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Ultra Street Fighter IV


JLM

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Plopston, I have watched your Chunning. Here is my first chunk o'feedback:

I think I'm going to end up telling you not to do stuff that quite clearly worked in this match, but bear with me because I still think it's good advice that will be helpful against stronger players than this gentleman.

I'd be interested to see the inputs for the Ken player, because there were a few situations where he could have hit you out of what you did but he got counter hit instead, which meant he either pressed his button very late or was going for something very slow.

Anyway, break down:

Opening:

Getting a bit of space and chucking a fireball to start against a shoto is always fine. Gives you a chance to see what they do in response, plus Chun's fireball recovers faster than theirs so you can gain ground on them after you've fired it.

Jumping in immediately after it was risky. It worked out because he threw another one, and I know a lot of shoto players will do that, but if he didn't you could have eaten an uppercut there that you didn't need to. Chun isn't particularly well designed for jumping in over fireballs, and it's usually better to be a little more patient at the beginning of the match and seeing what they do after the first exchange. After your fireballs met and you walked in, you ended up at the perfect range for a roundhouse hazanshu. If he threw another fireball you could hazanshu it, but if he'd jumped you'd be at a range where you could anti-air him comfortably. So you have two options covered at that range instead of completely committing to one big one.

After landing the double jump fierce you have a few options, depending on how confident you are with execution/where you want to end up afterwards/etc.

Jumping double fierce combos:

In order of difficulty from easiest to hardest in my opinion:

Jumping double fierce - > Back + MK - > Back + MK - > Down up MK

Jumping double fierce - > close standing MP - > Fireball

Jumping double fierce - > cr. HP - > MK spinning bird kick.

Jumping double fierce - > close standing HK - > LK Hazanshu. The hazanshu doesn't combo but will often catch people crouch blocking.

Jumping double fierce - > cr. lk - > cr. LP - > standing LP - > standing fierce

Jumping double fierce - > cr. LP - > cr. LP - > standing HP

Jumping double fierce - > crouching HP - > HK lightning legs.

I can't do the last one because I can only piano with my left hand and this does not suit the lay out of an arcade stick.

You can also try a tick grab to catch the opponent off guard instead of finishing the combo.

If you have meter you'll usually want to do:

Jumping double fierce - > cr. lk - > cr. lk - > EX lightning legs, which is Chun's BNB combo.

Back to the match:

After you land the crouching fierce and you're right next to Ken, sweep isn't a great option. I know he got hit, but if he'd gone for a throw or a fast normal he'd have beaten you. You do have the advantage after the crouching HP, but not massively so, and I can only assume he pressed his button late or went for a slow normal and lost. When you're that close up, your best options are:

Chun's options up close:

- Throw

- Close standing HK into LK hazanshu (Close standing HK is one of Chun's best normals. Very fast, decent damage and can be cancelled into specials, most commonly/usefully into LK hazanshu) The big plus about doing the standing HK into LK Hazanshu is that if the standing HK is a counter hit then the LK hazanshu combos off it, and if it's not a counter hit it's still a fast overhead for them to deal with.

- Close standing MP (As above, but less damage, not quite as strong a hit box/range. Advantage over standing HK is that if you don't cancel it into anything you're not left at a disadvantage so it's a bit safer. Also it hits twice so will beat focus attacks)

- Crouching jab

- Crouching light kick

- Back dash

- Block

After the sweep knockdown you have lots of options. Don't pause and let him get up first, but instead put pressure on him and either mount some offense or try and force his hand and make him do something. After the knockdown and just as he's getting up, here are some things you can do:

Things to do after a knockdown:

Walk up and block to see what he does

Walk up and throw

Crouching jab tick throw

Crouching jab, brief pause, close roundhouse to try and get a counter hit

Crouching light kick - > crouching light kick, if they hit go into Ex legs, if they're blocked try a tick grab.

Crouching jab - > crouching jab - > block to see what he does

Walk in a little bit then back dash.

Close roundhouse - > LK hazanshu

Towards - > MK then press more buttons/go for a throw/block and see if he uppercuts

Jumping LK cross up

Down-towards + HK flip kick to cross him up. This is risky against people with fast shoryukens so I wouldn't recommend it against Ken, but there are plenty of matches where it's a decent option.

That's not a comprehensive list at all and I'd encourage you to play your own wake up game, but just make sure you take advantage of the fact that you've knocked him down, he has to get up and for that moment there are a hundred options available to you but only a handful available to him. Against a low ranked player with a dragon punch it's often worth walking up and blocking the first time to see if they do it. In this case the guy did, but because you'd jumped over him you weren't in a great position to punish.

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This covers up to the end of round 1. It's, erm, quite in-depth:

After that you both end up at full screen. I'd strongly advise against throwing that EX fireball. It does minimal chip and fairly crappy damage even on hit. You need your meter for EX lightning legs, EX spinning bird kick or Super and this negligible damage isn't worth one of your stocks. Chun's fireballs (and most other fireballs) aren't necessarily there to hit the opponent and inflict damage, but more to give them something to block, jump over or otherwise react to, and you then turn their reaction to your advantage. If they block you can advance, if they jump you can anti-air etc. At full screen he can block it with no problem and he can also jump over it with no risk of being anti-aired, and will in fact gain ground on you because EX fireballs have extra recovery. Chun's EX fireball is used for surprise chip wins, to match someone else's EX fireball if you're caught in a projectile war with Guile or 'Sim or situationally in combos or block strings to keep the pressure on. Try to avoid using it at max distance because you're denying yourself much more useful EX moves in the process.

Walking in after a blocked fireball is generally the right thing to do with Chun, and again the distance you get to when he throws his fireball is perfect range for roundhouse hazanshu. Try and keep an eye on that range against shotos. They have nothing that can reach you aside from a jump or a fireball, whereas you have jump, fireball and hazanshu as options, plus your pokes are better than theirs, so if they try to walk in closer than that you can hit them before they'll be able to hit you. It's pretty much the perfect spot on screen for Chun to fight a shoto.

After you block his fireball there, your best move is to take a small step forward and then get your charge back and see what his move is. If he jumps, anti air him. If he fireballs then match it with your own and move a little further forward. If he doesn't move, walk in some more and claim some space. Then you can harass him with standing MP, standing HP, standing HK, cr. MK, cr. MP and cr. HK. Chun's ground game is so strong that you're passing up loads of great options by jumping. You're at a good range, you're already ahead on life and you can just work your way away from the corner at a steady pace. He does a random tatsu, presumably expecting a fireball from you, but again because you jump you're not in a position to do anything about it. Standing HP would hit him out of that or trade at worst, and cr. HP can beat tatsus clean. At that range you'd also have had time to sweep him out of it and get a knockdown.

At full screen again, you trade fireballs and then you jump in over his fireball again. He got antsy and jumped as well, but it's another situation where if he'd have stayed put and done an uppercut you'd have eaten it. Air to air LK will win most of the time and it's a good option in emergencies, but if you're expecting air to air you're better off with jumping HP which you can juggle after, jumping roundhouse which does good damage and has an amazing hitbox, or air grab because, well, air grab.

After you land right next to someone after an air to air it's often a good idea to block, or at least pause for a moment to see what they do before pressing something. A lot of players will do a reversal as soon as they land, especially if they have meter to burn.

So he knocks you down with a sweep, then I assume he botches what he was going for because he ends up doing two standing light kicks. You hit him out of it by waking up with lightning legs, but I really would not recommend using that as a wake up option. It doesn't have invincibility and will lose to or trade with pretty much any properly applied wake up pressure. If you don't have EX bar, your best option on wake up with Chun is to just block. Her back dash tied for best in the game with Rose, so that's a good option too, but I wouldn't get into the habit of doing it every single time if you can help it.

Back in the neutral game again (21 seconds-ish), and you throw a fireball, he blocks and then you jump in again. Again, you don't need to do this with Chun and she's not especially good at it. If they throw a suicidally close fireball and you anticipate it then by all means jump in and get the full combo, but for general approach play when you're both in neutral, Chun's jump is very high, very floaty and very easy to see coming and anti-air, especially if you have a dragon punch. Approach on the ground with Chun, she walks a lot faster than most characters, you can block or hazanshu over fireballs and you can use all your amazing pokes to get in. At the distance you jumped from you could have reached him with standing MP or standing HK, and if you annoy him with pokes you can make him do the jumping and then make him pay for it.

In this instance however, the Ken player did didn't anti-air and in fact got hit because he was focus attacking for some reason, but against a better player you'd have eaten another uppercut. Again, after the double fierce, throwing out the sweep at that range and in that situation isn't great. The hardest habit to break as a Chun player is spamming sweep in any given situation. I don't do it nearly as much as I used to, but I *still* use it more often than I should after thousands of games maining the character. Don't get me wrong, it's a very very good sweep, but it gets punished hard by focus attacks and you're wasting a whole lot of other great normals Chun has if you overuse this one.

So he blocks your sweep, then you block his, then you walk waaay back and give up a lot of space. His first jump at 26 seconds you could anti-air with standing HP or cr. HK. The second jump you could anti-air with standing MK. you could also use neutral jump HK, neutral jump HP, jump back HK or jump towards HP to challenge him out of the air. In most situations, Chun Li wins if she jumps quickly on reaction to their jump. Becoming confident with Chun's range of different anti-airs takes practise, but it's essential to learn because she doesn't have a DP and she's easy to bully if you don't challenge their jumps.

Then he jumps over you and you land a couple of jabs and then catch him with a sweep. After the jabs you could go in for a throw, cr. lk into EX legs, close standing HK into hazanshu etc. to start working him towards the corner. The sweep catches him, but again this range isn't necessarily the best way to use it, and you have faster and more potent options you can use up close.

After the knockdown you have him very close to the corner, but again you back off and give him loads of room to breathe. Again, don't be scared to press your advantage. You don't even have to commit to attacking him, just standing near someone on their wake up can plant enough doubt in their mind to make them do something silly. As it was, he knew he could just get up and block because you'd given him plenty of space. 31 seconds another full screen EX fireball, again, don't spend precious meter on these. Every time you do a full screen EX fireball a baby Gootecks dies. True story. This one hit because her... erm, attempted to murder it with his ultra and it didn't work out. Odd. But yeah, less of those full screen EX balls. You then back off some more and fire another EX fireball, killing a baby Gootecks in the process. At this point you've gone from having him cornered to almost cornering yourself. Don't forget that you can charge fireballs with down-back rather than just back, so you don't need to be backing up while you do it.

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Every time you do a full screen EX fireball a baby Gootecks dies. True story. This one hit because her... erm, attempted to murder it with his ultra and it didn't work out. Odd. But yeah, less of those full screen EX balls. You then back off some more and fire another EX fireball, killing a baby Gootecks in the process.

I'm a baby murderer :( and I can feel Qazi getting angry at the waste of meter, I'm such a bad man.

Have I done anything right yet, I think JLM has put me in remedial class, but at least I can only get better. I hope.

Having said that I'm loving the in depth science, I think the hardest thing about SF for me is working out where I'm going wrong even if I seem to be doing well. That and any character I play, I really suck at the pressure game.

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Look at all of those words that Jellum just put on the internet.

So I was the only one that wanted I'm Still The Daddy to beat Mago? When Zhi was asking where he was from I was hoping the stream monsters would come through with 'a million pound house'. Plus if he had won it meant Ryan would've gone to SF instead of Mago. Poor Ryan :(

http://i.imgur.com/ovGsF.gif

I did have a quick scan through the archives and saw a couple of Makotos which made me happy. Not happy enough to hang around and watch them play though. Who won HDR? I couldn't find the archive for that anywhere.

Also, where was everyone when the first Sonic and Sega All Stars racing game came out, eh? Hmmm?

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Spoilers! Nate will call you a wab!

Also I played the first Sonic Racing to death. I was there from day one man.

Also your logic is sound and I too am gutted that nobody referenced his million pound house, but I cannot root for that man no matter what the circumstances.

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Been enjoying the training room recently, doing some hit confirms and link practice, and also chipped off a few trials for Ryu and Chunners. Dead pleased to do j.HK st.HP x Shoryuken FADC Ultra I for the first time, also Chun's ridiculous st.HK FADC EX Legs, Ultra II. No idea how I did that. After too much autopilot Rose on ranked recently it's been quite fun.

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It's odd that I seem to be able to FADC Ultra pretty much flawlessly the first time I go into training, then get progressively worse at it while I'm in there, like I'm overthinking it. That's the first one I've landed at the end of a combo though, and yeah feels good man.

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Good shit Joe. You never forget your first. Mine was a totally needless waste of meter off a focus crumple when the raw ultra alone would've easily done it.

I have the same problem in training too, I start off alright and then after a few minutes I'm FADCing out of cr.MP :) I think it helps to just go FADC nuts and try and do it all the time in real matches whether you have ultra stocked or not.

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I t think that happens to everyone. Mixture of fatigue and repetition I imagine. I do the same. I also really struggle with ultra inputs on the 1p side for some bizarre reason.

Once you have it down record a dummy knocking you down and then jumping in to attack, so you have to time it to beat out his attack. It helps to be able to do it on reaction that way, as well as just from neutral.

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Does anyone know if there's a Street Fighter cab in Munich? Because I feel like deliberately accidentally stumbling upon one when I got there next week. Smoke beer.

I played Sonic last night where I had a full opportunity to play Street Fighter for the first time in almost a month.

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I was only thinking last night about the arcades in Tokyo (After watching the trailer again for the 100Yen documentary). If something similar existed locally to me I think I would pretty much spend Friday nights through to Sunday night there.

On a slightly separate note... Fuck it, I'm gonna go to Evo next year. If i'm going to go I *have* to enter just so I can say I did it... therefore I need to practice to make sure I'm not humiliated too badly.

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100 Yen. In the good old days of exchange rates, it would have been 50p. Ahh.

When I was there in 2009, 100Yen either got you a best of 5 match or two credits for best of 3. I'd guess it's probably slightly better now SFIV's an even older game.

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