Ultra Street Fighter IV

Ultra Street Fighter IV

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frostdiamond Apr 13, 2015 @ 1:09pm
Chunli's hold period is too long?
I probably will get flamed for saying this, but personally I find it difficult to effectively use many of Chunli's moves due to their lengthy "hold" period.

For example, Kikosho not only requires player to hold, but the damn projectile moves very slowly, too, thus easy to evade / block.

I love Spinning Bird Kick, but again, the move requires that I duck down for a good 2 to 3 seconds before it would work-------when my (human) opponent sees me ducking down like that, he would know there's a good chance I'll be using SBK next.

Worst yet, I KNOW for a fact that many skilled players could chain SBK with her other attack seamlessly without much delay / hold. I for the life of me cannot seem to do that.


Maybe it's because I'm a newbie. Maybe it's because I'm playing with keyboard (yeah I know lol). But I don't see how playing with a controller / fighting stick would reduce the whole lengthy hold period.


Please flame / educate / enlighten me, everyone.

Last edited by frostdiamond; Apr 13, 2015 @ 1:09pm
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Showing 1-15 of 18 comments
Midnight Meows Apr 13, 2015 @ 2:17pm 
Charge times are 55 frames, which is a fraction under 1 second (the game runs at 60 fps).

As Exzy said, you will (typically) never not be charging for something because you can "charge" at any time. The down or down-back can be held at any time: during attacks (hit / block ston), during any ultra start up animation, while in the air or getting up, and so on.

Chun is a zoning character. She has a sweet spot to stand and to maintain from her opponent. Her projectile is a tool to assist in maintaining that distance and to provide (weak) cover to move forward.

By the by, Kikosho is the ultra, Kikoken is the projectile. Not a big deal but though I'd mention it.
Kruxt Apr 13, 2015 @ 2:23pm 
I assume you mean her fireball, which is Kikoken (Sho is her U2); her fireball is intentionally slow. A slow moving fireball gives you control over the screen. Chun is able to move behind the fireball after it has been thrown, allowing you to push your opponent into the corner and/or antiair an attempt to jump over it. While following the fireball if your opponent tries to focus through and dash forward, you might be able to land a cr. lk if you are fast enough.


SBK doesn't have much practical use in this version. It is good when you ex it as a wake up reversal, other than that I don't see many Chun players use it.


The secret to always having at least horizontal charge is to do a Back/Forward/Back motion before inputting your fireball. If you do it correctly you will be back charging as your fireball comes out, rather than your fireball coming out on the forward. It is most noticable as Guile, you can chuck plasma all day with this method.

dingus Apr 13, 2015 @ 3:30pm 
you're not supposed to rely solely on her special moves to win. you have to use her normals and get charge when the opportunity presents itself.
frostdiamond Apr 13, 2015 @ 3:47pm 
Originally posted by 「BnB」 Exzyleph:
I'm a newbie myself, so hopefully somebody else can offer some better advice, but one trick is to start to charge the moment you've released your last charge. So, for example, you do forward + P and then immediately start charging again while the animation is still on-going. Or if you jump (and thereby release your charge) you can start charging while in the air, which allows you to combo a jump-in attack into SBK.

Another trick is to take advantage of the fact that the fireball is so slow, and basically use it as a mobile shield. You can cover a lot of ground by moving behind your own fireballs.

Very valuable advice, thanks man!
frostdiamond Apr 13, 2015 @ 3:48pm 
Originally posted by Another:
Charge times are 55 frames, which is a fraction under 1 second (the game runs at 60 fps).

As Exzy said, you will (typically) never not be charging for something because you can "charge" at any time. The down or down-back can be held at any time: during attacks (hit / block ston), during any ultra start up animation, while in the air or getting up, and so on.

Chun is a zoning character. She has a sweet spot to stand and to maintain from her opponent. Her projectile is a tool to assist in maintaining that distance and to provide (weak) cover to move forward.

By the by, Kikosho is the ultra, Kikoken is the projectile. Not a big deal but though I'd mention it.

Charging feels a lot longer than "a fraction under 1 second", but I will confirm this when I get home today.
frostdiamond Apr 13, 2015 @ 3:49pm 
Originally posted by Kruxt:
I assume you mean her fireball, which is Kikoken (Sho is her U2); her fireball is intentionally slow. A slow moving fireball gives you control over the screen. Chun is able to move behind the fireball after it has been thrown, allowing you to push your opponent into the corner and/or antiair an attempt to jump over it. While following the fireball if your opponent tries to focus through and dash forward, you might be able to land a cr. lk if you are fast enough.


SBK doesn't have much practical use in this version. It is good when you ex it as a wake up reversal, other than that I don't see many Chun players use it.


The secret to always having at least horizontal charge is to do a Back/Forward/Back motion before inputting your fireball. If you do it correctly you will be back charging as your fireball comes out, rather than your fireball coming out on the forward. It is most noticable as Guile, you can chuck plasma all day with this method.

I meant to say "Kikoken" - thanks to you and Another for pointing out.

I will try this back/forward/back thing when I get home.
frostdiamond Apr 13, 2015 @ 3:49pm 
Originally posted by GrimThief:
you're not supposed to rely solely on her special moves to win. you have to use her normals and get charge when the opportunity presents itself.

I understand that. I'm merely saying I have difficulties using charged attacks.
n00bdragon Apr 13, 2015 @ 3:52pm 
As others have said, you're supposed to do your charging during other activities. Try using your various normal moves and start charging while they are flying. When you're at full screen in a fireball war start charging your next Kikoken the moment you release one. You should be able to keep up with any fireball character other than maybe Sagat.

It's also worth noting that Kikoken's slow movement is actually an advantage, not a disadvantage. Perhaps a little counterintuitively you don't really use fireballs to attack people. They are slow, deal pretty bad damage and, as you point out, they are easy to evade and block. What they do however is clog up the screen and limit your opponent's actions. A slow moving fireball forces your opponent to generally either block and take a small amount of damage (in exchange for nothing) or jump over it, surrendering control of his stick for almost a whole second until he lands and letting you slap him out of the air with a proper anti-air move. The fireball, if it hits them, also stuns them for 26 frames (about half a second). If the fireball has fully left your hands and started traveling across the screen you can use that free period to strike for a free combo.
Midnight Meows Apr 13, 2015 @ 3:54pm 
Originally posted by frostdiamond:
Originally posted by Another:
Charge times are 55 frames, which is a fraction under 1 second (the game runs at 60 fps).

As Exzy said, you will (typically) never not be charging for something because you can "charge" at any time. The down or down-back can be held at any time: during attacks (hit / block ston), during any ultra start up animation, while in the air or getting up, and so on.

Chun is a zoning character. She has a sweet spot to stand and to maintain from her opponent. Her projectile is a tool to assist in maintaining that distance and to provide (weak) cover to move forward.

By the by, Kikosho is the ultra, Kikoken is the projectile. Not a big deal but though I'd mention it.

Charging feels a lot longer than "a fraction under 1 second", but I will confirm this when I get home today.
I know. However:
http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Chun-Li#Frame_Data

Originally posted by n00bdragon:
When you're at full screen in a fireball war start charging your next Kikoken the moment you release one. You should be able to keep up with any fireball character other than maybe Sagat.

Chun will counter about 4 or 5 projectiles from full screen, something like that, just off the top of my head. Then she'll need to either hazanshu over the next, focus, jump, or block. Assuming that you're still at full screen (and it's not a Sagat high FB) then a LK hazanshu should be fine and it also builds a little meter.

Unfortunately she'll never be able to keep up with projectiles for long, but that's not really the point of kikokens anyway.
Last edited by Midnight Meows; Apr 13, 2015 @ 4:03pm
n00bdragon Apr 13, 2015 @ 4:09pm 
And if your opponent is committing to chucking five fireball in a row with no gap then you have better things to do than try and counter all of them. He's clearly going on autopilot and asking for a punish.
Midnight Meows Apr 13, 2015 @ 4:16pm 
^ For sure.
frostdiamond Apr 13, 2015 @ 4:49pm 
Originally posted by n00bdragon:
And if your opponent is committing to chucking five fireball in a row with no gap then you have better things to do than try and counter all of them. He's clearly going on autopilot and asking for a punish.

Such as jump over the balls and get him from behind? Sorry if my question sounds retarded. I'm very new to this game.
frostdiamond Apr 13, 2015 @ 4:50pm 
Nevermind, I just read the response above.

twitch_j3so Apr 13, 2015 @ 7:59pm 
Frostdiamond I'll add you and we can do some training. I main chun li
frostdiamond Apr 13, 2015 @ 8:41pm 
Originally posted by Norcal | Jeso:
Frostdiamond I'll add you and we can do some training. I main chun li

Just added!
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Date Posted: Apr 13, 2015 @ 1:09pm
Posts: 18