@@king_lvr I've also noticed heavy kikoken and light kikoken are both used in very unintuitive situations 😅 I've been using heavy kikoken from far away bc I assume it will travel further, when it does the opposite lol
re: light fireball - I'm sure a beginner would like to know that you can get the same setup mentioned in the video at closer ranges by DRing behind the fireball, too. In this situation, you can try throwing out a DR flip kick every once in a while-it creates a pretty ambiguous crossup situation where your opponent's not going to know which move to block first, and even if they're right, you'll be super plus on block anyway. I've used this option a lot to switch sides in a pinch, too.
I'd also like to add that I wouldn't personally be so quick to write off throwing fireballs at roundstart, mainly because it tends to encourage your opponent to jump in on you at the start of later rounds-which will give you a free fat punish if you're ready for it. That makes it a more enticing option to me, but as noted in the video, it's still pretty risky and shouldn't be done all the time (or perhaps ever, if you're starting out).
one small suggestion: for ex fireball, always remember the sage advice of... i think it was alex valle? "just throw an ex fireball sometimes to make the other guy play stupid." the psychology behind it is pretty solid, honestly. ex fireball in neutral beats every normal and fireball your opponent could be throwing, which bumps Jump up their mental priority list, or increases the likelihood that they will sit back and give up ground instead of contesting you in neutral, and either way you learn a little about how they adapt to their opponents. obviously better if you have a non-charge fireball, but still worth remembering
Good video, man. Another strong thing about the OD fireball is that, if you notice you will beat their lower level fireball as you are inputting the move, you can confirm the situation into DR > HP for a combo.
This video was awesome and informative for a casual trying to get the hang of the game more seriously. Learning details about charge is always mind blowing. You fit a ton of valuable information into such a short video. Kiddos. Not having to walk back or hold down back will surely be a game changer for my Chun. I am starting to work back through your videos, and I haven't seen one on this subject specifically: a overall game plan for the different ranges, and how some characters or drive gauge or life leads may affect that.
I'm glad you find the information useful. When it comes to neutral at specific ranges is that it's really hard to give you the right answer because even if I tell you stuff that's objectively good there is still answers to everything (due to drive impact). So the true answer is it all depends on what your opponents habits are, so doing less in neutral actually leads to more consistency = wins. But as I said it's really hard to say anything on that because that might work against a certain type of player but it also won't work against another.
Also, if you want to make you charge more obscure, you can dash and start inputting charge right before double tap forward. This game doesn't have charge partitioning like sf3, where you can dash multiple times into a kikouken, but still a dash into couple of s.LPs should be enough.
Hey I have a question regarding the mindgame of "hiding your fireballs" In older SF games you could build meter by whiffing normals so you couldn't tell if chun was "building meter" or "holding charge" It seems like the jabs would more or less telegraph the kikoken? Can you elaborate why this isn't the case? I have taken to "teabagging" backwards and teabagging forwards to make it seem like i'm just using complex movement. but really i'm alternating on and off charge.
even if they expect the kikoken after your jabs in neutral, they never know how many jabs and at what timing you are gonna do them before throwing a fireball. Plus, there is a extra option that has been added with the recent Rashid patch that allows you to cancel jab recovery into drive rush (although it's a bit expensive on the drive gauge)which gives you another mix up option instead of just neutral jabs into fireball.
Wow, this is great information. Might chun li game is about to go up. What are some of her good block strings I can go into heavy fireball? I do a couple of jobs into fireball, and then eat a drive impact. Lol
btw isnt ex fireball also good for getting in on an opponent like mid to full screen? i usually throw it out during neutral and dash twice forward if i see them blocking it
Ex might be good to mix in if youre both zoning bc you will win out the projectile war, but you will be burning solid meter if you do it early on so just be mindful of that
There is lots of ways to deal with it. First of all don't let it happen there is no reason to stand that far away from her. Then, A lot of characters have tools that go around fireballs(cammy spin knuckle, manon twirl, marisa superman punch etc). You can also walk back a bit cause it doesn't travel full screen. You can perfect parry it, drive impact at the right moment, use a dive kick to jump past it, use a fireball as well etc. There is tons of more ways you just have to test with your character.
rock paper scissors, refering to the mini game. In fighting game context it means you are picking between options that win against one option but lose to another for example : Fireball beats anti air moves/grounded buttons - jumping beats fireball - anti air/buttons beats jumping.
I don't understand how to play effectively charging characters . the command are tricky to do for me especially on combos . For how i play It's not as versatile as a hadoken that require just a half rotation and can also block enemies projectile . I like to play also in classic mode not modern mode so yeh 🥲 Your video is useful but didn't help much in my case x.x.
charge characters take time to get used to. They were initially designed to be easier then regular motion input characters. Personally, I think it depends on the kind of controller/ layout you play with. If you play on leverless/keyboard it becomes much easier to play charge characters.
The number of times I have died bc I did heavy punch instead of kikoken is crazy
charge time is 50 frames so it's almost a full second, that tends to happen very often.
@@king_lvr I've also noticed heavy kikoken and light kikoken are both used in very unintuitive situations 😅 I've been using heavy kikoken from far away bc I assume it will travel further, when it does the opposite lol
@@DrSwazz definitely something to get used to
Yeah the charge time is long
Son i main chan lee for over 40 years and this still happens to me
Beginner here, you're right that I never hid my charge, thanks for this video! Lots of helpful things to try
re: light fireball - I'm sure a beginner would like to know that you can get the same setup mentioned in the video at closer ranges by DRing behind the fireball, too. In this situation, you can try throwing out a DR flip kick every once in a while-it creates a pretty ambiguous crossup situation where your opponent's not going to know which move to block first, and even if they're right, you'll be super plus on block anyway. I've used this option a lot to switch sides in a pinch, too.
I'd also like to add that I wouldn't personally be so quick to write off throwing fireballs at roundstart, mainly because it tends to encourage your opponent to jump in on you at the start of later rounds-which will give you a free fat punish if you're ready for it. That makes it a more enticing option to me, but as noted in the video, it's still pretty risky and shouldn't be done all the time (or perhaps ever, if you're starting out).
by flip kick you mean drive rush heavy hozanshu right?
@@V1TOCHIN Nope, I mean DR Falling Crane. It still catches people off guard, even people above 1600 MR.
Ty for this
@@V1TOCHIN3HK
one small suggestion: for ex fireball, always remember the sage advice of... i think it was alex valle? "just throw an ex fireball sometimes to make the other guy play stupid." the psychology behind it is pretty solid, honestly. ex fireball in neutral beats every normal and fireball your opponent could be throwing, which bumps Jump up their mental priority list, or increases the likelihood that they will sit back and give up ground instead of contesting you in neutral, and either way you learn a little about how they adapt to their opponents. obviously better if you have a non-charge fireball, but still worth remembering
Good video, man.
Another strong thing about the OD fireball is that, if you notice you will beat their lower level fireball as you are inputting the move, you can confirm the situation into DR > HP for a combo.
This video was awesome and informative for a casual trying to get the hang of the game more seriously. Learning details about charge is always mind blowing.
You fit a ton of valuable information into such a short video. Kiddos.
Not having to walk back or hold down back will surely be a game changer for my Chun.
I am starting to work back through your videos, and I haven't seen one on this subject specifically: a overall game plan for the different ranges, and how some characters or drive gauge or life leads may affect that.
I'm glad you find the information useful.
When it comes to neutral at specific ranges is that it's really hard to give you the right answer because even if I tell you stuff that's objectively good there is still answers to everything (due to drive impact). So the true answer is it all depends on what your opponents habits are, so doing less in neutral actually leads to more consistency = wins. But as I said it's really hard to say anything on that because that might work against a certain type of player but it also won't work against another.
@@king_lvr that makes sense. Cheers!
I literally jumped on to train and saw this, perfect timing.
Hope it helps you out.
It does! I'm building my offense now before I do my placement matches
damn, thats badass. did you run along the top and jump onto another train that would be so badass
Yeah did you fend off an enemy chopper from the roof of the train?
I'm trying to pickup Chun LI and found this video super informative. Definitely learned some things that I can't wait to use!
I use her as a poking zoning character but I sometimes go in and play aggressive but this is useful
Thats why shes so wonderful. Shes great at zoning and pressure!
Thanks man, lots of things I didn't know
Also, if you want to make you charge more obscure, you can dash and start inputting charge right before double tap forward. This game doesn't have charge partitioning like sf3, where you can dash multiple times into a kikouken, but still a dash into couple of s.LPs should be enough.
you can also Tenshiokyaku an opponent who lands on a fireball. you have to dash up first
That's some 5d chess stuff, I've never seen that interaction but if that works, then it's sick.
its only if you have the time to dash up to the fireball
What move is tenshiokyaku?
@@ark5875 down>down> kick for Chun Li
@@Danyu91 thank you
Hey I have a question regarding the mindgame of "hiding your fireballs"
In older SF games you could build meter by whiffing normals so you couldn't tell if chun was "building meter" or "holding charge"
It seems like the jabs would more or less telegraph the kikoken? Can you elaborate why this isn't the case? I have taken to "teabagging" backwards and teabagging forwards to make it seem like i'm just using complex movement. but really i'm alternating on and off charge.
even if they expect the kikoken after your jabs in neutral, they never know how many jabs and at what timing you are gonna do them before throwing a fireball.
Plus, there is a extra option that has been added with the recent Rashid patch that allows you to cancel jab recovery into drive rush (although it's a bit expensive on the drive gauge)which gives you another mix up option instead of just neutral jabs into fireball.
@@king_lvr Thanks for the answer!
you're not wrong about the round start fireball bad habit. I had that habit as well. Once I stopped doing it completely, I started winning more
Ty man, this is very informative.
My take away: I should be ready with some sick ass combos to anti air.
Thanks for the video bro.
Nice guide
heavy fireball is also good for baiting out parry and make your opponent waste OD
yes especially if you learn to use it at the tip range, sometimes it's better then actually hitting it.
thank you
Roundstart fireball has also been a 80/20 for me too
I'd just stop at this point lol
H kikoken Is her best poke
Holy moly game changer
Wow, this is great information. Might chun li game is about to go up. What are some of her good block strings I can go into heavy fireball? I do a couple of jobs into fireball, and then eat a drive impact. Lol
that's a risk you have to take in this game if you try to frame trap with anything you can eat a DI.
Didnt knows about hiding your charge. Never could play charges characters
TYSM :D
btw isnt ex fireball also good for getting in on an opponent like mid to full screen? i usually throw it out during neutral and dash twice forward if i see them blocking it
It's too fast to walk behind it, while light fireball gives you free screen space most of the time.
Maybe u can drive rush behind it
@@Doktor_dooomat certain ranges EX fireball > DR 5HP actually combos or true strings
@@magicmark3588 knew it that dr was the answer
Ex might be good to mix in if youre both zoning bc you will win out the projectile war, but you will be burning solid meter if you do it early on so just be mindful of that
Any tips for consistent 2mk fireball or 5lp, 2mk, fireball?
nope, on that one you just have to get good. Also 2mk fireball is not real with any character because you can Drive Impact inbetween.
How to defend against Chun Li's light fireball at mid range? Seems pretty strong that she gets a free get-in frametrap afterwards.
There is lots of ways to deal with it. First of all don't let it happen there is no reason to stand that far away from her. Then, A lot of characters have tools that go around fireballs(cammy spin knuckle, manon twirl, marisa superman punch etc).
You can also walk back a bit cause it doesn't travel full screen.
You can perfect parry it, drive impact at the right moment, use a dive kick to jump past it, use a fireball as well etc. There is tons of more ways you just have to test with your character.
Sad Chun li's win pose doesnt trample her opponent..
Whats RPS?
rock paper scissors, refering to the mini game. In fighting game context it means you are picking between options that win against one option but lose to another for example :
Fireball beats anti air moves/grounded buttons - jumping beats fireball - anti air/buttons beats jumping.
Ahhh ok thanks
I don't understand how to play effectively charging characters . the command are tricky to do for me especially on combos .
For how i play It's not as versatile as a hadoken that require just a half rotation and can also block enemies projectile .
I like to play also in classic mode not modern mode so yeh 🥲 Your video is useful but didn't help much in my case x.x.
charge characters take time to get used to. They were initially designed to be easier then regular motion input characters.
Personally, I think it depends on the kind of controller/ layout you play with. If you play on leverless/keyboard it becomes much easier to play charge characters.
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