Chun-Li general discussion (SFxT)

I haven’t tested the set up extensively, but there probably is just about enough time to throw a Kikouken. Usually I’ve found the timing for a good jump to be whiffing a c.LP and c.MK or walking forward slightly and whiffing a s.HK.

The only problem with throwing a Kikouken is the fact that it will probably cause some block pushback, which means you may have to walk forward a bit more to get the sweet spot of headstomping them right at their feet.

::rolls eyes:: oh the irony.

I agree the super drop is bullshit, especially when it’s the last few hits that drop. …but what the hell are you talking about. 450 from a jump in (simple as day jump in at that), 400 from a single hit confirm.

Well because it’s ass backwards in this game, you use EX legs to juggle, then tack on a RH/HP > legs at the end of it.

You must have started playing fighting games with SF4, because SF4 Chun is a pathetic piss poor watered down bullshit suckfest version of herself compared to the one, only, true, Chun, 3S Chun.

EX legs put the opponent in a juggle state. You can easily follow it up with a HP/RH normal legs. I haven’t tested to be 100% sure but I also believe you can do RH, EX Legs, RH, Headstomp x 3.

FYI, You can do (vs grounded opponent) headstomp. jumping rh, standing rh, ex legs, standing rh, normal legs for 384 damage. (pretty good off 1 stock)

Just seen this post… don’t feel like editing my above post.

If you mash HK soon as headstomp connects, HK will be all that connects, making any kind of follow up pure luck. However if you just delay the HK for a brief portion of a second to hit the opponent meaty, it’ll still combo and then you’ll connect afterwords 100% of the time with your follow up.

lol just posted about this yesterday, you get great damage off it.

Don’t have my numbers on me, but it actually leads back to the same mixup situation.

You can get j.d.MK j.(HCF)+RH cs.HK xx LK Hazanshu > s.LP > [b.MK~MK] xx JC > j.HK > cs.HK xx MK Hazanshu.

The HCF HK is added as a natural OS to catch rolls; if they do decide to roll you catch them with HK Hazanshu. Haven’t tested out timings for this kind of Hard Knockdown upclose, but another set up that I have might work to prevent the roll might be applicable, which is df.HK > land > whiff s.LP > j.d.MK relatively high, but enough to land a cross-up j.LK afterwards to regain your original positioning. Basically, a setup to prevent rolls from getting past you.

so her possibile AAs in this game are:
-st.mk: good hitbox, beats clean a lot of jump-ins from mid range
-d/f+lk: definitely the best option when you have enough time to throw it out, slow startup but good hitbox and you can always combo after
-st.hp: far worse than its SF4 version, from my experience it trades a lot, should be used only when they jump from very far, so that you hit them with the tip of her fist
-c.hk: still works but only if spaced right from far away, it can’t be used to duck under jumpins
-c.mp: it works, but you have to be careful cause if they delay the attack you will usually eat the full combo
-cl.hk: best one up close
-st.hk: longest range, but if they stick out an attack it usually gets stuffed even from very far

other random thoughts:
-c.mk right now I think is her worst normal. Its range is shorter than c.lk despite looking like it shouldn’t, her whole foot simply goes right through them. It’s -3 on block so it’s not even a good meaty anymore, and you can’t duck under jumpins and crossups anymore. I have no idea why should I ever want to press this button.
-Airthrows are bad in this game. With 7 frames of startup (plus height restriction), every other button is a safer choice for air-to-air, and chun has better options if you want to go for the damage too, so she simply has no reason to use it. Adding a ground bounce would be nice.
-when meeting them in the air with j.hpx2, always delay the second one a little bit. This way you can always combo after.

I don’t know what kind of use this ccan bring us but I found out, just like the close hk - you can air cancel the second mk of back mk,mk into a special move. I have tried to cdc but haven’t found anything useful to do yet.

Hopefully this helps someone figure something out. :frowning:

Maybe 4MK, MK, (is it SJC or just JC?) EX LEGS, RH, Super? (granted that she doesn’t drop it SF4 style)

Kelgar, I’ve been using her far HP as pretty much the only anti-air. It really doesn’t (in my experience) trade as often as you say. I try my best to space it so that just the fist’s hitbox connects. …at the same time. I also hit fierce as early as possible. There is no parry in this game, so it’s get em before they get me.

Tried it out, this doesn’t work.

Did find something interesting though. You can actually link back mk, mk into back mk, mk. lol. fairly useless because you get much more damage off other options than linking it into itself but it does move the opponent a good distance and you can end it in a hard knockdown (or blow your wad on a super for less than 400 damage)

I’m pretty sure it’s not any form of jump cancel as well after the back mk, mk. you can just link whatever special you want (including super that wiffed the 1 time I tried it)

Random notes:

Possible to connect headstomp after a standing roundhouse on a grounded opponent vs some characters.

ex hazanshu rh super 409 (not bad, but expensive)

Super is possible after 4mk, mk, 2,8mk (332) if you delay the 2,8mk so that it leaves the opponent in a float state. If you do it right away, you’ll hear the “knockdown snap” and Super won’t be possible.

mp, hp, ex fb, lp, mp, hp, ex fb, lp, mp, hp, ex fb, lp, mp, hp launcher does a pathetic 324 points of damage.

im having problems with backdashers instead of rollers, wut do?

ya know its funny – when I backdash the tip of someone’s toe seems to hit Chun 99% of the time
usually when I throw out a Cr. Hk or Cr. Mp; very situational I can hit them 60/40. I’ve only attempted Mk/Hk HSU a few times and have been sadly beaten out
but you know people online, always pressing buttons.
I can’t for the shit hit Julia or Xiayou, people used to complain about Chun’s backdash. They move back two character lengths in less than a second.

I’m still trying to figure out how to pressure peoples wake up though without using the clearly broken cross up mechanics that’ll eventually be patched.
blocking someone’s jump in only for them to some how land opposite of you is a bit shady.
I have such an incident from this morning I’d love to send to Capcom with a “How does this make sense?” tag on it.

I don’t mind Chun in this game. her rushdown game is so much better than it was better and the inconsistencies that came with U1 failing to juggling people is gone and I love it. The only gripe I hate about her now are her AA options. My most consistent AA before in SF4 was cl. st. MP. I lost track of how many times I swatted jump ins away with an accidental MP up close in AE and SF4 but now it doesn’t work and deep jump ins really rip me apart more now than they ever did in SF4. Getting used to the spacing I need to time the far st. MK, far st. HK or far st. HP is the biggest change for me but I am getting there.

How good is the cr MP as an anti air to make jump ins whiff though compared to the other options. I am still trying to get used to the timing her far st. MK taking my lumps the whole time. I am not a big fan of that either.

I use only 3 AA options now in this game:

st.hp at far range press it at the top of their jump arc
st.mk at mid range press it almost as soon as you see them jump (you can get st.mp xx HSU/Legs juggle after this a lot of the time)
d/f lk at mid and close range press it almost same timing as st,mk (you can get juggles of this, lots of em even on trade)

I haven’t played this game that much but I don’t find any cr.moves to be anywhere near as viable in this and from what I can tell against decent people Chun’s rushdown is on a par with SF4 Chun (depends how you play her in SF4 I guess) but if you’re too aggressive you can still easily get blown up in this and I find her pressure game great in SF4 in most match ups and her mix up whilst actually not great in either is slightly better on SF4 (HSU been an overhead and frametraps been more useful etc…)

Glad to see someone posting in here besides me – lately its been pretty dead.
Take it from someone that obsesses over Anti Airing opponent’s jump ins. The risk doesn’t warrant the reward in this game – at least not with Chun Li. With Ibuki, Juri and a others I’ve played around with Anti Airing is much easier and can lead to some sick shit. Juri’s Cr. Mp and Cr. Hp are flat god-like.
St. Mk is solid a performer but not as good as SF4 as well as St. Hp. really those are your best options in this game.
Cr. Mp was nice in SF4 as you already know but you nearly need St. Hp distancing to get it to perform as you’ll remember.

All in all when using Chun and unless the jump in is obviously coming at you – just block it and look for counter possibilities with F+(Hp+Hk), which is a highly overlooked tactic; the sooner you get good at this the further ahead of the game you’ll be.

By the way Wii, remember over in the SF4 Chun section us and Malva were talking about cammy and raven’s st. lp pressure.
I feel Chun can actually do this a degree. I remembered Vivitian as well as other Chun’s occassionally doing the Cr. Lp step Cr. Lp pressure in SF4
I’ve done it myself and am sure you have as well. So take that same mindset with her Far. St. Lp. Nice for setting up St. Mp xx LLegs or HSU, you can even just chain to Cr. Hk. But I’m currently trying to find ways to NOT knock the opponent down and give them a chance to escape. Without Lk HSU being an overhead certainly takes away a few pressure options.

Yeah I have played a little with jab traps in this but I was mainly doing the SF4 cr. trap (trying to use cr.lk) with not the pay off I’d hoped for, still.cr.lk (x2/3) then stand neutral for a split second then hold down/forward into another cr.lk seems decent as a set up leading to ABC combo or st.lp (into anything really).

I have to say I still play too much like SF4 Chun (cos I’ve racked up a massive 7 hours on this game now lol, damn you SC5 and tbf SSF4 still) using cr.hp xx legs and frametraps too much, also I can’t decide on a partner for Chun out of Asuka, Ibuki or Lili (Ibuki seems awesome fun but WEAK), Asuka (Really strong and great up close but REALLY bad in most other departments) Lili (Hmm tbf I’ve used her once lol)…

I’m waiting for the Robot girl (god I’ve forgot her name shame on me for never ever liking Tekken) as she looks really interesting from the vid I’ve seen

Uh no it’s not. Her super still drops people for no reason.

It’s probably my fault then, cause I’m still used to her SF4 st.hp, I’ll try using it some more to see if I change my mind

All in all when using Chun and unless the jump in is obviously coming at you – just block it and look for counter possibilities with F+(Hp+Hk), which is a highly overlooked tactic; the sooner you get good at this the further ahead of the game you’ll be.

This, frequently. I play Rolento, Chun, and I actually put her 2nd so that she can always have back pocket meter. I use df.Lk much more frequently than anything else to be honest, her other stuff is far too unreliable…also just blocking and tryinig to fish for c.Lp and c.Lk to hit comfirm out. My main way of playing with Chun is to avoid this scenario alltogether. Stay at the range that a jump in will hit you in the front because df.Lk will work, full combo. If you get a random Lp or Lk you can go into the b.Mk JC combo and end with L or M Hasanshu. Both Hasanshus and her super are great for making safe hard tag setups. I almost always hard-tag out of chun li during a hard knock down to reset the flow of battle if shes already been knocked around a bit. Those setups are just great to restart her zoning. Also, high--jumping in at people, so ambiguous whether youre going to cross-up or not…It jumps way high but still has the same ammount of frames, so it just looks fast and weird…will post more when I remember right now, but I`m loving chun right now… I could never figure her out in SF4 so this is feeling great.

man I love chun-li in this game st.mk is pretty damn good anti air, d/f+lk works pretty well too

Alisa
http://safebooru.org/index.php?page=post&s=view&id=787806

I played the dlc hack (as did my friends) a bit, she might be a little slow and tricky to use.

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