Chun Li General Thread: Blue Jade

3 uses I have.

  1. Versus bison if you MP fireball at max fireball distance you can v-skill right before he parries it and if he parries you get a free jump in. If he throws it back he gets combo’d otherwise he has to block. If he jumps the fireball forward he can blow this approach up but you can anti-air him easily if he jumps the fireball on reaction which is good. Solid mind game.

  2. In the corner if they neutral jump you can use b. HP as an anti-air and if they get CC’d (very possible from my play testing) you get v-skill into stomps as a combo. To anti-air with it consistently you have to use it so they fall into the active frames so have to throw it out before it would actually hit them and they fall into it, kinda need to practice it a bit to get the timing but it works pretty well so far.

  3. Corner if I see b. HP get CC’d I v-trigger cancel into v-skill->stomps->EX Legs. Damage is REALLY high.

Other then that you have some safe jump setups involving it that were shown in those other video’s but nothing particularly game breaking. Might be throw invuln so might be able to beat obvious throws with it or blow up throw attempts, but personally think there are better options for that.

V skill wiff>stomp>air attack is decent for now. The stomp stops forward movement and can crossup or not crossup. Its not something to be doing with any kind of consistency, but in ranked I would say to try to aim for it once a match against people that you haven’t played against because it can easily turn into a combo.

I think something that needs figuring out is v skill combos off of max range v trigger cancels. So things like st.hp VTX at near max range.

anybody have any setups they wouldn’t mind sharing after ex legs or spinning bird kick? Also is B. Hp the best way to deal with people who use a 3f jab on wakeup?

b+HP would be really good to use against jab mashing since it’ll win on trade due to priority system and is active for 5 frames. If you’re in V Trigger supposedly all your normals gain even more active frames.

St. Jab works to stuff it for most characters in the game, but not much of a deterrent against stubborn players imo and I’d rather not let the match drag on/get more payoff from their bad habit if I can. Chun’s cr. MP counters it too btw… 'forgot to mention that.

Neutral jump may cause other R. Mika players problems as well. Using Chun Li’s buttons to keep them out of range from doing any mix up from up close should be another ideal plan. Be on the look out for f+MK when trying to play on the ground. As said above, preemptive st.jabs will work against R. Mika’s charged HK. I wonder if you can cr.MP (sliding punch) to kill her momentum as well (you can’t over use it because it is unsafe when done at point blsnk, but it still offers low profile and ssfety on hit or from a distance). Acvording to @“DevilJin 01” It might also be possible to go CC moves to further discourage the opposing R. Mika player from doing anything too crazy at the midrange.

Minor notes…
st.LK and B+HK don’t have that much recovery time on whiff…

I’m still having trouble with my friends mika. The matchup feels blatantly impossible right now cause she kinda just beats chuns pokes:

Mikas sweep beats like everything, her cr.mk beats chuns standing moves pretty clean. Her st.mk beats chuns low moves clean. And that’s just random footsies shit.

At neutral I’m having huge troubles with the combo of rps:

Charged HK or jumpin or slide… He basically mostly does those things. I rarely block the sweep or make it wiff.

The problem is that I need to be standing in general to do my st.lp counter to charged jhk, or my anti airs.

Whereas I need to crouch to beat the sweep.

His ranging is good enough to where it’s hard to make the sweep wiff. And none of my pokes really can check him since he basically doesn’t play footsies in the traditional way and instead plays them in a counter fashion:

A timing read on my buttons always gets a sweep since it’s easy mode priority.

If I concentrate on things like st.mk or st.hp or f+mp then he counters with mikas cr.mk.

If I start to use lows to try to blow him up then he starts to use f+MK to go over my shit.

Now the problem is many fold but basically:

I can’t fireball him consistently cause charged HK goes over kikokens for some stupid ass reason.
He can threaten jump very well with the threat of charged HK as well since they have different counters.
Chun can’t really threaten jump to him though because mikas cr.mp is a godlike AA and chuns jump is floaty.
So he can jump counter my pokes but I can’t really jump counter his.
Even when he’s incorrect on his counter footsies… Like he uses cr.mk against my cr.mk or he uses his st.mk to beat my st.mk or fmp. He still wins much of the time. I feel like my footsies have to be perfectly on point to win, but his don’t. And if he opens me up once I can lose to vortex stuff. Chun can’t do that to mika though.

So there’s no real place I see myself winning this matchup except throwing kikokens outside of his charged HK range. And at that range kikokens are easy to avoid.

I can already tell this might be a matchup that Ill always have problems with, and that’s super annoying.

Also this should all be taken with a grain of salt in that our connection is very jittery. Not much input lag, but it stutters alot and that throws my ability to AA off cause I can’t see his jump startup frames, as well as many normals. Everything looks like a normal cause of the jitter and that slows my reactions down cause I’ve trained myself to not react to jitter, but that means I can’t react to other things nearly as well.

Walk forward b+hp beats every Mika poke iirc

I was gonna mention b+HP. That’s Chun’s main counter poke when you don’t want to play the hit box game with the other pokes. It loses to lows, but just find your button that will work best vs the lows.

what means “counter poke”, spealing about b.HP? how to use it?
it also CC starter, what is the combo for it?

-Mika’s sweep is more or less a free punish on block. It’s -12 and can only be -5 at best on block, so get those reversals ready.
-Charged st.HK startup animation really is easy to see and get ready to react to. There are still counters to it from a crouching position that you can do on reaction, so that should eliminate her abusing that or slide too much. Being ready to counter this move is an absolute must in this matchup though as that’s where a lot of her momentum starts and ends.
-I haven’t had too much of a problem with her st. MK. Just use mid level buttons against that.
-LP Kikoken is really hard for her to get around without EX or jumping over. It stuffed her pokes and charged st. HK/slide a lot because of its slow movement. The other strength kikokens she gets past pretty easy with charged st. HK, but they’re good against her ground pokes.
-Her EX Armor move doesn’t kick in until like after 2 frames, so you can meaty her for free on wakeup unless she has super.
-Haven’t had too much trouble anti-airing her either. Her j. LK is pretty good though.
-Her V-Trigger can punish your fireball, so be careful with overuse of it if you’re low on health.

CC b+HP ~ (places opponents in juggle state), then Kikoken or QCF+HK

(Full Meter + V-Trigger) CC b+HPn (cancel) V-Trigger, st.HP, CA

CC HK ~ Dash/walk forward, st.MP, (link) cr.MK, MK-SBK

CC HK ~ Dash/walk forward, cr.HP, (first hit), qcf+LK, (link) cr.LP, LK -SBK

There might be even better ones…

https://www.youtube.com/watch?v=xOgfxCwQd1Y

It means you mainly use it to stop other standing normals before they hit you. It doesn’t have great range for attacking, but the hit box is like a wall that will stuff most standing normals.

Common ones like Ryu’s s.MK or Bison’s c.MP. You throw it out preemptively when they are getting predictable with their pokes and it will stuff them.

Alioune is looking pretty good. I like that s.MP, ex fireball combo. He’s known for having good execution so no surprise he’s going full anime.

Remains to be seen if he’ll be able to use her as fundamentally well as J.Wong or Ricki if they both decide to main her as well. That’s what I like about this new Chun though. Gonna be a lot of ways to use her the way this is going. You’ll most likely just see a very methodical buttons Chun from J.Wong, lots of anime from Alioune and probably something in the middle with Ricki.

Not sure if people are aware, but if you hit with just the streak of her f.hk and not Chun’s actual foot, you can link cr.lp even without CH.

Nice find. If you space yourself where chun’s sMK or sMP barely whiffs, you can do fHK, cLP, sLK xx med Legs for 200 damage. fHK at that range is + on block as well.

That alioune video is madness… HOW DO YOU DO sMP XX EX-KIKOKEN??? Can’t wrap my brain around it.

I don’t understand why instant air lightning legs is so hard to do other than capcom designing them that way on purpose.

It pisses me off cause the game is touted as low execution, but there are obvious things that are high execution… That DONT HAVE TO BE.

There is no reason for instant air lightning legs to be as hard as it is. And I’m NOT talking about the jump then lightning legs version… I’m talking about the tiger knee version. I’m literally inputting the same to timing and buttons and and only getting it very inconsistently. It is very obviously designed to be hard execution on purpose.

That’s what has me raging more than anything tbqh. This “low execution” game requiring all this high execution reactive shit and stupid 1 frame charge timings.

And let’s not fool ourselves into thinking this shit isn’t mandatory to be able to do… It certainly will be in only a month or 2.

Low execution my ass.

Well people wanted high execution, so there it is.

Either way it’s not like Justin Wong still wouldn’t be able to body fools without all of the execution. She can get by very much on her buttons and basic bnbs.

Arturo probably will never reach Champ’s potential for Sim as Arturo is known for not being great with execution, but he can still put good buttons in the right spot and make the most of it.

I tried to tell people that the game would have executions and that input leniency is what leads to those executions to begin with. Now people are seeing that there is the “easy” way to play and eventually what will come to be the “harder” way to play. Either way I feel the way SFV’s difficulty works is more seamless and you will get more for just being that guy hitting buttons in the right spots than in IV. Especially with less emphasis on floor laying set plays.

Anybody who actually was going to believe that the entire game was going to be lower execution was not around when SFIV was coming out and Ono was saying the same stuff about making the game more accessible.

I initially thought the tiger-knee motion for the IALL was hard because I thought it had to be done really quick-- it doesn’t though. The qcf+uf should be done deliberately/slowly enough so that the motion is smooth and clean. When that’s achieved, then quickly do the df+mk (which shouldn’t be hard to do fast if you have a 4 gate). Personally, it’s easier to do than the uf xx legs.

Regarding execution, yeah… I can see Chun being the most technical character out there right now. That alioune highlight video made that evident (and seeing Sako play on that Daigo twitch stream made me secretly wish he picks Chun instead of Karin). But as DevilJin already mentioned, she doesn’t need to be played that way effectively. While those optimized combos are sexy as hell, one can still sacrifice minimal damage/ex bar for easier versions of her bnbs.