SF4 Chun, while having flaws, was good enough. Sure you have to put in work, but I thought it was rewarding. Val and Infil and co would have not gotten far otherwise, matchup problems or no.
SF5 Chun is a different beast… not quite the plain Jane effectiveness of A2/3s but almost there.
A vanilla SF4 Sagat effect is very possible though-- people swearing up and down and sweating about Chun-Li… but who is actually winning more of the early tournaments so far? :3
I never saw what was fun about Chun in SFIV. Piano legs I guess was fun to do, but she didn’t really hurt (at least not as much as she can in this game) and she was generally overshadowed in effectiveness by characters like Rose who did similar things but with extra cheaper stuff.
In V, her V Skill and air legs allow her to approach in ways she normally couldn’t and cancelable c.MK opens up options in her footsie game that were much harder to set up in IV. Her anti air game is also more solid. V Trigger turns her into a character with many more bnbs and a shit ton of juggle options. Plus extra block stun and active frames on a lot of her buttons.
I also like little cute things like her b+HP having Yun style projectile nullifying in V Trigger. Which you can cancel into EX fireaball and move in against even 2 hit fireballs with the other hit of the EX fireball still traveling in front of you. Plus her V Trigger buffs her fireballs and makes them go full screen which is something she hasn’t had in a LONG time.
Yeah it’s mostly leg loop-related (which is how she gets to squeeze out damage in 4). j. hp to stomps and combos to Super like Hazanshu xx Super too I guess :3 :whistle:
Rose didn’t come into the picture til Ultra with the big helping of buffs (and I argue was a crappier character before then).
lol anyway I was just saying I find Chun a lot of fun in IV, I think shes incredibly versatile offering a LOT of different ways to approach how you want to play her. I think her damage output is really good and the way she plays and options she has always appealed to me.
Each to their own just atm I find SFV chun to be fairly limited in the options of playstyle and ways to stamp your own personality on her. Eitherway it doesn’t matter, I liked SF IV Chun and was pretty good with her but V is out now so its a mute point. I just find it odd that anyone that likes the character or the SF series found that iteration of her boring and underpowered.
On another point, anyone know where I can find a list of meaty set ups from different knockdown situations?
Hey all, I’ve been learning Chun for about 3 days now, and hit upon a good way for me to land her SBK combos. I used to only bother ending with LK SBK, but with this method I am now able to land her MK version as well. =)
Steps to do her MK SBK combo:
Press st.MP
Smoothly roll from st.MP into a down charge, as if you were doing a plinking motion between the two.
Link cr.MK
Now this bit is the most important part that has helped me get the timing right for the combo: Watch Chun’s leg as it hits the opponent (kreygasm), the moment her leg is about to withdraw, that’s when you can stop charging and do the rest of the motion for SBK.
Extra: Input her MK SBK as 23698+MK. This way if you botched the SBK, you will end the combo in Legs at least.
Here’s a tip for survival: turn fight request on and set it to ask for confirmation. If you’re going to lose or not happy with the match you can accept a fight request to restart the level.
I found SF4 Chun to be very fun once you put all her stuff together. I don’t think I would’ve stuck with her through all of its iterations if she wasn’t. There’s a lot of characters I could’ve been partial to, but she remained the main. I also think she had a lot of answers to the “problems” other characters presented that people just didn’t bother to explore because it wasn’t immediately apparent.
Reposting my Survival Hard Mode Strategy because some people were asking for it.
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, the CPU will rarely ainti-air or block it, giving you a free combo.
If they block, simply back off and try again.
If you knock your opponent down. Cross them up with DF.HK and then combo them. Works almost every time.
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 at an angle.
On the topic of SFIV vs. SFV Chun.
Let’s just say that SFIV Chun was my least favorite version of her I’ve ever played.
On the other hand, SFV Chun might even be my favorite version. But it’s too soon to tell.
That has helped me so much. I actually was doing really well until I got to stage 49 and Bison just bodied me. But yes to this and all of this. SFV chun li is probably my favorite as well. As long as as they don’t nerf her too hard or at all.
Well played against people for the first time really today had a session in ranked, learnt two things:
There are a LOT of new players (as in new to fighting games or SF) playing that really don’t understand things playing this game atm in the lower ranks. So lots of easy wins even though I’ve only spent about 4 hrs total with the game and half of that was with another character.
I do NOT know match ups or when to press buttons and when not to (and apparently I press focus when I get pressured - kill me now) so I can lose to players probably worse then me atm.
Played 16 games lost 3 (two against a Chun :’( ) and got to super bronze but man do I need to learn the flow of fights in this game.
Your 2nd point speaks directly to me. I’ve been playing a while but my matchup knowledge is beyond basic and I keep trying to fucking hazanshu. In my defense, I loved that move in IV.