Chun-Juri looks to work if you can manage all the new-fangled jump cancelling stuff, lol. Tag cancelling off Legs for Chun (obviously), and pinwheels for Juri.
Not to mention Juri has a free super any time she lands Pinwheel.
/rage
Ok I finally got trial 17 and 19. They’re not hard once you figure out the little tricks to them: for example delaying the j.mk when you send Kazuya flying in trial 17.
At first I didn’t enjoy Chun as much in this game for some reason even though I mained her for years. She definitely grew on me once I got used to the engine and learned some of the things possible with her. Still unsure about which gems to use.
You’re a game or two late. I’m pretty sure that’s how a lot of people felt about her in SF4. :lol:
Only if it is MK senpusha on Midscreen; unless your cornered then she just hit confirm after MK or HK or EX and you’ll loose 500 health. She is nasty I’m just not making it work. She does have a like a million ways to land her super art and I love that!
I use Chun-Li and Nina now. Working fine atm.
I found a pretty darn nice trick, if you do the combo c.:lk:, c.:lp:, b.:mk: + :mk: j.:hk: s.:hp:, supercharge dash cancel forward, s.:hp: xx :lk: Hazanshu, in the corner the supercharge cancel will dash under them, and when you hit the s.:hp: on the other side it will turn their hitbox to face you, meaning if they decide to roll forward they will roll right back into the corner. You can also use a Lightning Legs in place of the Hazanshu, and this will leave them practically right next to you so they’re right near the corner, but keep in mind Lightning Legs won’t provide a hard knockdown so they’ll be able to quick rise in that case.
Edit: To add to this, after the :lk: Hazanshu in this setup if you dash forward 1 time you will be in a perfect position to neutral j.:hk: and have it hit both a roll and a normal wake up. You also have enough time to theoretically safe jump, if things like that work in this game.
I haven’t done thorough testing, and I’m not very good at frame by frame testing so I would love your guys’ assistance on this.
Things to test: Number of frames it takes for a normal wake-up to occur vs. number of frames for a forward roll.
Which characters this work on, both will it simply reach a small character, and is it safe against their wake up moves. (I’ve tested the reach of it against Abel only at this point, and it works against him)
As far as frames are concerned, if any normals can be whiffed after the forward dash to assist in timing a safe jump. (I’ve found c.:mk: appears to work, it makes the j.:hk: hit very deep, but I’m not sure if it’s perfect)
I think this is a possibly very strong setup and we should definitely flesh it out, thanks for your help!
Having trouble with linking lift kicks after light attacks. I keep getting cl mk. I was never a very serious SF player so I’m not really used to performing links like these. I also can’t seem to get a non-EX special move to link after any more than 2 hits that aren’t a jump in. Any help with how to perform these links or the timing there of would be vastly appreciated
quick question, is chun better at point or secondary?
I’d say Chun is better on point. She doesn’t have very high damage off tags, plus she plays quite well without meter, and builds it quite well. She’s good paired with someone who does good damage off tags, you can zone a bit, build some meter, then go in and pressure with jabs and lightning legs, if a lightning legs hits confirm it into a tag cancel and tag a full combo from your 2nd character.
i cant get trial 16 for chun can anyone throw some tips at me?? always too far for cr.mk
and if i can get chun to work, im running chun and juri. i know for sure im sticking with juri im just looking for a good partner for her and im liking chunli right now. no one plays her and i love it
edit: got the trial somehow. looked up vespers trials on her. helped out alot with the timing.
She’s best in the leading position. She is good at building meter, zoning a bit, and creating openings for a second character off her tag cancels. She can work in second as well, but not as well as first due to reasons mentioned above.
Chun is the size of Rolento. Not enjoying that fact. Capcom made Chun huge for no reason.
Also I’m using her second on my Rolento/Chun team. Her zoning and pokes cover his bad match-ups.
i ask this because alot of pros like justin wong run chun as second, while i run her on point. i was wondering if i was missing some secret tech. i wonder whats justin’s reason for running her as second where a majority here agree that shes better off on point
He’s Justin Wong
Week 1.5 Impressions. I’ve been running Chun/Cammy for awhile now. Not going to sugar coat it, Chun feels awful.
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Has “good” pokes which really doesn’t matter – whiffing a st.strong is so risky, if they just happen to guess right and jump over your st.strong, its always a free combo for them granted they don’t have a super floaty jump. Julia’s cr.short is a better example of a “good” poke for this game. It is extremely fast, chains, has good range and is forgiving if you happen to whiff it.
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Anti-air is a complete nightmare. I was having some decent success with st.MK and st.HP, but its extremely difficult and the pay off isn’t that great when compared to Rolento’s AAs. df+LK can be used as an anti-air… but if your a frame or two late pressing LK, you eat a full combo. She still gets her hitbox shenanigans with cr.strong and cr.forward, but those are still risky.
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LK Hasan-shu is crouch blockable… in a game where overheads don’t look like overheads and Tekken characters have overheads built into strings. Although LK hasan-shu is comboable off of a raw cl.HK or cl.HP.
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Even though its SFxT, Chun still has an incredibly floaty jump. Her air-to-air’s aren’t anything to brag about either. Usually she’d gain a lot meeting someone in the air with fierce-fierce, however in this game counterhit air-to-air will result in a juggle state anyway so no bonus points for Chun.
I can’t see myself sticking with Chun or how Chun’s viable long-term. How are you people handling Chun’s neutral game and other issues?
I agree with pretty much everything you have said Chun feels so awkward in this game. She’s nothing compared to her Super Street Fighter 4 beast counter part. Don’t really know how she will be viable long term, J-Wong pulled some sick combos with her and Rufus last night on WNF but I’m having a tough time dealing with her shortcomings. Still trying to find a good anchor for Chun, haven’t decided on anyone and been playing different people from Bob to Rufus, any suggestions on that would be sweet. For now to try to overcome those shortcomings one has to play extremely patient, smart and unpredictable, otherwise its a very hard uphill battle
you think shes awful? I think shes pretty good IMO. you can hit confirm her pokes to launcher so all her pokes can lead up to 350+ easy dmg depending on partner. I mean you can even c.mp ryu’s jump in roundhouse and hit confirm Launcher for big damage. She cant be bad IMO
Chun is a great character in SF x T, it’s just that now your ability to link and hit confirm whiff punishes HAS to be on point. If you struggle with these concepts in SF4 (or any other fighter), she will be difficult to use at her full potential.
AA is definitely an adjustment, but impossible. Try spending time in the lab (which I am personally doing more of myself, despite the fact I’ve successfully completed ALL her trials. I have to admit that even I am not entirely confident with her at this point in time).
For her neutral game, consider using the neutral versions of j.fp and hk, respectively. Both are VERY good at shutting down any aerial advances.
Chun li is better in this game than in her sf4 version. She has one of the best footsies game…they can’t whiffs much with her, and she does some damage this time around.