About IAL
Sup guys. Until Juri hits the scene Iām gonna be maining Chun. I was playing at my friends house because I dont have a PS4 yet, but he uploaded this match I played against his friend because he thought the ending was hilarious. Iām gonna try to post it but idk if it will work because itās a facebook link. Anyway I did win the match but I felt like it was a somewhat sloppy win, and I just want some feedback from other people that play Chun.
Iāve played Chun a bit in 4 and 3rd strike and my hardest habit to break is probably jab,jab,low forward, fireball for easy damage. Iāve gotten a little over reliant on her crossup move and her sweep because people in ranked havent been blocking it.
Any feedback or tips are welcome.
EDIT: Forgot he has on privacy shit. Iāll try and reupload to youtube
Now if thatās not an understatement then I donāt know what is. Holding downback while in IALL is not hard, thatās a given. Linking the cLP and sMP while going from db to neutral to f+PP and making sure that the sMP is hit exactly when the stick is at 5 AND doing it cleanly AND quickly⦠thatās where itās hard.
Watching Alioune stream and I saw him do a combo in which he linked st.mp into m.sbk. Anybody see or know of this combo? Iām trying to figure out how he got st.mp into m.sbk to connect.
Itās a matter of timing and hitting s.mp during neutral and then immediately going for up + medium kick. Same way you do s.lp into lk SBK (or guileās s.hp xx flash kick in SFIV), except you canāt be hitting back too because of the command normal.
If youāre truly maximizing everything youād need that combo after some IALL, since ocassionally cr.mk wonāt reach.
You can just link ex ll of s.mp too.
DF+HK works, but sometimes youāll get unlucky and the AI will start to backdash/jump/counter it. Iād say it works about 80-85%% of the time. I just do it on repeat until I get them close to stun and then combo into cr. mk xx SBK and instead of a stun combo, I just start it up again unless I know the stun combo would kill. But if they start BSāing and avoiding it then I start zoning with fireballs and anti-air (which takes for-fucking-ever on the AI. Birdie in the later levels is usually the one I have to do this on). Level 47 onward they start blocking damn near everything, so itās a real toss-up at that point.
Sigh⦠going to try again. Not playing online until I beat this stupid mode. Been to level 49 too many times to give up now.
Edit: Finally did it. Had to zone the shit out of the final Necalli. Taking NO risks lol.
You donāt have to dash under or do anything after the anti-air. You got them out of the air safely (and got a little bit of damage for it) while returning to neutral. Making them stay on the ground is a benefit in its own right, you donāt have to try to convert an anti-air into a combo or a mix-up.
If youāre trading b+hk, youāre either doing it too late or the jumping normal youāre trying to anti-air just has a good hitbox. Itās specific to each jump, but usually itās just that youāre doing it too late.
Both air throw and j.mp are anti-airs players donāt use enough.
That combo Alioune was doing of IA Legs -> cr. LP, st. MP xx EX Kikoken, cr. MK xx MK SBK does 299 damage⦠but fuck is it a bitch to pull off.
In comparison IA Legs, cr. LP, st. MP, cr. MK xx MK SBK/EX Legs does 245 damage.
54 extra damage is nice, but damn my wrist is actually hurting trying to execute that combo (doesnāt help that I have a tighter spring in there lol). Think Iāll go for the easier one for now. Also, Iām not sure if thatās corner-specific or not.
st.mp - cr.mk -mk.sbk feels impossibleā¦i havent been able to do it once. oh and hit confirming with this character seems fairly difficult. By far the most technical character i have seen and touched in this game.
Donāt worry. Just stay motivated and keep practicing overtime.
Remember this: Press st.MP then press down to immediately buffer the SBK. Link into cr.MK and then press up+MK to release those wonderful legs of Chun Liās. You can also start from cr.LP.
Combo: cr.LP ~ st.MP ~ cr.MK, MK SBK
Immediately after pressing cr.LP, tap st.MP but be sure to hold down as soon as possible. Then link into cr.MK then let it rip. According to the other cool dudes in this thread, you can also go for LK SBK because it has faster start up and you will still get the knockdown + okizeme. You have to buffer SBK as the st.MP hits the opponent. It will take some getting used to, but after a few days practice, you will get the timing down and you will be whipping out as you use it on block or as you hit confirm into a combo.
Midscreen for 2 bars you can do j. HP or j. HK b.HP EX kikoken EX legs and deal 359 dmg. If you jump a fireball midscreen might be the most you can deal without a full super.
Doesnāt j.fk v-skill stompx3 ex legs do similar damage?
the j.hp (2hits), v-skill, stomps x 3 ~ EX legs does 330 damage.
still good to know sephirothās combo though if you donāt have super and think the extra damage might kill.
Same boat. :lol: I think youāll (weāll) have a lot more fun in the long run though. Her new stuff is really good. Get used to the new stuff + being solid in terms of footsies/neutral because SF4 Chun = youāll turn out ok
Vs my friendās R.Mika. Fun matchup. Slide can go under a lot of buttons, but she has to commit to it and b+HP seemed to stuff the start up sometimes. Of course sheās super scary if she gets you in the corner.
What ia LL is good for what?
At the moment it is good for blowing up techs and people hitting buttons on wake ups or on up close pressure.
It is something you want to mix into your up close tick throw game.
It is also a pretty decent combo starter and a sets up safe ways into VTrigger.
Might be a good idea for me to seek out one of my coworkers, because he also plays R. Mika/Vega.
I notice you made use of Chun Liās V-Skill a bit more in the second match, probably to avoid st.HK attempts from the R. Mika player.
You were also going for neutral jump HK for further keep away.
4:08 smart overhead. The thing is, Chun Liās df+MK has quite a bit more range than I realize. I want to believe that it is okay to utilize it in the neutral at certain ranges against opponents who are trying to down+back.
Often times, I tend to go for forward/back+MP and st.MK after getting within distance of the opponent where they āwantā to press something.
In the third match, you went ham with the IA Legs to keep the R. Mika player from recovering their stun gauge and to stop them from trying to go for any offense. Another idea of IA Legs would be to⦠anti-air the opponent and it can be useful on wake-up. In fact, it has multiple uses in retrospect because even if the opponent blocks, they still risk eating a CH from Chun Li because there appears to be a little bit of frame advantage (+1 or 2?) after having her air lightning legs blocked like that.
You also made use of EX qcf+K a bit more. I wasnāt sure if they were safe on block but that seems to be the case.
11:55 = Beautiful. Just⦠Beautiful.
Going for tick throws with Chun Li is definitely not a bad idea either, considering her walk speed. It would be theoretically easy to go for low/throw mix ups.
19:02 = Case and point⦠IA Legs is hella good, if the player knows when and where to utilize it.
Yeah trying to come up with more uses for v skill. Its basically a better forward jump. I only use her forward jump for air to airs.
Overhead is more so just for gap closing since its safe on block. Its a bit too slow to be a regularly viable mix up, but it gives you a safe way to close the gap. If you land it in v trigger you get solid damage though.
Yes EX legs are safe on block. Only like neg 2 I believe
Shp cancel to super is one of the best buffs she got. It took her super from imo almost useless to very useful. Very strong whiff punish tool.
IA legs is a lot of fun and really good for stopping early attempts to jump. Free chip damage if they are blocking and good to bait throws with into combo.