Monday, October 25, 2010

Words of Wisdom from Shizza

Posted on 7:14 PM by Ironreaver


Shizza is probably the best Chun li in the US, I say that because his Chun li has produced results, he's place Top 8 or better at alot of tournaments even making Top 8 at Evo as the only Chun li, next to Ricky Ortiz who plays Chun li as an alternate to Rufus. Anyway Shizza gives some advice on playing Chun li at a level that will get you winning and playing harder. Read his insight on Chun li via SRK.

General Tips

  1. Sometimes it's better to sacrifice damage for positioning: An example of this is to refrain from following up Chun's EX lighting legs with an EX spinning bird kick (SBK) in the corner against a character that is hard to get close to (Guile, Dhalsim etc.). You can also use this guideline for getting out of the corner with a back throw instead of a normal punish combo against characters that have really good corner pressure (Rufus, Dudley etc.). Positioning also includes safe jumps, so a lot of times it's best to go for the untechable knockdown instead of the standard and slightly higher damaging option.

    A great example of this is the Japanese Akuma player Tokido. He almost always finishes his combos with sweep, even though it does less damage than an uppercut, because he wants to keep the pressure on his opponent and induce a stun. Akuma has many more attacking options after he lands a sweep because he can control the timing of his next setup.

  2. Find out how your opponent defends against throws: Once you learn this you can counter them with the appropriate throw bait setup. If your opponent is stand tech'ing, then hit them with a low attack. You can punish whiffed throws with anything as minor as a far range normal to an Ultra. If your opponent is crouch tech'ing (more widely used) then your goal is to hit them with a "frame trap." Find out what your character's best frame trap is.

    Here are some examples of what I mean: Sagat – crouching medium punch, Boxer- standing hardkick, Dictator – crouching hard punch. Use your character's frame trap to hit your opponent in the startup frames of their crouch tech'ing normal for a "counter-hit." A counter-hit gives you extra frame advantage and allows to you follow up with combos you wouldn't normally be able to. Check out this video of Uryo (04:48) for one of the most godlike counter-hit setups of all time.

  3. Don't give anything away for free: Prior to starting a tournament there's usually a session of casual games. You can choose not to play of course. But if you decide to play casuals against potential tournament opponents, make sure to save your best stuff for actual tournament action. It's not a good idea to use your "super secret omg so sick" setup in casuals. If you run into that person in the tournament, or another player who was spying on you, they'll be much better prepared to defend against it.

  4. Be aware of your emotions: Certain lame characters can annoy you with far range zoning. It's important not to get frustrated and attack recklessly, but instead maintaining a methodical approach to your offense. There are also certain moves that can just piss you off when you get hit by them. I've been told that Chun's standing hardkick is one of them. I know that Dhalsim’s standing hardpunch is popular in this category, as well as Seth's jump back hard punch. (Well, Seth's "anything" really). Personally I get annoyed every time I get hit by Guile's backfist. Most players’ first instinct in this situation is to immediately counter attack but good players will expect this and easily counter your attempt. Your subsequent attack will most likely be countered and you'll be even more pissed. You need to remind yourself to keep this impulse in check and not to play into your opponent's hands.

Chun-Li Specific Tips
  1. Mix up your jump-in attacks: IMO Chun has the best jump-in mixup in the game. The most common setup is jump-in - hardpunch x 2. So against a good player you'll want to deviate from this pattern since they'll most likely be conditioned to blocking it correctly. Instead of that, try going for one of these options instead: jump hp x 1, empty jump crouching short kick, empty jump throw, and empty jump hazanshu.

  2. Start doing reversal hazanshus: To do this correctly, time your hazanshu input immediately after coming out of blockstun when your opponent attacks you. These hazanshus can't be focus attacked because they have armor breaking properties. You might have noticed that Viper players use a similar tactic with her Flame Kick. Here's a video of me using this in the corner against Daigo. Notice the message "reversal" on the side of the screen. You can also check out (0:48) in that same video to see how NOT to do this.

  3. Be unpredictable with your defense: I think one of the reasons Chun is at the top of the tier charts is because of her high defensive utility value. She has a godlike backdash that's very hard to punish. She has an EX SBK that will counter most of your opponent's attacks. Hazanshus have throw invincibility and can often avoid your opponent’s attacks.

  4. Start using the increasingly popular crouching hardpunch canceled to lightning legs (cr.hp xx LL) combo: It isn't necessary to win with this combo, but it's such a good tool to add to your arsenal. Its most important benefit is being able to land a high damage combo without the need for meter or charge. You can do practical punish combos worth about 225 damage every time by ending your cr. hp xx LL combo with a standing hardpunch (2 frame link) or crouching hardkick (1 frame link).

    Although the combo does less damage than cr.hp xx mk.sbk and close hard kick (cl.hk) xx EX lightning legs, it has advantages over both of those standard punish combos. The advantage is that the SBK combo requires charge which isn’t always available. The SBK combo also leaves you right next to your opponent at the end so this isn’t a good choice versus T-Hawk or Zangief. It's a good example of why you should sometimes sacrifice damage for positioning. Chun’s close hardkick xx EX LL does 250 damage which is great, but it requires a meter. This isn't too bad of a result for 250 damage, but settling for 25 less damage and a sustained EX bar is the more efficient option IMO. That EX bar is probably more useful for EX SBK or Super.

    Now that I've made my case for this combo, I'd also like to mention another one of its cool features: Resets. You have so much frame advantage (+7) that you can put your opponent in different amounts of hitstun and throw off their defensive timing. Of course you're taking a risk in this situation but it can potentially pay off big. There are many possibilities to come from the reset to use your imagination to come up with different options.

Choi's Key Takeaway:
Shizza's tip about controlling your emotions is one aspect that is often overlooked. Yes it is important to train yourself physically so that your hands can execute the moves you want, but don't overlook the mental aspect which greatly influences your performance. Even when things get annoying, learn to stay calm and stick to your guns. A sure way to defeat is to lose control of your emotions.

As opposed to robotically performing the maximum damage combo in every situation, players should quickly take stock of the situation and make a decision on what combo to perform based on a number of factors:
  • Are you fighting a keepaway character that is difficult to initiate offense on?
  • How much damage do you have to sacrifice to end the combo in a way that allows you to maintain offense?
  • Is it worth it to spend extra meter on this combo (either for more damage or for improved set up)

In Street Fighter, the decision making process doesn’t stop at any point in the match, including combos. Don’t be robotic!

Ironreaver

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