![]() Can sometimes go under fireballs in specific situations. It has very long range but is pretty slow. Kind of an odd and situational move in footsies, but worth integrating into your play. A very good anti-air, it hides her hurtbox and will hit them on the ground. Good way to blow up the crouch blocking and show them that they are never safe. If you notice they're crouch blocking a lot, throw one of these out there after you've taught them that trying to press a button at this range is a no-no, then immediately cancel it into hazanshu. If you think they want to press a button, stick this out there and the counter hits will come. A great poke, really great range for its speed. If you establish your throw game and walk up like you're going to throw, you can sometimes catch them trying to move or hit you by using this at max range. Not spectacular, but it is quick and has a bit more range than her crouch short. Her primary combo starter, chain it a few times and then cancel into EX legs. Good for pressure, keeps them blocking low so you can mix in a light hazanshu. Normal attacks: I'll mention the most noteworthy normals here rather than all of them. Don't be afraid to let go of your charge, it's better for you to be on the move than to be anchored down (or worse: walking backwards) to keep charge. Remember to use your movement speed to sneak those grabs in or make it look like you're going for it. There's a whole bunch of strategies that revolve around making them afraid of the throw. Use her throw, it's great and adds a lot to your game. Chun is actually pretty viable at close range, get the pressure on with cr.lk, hazanshu, fireball, etc. Don't let things get close unless it's on your own terms. Use her mobility, speed, and range to your advantage. Try not to get caught on the defensive like that. Her wakeup options aren't great and require meter, her anti-air options aren't great, and she has low health. If you find this range isn't working for you, it's typically better for you to be on the offensive than on the defensive, as chun does poorly against rushdown or otherwise aggressive play. Her poke range is a bit further than most other characters', so stay right outside of theirs and whiff punish/poke. You want to play Chun at mid-range most of the time. Lackluster specials (very little to no invincibility across the board, fireball doesn't go fullscreen in mp and hp versions, non-ex spinning bird is nearly useless, legs are very punishable if the last hit doesn't connect.) Easy to develop bad habits by playing with her, such as getting mashy and getting too friendly with unsafe (but good) moves like cr.hk. Below average anti-air game (tricky at best, straight up bad at worst). Very reliant on meter to get anything done (bnb and reversal require meter, means you won't be using that gdlk super often). Good for learning the basics and general nature of pokes and spacing.Ĭons: Low health and damage output. Really good super (though you won't be using it in many matchups), good ultras (1 is great for shutting down fireball characters, 2 is very easy to combo into). ex legs), good air-to-air and air-to-ground game.
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