Kikosho got improved by 1 frame.
Finally, the stomp buff I wanted for Super. I know it doesn’t mean anything for all of you Chun masters, but I suck at them, so this will help me greatly.
Also glad they are finally fixing her U1 so that characters won’t fall out anymore.
These are only slight buffs, I was hoping for maybe some damage buffs to her normals, EX legs, and/or Ultra 1 (Whatever she lost in super).
I’m happy with the changes. I didn’t get the kara-throw I asked for (lol), but the biggest issue of characters falling out of the U1 leaving Chun Li vulnerable has been fixed and that’s most important. I wonder though if that means everyone who gets launched is completely different again or if the ones I tested will remain the same as in AE except for the characters she would drop it against.
Sorry that b+mk doesn’t get as much milelage from other Chuns, but I’ll be whoring it out as usual in footsies so whatever improvement is only a plus for me. If they would’ve tweaked the hitbox to make it more of a low crush that would’ve been even better (not necessarily that they didn’t but since it’s unlisted we have to assume they didn’t… for now). I’ll gladly substitute it over st. mp or st. hp for more damage and stun in a mid-range game though.
More stun on sweep I didn’t expect to get back, but that’s pretty good to have for the ground game too.
Not sure what 9F kikosho will improve besides AA, but I play other characters with AA ultras (like Ryu U2) and something like 8-9 frames is actually perfect for reacting and doing it as an AA. It really does make a difference as opposed to something as 10 or 11f startup. The problem I have with Chun’s though is sometimes it would whiff and the opponent ends up on the other side because she leans forward so much. I don’t think 9f will change that aspect and AFAIK it’ll still do poor damage for that effort. They need to make it cover more area behind her so that doesn’t happen.
Stomp change is whatever for me. I know they can be used as an anti divekick move while standing but I don’t have any trouble doing that as is, whether it’s an instant stomp or a regular one. Tbh I’d rather have j. mk have a better crossup hitbox or something.
More importantly though, realize these changes are set in motion for a location test… meaning they she can go through another pass and change again before the patch actually gets released. I remember players in Japan saying there were cards to fill out for suggestions, so if you know anyone going… ask them to fill out a change you’d like to see if you’re not happy, but remember the character herself isn’t gonna carry you through tournaments and competition. The players who made top 8 with Chun at majors like Shizza, Lud, Skatan etc. did it because they stepped their shit up. Don’t lose faith and step it up (at least that’s what I’m going for). Also other characters are going through changes as well, so think about how that will affect the matchup with Chun if at all (e.g. I personally don’t struggle with Viper anymore, but the nerfs on her means she’s gonna struggle a bit more in all her matches so that’s an improved matchup).
That is true Darklight, but I think we’re just upset because every other character got better changes than Chun li.
I could be wrong but I think the U1 fall out they are referring to are character such as Rose that doesn’t get hit and lands before Chun floats down and several cast members did a funky pogo stick bounce. The characters that didn’t juggle in the corner before still won’t juggle unless they apply some cool suck-in feature so their hit boxes stay right on top of Chun.
what i would like to see is back mk start up faster and forward mk be plus one or 0 on block. those moves should have more of a use.
Darklight>> ryu ultra 2 work as AA because no matter what move the opponent stick out in the air Ryu is invincible, chun is not
The problem with f+mk is that even if it was 0 or +1, it wouldn’t work in a similar manner to how cosmic heel works.She is left further away on block/hit and she doesn’t have any threats at that range because she’s without charge so c.mk won’t lead into much, and she doesn’t have a kara throw.
Back + forward (yes I wrote it like that just to emphasize how stupid it is to call a button forward) is already fast enough given how it leads into pretty good damage without using meter and knockdown, 9f is not that bad seeing how far it actually reaches.
However, I would like to see her b+mk become more useful by making it always connect on crouchers and better frames on block. Right now b+mk is -6 on block, -3 on hit, after the patch it should be -3 on block, 0 on hit according to “b+mk is now +3 on counter hit”.
9f kikosho is very good for me if the invincibility stays the same (9f in super and AE). I use it a lot as an anti-air for divekicks and against other moves on reaction, but right now if you do it when the dive kick is already active but still pretty high in the air, it’ll trade and you get only 1 hit. Every fireball ultra has this thing that it stays active only until the last startup frames, but since chun’s kikosho is the only fireball that doesn’t stay active even if you are hit, it would make sense to make it invincibile until the first active frame…let’s hope so, cause otherwise it’s an useless buff.
b+mk can become a pretty good tool if it’ll be easier to hitconfirm into the second hit (right now it’s too hard and too risky to do, that’s why no one uses it), it has a very good range and a decent hitbox. As it is right now I’d rather not have it and be ablo to do st.mk without haveing to go neutral and losing my charge, which also makes it harder to do on reaction.
d/f+lk shoul be left with the same startup and hitbox, let’s be honest, in super it was too good…but they should bring back the trade into ex legs/U2. It’s a weak attack, with a super slow startup and a good, but not great, hitbox. I don’t think being able to combo from it after a trade into one of the less damaging ultras in the game would make it OP…and right now there are a lot of trades into stronger ultras that also let you save meter when you would normally need an FADC.
Have you tried fighting Seth in AE? His j.d+HK is literally free on chun, all her AAs lose, air-to-air is hard to do too cause 90% of the time you lose or trade if you try to do it on reaction…the only thing that kind of works is d/f+lk, unfortunately it trades 3 times out of 4 and of course chun loses in the trade.
About her U1: I hope they will finally let it combo completely on every character in the corner without super specific distance or timing, like it does on shotos.
b+mk is not difficult to confirm, currently.
Yeah, you can also confirm CH st.MP into U1 every time, so I’m sure it’s not hard for you
Seriously now, I can confirm b+mk only if I see “something moving” or if it counterhits, but I don’t use it a lot cause it’s too risky if I fuck up (and the timing is definitely tight). Also I don’t see many other chuns using it
@ Kelgar - I personally think they should bring back her SUPER d/f lk. It was very good in SUPER, but with the addition of Yun and Yang in the game, I don’t think bringing the move back will be too much to ask. Back in SUPER, d/f lk was pretty much the solution to predictable divekicks from Rufus’ and now in AE, every divekick characters can go auto-pilot on her because she lost the move. And like you said, It combos into one of the least damaging Ultra in the game, so I never found it OP for that very reason.
If they fail to bring the old d/f lk back, a little Ultra 2 damage buff would not be a bad replacement, but that’s just me having very bad experience with U2 never killing when it should’ve and getting comeback’d afterwards.
My hopes and dreams.
Why do you guys say U2?
Eventhubs says:
Chun-Li
• Head Stomps will come out when holding down-forward, not just down. They note that down-back doesn’t work, though.
• Kintekishu (Back + Medium Kick) +3 advantage on counter hit, easier to hit confirm into the second hit.
• Her Sweep (Crouching Hard Kick) has 150 stun.
• Fireball startup is 9 frames, easier to use as anti air and in combos.
• They are fixing the bug where characters fell out of the Ultra 1 juggle in Arcade Edition.
And btw the Head Stomp change is kinda useless. It’s already very easy to do imo.
poor little koalas
What do you mean?
Stop that.
each time you use, think, or say eventhubs a koala gets killed
FWIW, the SRK translation (which Azrael was a part of) says:
So it clearly says kikoken, but who in the world would use kikoken as an anti-air? Getting a 9-frame kikoken is probably too much to hope for, so I’m still expecting it to be kikosho, but it’d be nice to clarify.

Whoops my bad. Kikosho 9F startup, not Kikoken.