^Air Lightning Kick, fireballs, and especially gdlk pokes :shy:
It’s tough. It’s her main weakness and she doesn’t have a lot of tools to deal with it. @“DevilJin 01” mentions grey damage, but like you saw in his video, it took her whole super to do 7% to Cammy when she blocked, grey life included. It’s a consolation prize at best. Pretty much all you can do is shimmy and hope it works. Blocking all day is basically the answer to Chun Li.
If blocking all day actually worked Chun wouldn’t win matches. She does though.
The idea is that you beat them in the neutral game and use the fear of counter hits and white chip to set up extra damage and throws.
Its the same problem people have with Cammy. At lower levels of play a character like Cammy is tough to use because you don’t have an overhead crutch to get someone off block. A crutch that doesn’t lead to damage without counter hit any way.
Characters like Cammy and Chun force you to have to learn neutral and frame trapping to open people up. Its not a style for everyone though and some people prefer having characters with overheads and command grabs. Usually at the expense of neutral game or reversals
You have a 15f dash throw that is the fastest in the game. You ever been dash thrown?
I have actually found a few setups that frame trap a throw but they require specific setups. Also after every sbk or ex legs in the corner you get a throw mixup. If someone is breaking throw you can hit them.
She is also neutral on a f. Throw dash so you can mix up dash cr. Jab that doesn’t lose to mash (at worst you get an even trade).
Not enough people are doing to air legs or proper setups and saying she can’t bread block. She can.
The game has white chip on medium and heavy normals so no normal you throw out can ever truly be useless. You’re going to average 8 to 12 damage per landed medium or heavy normal and that can add up when you do hit or throw them.
Chun Li is a lot more like her 3rd Strike self or A2 Rose in this game. You pretty much just press normals forever and have to know how to bait people into taking throws or pressing buttons at bad times during that. If you’re not good at that then Chun Li won’t be good for you. She doesn’t really play the “get near you and it pops off” type of style that other characters have or that is more familiar in other fighting games. You have to play neutral a lot with her, but when you do you will open people up through it as well.
Her fireball is the only safeish special move you should be using in neutral. The only other one is instant air legs, but since this is the beginner thread I’m going to assume that requires a level of execution you probably don’t have yet. Just stick to little strings like c.MK to HP fireball to build white/regular chip if you really need to use a special.
In order to open people up with her you need to be good at your footsies so you can walk in and out and pop people with f+MP, s.MK and s.HP as they whiff buttons or press them too late. As you pressure people with that you can move in and start using your s.MP which is plus 3 on block and then that gets you in range to set up throws while they’re worrying about being counter hit and taking white chip from your s.MP. Then as you get closer keep the threat of b+HP ready as that is plus 2, does 15 damage in white chip and is a CC so you get a good V Gauge reward and juggle for landing it.
Don’t worry about using her overhead much. It’s more of a safeish gap closer than a mix up tool. You just pat yourself on the back if they were sleeping and they block wrong.
Overall I feel that’s the basics of the gameplan you need to start opening people up with Chun. Try it out and see how it works for you. Will take some time to optimize, but you should get the basics of it quickly enough with practice. If you feel that just doesn’t work for you then I’d recommend a character like R.Mika or Nash who are better at instantly opening people up as they get close. Chun is not that type of character.
Thanks for the advice. I’m actually not a beginner to Street Fighter, started played it seriously in the Third Strike days and mained Makoto ever since, so st.hp, hayate cancel into st.mp, 1 frame links and instant air axe kicks ect is fine for me. Execution is not the issue. Sorry I read this thread title as for people who are beginners at Chun Li, not necessarily Street Fighter.
I’m getting slightly more success with Chun recently. Still not ‘confident’ with her, but getting a bit of an offense going, but I think it’s just her play style that doesn’t work with me. I think Laura would be more my style but I wanted to mix it up this game and try someone who wasn’t burst damage/mixup game reliant.
I get wrecked by Ryu’s mostly. Seems like at long range his fireballs best mine easy, at mid range his cr.mk fireball game is super solid and his medium punches seem to beat my st.mk and other pokes. I can only seem to stand and fight when I activate V trigger.
Blocking all day is basically the answer to Chun Li.
Yeah that’s what I’m struggling most with. Stark contrast to Makoto where opponents were always in fear of her command grab and if you landed to grab, biiiig damage going their way. Seems like people are just content to crouch block against Chun and I’m struggling to punish them for it.
Deep down I think Chun is just not the play style for me. But I do want to keep at it and get good with her.
I get wrecked by Ryu’s mostly. Seems like at long range his fireballs best mine easy, at mid range his cr.mk fireball game is super solid and his medium punches seem to beat my st.mk and other pokes. I can only seem to stand and fight when I activate V trigger.
You can punish the fireballs if you start using cr.mp to slide under them and hit him. Also if you have super, you can play chun similar to SF4 where you can super him on reaction to a fireball (not full screen, but close).
Okay here’s where I’m at… used to be decent at SFIV, haven’t played in years. I’ve been back on the grind hardcore since 5 released, maining Chun entirely (I’ll be around here for a long time)
Currently playing at ~2200LP but feel like I’m extremely awful still. I can execute instant air legs/the bnb’s like cr.lp, s.mp, cr.mk, mkSBK pretty consistently.
My main problem is actually finding a way to do get this off… I mostly just hold downback and wait for a chance to punish. How do I safely apply pressure to even get these hit confirms off? I know I’m playing her way too passively, I’m currently just sitting back and anti-airing to the wins I get.
I know the question is pretty generic so I expect a pretty generic answer, but thanks for your time.
Gotta to learn spacing, hang around your opponents furthest poke and see what they do. Don’t commit to any big attacks at first as you dont want to get jumped on and most of your brain power will be on the ground game. Use mostly mk/mp and all their variations. Once you can time some whiffs punish with sweep of legs combo. You can also fish for b+fp for a knock down, but mostly just walking and timing very smart fireballs(these are to force actions and make your opponent feel unsafe). The two things that will kill you are not anti airing and eating a dash in mixup but once you shut that down you should just go back to fishing and punishing for a knock down. Once you get one that is you in, then you can basically implement any meaty/throw/iial mixups you have.
Yeah super cancelling legs is easy, meant hit confirming legs into super is hard. Sorry for the poor wording.
It’s too easy, I am always getting super by accident in this game.
Yeah that’s what I’m struggling most with. Stark contrast to Makoto where opponents were always in fear of her command grab and if you landed to grab, biiiig damage going their way. Seems like people are just content to crouch block against Chun and I’m struggling to punish them for it.
Deep down I think Chun is just not the play style for me. But I do want to keep at it and get good with her.
I realized this as well, and since she doesn’t have anything like 3S kara-grab ranges or anything, I’ve committed myself to just grinding out IALL for pressure and throw baits. Grey life I feel helps Chun a lot in this scenario. It may not seem like much damage, but if you’re poking away at your opponent with your good normals and IALL pressure to catch them mashing or predictive throw tech and can accumulate a bit of grey life, even a simple throw or stray hit can turn into decent damage and advantage.
I feel that Chun-Li benefits immensely from the system mechanic changes in this game compared to 4 (not just grey life), it’s really up to the user to take full advantage of it. There’s a lot of things she can do and take advantage of more often throughout a match that other characters simply cannot do.
Her fireball is the only safeish special move you should be using in neutral. The only other one is instant air legs, but since this is the beginner thread I’m going to assume that requires a level of execution you probably don’t have yet. Just stick to little strings like c.MK to HP fireball to build white/regular chip if you really need to use a special.
Frame data has HP fireball at -4, am I right in thinking it’s safety is dependant on spacing it properly?
Also insta air legs - has a 12 frame start up not including any air frames… has a sweet hitbox and is great on block… but with that start-up am I right in thinking that it’s pretty much just for getting in, and oki, and for whiffing throws? or is it ok to use it a bit more liberally?
Also what I’m currently wondering about, Chun has some great buttons and I have no trouble getting a lot of mileage out of them, however what are some of the best follow ups to actually connecting a poke at range… st.MK is +2 on hit, b/f.MP is +3 on hit, often finding myself wondering what to follow it up with or how to make any use of that advantage… just go back to neutral except with a Kik charge and play the patience game (just like on block)? Coming from Bison it’s just not what I’m used to, where connecting anything from anywhere just got me more pressure, just wondering if there is more to it with Chun.
Chun has some great buttons and I have no trouble getting a lot of mileage out of them, however what are some of the best follow ups to actually connecting a poke at range… st.MK is +2 on hit, b/f.MP is +3 on hit, often finding myself wondering what to follow it up with or how to make any use of that advantage…
Just press them again, then. If they stop mashing and start blocking after receiving a poke, dash up and throw/c.lk into hitconfirm them (17-20 frames total, hard to react).
If blocking all day actually worked Chun wouldn’t win matches. She does though.
The idea is that you beat them in the neutral game and use the fear of counter hits and white chip to set up extra damage and throws.
Its the same problem people have with Cammy. At lower levels of play a character like Cammy is tough to use because you don’t have an overhead crutch to get someone off block. A crutch that doesn’t lead to damage without counter hit any way.
Characters like Cammy and Chun force you to have to learn neutral and frame trapping to open people up. Its not a style for everyone though and some people prefer having characters with overheads and command grabs. Usually at the expense of neutral game or reversals
Are you serious? Saying “well if turtling up worked Chun-Li wouldn’t win matches” is not a counter-arguement at all. Not EVERYONE is going to do that, and it will not lose the game for Chun every time, nobody ever said that. What IS being said is that Chun has very few options against someone who simply chooses to do this.
Beating someone in the neutral game is very hard because her normals that are safe on block aren’t pokes or anything similar, but instead they’re very close-range, and her ACTUAL pokes have shorter hitboxes than hurtboxes.
Furthermore, a good overhead isn’t a ‘crutch’, it is a very important component in her ability to mix up the opponent, without which they have a vastly easier time just turtling up and stalling her out. Combining this with her very short throw range means that she needs to work very very hard to do things that other characters can do with far greater ease. Not only is White Chip going to generally be very little damage in the first place, but it ALSO becomes harder to land actual hits if the opponent knows what to expect.
Shimmying has the same problem; it is a BAITING tactic, and the goal is to get your opponent to hit a button. Literally all the opponent has to do to deal with it is just NOT hit a button and then punish you when you try something else. This isn’t going to be quite as effective against most other characters, but Chun’s lack of a decent overhead plus her extremely short throw range excaberates the issue for her a lot. As soon as someone works out the trick behind the shimmy and remembers that she lacks Hazanshu and can’t throw outside of point-blank, the tactic will become much less effective against them as a result.
Chun has no issues, the issue is you not being better than your opponents. Listen to DJ, play more, watch other Chuns then come back.
This is probably a really basic question. I think I might have found a frame trap and am just looking for confirmation/rejection/advice. When doing the combo: mk cross up, st.mp, cr.mk xx mk legs I’ve noticed if I leave a slight gap between the st.mp and cr.mk I can bait out jabs and hit them as they’re coming out with the st.mp and then legs. Is that a frame trap? More to the point, is it a good one? I know mk legs isn’t safe but I could always throw out ex legs instead which is.
If you want to see what I mean I recorded it here:
It is good but not to go through with the legs, end in c.mk xx kikokken. Idealy you start with c.lp then hit confirm s.mp, at this point if the combo hit you finish with c.mk xx legs if it has not then you can take advantage of the positive frames s.mp grants. After s.mp it is basically your turn to do any thing which would look like:
-Tick throw. Beats turtling and starts a mind game with opponent.
-Look for counter hit(b+fp or c.mk). Beats mashing
-Instant air legs. Beats throws and lows.
-Nothing, beats invincible reversals.
Here is a video LordOfUltima just put out explaining everything you need to know about frame traps why they work.
https://www.youtube.com/watch?v=8gtklnzge00
When do I use Tiger Knee Lightning Legs?
When do I use Tiger Knee Lightning Legs?
Any time that you would normally throw, or when you’re expecting a low attack at closer ranges (like after a blocked st.mp from you).
what are her best safe jumps or at least the ones you guys are utilizing?
what are her best safe jumps or at least the ones you guys are utilizing?
I use the first one, and the one after crush counter sweep: