Chun Li General Thread: Blue Jade

Besides also getting rid of poison against FANG if it hits or reducing stun, she just has one of the worst V-reversals in the game. Usually I’d rather take my chances with EX bird and just save it for V-trigger.

@gilley If you have any spare time with the frame data, can you check to see how many frames after Chun’s V-Skill can she execute a jumping attack? Is it listed anywhere already.

I’m asking because I was testing it vs. Nash’s HP Sonic boom compared to a normal jump-in attack and it doesn’t actually seem any easier to get a clean punish. Both the normal jump and v-skill jump have to be pre-emptive and I feel like it’s the same timing, but I’d like to be wrong about that. I basically want to know what’s the soonest a jump attack can connect after V-skill.

what is an easy combo after cr mp v trigger or st hp v trigger that will work at all distances?

V-Reversal is good vs grapplers bs and also to use on moves you might not be able to punish but are airborn at some point so you can get a KD off it.

So, its really one of the worst in the game lol
Also, her CC options are not one of the best either…
But thats ok, Chun is doing great in this game :slight_smile:

Her v reversal s like Ken’s. It has some uses. I like doing it when dhalsim does slide vtrigger on block to negate the vtrigger. Or if my stun is kinda high and nash does an ex moonsault since it knocks down if it hits an aerial opponent.

This is by far the most technically demanding character I have ever used. I wasn’t expecting this at all, and training mode is frustrating tf out of me, but I’m going to keep at it. I feel once I have mastery of all her tools - MK SBK combos, instant air lightning legs, etc - I will feel more rewarded for playing her than anyone else I’ve used.

Akuma had some tough stuff in SF4(comboing into SF4, generally maintaining stability with properly placed and timed vortex, etc), so I at least believe I can get it down with time. One of the problems is I’m not used to charge characters at all.

Is there any alternatives to the qcf,uf,df + MK command for IALL? I am having a really hard time doing that from the left side. I’ve pulled it off enough on the right side to at least feel I can eventually do it 100%.

Instant air legs is easiest for me with uf>qcf mk.

It’s really easy this way. Won’t easily always get the LOWEST Ia legs, but it will be close. And somethings you will get the lowest with on point timing. This is imho the on,y way it should be done. It isn’t even hard.

Now onto other things:

I’m having my best success with Chun by mixing up everything. Going strictly for throw/frame trap mixups doesn’t work. Going strictly for poking doesn’t work. Trying to stay away doesn’t work. But what seems to work well is mixing up all of these. So I do things like dash in cr.lp… Dash back… As an example. It throws people off.

I actually use both methods for IALL (23693+MK for P1 side, and 8236+MK for P2), but the 23693+MK definitely gets the more consistent low instant air legs.

Wanted to start a discussion on how everyone’s been managing meter.
At the beginning I was saving mostly for CA, but recently I’ve been using it to get a bit more damage with EX LL on combos of IALL or cr. jab x2 into st. jab block strings that hit.

As for V-gauge/Trigger, I’ve definitely just been saving that for cr. MP cancels or st. HP cancels, but should probably be using it for V-reversal more often as Chun seems pretty susceptible to being rushed down without meter.

Meter is still a conundrum.

A fully stocked ca does 340… Not much when you think of the fact that ex SBK does half that at 170 for one bar.

Most times I combo into her CA it feels anti climactic and I lose EX SBK for defense as well.

If she can find a high damage way into her CA then I’m all for it. But most ways she has into ca are meter based guesses via v pop or are low damage and kinda not worth it unless they will kill.

Learning to not use ex legs as an ender is a good way to have lots of meter to spare though. So right now, if one can consistently do SBK combos, I’d say it’s better to save for CA and ex SBK for defense.

But meter will more than likely be a matchup based thing. All of her meter moves have uses.

Ex legs for easy low execution damage and for a guess low read punish that is safe on block.
Ex fireball for fullscreen kikoken to win fireball wars and force your way in on block and as a repressure tool from blockstrings.
Ex SBK as a no frills high damage anti crossup and anti jumpin anti air/reversal
CA as a chip damage killer and high damage combo ender and antifireball/poke tool.

I normally just save the meter for CA.
I will occasionally resort to EX SBK but that is it.

I can’t reliably do IA legs, maybe 60% success rate I feel like a failure :frowning:

Is back+HP a good move to use during footsies, if so, what’s the proper way to use it?

It’s good. It’s mostly for killing other normals and fishing for Crush Counters. It’s being discussed quite a bit in the Blue Jade thread too. – Edit, meant the newbie thread and Q&A, as -this- is Blue Jade :lol: I got confused.

b.HP beats most standing and crouching normals that do not hit low, so like said above pretty good as a counter button vs commonly thrown normals like Bison’s c.MP, Ryu c.MP, R.Mika s.MK etc.

It’s also decent as anti air. When you use it in V Trigger it gains the ability to absorb one hit projectiles as well. Can also immediately cancel into specials after making contact with a fireball (like fireball or EX fireball).

I lost to my friend’s Mika in tournament. Played a long set later and got the upperhand, but I wanted to drop a few counters to her charged drop kick that I found out (I wasn’t ready for it in tournament, but now I am).

-B+HP works, but it’s a bit hard to react and hit with at first because of its range, but with practice you can get it consistently. If you hit her it will crush counter and you can follow it up, but if she hits YOU, you’ll get crush countered and eat big damage.
-B+MP is the same startup but much easier to react and hit with due to the range. I say B+MP instead of F+MP because you could be sitting on charge and don’t want to get an accidental kikoken.
-cr. HP is also a bit easier to react with. You can cancel the first hit into lp kikoken and she’ll land on the fireball on the way down
-cr. MK to low profile the drop kick is by far the easiest to react with and you can full punish her recovery with a Bnb. You have enough time to punish with cr. HP xx lk Legs -> cr. lp xx lk SBK but st. MP -> cr. MK xx whatever is much easier imo.

-I don’t really recommend neutral jumping it on reaction because there isn’t much time tbh. I feel that’s more of a gamble.

Yeah there’s quite a few options to get around her charged s.HK. Have to just respect it sometimes, but if you react to it there’s things you can do. My online sparring partner uses Mika also and we had some good matches last night.

Here’s a video of Gootecks’ Mika vs Ricky’s Chun. Ricky seemed pretty comfortable when they had space, but Gootecks got the upperhand as he would get in.

Might have to rewind the video a bit.
https://www.youtube.com/watch?v=CKUH51H5qvc&feature=youtu.be&t=5233

Posting this here as well, for all you you Chun players looking to collect all her colors.

Survival Hard Mode Strategy!

At the start of matches backdash just in case, walk a little forward and then use your V-Skill.
You’ll either land right in front of your opponent or cross them up. Either way, use J.MK - S.MP - CR.MK into LL, back off, and repeat.
If they block, simply back off after the CR.MK and try again. The key is to hit J.MK a little late.

If you knock your opponent down. Cross them up with DF.HK - CR.MK - SBK. Even if they block the first two attacks they will likely get counter hit by SBK.
If YOU get knocked down just block until you can jump away, and V-Skill away.

This strategy works on EVERYONE. Sure, characters with a DP can be difficult, but even those will not continuously anti-air you.
The only characters where you have to watch out are Dhalsim and FANG since they throw fireballs in an angle.

Alright then, I’ll be accepting likes now ; )

chuns st.lk is so insane it stuffs ex headstomp

I need to lab it down. It might be a thing that is easily stuffedby standing jab, like blanka ball. Itseems like a move that would be.

Anyone getting any useful vskill situations? It’s a cool move but aside from going over a poorly timed fireball, I can’t get much milage out of. It’s pretty useless as an anti-air, loses to basically every normal and is to slow to use as a punish or frame trap. I keep trying to find uses for it but it’s like the more I use it the more I lose.