CC cr.hk, b+hp, j.hk or v-skill j.mk is a 4f safe jump (beats basically anything not named EX shoryu). The j.hk lands in front and the j.mk crosses up. It’s good for things like that.
Found an easy way to “natually” time your m.SBK BnB ender in training, I’m still trying to figure out who to secondary and it’s getting narrower. Still between Chun-Li and Bison I think.
Anyways, after you do st.mp into your immediate downback, instead of linking your cr.mk normally double tap the mk button at an average pace, not lightning fast or the OG double tap method, just a double click at a leisurely speed. Because the link system may as well not exist in this game you aren’t going to miss your link regardless of what you press after you get that first cr.mk input. By the end of the double tap you should be right on time to cancel into m.sbk! I just nailed it in 10 minutes, I’m pretty happy with myself.
Interesting. I’ll give it a try. I’ve aways tapped her MK pretty fast since you had to crouch pretty fast. But I’ll give this a try and let you know how it works. hoping it does.
I’ve been training it since then and because of the double tap I was doing I’ve just got the natural timing down now without double taps needed. Surprisingly great learning method, I’ve been landing it online consistently for a good 10 minutes now. Feels really good to land this combo from a st.mp without the jab too.
Minor note… We should also be encourage to learn how to perform st.MP ~ cr.MK into LK/MK SBK.
It helps that st.MP is very safe (possibly plus frames) on block. For some reason, I can do it a lot easily if I dash in or jump in to do st.MP ~ cr. MK, MK SBK first but it seems a tad more difficult to perform in neutral. It also seems a bit easier after CC. In either case, Chun Li needs to threaten the opponent with those legs.
Just some “useless useful” notes from myself.
Often times when I fight, I try to buffer Kikoken as much as possible to end a few block strings after trying to HC with cr.LK, cr.LP or after a jump in into cr.MK. Kikoken appears to be safe to use in block strings outside of EX Lightning Legs. On occasion, some of your normals that do cancel into Kikoken may not be true block strings but this is still relatively useful against opponents who are… really… really… button-happy. Kikoken is also obviously useful for zoning the opponent out and/closing them down (making them scared to do anything. Because, Chun Li’s forward walk speed is just… well, it borders on being a KOF run. Walking forward and making the opponent scared of Chun Li seems to be a decent idea, based on this characters’ background (she is a cop with extremely powerful… and beautiful legs/thighs. From the players perspective, everyone is a suspect. Chun Li needs to “interrogate” the opponent and if they try to resist? Pressure em’. If they get too crazy, zone them out and poke them to death until Chun Li gets what she wants out of the suspect. The player who is trying to utilize Chun Li could be put into a state of mind where they act as an “authority”. The opponent is the one who should be afraid).
(It is easier said than done to play the character based on this particular point of view).
Walk up, st.MK.
Walk up, (stop/go)
Walk up, st.MP ~ st.MK hit confirm
Walk up V-Skill (in reaction to badly timed pokes/projectiles).
Walk up, (stop/go) st.HP (or even st.HK if you think the opponent is going to press something).
Walk up, low/throw (take advantage of opponents who may have bad defensive)
Walk up, IA Legs
Walk up, (stop/go) b+HP to counter poke something off of the opponent.
Walk up, (stop/go) st.HP (Watch @“DevilJin 01” 's video from above. A very good normal. One of the most glorious examples of whiff punishing one could ever see. And, does not end from there either.
Walk up, (stop/go) df+MK overhead if opponents are over-relying on down+back
The Chun Li player also has the option to play defensively due to her projectile, block punishment, and the nature of her metered options. Chun Li very capable of bullying the opponent from longer distances as well. Keeping space at the 1~2 character width can also mess with the opponents options.
Most players on this forum are already aware of these concepts. This is just me rambling on about “why” and “how” Chun Li is a threat.
… I need to start using Chun Li’s V-Skill more. Because, I know I am missing a lot of useful stuff with this character.
The timing is exactly the same for everything yeah, I just used the double tapping as a time indication of when to cancel into SBK and it worked perfectly. Kinda like cancel timing training wheels I guess? It just helped me properly time the up+MK. You still have to instantly downback from your st.mp whatever the case, that in itself is hard to remember in the middle of a match.
Wow I did not know you could do m.instant air legs > cr.lp > st.mp > cr.mk xx m.sbk either.
EDIT**
Okay so…I’m kinda sold on maining Chun, I’ve just remembered about the cr.lp > st.mp > EX Kikoken combos as well, and I just managed to do them consistently(Training mode, but it still felt kinda natural) she has execution barriers, I’m loving the rewarding feeling. It’s been too long since I’ve felt so gratified for learning character tech, so for that alone I’m going to main Chun and hope to improve upon what I can already do.
So I just found out Chun can punish Birdie on his meaty command grab mixup that normally punishes neutral jumps. You can just do TK legs instead. Did it in a match just now and thought it was pretty nifty. Mind fucked him after that, lol.
I’ve basically gone home and become a family man ever since EVO 2015. I was in the SFV beta but never even really touched it before release. Still in grad school, angling towards a work promotion, and now have a baby on the way so time for gaming is REALLY tight. Most of my time has been spent playing Heroes of the Storm or Overwatch (that game is fucking crack).
That said, SFV feels really good. Probably going to end up maining Chun again while keeping Karin as an alt.
Still working on getting some of the tech down and getting used to the general flow of the game, but I like it a lot and will probably start playing it at least somewhat seriously.
I don’t know if this is common knowledge or not, but Chun Li’s j.lp can be used for fuzzy guards against everyone and can straight up be an instant overhead against Zangief and Birdie. Don’t know how useful this is considering she has many safer options for mixing people up, but since I noticed it today I just thought I could share.
So, anybody having problems with Bison? Either this is a Hard Match Up for Chun or Bison is a strong mofo… Im having A LOT of trouble with him… Any tips?
Just dropping some (possibly new?) info, I don’t main chun though, but my friend does. We found that if you time chun’s back fierce punch as a meaty on the last active frame, chun is +6 on block and +7 on hit. If you do back fierce punch again after they block the first one, theres only a 1 frame gap, so unless they did something invincible, they’re getting hit/most likely CC’d.