground poke and get your momentum going.
Head Stomp in air D + Forward
A high priority jump in that has the potential for extra juggling hits. Jumping in with her headstomp can effectively beat out certain supers that would have anti-aired her if she jumped in with a regular attack such as Ryu's Hurricane Kick super and Bison's Scissor Kick super.
Kikoken a.k.a. Fireball HCF + Punch
Chun-Li's fireball. As fireballs go, Chun-Li was blessed with a very good one in this game. While not quite as godly as Ryu's fireball, Chun's Kikoken still comes out very fast, travels very fast, and recovers very fast compared to the rest of the casts' projectiles. Her Kikoken is the core of her zoning games while on the ground and is used to pressure opponents into making mistakes. Due to its speed and quick recovery, Chun's Kikoken is very good in fireball fights, allowing Chun-Li to keep up with every projectile thrower in the game except Ryu. It is the special move you are most likely to combo into whether your normal attack was hit or blocked. It's the second part of Chun-Li's bread and butter crouching forward xx Kikoken ground game pressure/poke string. And finally, as an almost unnecessarily good side benefit, Chun's release of her fireball causes her to lean backwards, often getting her out of range from pokes that would have normally hit her. This bonus occurs even if you didn't plan on it happening and acts as a natural AC (Alpha Counter) reversal.
Axe Kick a.k.a. Circle Kick a.k.a Overhead HCB + Kick
Chun-Li's main overhead, and arguably the best overhead in the game. It comes out incredibly fast for an overhead, has invincibility frames at the beginning, and leaves her safe even if blocked. Use this to go through fireballs at close range to pass through the projectile and nail them. Use it as an unorthodox but surprisingly reliable anti-air. Use this in your poking strings mix ups, alternating between standing short xx Kikoken/Axe Kick or crouching forward xx Kikoken/Axe Kick to keep them off guard and catch them if they were turtling too much. And finally, this is Chun's best AC reversal: crouching forward xx Axe Kick; the crouching forward will be alpha countered only to have the invincibility frames of the Axe Kick beat out your opponent's Alpha Counter attempt.
Rising Kick a.k.a. Up Kicks charge D (2 seconds) + Kick
Chun's special move anti-air. It has good invincibility and should be used as late as possible so that all hits connect for the most damage. Use it when they stupidly jump at you without threat of a jump in CC and you're charged for the Rising Kick. Also, use it as a wake up as you would a wake up Dragon Punch to stop meaty attacks, crossups, and their jump ins while you're getting up. Finally, this is probably her overall best move to custom combo with because it does obscene damage and is retardedly easy to do.
Lightning Legs a.k.a. Lightning Kicks press K rapidly
Chun-Li's signature move. The best use for this move is in Level 2+ custom combos. It does insane damage in custom combos, but it is somewhat harder to pump out and maintain continual custom combo Lightning Legs than it is to just do repeated custom combo Rising Kicks. This is also a good chipper when your opponent is down to their last pixels of life: (jumping MK,) crouching LK xx Lighting Legs is great for finishing off that last pixel of their energy.
Super Moves
Kikosho a.k.a. Puffball Super QCF, QCF + Punch
Chun-Li's best anti-air. Her Kikosho will beat pretty much every jump in except jump in Custom Combos. Use this as late as possible so that she gets the max number of hits. This is also a good super to wake up with if you're in the corner since it will protect you from their ground meaty or if they jumped in on you while you're getting up.
Senretsu Kyaku a.k.a. Kick Super charge B (2 seconds), F, B, F + Kick
Chun-Li's combo super of choice, and it is mainly used just in guaranteed combos since her meter is better suited for her custom combos. At level 2 and 3, it has enough invincibility to pass through fireballs, so use the Senretsu to pass through predictable block strings that will end with a fireball. Finally, it can be used as a good wake up if they were trying to do a meaty on you as you're getting up.
Hazan Tensho Kyaku a.k.a. Upkicks Super charge DB (2 seconds), DF, DB, UF + Kick
Chun-Li's most damaging super by far. The motion gives people a lot of people trouble though. I find the best way to do super Flash Kick type motions is to charge DB, then do a 270 sweep from F going to UB + Kick. Ideally this should be used as an anti-air when they jump at you and you're charged, however most opponents will know better than to jump on a crouching Chun-Li and her Kikosho is easier to pull off in a pinch. It makes for a good wake up super if they try to meaty you on the ground. Other than that, there really isn't any pressing need to use this super ever other than for flashiness, such as in juggle combos.
The Basics
Chun-Li works best when she can intelligently switch between turtling and rushdowing depending on her opponent and their super bar. Obviously when they have little or no meter, it is the opportune time to go on an all out offense, starting her crouching forward xx Kikoken; standing short xx Kikoken; crouching forward xx Axe Kick; etc. ground poke strings to frustrate them and slowly force them into the corner where she can really pressure them. Once they have a dangerous amount of meter, it is then better to hold back and turtle up, waiting for them to come to you and countering their moves appropriately.
Basic Ground Game
Chun-Li's ground game revolves around these important moves:
- crouching forward
- standing short
- Kikoken
- Axe Kick
- her throw
- crouching strong
Chun should be constantly jiggling in and out of her opponent's range and attack with lots of crouching forwards canceled into Kikokens or Axe Kicks. Use her crouching forward to hit them when they whiff their own attack and continue the pressure by always cancelling into her Kikoken. Since Chun has the fastest walking speed in the game, she can get away with just walking up and randomly throwing them more often than she should. This is especially good when they're turtling up. You can mix up walk up throw and walk up CC in their face to keep them guessing whether to block or not. Standing short xx Kikoken/Axe Kick is also good because it comes out faster and will beat a lot of attacks that could have traded with her crouching forward. Her crouching strong comes out very fast and should be used if both of you and your opponent are in each other's faces.
Fireball Game
Chun-Li's Kikoken in SFA2 is hands down her best projectile in her full history of Street Fighter. It goes full screen, it's incredibly fast, and comes out/recovers quickly, making it one of her most annoying moves. At far range, Chun-Li can keep up with others in projectile fights by matching their fireballs with her own. Throwing Kikokens at long range is her best way to charge her bar up quickly until she gets that all important level 1. She should mix up the speed of her Kikoken, mainly throwing fierce ones, but occasionally tossing in a jab or strong Kikoken to throw off their timing if they tried to jump over them. At mid-range (around the max range of her crouching forward), her Kikoken is a great pressuring tool to control the ground and force opponents to jump into her. Always throw Kikokens canceled from her crouching forward or standing short at mid-range so that they don't get a chance to jump in on you. You can fake throw Kikokens at this range by doing random standing jabs when they think you're throwing a Kikoken. If they jump at you, you can easily anti-air with crouching Roundhouse, standing fierce, standing roundhouse, Kikosho, etc. Don't throw too many Kikokens from any range closer than her crouching forward because if they guess right, they can jump in on you and do big damage.
Corner Pressure
Once they get pushed into the corner, keep them there by doing lots of standing shorts xx Kikokens. If they jump to get out, you can nail them back into the corner with her Kikosho or crouching Roundhouse. When they start to turtle up even more, you can walk up throw them or crouching forward xx Axe Kick.
Throwing
Throwing should be a big part of Chun's game and works extremely well with her fast walking speed. Often, you can quickly walk underneath their jumping attack and turn around and throw them when they land. Because Chun's best ground range is when she's jiggling in and out of her opponent's range, she can just wait to see when they whiff an attack, and then walk up and throw them when they miss. Finally, her throw is really good in tick/throw set ups. In the air, jumping with strong or fierce in air-to-air battles often has the lucky side benefit of air throwing them out of their move, even if you didn't plan on it.
Best Anti-Airs
1. Kikosho (all purpose)
2. crouching roundhouse (all purpose)
3. standing fierce (45 degree jump ins)
4. standing roundhouse (right on top of you jump ins)
5. standing strong (far jump ins)
6. Rising Kick/Hazan (when you're charged)
7. jump straight up roundhouse (to keep them away)
Best Ground Pokes
1. crouching forward
2. standing short
3. crouching strong
4. crouching roundhouse
Best Jump ins
1. jumping forward (crosses up); also best jump back move
2. jumping fierce
3. jumping strong
Advanced Strategy
The Kick Alpha Counter
Chun's kick alpha counter is very good on the ground because it is basically her crouching forward with knock down properties. Use it to alpha counter projectiles and knock them down, especially if they predictably end their block strings with a fireball like a lot of shotos do. The best way to use her kick alpha counter offensively is to walk up to them when you think they'll attack with a low poke. In one smooth motion, do B, DB (this is the point you block), then finish with D + forward. If they tried to poke you, you will block at the DB part of the alpha counter motion, then you'll quickly perform her alpha counter and knock them down. If they didn't stick anything out, her low forward will come out, which is a good poke anyway, and she can cancel into her Kikoken/Axe Kick to add pressure. It's an option select that makes Chun very strong on the ground.
Also, the kick alpha counter is very good to get them knocked down in the corner. Chun recovers very quickly from her fireball to the point of it being practically safe even if blocked in close range. When They are in the corner, do a crouching forward xx Kikoken. If it's blocked, anticipate the counter, block, and kick alpha counter to knock them down.
Jump in Custom Randomness
This gets people more than it should. Jump in at them and activate her custom in the air. Do a jumping roundhouse, and when you land immediately go into her roundhouse Rising Kicks. For some reason, a lot of times they will still get hit even if they blocked. Some people have said it seems like an unblockable, but it's probably not. Whatever it is, it works a lot, so use it.
Senretsu through Fireballs
This is very important vs. people who have good fireball poke strings like shotos and even Chun herself. When they get predictable with their block string attacks, such as when Ryu does his typical crouching jab, crouching short, crouching strong xx fireball, keep blocking and charging back throughout the whole string, then bust out her Senretsu when you see the fireball coming.
Custom Combos
Custom combos are probably Chun-Li's most dangerous weapon since she has arguably the best custom combos in the game. They are just ridiculously easy to do (no timing involved whatsoever), they do more than above average damage even at level 1, and she can land them very easily. Chun-Li with 1 level of meter can do roughly 35-40% damage with just her bread and butter level 1 Rising Kick custom. At higher levels, her Lightning Leg custom absolutely demolishes a disgustingly large amount of your opponent's life. In any case, it should be your goal in every round to land as many customs as you can. If you're in dire need of a comeback, Chun's custom combos are her best chance to even the odds.
Always punish mistakes with custom combos! If you have the meter and a mistake punishing opportunity presents itself, such as a missed Dragon Punch or super, you should always custom combo for the most damage since they do more damage than her supers.
Level 1 Custom
crouching roundhouse, roundhouse Rising Kick x 2
This should be Chun-Li's bread and butter level 1 custom. At level 1, it's easier to do repeated Rising Kicks than it is to pump out roundhouse Lightning Legs because at level 1, you don't have much time to pump out and maintain roundhouse Lightning Legs. This does ridiculous damage for the absolute ease it is to execute.
Level 2 Custom
crouching roundhouse, roundhouse Rising Kick x3
While at level 2, a lot of people tend to like to go straight into her Lightning Legs custom, I think it's a lot easier to still stick with her Rising Kicks overall. The damage is comparable, but there is less likely chance of messing up.
Level 2 Custom
crouching roundhouse, roundhouse Lightning Kick until done
Standard Lightning Leg custom, does retardedly high damage.
Level 3 Custom
crouching roundhouse, roundhouse Lightning Legs until bar reaches 1/3 left, roundhouse Rising Kick
This is her infamous high damage Lightning Leg custom that does somewhere in the realm of 80% life. I personally think that this is the only time you should go into her Lightning Legs custom because at level 3, you have plenty of time to get her Lightning Legs out and keep them going. The somewhat tricky part is timing the last Rising Kick. As the custom combo meter is depleting, around the 1/3 mark should be the point where the Lightning Legs are just about to kick them out of range and drop them. That's when you should do your final roundhouse Rising Kick to squeeze out the max damage possible.
Match-ups
Vs. Adon:
Vs. Akuma:
Vs. Birdie:
Vs. Charlie:
Vs. Chun-Li (self):
Vs. Dan:
Vs. Dhalsim:
Vs. Gen:
Vs. Guy:
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Rolento:
Vs. Rose:
Vs. Ryu:
Vs. Sagat:
Vs. Sakura:
Vs. Sodom:
Vs. Zangief: