Chun-Li general discussion (SFxT)

Hey, since Chun’s hazanshu hits low, does that mean that launchers will naturally counter it since they’re invulnerable to low attacks? That would suck. It’s like a focus attack punish except even easier since you don’t have to preemptively hold it.

Don’t you mean hits overheard?

Chun’s HSU is an overhead so Alpha counters won’t be able to hinder its abilities and the Ex verison creates a ground bounce.
It seems a little quicker in this game vs SF4 – unfortunately not as fast as Juri’s overhead ::Drools::

What I meant was that it hits overhead, but its actual hitbox is very low to the ground. I thought they said all launchers have lower body invincibility, so it seems like a launcher on reaction would completely beat out a HSU. I could be wrong, I’m just guessing.

Hmm what do you guys think about the inputs so far? I think it’s good that a lot of her moves aren’t charge moves anymore, but some inputs are very similar to each other now.

Hyakuretsukyaku (Lightning Legs) is :hcf:+ :k: now and the EX-version is with 2x :k: as usual.

But what is with her super and team super?
What input does her team super have?

I read somewhere that her super is :qcf: + :k::k: is that true?
That would be pretty dumb, because it is nearly the same input like EX-Legs.

Her super input is the same as lightning kicks but with 3 kicks. HCF + KKK. Also, you can hold kick button after a normal lightning kicks to do super.

I’m a bit sad that her Spinning Bird Kick is still charge, but overall I’m in love with her new inputs.

Make sure I’m thinking about this right – Say you do Cr.Hp xx into Mk LL, while holding Mk for super charge tap out Hk to extend the Legs to get a no meter SA?
That would be sick.

Ok and what about the team super?

Cross Arts are universal QCF Mp + Mk

Those thighs make me so hungry… :wow:

Thanks. :slight_smile:
That’s fine.

I ate chicken today in a chinese restaurant!
Delicious. But it would have been more delicious if the chinese waitress had a Chun-Li outfit! :stuck_out_tongue:

Not sure what you mean mk LL but when you do the super charge, you can’t do anything else except canceling it with a dash.

Right, if you’re going to do the Super Charge, your character stands in that stance like they’re charging (sort of like a focus attack) but you can’t do anything except release it, keep charging until you get the super, or dash cancel.

Note that dash cancelling this way will guarantee your next attack to be a counter hit if it hits.

Also, there is a possibility I may be able to break street date on this and get it today. If so, you can bet that Chun and Xiaoyu will be the first characters I start discovering tech with. I will keep you guys updated.

Note: It only gives you a counter hit when you cancel out of the second (EX) stage of the move. So you have to wait or spend a meter for it.

Right, sorry I forgot to mention that. Good catch though.

“Break street date --”

I hate you Snake, I shake my rage fist at you – GRRRR!

I just hope that I can get it and that by the time I get to this place they haven’t run out of stock.

Why must I work til 5 while other people get to go whenever they please? I shake my rage fist at them lol.

Hello fellow Chun Lovers. I’ll give you heads up :slight_smile:

I will notate chains with -
Links with ,
Cancels with xx

Numbers still have to be written down.

Meterless:
s.MP-c.HK - good against people who wanna jump after s.MP. The Chun Classic. Safe if well spaced.
s.MP-s.FP - safe if well spaced. Use this if you wanna go into tag or go into EX Kikoken.
c.MP-c.HK - as Anti Air against bad timed jumpins.
cl.HK xx LK HSU, s.LP-s.MP-c.HK - best meterless punish. You can also go into exchange instead of sweep.

1 meter:
s.MP-s.FP xx EX Kikoken - followup (still have to test those with numbers)
possible followups: s.MP xx HK~HK Legs or c.HK
EX HSU (Groundbounce), cl.HK JC 1x Headstomp, j.HP, j.HP.

2 meter:
s.MP-s.FP xx Super
cl.HK xx LK HSU, s.LP, s.MP, s.HP xx Super - Chuns strongest Combo (about 470 DMG?)

3 meter:
s.MP-s.FP xx EX Kikoken, Super

Tag into Chun:
cl.HK JC 1x Headstomp, j.HP, j.HP - followup in corner or well timed j.HPs midscreen: EX SBK
cl.HK xx EX HSU, c.MP-c.HK (1 Meter) - cl.HK must be landed really early in this one.

Pandora:
EX HSU does a groundbounce. Followup with Pandora combo for 600+ damage (tested with Raven)
She can hardly finish Pandora with anything after a Ground Bounce. Still have to test after Wall Bounce.

Headstomps: You can end combos with 3 headstomps. Sacrifice one for better oki (if opponent doesn’t roll, ambigious crossup with j.MK - if he rolls, ambigious for him where he comes out)

Corner Juggle Combos are not worth the damage imho.
Super doesn’t juggle like in SF4. You almost get NO damage for juggling with super :frowning:

Anti airs:
s.MK (Counter Hit) can be comboed into s.FP
df.LK seems like an okay AA. s.FP followup should also apply.
c.MP against early timed jumpins (into Target Combo)
EX SBK, still godly AA, sometimes got beaten by some crossups or moves like Rolentos Stick.
s.FP doesn’t have a good upward hitbox. Still can be used.
c.HK is not a good AA like it used to be.
And well, Air Throw.

Throw:
Her throw is okay, compared to other characters, because she has gdlk movement speed. Seems like you can get some good setups after it (classic walkup jump or dash jump)

Okizeme:
Reversals not being that strong in SFxT (especially in the early days), lets Chun shine. Just stand in front of them and throw them, bait the CH with cl.HK xx LK HSU (it will even combo, if it isn’t CH) or start low into chain. Haven’t tested out the Instant Overhead with j.HK yet. In a match I tried it twice and it didn’t work out. Maybe I’ve done it too early.

Good info thanks!

Some random questions if you have time:

[LIST=1]
[]Is super a good anti-fireball move? Is it really fast start-up like SF4?
[
]How does the link after HSU feel, still one frame?
[]Does HSU itself feel any faster? (I’ve never actually seen it in a vid).
[
]Can you combo into EX HSU on standing opponent?
[]Any uses for EX legs, perhaps you can juggle after?
[
]Can you juggle after EX SBK into the corner like SF4?
[]Can you combo into regular SBK, switch cancel and then have time to charge an EX move or land a jump in?
[
]Can df LK juggle without counter hit?
[]Can she link into far FP off jabs like in SF4?
[
]Is that j.mk cross up reliable?
[]Does close HK work as anti-air? (With JC followup)
[
]Is the throw range as bad as they say? Is she out of range after one blocked jab? (Was hoping Chun’s would be better than the average.)
[/LIST]