Chun Li General Thread: Blue Jade

I am a noob at playing Ms. Thunderthighs myself.
After scoring a Crush Counter against a grounded opponent, I usually just go for:
Crush Counter > b+HP~QCF+HK or b+HP~Kikoken

If the opponent is in midair, I just go for QCF+HK if I can help it.

I am absolutely positive that there are MUCH better Crush Counter combos than what I have shown.

I want to practice against punishing a whiffed DP.

st hk CC, dash up, st.mp, cr.mk xx MK SBK (or anything else) is her max damage, meterless.

st.roundhouse CC, dash, st.strong, cr.forward xx forward SBK

getting a lot of traction with s.MK, especially in the corner. fools don’t know what to do. I think I prefer it over fwd.MP

I kinda struggle with knowing what to do with her in neutral. I know she has great buttons but I never really know how to open people up or get anything going with her midscreen. I just throw fbs and wait for an aa opportunity 90% of the time. Anyone have any tips or help with chun’s general gameplan?

Me personally I’m going for the basic gameplan of pretend you’re a wall, nothing gets past it, and you push the opponent to the corner. Once there there’s a sweet spot where s.hk reaches, s.lk anti airs and you can fireball freely and if the opponent jumps you can antiair in time.

You can hover inside this area with her buttons and dash/IAL for aggression, but in general I feel within cr.mk range you’re too close and people can threaten dash, throw and crossups all day.

Honestly though most of my wins are coming from setups after MK SBK and EX Legs. People still press too many buttons on bad times.

Add neutral jump RH to anti-airs move is amazing like always and think might have more range then neutral j. MK and seems fast as balls.

Also played a few chun’s today. Remember the correct way to throw a charge fireball isn’t (hold) back->forward+Punch it is to do (hold)back->forward->back (hold) + Punch. This second method will guarantee optimal charge times after throwing one if you want to hold back and keep your distance.

It’s still there. One of the first things I tested :3 Just try and change your timing a bit if it feels off at first

Thanks, I’ll try that.

What are you guys doing to punish Necalli’s charge on block?

u mean the disc guidance or whatsoever?i just throw him lo or st.mp,cr.mk Legs/sbk, is minus on block for the normal ones

Hm… Is he close enough on any of them to st. mp? Didn’t think he was. I’ll have to check again.

Easy punish I go for on missed tatsu’s and stuff like that is just cr. MK->MK SBK. You can punish a lot with that and she builds charge so quick it is rare to block something and NOT have charge in time.

Hmm this is true. I need to incorporate more of MK->MK SBK into my punish game.

Really hate the differing charge times all around. Capcom balancing via charge times… Jeez. I know it’s always been this way, but it’s so noticeable with Chun.

I don’t see why kikoken has to have such a huge charge time… Makes the move hard to use in blockstrings.

Having said that, my new go to blockstring for when I don’t want to go for either a confirm or a tick throw, is cr.lk,cr.lp,cr.mk xx h kikoken.

If you delay a bit between the moves and do a late canceled cr.mk, then you can end blockstrings with this and put Chun at a good spacing.

This blockstring also sets up tick throws well because the entire string needs to be blocked low basically, so it teaches the opponent to both crouch and to not walk backwards and to not do throw techs as a guess.

It’s not necessarily ā€œbetterā€ than cr.lp,st.mp… But it does accomplish different things.

Holy fuck. The lag overall may be better, but against a laggy Ryu you might as well quit once he gets to v-trigger mode.

I have ABSOLUTELY no idea how to play against Vega. I just get bodied every time.

Because if the charge time was 45f Kikouken would have better recovery than Ryu’s and be able to be thrown just as often making her fireball strictly superior. As of now she loses the fireball war against the shoto’s forcing her to play differently in those matchups.

Ryu is a matchup I need to figure out better. Used to playing Cammy where I laugh at fireballs this having to actually work around them stuff is odd.

Press b+HP to stuff his longer standing buttons, make him block f+MP and s.MP as you get closer. Once you get in his face stay in his face he has to burn V Gauge or backdash to try to get out.