Chun-Li general discussion (SFxT)

Day 1.5 of Chun – only logged 6 hours thus far:
First off in general fighting online without sound effects is amazingly difficult for me. I never noticed how much I paid attention to the smacks of hitting or blocking until they aren’t there!! They’ve gotta do something about that ----

On topic my SF4-series Chun completely with mashing legs, charging kikouken and super – would absolutely rape SF X Tk verisons.
she feels sooooo off its not even funny.
her combos feel extremely limited at this point and most of them rely on jump canceling for any decent amount of damage. Which as of right now I just suck at.
her Cr. Lp is nothing like SSF4s; it feels like you have to wait 5 seconds to link another and Cr. Mk??? what the hell happened to you? it won’t even connect after extending legs ::BZZZZT:: Brain just melted…
Anti Airing is just not even worth the risk of trading or getting beaten. Unless you see it blatantly coming and use St. Hp or St. Mk (which isn’t as good as 4’s)
For whatever reason when I tag her in off a Cross Rush I can’t even land Cl. St. Hk to continue a combo, its like they hit the ground before she even gets to them
I’ve completed 18 out of 20 trials with 19 and 17 I think to go. I couldn’t believe how hard trial 11 was – I can do that shit all day in SSF4 but apparently lack the abilities to do it here.

If I can’t figure something out with Chun soon, Juri is going to need a new partner.

Well, if you still want to be the Desk/OHT for SFxT Chun you can’t give up just yet. It’s only Day for you after all, and yes I feel you just need to be acquainted with the new system.

Its true I love to share and educate fellow players that want the assistance, but as it stands now I’m the one in need of such education, LOL!
But NOPE! I have no means of dropping her that easily, just spent around 30 minutes in training mode working on some things that were bugging me.

Oops, meant Day 1.

Man the weekend can’t come any sooner. I want to be in on this so bad. SF4 in the meantime.

I was wondering who are you guys using in your Chun team?

I’m using Team Juri and Chun but read on to give yourself something to think about when considering a partner for Chun:

I’m really finding with Chun that it isn’t real important if you run her on point or secondary. With my current progress (made a ton last night) She does a decent amount damage, but to get any real good mileage you are going to want to use Ex Legs off of chains or extend regular legs as with HK for tag-in opportunties. With that said She doesn’t have a wall bouncing move and her only ground bouncer is HSU, which I can’t seem to get Juri in fast enough to continue juggles. You are going to want to run a versatile character with Chun-- like Juri who is just an overall beast in this game.
I’m still playing around with good tag in follows up with Chun but I do find if you utilize a character like Law who has sick (!!!) wall bouncing moves – Chun can come in and do some decent things.

Like I said doesn’t really matter if she’s point or not. I’m kinding feeling her out as a role player/6th man in terms of basketball (march madness yo!) She can play both positions but needs someone stronger with her to be a real threat.

Im using Rolento / Chun, and while the team doesn’t deal a whole lot of damage at once it works really well. With Rolento on point once you connect with patriot circle and tag chun I usually go for :b::mk:~:mk: (JC) j.:hk:, st.:hk: xx :hk: Hazanshu which will leave them in the corner in most situations. Also Chun pretty much dominates against projectile characters because her super travels full screen with invincibility and you can punish pretty much anything on reaction. I was surprised when I was punishing sonic booms from full screen away lol.

With Chun I spend most time zoning with kikouken and her awesome pokes and when Im close and dont want to stay in their face I usually go for cr.:lk:, cr.:lp:cr.:mk:** xx Kikouken. **The most difficult thing transitioning from SF4 IMO is to learn not to use her cr.:lp: when close but cr. :lk: instead.

I have no idea whether or not I’m going to be good with her or not, but I’m already loving the fact that she’s a motion character now. It makes so much more sense. Just a shame they changed her headstomps back.

Jesus… Chun…wow. If she had an anti air she would be broken imo, but who knows. Cool combo prolly day one shit; c.lp c.hp xx hozanshu, c.lk b+mk b+mk, jc.d+lk j.hk V c.hp xx hozanshu…or whatever ender you want

New gimmick today.

s.MP xx Legs CADC throw. Works pretty well when you’ve conditioned them to block s.MP xx Legs.

I’m not sure if this new information or not, so my apologies if it isn’t.

I’ve been messing around with Lightning Legs, trying to figure out how exactly it works in this game. I’ve found that the “extension” is essentially a 2nd Lightning Legs. You can’t extend the typical 4 hit legs to be 5, or 9 hits or anything. It’s a simple 4 + 4.

The activation condition for the 2nd set of 4 hits is, as far as I can tell, hitting 4 kick buttons (4 AFTER the initial lightning legs activation, so 5 button presses total) within a certain window. Note that the activation window is very large and you can just hammer on the same button 4 times if you wish, no piano rolls are necessary. Also note that once you’ve hit the 4 button presses the 2nd set of 4 hits is coming no matter what, you don’t need to continue to mash it.

The level of Lightning Legs you get on the 2nd set of 4 hits (light, medium or heavy) can be different than the initial Lightning Legs. For example, you can do a heavy Lightning Legs then mash out a light one. The version of Lightning Legs that gets activated for the 2nd set is determined by the final button press for activating it, so you could do 3 heavy kicks then 1 light kick and you would get light Lightning Legs.

Switch cancelling changes slightly when you do a 2nd set of 4 hits. Once the final button press for activating the 2nd set occurs, you cannot switch cancel until the first hit of the 2nd set lands (so technically the 5th hit of lightning legs overall) but this does give you more time to hit confirm.

I’m unsure if the 8 hits are still counted as 1 move for damage scaling purposes. The combo I tested increased in damage using 8 hits, however certain combos may decrease.

For example, this combo Q.E.D posted in the combo thread (which I also happen to use, for a Chun / Asuka team)

(Chun) s.MP xx HK Legs, Tag Cancel (Asuka) s.HK xx Upkicks, j.HK, s.HK xx Onikubigari, Sweep

Is 422 damage with a 4 hit lightning legs, but 434 with an 8 hit lightning legs.

Keep in mind it isn’t all good, if you do an 8 hit lightning legs from a max range s.MP for example the later half of it will whiff and you’ll be open, so it’s recommended for closer range pokes.

So yeah, that’s what I’ve found so far. I haven’t done super thorough testing so if there’s any errors here please feel free to correct them.

EDIT: It appears that if you begin with an L Lightning Legs, you can actually get 3 sets of 4 hits. The first set and 3rd set must be light, but the 2nd can be light, medium or heavy. As far as I can tell only the light version works this way.

Is anyone else having problems getting Tenshokyaku to come out after b+MK, MK? Any time I try to do it I always end up jump-cancelling.

You can do it quite late and still have it combo, you can do it after the window for jump cancelling ends, which will eliminate that issue.

Have y’all notice that her close S.mk is no longer overhead and her instant overhead j.hk only works on hugo

DF+LK is still pretty damn good and gives considerable damage on the followup, even on trade usually.

I’ve been so stuck in SF4 habits that I didn’t realize 'til now that doing light attacks after her DF+HK move really isn’t the best option. It’s like +11 on hit and +7 on block, so really you should be doing s.MP. From what I’ve tested no matter how far you are when DF+HK hits, s.MP will still reach, while light attacks are really picky on range. Easy confirm into Lightning Leg switch cancel or into a launcher.

I’m using Schoolgirl Crush right now, as well; this isn’t the team I hope to end up with, as I tried to make it work with Ling, but this is who I am rocking these days. As for order, I start Chun; I think there are more ways to get Juri in off of Chun’s stuff, than Chun in off of Juri’s stuff, but part of that might be my unfamiliarity with Juri, idk.

This is the exact same thing for me. I was using Xiaoyu Juri, but I switched to Chun Juri.

Chub builds a ton of meter and jurisdiction uses it hella well.

Running Chun-Li x Xiaoyu. Haven’t field-tested yet as I’m still figuring things out with the team but I think I will probably get some games in against actual humans at Super Arcade sometime this weekend… I think I’m about ready lol.

chun is alot of fun, running her with bison/hwoarang