Chun Li General Thread: Blue Jade

Yeah you don’t have to do it very fast. That’s a common mistake with a lot of anime executions. Getting nervous and doing them too fast because of how possibly complicated the motion is. There’s enough time with the input leniency to smoothly motion and get a minimum height IALL

d+mk has nothing to do with iial btw. An easy method for it is just tk the motion then end it in db, just works well to kill frames and achieve the minimum height requirement. Some people were doing 360s or kof esque qcuf qcb+k methods, anything works.

My point is that CAPCOM touted the game as simple execution, and yet included some very obviously not simple execution things. Things that if we are being honest, will be REQUIRED to play the character at a decently high level.

None of us are j Wong and have his fundamentals to fall back on in light of not being able to do the highest damage executional things.

It’s just a bit of a kick in the teeth to have the game touted as being simple execution, then have capcom PROGRAM IN high execution shit for no reason.

Chuns instant air legs could be MUCH easier to do if capcom programmed for that. And her SBK combos could as well. But nope… High execution for chun players for no apparent reason.

if they programmed it easier is would be instantly off the air and we would have a SFIV Cammy drill situation all over again. They basically gave the best compromise without completely breaking the characters balance.

Even SFIV Cammy drill was only one hit. This would be a multi hit, armor stuffing SFIV dive if it was any better. Which at that point wouldn’t fit the design philosophy of the game anymore.

Capcom didn’t just program in high execution stuff. They didn’t just program in crouch cancels in A3 or roll cancels in CVS2. I’m pretty sure they didn’t even just program in 1 frame links in SFIV that were only possible because of taking advantage of a priority system when sliding buttons. You don’t just go and design a game and say “hey let’s do that and put it in the instruction manual”.

Chun’s charge execution stuff is taking advantage of multiple things that Capcom could have in no way purposely intended to all work together. You don’t just say “hey give Chun really quick charge time on a special, give her a late cancel off her c.MK so we can give her swag optimal meterless combos.” That’s something that eventually gets discovered later on in development or after release from a player and then Capcom makes a decision on it after.

Capcom didn’t just throw that in that’s not how game development works. They are only telling you that basic shit is easier. They just wanted to make LINKS easier, not all combos and neutral executions. c.MPx2 special is easier than it was in SFIV. That’s all they were trying to say and that’s all they guaranteed. Which does make the base game easier to get into and give learning players the ability to confirm and get damage off buttons without being in training mode forever. Which is still a better start than SFIV.

50 levels, one hit left…

…so fucking livid right now.

I’m not paying for any colors on ps4 because I don’t respect the scheme anymore after this stupid setup. I’ll beat it with Chun and then everyone else is getting only 6 colors to use.

…ugh, the first 40 levels are such a waste of time.

Are there any good streamers that are consistently online? I keep trying to find them in the evening but see now Chun streamers on Twitch.

Here’s some matches of my somewhat decent Chun, Wanted to upload more but replay is kind of wonky. I’m having a hard time against Cammy. Oddly, I rarely run into Cammy’s online but when I do they are mostly good ones.

Me (Rottana)
https://www.youtube.com/watch?v=nrKltihgyVs

Streamers…I hate fighting them, they are the laggiest matches I have because the stream is eating up so much bandwidth.
I’ve fought 3 streamers in ranked and they were ridiculous lag fests.

@veege
Basically what is going on here is while he’s doing air Legs or some other move into Cr. Lp Alioune is holding D/B.
he hit Cr. Lp, stick goes neutral for St. MP and quick goes forward with two punches for EX kikouken.
that last bit happens really quick. After seeing it, I went into training mode and tried it myself and only landed it a few times.
I believe this move into Cr. Mk xx SBK should be the new 1 bar BnB. But it is incredibly difficult to do.
Sadly doing any other moves seems to push Cr. Mk too far back or even when it does hit, it won’t actually combo making it horribly spacing dependent/inconsistent.
So St. Mp xx Ex Kikouken is the most reliable way to land Cr.Mk.

IALL execution that has been working for me:

qcf, uf, f, df + mk

So basically you do the tiger knee, then go back to df again and press the button.
It’s important that you press the button at the same time as you feel the stick clonk into the corner.
If you hit it earlier than that it won’t come out, but if you hit it after/at the same time, it does.

Managed to do it 42 times in a row when I started using this.

Its fairly simple to do, he starts with the instant air legs and begins holding downback. Follow with d.lp then he releases downback, press mp then do f+ppp… You gotta hold downback or hold back during a jump so the ex kikoken is charged.

All these extra inputs for IA Legs is just buffering in more time, so you don’t press kick too early. You can technically just do qcf, uf and then delay your kick press and still get IA Legs. The real limitation is just the height requirement like Magus1234 said.

I actually do it differently depending on which side I’m on now just because my wrist moves slower on one side and that screws up the timing of my button press.

Yeah, I know, that’s why I specified that it works for me, so it might work for someone else to get that auto-timing down.
The hard part is getting the IALL out during every buffered situation like after a dash, after blocked c.lp, after blocked st.mp or after blocking something they did etc.
I tend to execute it a few frames slower than the fastest possible, I would rather have a slightly higher LL than jump MK into the abyss :slight_smile:

I don’t think it’s comboable if u don’t go for minimal height.

@“Skatan Milla” welcome back.
If you don’t mind what is your CFN? I learned a lot in SF4 from watching your Chun, wouldn’t’ mind doing so again.

@Darklightjg1
Couldn’t agree more, I took a stab at hard yesterday after some ranked/battle lounge
got to 38 I think it was and Nash was absurd.
I got air thrown a centimeter off the ground and the D/F tip doesn’t work at all. My Cpu must be smarter.
It blocks everything and reaction reversals to 3 frame jabs.

It’s still combo-able above minimal height, it’s just harder to combo out of cause you get less frame advantage.

I’m doing pretty good with this character but my main issue seems to be her anti air game, my god I find it so hard to stop people just jumping all over me. Never sure which normal to use in which situation, sometimes I find back RH to be too slow sometimes and I get CH and then they get in. ST lk is good an all but it’s a light and the dash under after is so telegraphed. Any tips?

Sigh. Getting back into SF and I’m playing chun like SFIV… Does not work. Lots of re-learning ahead. >_<

Jump up with them. Don’t just stick to the ground. Your better damage and stun for AA is when you go up with them. Neutral junp hk, counter hit jmp into stomps or air throw. Grounded normal AAs are fine vs smart players who just do it occasionally to hop footsies or close a gap, but for the guys that literally move with jumping you need to get up there with them

Just checked it out. Min height IAL is +4 on hit. So yeah, 1 additional frame for gaining height.