Chun-Li general discussion (SFxT)

not sure as to the actual frame advantage but Desk said he had to use HK to extend the legs as none of the other versions would allow him to link back around to St.Lp

http://www.imgbb.com/di-YKMI.jpg

It does and juggles even without CH.

So now that we have our own character sections we’ll need threads for Vids, match ups, combos/tag in follow ups etc.,
lets try and think of some cool names
like: Legs of Justice Combo thread or Detective Files: the match up thread (lol)

I’d also like to make a suggestion for the combo thread:
To break up each section as BnBs without meter, With meter etc., Tag in Follows (what to do when you tag Chun in)
Combos into SA, mix up pressure tactics and block string sections, lastly I’d like to add a situational section such as Anti airs into juggles etc.,.
That should make finding information pretty quick and easy

Thread title le edit! Fingers crossed that this is allowed.

Very good title. :slight_smile:

Played her a little bit yesterday and had no problem with anti-airing people with st.mk. It’s a pretty universal tool to AA and that’s what Chun needed in SFIV, so I’m pretty happy with that. Also, anti-air st.mk on counter hit means free sweep, (dash) legs or st.hp so that’s pretty cool.

mk HSU is really good because it leads to pretty good damage if it hits and if blocked, it’s safe. Just don’t be predictable or reckless with it or else you’ll eat dps on reaction to your HSU or full jumpins punish if they decide to neutral jump on reaction.

Also, Kikoken being a motion now is so good for Chun. Her zoning and fireball game improved so much with that change that she don’t have to play an obstacle course against characters like Sagat. Now, she can actually take the lead and zone with Kikokens and use st.mk as an AA.

…and the countdown until major insanity begins. 6hr 15m. Go!

Jae: You and just about EVERY gamer will be picking her up. Why? Cuz she’s insane.
Welcome back, Chun!

Random thoughts, does df. lk juggle into itself after a launcher in the corner like Law’s flip kicks? Probably too slow. (I still don’t understand juggle limits.)

Also, does anyone how the frames on tag cancels? What about something like instant overhead jump back roundhouse->tag cancel->combo, possible?

Also re instant overheads, does anyone know how the unblockable protection works? If do a long multi-hitting move like Law’s rapid punches thing, and tag cancel into Chun, can she do instant stomp and catch them blocking low, land and then combo?

Yeah, from what I’ve gathered, this will work best when it’s incorporated into combos in similar fashion to SF4.

Twisted: Since it retains the same anti-air properties as it did in SFIV, there’s no reason why it shouldn’t juggle. Jae or anyone who currently has the game at the moment can confirm.

As for frames, the best thing you can do is arm yourself with the knowledge and buy the book once it’s available for retail, as I am sure that info is in there. If not, it really should have been.

So… Chunny doesn’t have a good reversal?

Note: It’s really early, but man her backlash seems very, very good.

I don’t know how many jump in x2 HPs we’ll land, but a neutral jump on a tech roll into ambiguous cross up HK might be pretty common. 370+ dmg w/ no meter isn’t bad for an easy day -1 BnB.

Her close HK is jump cancelable, but not when used in a string. So when you’re doing Cross Exchanges, you can come in with the HK and jump cancel into stomps. You can use it in a combo though, as long as it’s not chained. For instance, J.HK or J.HP(2x), 4MK,MK,j.cancel HK, st.HK,j.cancel,stomps3x works for about 380 damage w/o meter.

Keep in mind that everyone’s reversals suck in this game. EX Bird kick works, it has 9 invincibility frames, but it has a huge 8 frame startup. In SF4 it only has a 6 frame startup, for comparison. This means it’s incredibly easy to safe jump, you won’t even need set-ups, people should just be able to eyeball it.

Again though, everyone’s reversals suck in this game. Boxer’s headbutt doesn’t even hit crouchers, and Ryu’s light and heavy DP’s only have 2 frames of invincibility. Ibuki’s dragon kick doesn’t even have invincibility.

What gems are people liking for Chun? After looking through the list of gems, these looked promising to me:

Spoiler

Attack Gems: (Damage is always good, but I think Chun has better options)
[LIST]
[][1] - Connect with 5 normals (10%, 20sec)
[
][6] - Block 4 times (10%, 20sec)
[/LIST]
Defense Gems: (These are money. Chun requires good blocking and defense, plain and simple. Due to her lower than average health, I would think that the absorption gems (fortitude) would be better than the reduction (iron wall) ones, but I could be wrong.)
[LIST]
[][85] - Block 5 times (100dmg, 20sec)**
[][91] - Get hit by 2 specials (100dmg, 20sec)
[
][93] - Get hit by 1 EX special (100dmg, 20sec)
[/LIST]
Speed Gems: (No clue how useful these will be.)
[LIST]
[][117] - Connect with 5 normals (10%, 20sec)
[
][123] - Block 5 attacks (10%, 20sec)
[/LIST]
Health Gems: (Both seem good. Chun has a history of health issues.)
[LIST]
[][161] - Get hit by 2 specials (+80, 5sec)**
[][181] - Get hit by 2 specials (+60, instant)
[/LIST]
Meter Gems: (These look good. Chun will need meter to deal damage.)
[LIST]
[
][205] - Have 4 of your attacks blocked (+20%, 20sec)
[][212] - Connect with launcher (+40%, 15sec)**
[/LIST]

As I recall, it was your suggestion. But alas, it looks like it got changed back and it’s not allowed, so we’ll have to do with the boring generic thread titles.

Just so long as you believe in the credo of:

It will be alright. :tup:

Question, if you put a gem on that activates once you connect a launcher, does it go into effect once you are out of the match, or does it activate upon you switching back in? Also, does a meter gem on Chun also affect her partner? I’m confused…

im play chun as a battery for my secondary character Law. because he does so much damage with meter especially with attack gems. (500 bnb 1 bar no gems ) its been working out exellent so far. the gems i use for her are meter gems
205- have four of your attacks blocked
212- connect with a launcher
??? connect with 5 of your attacks 10% 20 sec

i can fill pretty much 2 whole bars (6 stock ) with no problem

another option ive been playing is 2 defs gems and 1 health gem

Lightning Legs

Okay, since this move is now just a fireball motion, you can tack it right on to a ranged st.M or even a close one. If this hits, you can safe tag in your partner for big damage. I haven’t even begun to unlock links and damage in this game and doing this with Rufus is 400 EASY damage. This could be a totally new way of playing Chun, using almost a SFIV Honda-piano-hands-chip strategy, except linkable to real damage off one meter. The only issue is how punishable this might be. Now the frame data says this is only -1 on block, so I don’t think it’s punishable by anything, but time will tell. Gonna go try this online and spam the hell out of it.

EDIT: Watching Ricky Ortiz play against PR Rog using Chun on stream and he was using this tactic. The cool thing about doing this on wake up is if they roll towards you, the cl. st.M comes out and you still get the chip damage.

Just saying, but after a hit-confirm to b.mk mk JC j.HK cs.HK JC Stomps x3, you can tag cancel the last stomp and your incoming character can continue the combo below (For Asuka, I do s.mk c.mp Oni, Sweep)

My new swag of the day.

Hehe okay.
We believe, we believe. =D