I have a friend who has been playing Chun Li since the Alpha series and has moved into SFV but now she’s complaining that Chun Li’s current design makes it incredibly difficult to chase down opponents who run away from her.
She claims that Chun Li has lost a significant amount of her ability to punish those opponents who try to zone her poorly. According to her, even with Chun Li’s high mobility and walk-speed, it is too easy to simply out-run her. As a result she finds that attempts to chase them down exposes her to being punished instead.
I would like to convince her that Chun Li does not have a problem here. Any suggestions for what she can be doing here?
No, but you do have to wait a super tiny amount of time (like a few frames) before you jump, else you miss the window and your j.mk won’t connect. Try it out in training mode, and see for yourself.
Yeah, I agree. It seems like a problem she has. I’d love to hear of any good ways to chase people down. Nobody wants to fight Chun Li with normals where she’s strong. A lot of the people I meet online just constantly run away from the fight.
Let them run away, they will run out of screen; don’t go chasing after them or getting frustrated cos then you’ll get desperate and start jumping and taking free jump ins and whiffing lots of buttons trying to do something. Honestly don’t do anything, you have 99 seconds let them hang themselves and stick to your gameplan. Eventually they will either jump at you or hit the corner or even get bored that you’re not dashing all over the place trying to get them.
It’s a very good combo on paper, and does lead to knockdown and frame traps, setups, all that.
The main problem with it is that you’re never in a situation where you can do cr.lk, cr.lp, st.lp and have enough charge to do LB SBK. The main use for this combo is when you’re pressuring the opponent, in which case you usually do a walk up (or dash up), and then go low with cr.lk, cr.lp, where you try to catch them trying to walk away and if it hits you confirm into a combo. But because you just walked/dashed up, you won’t have enough charge for the SBK.
Maybe after a blocked instant air lightning legs, but then who would try to walk away when you have just blocked an instant air lightning legs and Chun is in your face? No one… Instant air lightning legs to cr.lk also isn’t a true blockstring, so you also can’t hit the opponent trying to use an invincible move and still being in a blockstring and getting hit cause they’re not blocking low, their move will just come inbetween and win.
In short, I never use the combo that ends with LK SBK, cause I’m never in a situation where I have enough charge.
EDIT: After some testing, it seems that you have enough charge after you forward dash and immediately charge during the dash animation. So yeah… that’s pretty good. Seems like there is some applicable use for this combo after all
Most of this is fairly obvious stuff not just to do with this game but to do with Chuns mentality in other versions of her but it’s a pretty good watch (as are his BnB vids for anyone on day 1 with the game) a generally pretty good guide for people picking up Chun
A lot of stuff he says in this is just wrong though. I didn’t really watch it all, kinda skimmed through. But like he says that you shouldn’t cancel any moves into specials on block. But cr.mk into heavy fireball at max range is free chip, and it’s literally safe (cr.lk, cr.lp, cr.mk xx heavy kikoken for example sets this up). Also he says you shouldn’t waste meter on EX kikoken on block, while I disagree, EX kikoken on block is a great way to maintain pressure, as it’s plus (and you can even combo afterwards if it magically hits).
But don’t take my word for it, just watch Alioune video’s. He uses all his super bar for EX kikoken to maintain pressure (and obviously to extend combo’s).
So yeah… take that video with a grain of salt I would say.
By just wrong you mean opinion? Choosing to use meter for pressure is an option; because he says it but people do it doesn’t mean its wrong its a choice of meter management. I used meter a LOT in SF4 just to apply pressure but I know saving the meter for confirms or to take away players options would potentially have been a better use of it. It was a choice not something good or bad. As for not cancelling into specials that’s just a generally good idea in this game as the majority of specials are unsafe unless spaced well.
It might not be a perfect guide but as a place to start for players new to the game, character and in some cases genre its actually quite good for offering a footing from which to develop. Also I’ve not tried it (to lazy atm) but can you not jump out of your free chip option? I’m not sure about the block stun on this game yet?
Anyway take any video at face value or advice as not everything works for or suits every player that much is true
You might be able to jump out, but Chun can still anti air in time. And yeah, I said it was wrong because he stated that “you should never cancel your moves into specials on block”. Which is obviously just wrong. You’re right, it is a choice, you don’t have to ALWAYS spend meter to continue pressure.
Cool dude, good to know you can AA in time and I was just pointing out a vid that can help newer players with a starting point so its cool you corrected stuff that you felt was bad advice.
I recently found a little neat trick for the Alioune Charge partition ex fireball combo with Chun li. I call it the “TJ method” lol. It uses a bit of SF4 Plinking. Wanted to help find a way to help eachother out to figure out the best method for this combo!
I want to learn how to play Chun-Li. However, it seems the high level players can use the Instant Air Lightning Legs, and I can’t. Is it necessary to learn that technique? And if so, is there a trick to it besides practice?
Not necessary, just helpful. And there’s many many posts regarding IALLs on this forum. If you’re new to chun, I highly recommend reading through all of the useful information found in the threads here.
It’s like this; Think of Chun’s Cr. Hp xx LLegs (Leg loops) from SF4
many people regarded this as difficult yet mandatory for high level play due to meter building/damage, punishing, pressure etc.,
This is along the same lines just like St. Mp, Cr. Mk xx MK SBK
Do you have to be able to do it to be a successful Chun-Li player, absolutely not. But it will add another layer to your game and push your threat bar up.
More importantly than just doing IALegs is understanding the why/when surrounding it.
My advice is to continue practicing it in training mode while working on other areas of your game to advance in your Chun skills that are already present.
Be solid on her other options and as time goes on the execution of the more difficult skills will become more consistent and easier to do.
When it is all said done it comes down to your confidence and ability to execute in game.
Believe me I still fly away into oblivion with J. MK just laying out there in some of my attempts
Follow Skatan - LagerBorg on CFN, he doesn’t use it much; or at least in the videos I’ve watched it is rare to see it.
His spacing is great and patience is something I need more of, haha.
That’s not charge partitioning, I got hyped for a moment there!
SF5(and I believe 4) lets you hold on to your charge for a bit after you stop holding down/back, that lets you do stuff like cr lk, cr lp, st lp xx lk sbk.
You already mentioned some points to work on, and that’s good.
I would say less backing into the corner and less random c. mp slides as well. Try out other pokes like (more) c. mk, s. mk and f+mp/b+mp
Use V-skill from time to time if you can. Her normal jump is a bit obvious and floaty, VS may be an alternative if you feel like you want to get near. Of course, it’s not something to abuse
EX Kiko is not so bad if you can use it as a pressure tool. As a Chun I think I rarely get to sit on full Super (that is also a good anti-fireball/punish tool, though).