4 posts • Page 1 of 1
- Posts: 6916
- Joined: Tue Mar 03, 2009 3:35 pm
- Overseer Code: GOD
- Location: Dundee, Scotland
No more excuses chun li in this game is good, Top players like Justin Wong are using her. She has solid normals including a good anti air attack that not only beats out most jump ins but juggles into meaning-full damage. Her directional inputs are a plus for many players even if thats at the cost of ease of use.
+Great set of normals
+With a super stocked you can punish hard tags anywhere and fireballs fullscreen
+Specials being motion leads to frame traps and she has a lot of specials that are great for tag canceling
+She has a keep away game that helps win timeouts.
-Damaging combos solo can be hard to come by.
-A bit harder to use
-Super isnt the easiest to combo into
: Godlike poke Cancelable into Lightning legs and can be chained on hit into a launcher which is great for unexpected punishes that pack a punch
Miss Li's go to Anti Air juggles into combos as an added plus this beats out most jump ins.
fantastic ranged weapon is fantastic vs the big characters and is almost immune to being punished.
still a good range sweep and a situational aa when the opponent is likely to land far away.
doesn't have the priority of sf4 as an air to air kinda sucks and she has better options. Still catches people out as a jump in although its even easier to anti air.
probably her best option air to air and has a large range on it hitting grounded opponents from a surprising range.
good priority hits before the opponent think it will often
spread eagle great for defense when your playing keep away or for catching ground rolls on wake up.
Chun lis auto cross up fantastic for the srk happy wake ups.
Kikoden (fireball) travels furthest slowest less distance faster and faster to recover. Not bad but not the best projectile in the game avoid using mid screen the recovery will see you blown up especially vs opponent with duck moves.
Lightning Legs - Whats that you say they made it a motion for lighting legs hells yeah, its a move you will get used to using in conjunction with pokes like s.mp leave you with frame advantage on hit and at -1 on block so is unpublishable unless your opponent has a 0-1 frame move (there aren't many i think someones super asuka maybe) which gives you the option of frame traps with s.lp
Hasanshu - Its worth remembering that the lk version is no longer an overhead... idk why either. Hasanshu can be used in certain combos though which is always good outside of that its a good fireball punish from a range people wont throw fireballs in this game. The ex version not only hits hard but also gives a ground bounce
Command Kicks - Worth noting that there is a pause between the 2nd kick and the last input and it isnt the only option to end the combo. This is useful for coming in it has a healthy range on it.
Spinning Bird Kick - Has lots of uses in this game its worth doing if you can get the chance. d.lp>d.hp cancel into sbk works. This move is great for tag ins so try and work it into your game.
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