Chun-Li general discussion (SFxT)

  1. Does MK/HK hasanshu knock down?
  2. Can she still link to st.hk from c.jab?
  3. Does her super feel fast? Can she possibly link it from any of her normal/specials?
  4. Does b-mk, mk xx upkicks target combo still scale as 3 hits?
  5. Anything new with c.fp? 2 hit special cancable? Can she combo into hasanshu or maybe link a jab after? Can it be used as an anti air?
  6. Can she get “happy birthday” with her super?
  7. Instant overhead with headstomps?
  8. st.mp xx leggs dash cancled forward… is it any good for frametraps/throw setups?
  9. Is ex bird/ex hasanshu any better as reversals? Maybe ex leggs has gotten inv frames?
  10. Is forward-mk any better?

her new imputs actually turnt me off playing her :frowning:

I try to answer your questions and test some stuff later tonight.

  1. It goes through Fireballs pretty quick I suppose. Haven’t tested it very much, can’t confirm range or startup, but it should be near braindead, because its only HCF+KKK. You can also Pandora into Chun with super. The Super Animation is very long and your Pandora runs out, when you finished with it. Make sure, you kill with it :slight_smile:

  2. The Link is pretty easy. 3 Frames or something, hitting it 90% of the time without proper practice.

  3. It doesn’t go over Projectiles that well, but I think it got faster - and way better, because there is no Focus Attack or Parry. LK HSU = no Overhead, only viable in Combos. MK HSU = You can followup, it hits Overhead. HK HSU = Knockdown (or only on CH? duh, I think always). EX HSU = Groundbounce

  4. Haven’t found a combo yet, that works that way. Just after Exchange, because your ground bounce hits your opponent in juggle state. So you have to juggle your opponent first. Maybe with EX Legs in the corner? I’ll test it.

  5. Haven’t found any use. EX Kikoken is a better combo extender. Maybe it has invul frames or you may be way safer after s.MP xx EX Legs Tag cancel for Mixups/Juggle combos. It has a really bad juggle count. You only hit once or twice after juggling.

  6. Yes, the last trial is: j.HK, whatever normal, EX Legs, EX SBK, c.HP, EX SBK (meterwaste³)

  7. Yes. You can Tagcancel on every hit of your specials. e.g. j.HK, c.HP xx HK SBK, TC, … have fun. Chun/Ken endless tag cancel. Doesn’t do that much dmg tbh (too much hitscaling involved and hard to land combo imho)

  8. Haven’t tested that yet. Should give it a try.

  9. Yes, but its hard to do. You can simply chain it. c.LP, c.LP, c.LP-s.FP for example. The c.LP Links are very hard imho.

  10. It was just reliable after the Headstomp Setups. j.LK is a way better crossup.

  11. Anti Airing is so hard on reaction, the jump arcs are weird. Haven’t used cl.HK as an AA as much as in SF4. Maybe after neutral Jumps.

  12. Her throw game is strong compared to other characters in the cast.

  13. See #3

  14. c.LP-s.HK is a chain.

  15. You can cancel into super after the chain or link into it after EX Kikoken. See my combos in the post above.

  16. There is no b.MK, mk xx Upkicks Target combo. It stops after b-MK, MK. Dunno what the followups are though.

  17. Haven’t played around with c.HP much.

  18. Haven’t landed a happy birthday super yet. Don’t know if the engine allows two characters in super animation.

  19. My favourite - and I haven’t tested it yet, my shame.

  20. s.MP xx HK~HK Legs seem neutral on block. You are way better poking with normals with Chun, they are really great (s.MP-c.HK chains or stuff like that) or tag in, when you feel it.

  21. Haven’t found a use for EX Legs yet. EX SBK looks still like a solid reversal, as in SF4, with its flaws.

  22. Haven’t thought of a use for f.MK, as there is s.MP.

Cool, thanks bro. She’s sounding pretty good. Man sucks to be one of the unwashed European masses. I should probably stay off the internet until next week.

But I thought of some more questions lol,

  1. does df mk work as stomp input?
  2. what is her alpha counter, I guess EX SBK? Is it any use against things like Rolento patriot circle pressure?
  3. does she still have her big st rh far anti-air?
  4. How are you finding her fireball game in general?

Oh and about her b.mk chain, I think you can jump cancel the second hit instead of the upkicks.

I believe it has to be linked for it to be jump cancelable but I may be wrong.

You CAN jump-cancel the second hit of the b+MK target combo, it doesn’t have to be linked (nor does it link, I don’t think).

  1. I didn’t check, but I had trouble getting headstomp to come out so I am 99% sure it is on :d: only, not :df:
  2. Her alpha counter is EX SBK. It stops just about anything. I tried tag cancelling it but maybe I was just doing it wrong.
  3. Sort of. I feel like st.HK comes out much slower now and has a worse hitbox. There were times people jumped and I tried to predict with st.HK but Chun’s calf / lower leg would just clip right through the character.
  4. Fireball game is good. She can keep up with any fireball character now that her fireball is a motion rather than a charge. Her fireball distances are the same as in SF4 - LP goes one full screen length, MP a little less, HP a little less than that.

Also, her cl.st.HK can be jump-cancelled.

This one was a big surprise for me:

LK Hazanshu IS NOT AN OVERHEAD. It can be blocked low.
MK Hazanshu IS an overhead and can be combo’d after.
HK Hazanshu IS an overhead and causes instant knockdown.
EX Hazanshu IS an overhead and is a bound (Tekken term for groundbounce) I tried comboing after but I was playing against another person so I didn’t have many chances to try.

I had a lot of trouble getting the second hit of j.HP target combo to come out against medium-sized characters and smaller. Against big characters like Marduk, Gief, Hugo for example, it was no problem but against average size characters like Ryu I couldn’t get the second hit to come out. Maybe just a timing issue.

Instant overhead is still in the game with d+MK.

Super punishes fireballs easy.

Will post more as I remember, was up til 4am just fucking around with the game with Victheslik lol.

Silly question that I just thought of:
jump canceling is that performed by doing Down then Up (which was called Super Jump Canceling) or just Up like BlazBlue?
I couldn’t SJC for shit with Ibuki which is why I practically gave up on her.

just hold up for a jump cancel

Thanks Quicks!
@SnakeAes : How is her SA’s distancing, same as Hosenka? Is it possible to Dash- SA?
How has her Bnbs transfered over?
I heard her Cr. Lp, St. Lp, St. Hp is harder to pull off, Suppose we could just chain St. Lp, Mp, Hp xx Ex kikouken
Lastly don’t know if you have seen fingercramp’s vid but St. Hp after an Ex Legs combo is a nice extra bit of damage that can be had.

chun looks to have good combo potential in this game will be interested to see what people come up with she looks to be a solid char <3 chun

Which of her normals are jump cancelable? Just cl.HK or is cl.HP JCable too?

if chun hurts aswell she’ll be a monster , she has some of the best footsie normals in sf4

cl.HP cannot be jump-cancelled as far as I’m aware. I’m at work so I can’t test, although all I can think about for the past 5 hours has been SFxT, and all I will likely think about for the next 4 hours will also be SFxT lol.

So i Saw the Chun guide video on SRK it said she doesn’t have that great of a reversal move so im assuming EX SBK isn’t godlike? And is her Cr.Hk worse on block in SF X T Than SF4 AE?

Is her far standing hard kick good?

Well the guide videos are pretty good, but to be honest, new technology will be discovered every week/month when the game comes out.
I think it’s too early to judge her, it’s just a preview.

Actually, her EX SBK really is not that good. I got stuffed by a lot of different things. It functions great if you use it as an Alpha Counter but otherwise not really.

I’m about to drop Chun… :confused:
Jumpins are free. Getting raped by Rolento hard. No fun.

btw. df.LK puts enemy in a juggle state.

that’s what we thought about her In sf4 till people learnt you have 10 different anti airs and you need to know what one to press at any time

even c.mp is a great anti air standing lp , close mk

all situational but it works

training mode is you , or honestly go to the sf4 chun board great info there

Fingercramp vid said st. mk is the most universal I think. Although in general people have been saying jump in hitboxes are good, which isn’t going to favour Chun.

Well… s.MK is still neutral and has lots of startup. You can’t go out of crouch and do st.MK on reaction, you have to anticipate the jumpin. Characters with slides own you for free.