-V-Trigger doesn’t augment her specials so it wouldn’t make Legs safe.
-Yes, if you whiff a normal and buffer in a special the special will come out still. People have to be more precise on their confirms when buffering specials during footsies.
Can you combo/link into her v-skill?
You can combo into her v-skill from a jump in but we didn’t find any way to link into her v-skill. I would assume it would be possible off of a heavy counter hit or maybe some sort of V-Trigger cancel.
@Darklightjg1 her CA does go thru projectiles and appears to move almost half screen.
wish I knew what video it was in and I would just put it up. But I know it was during off-stream e3 casuals and I’m 90% sure it was on Nash.
But I put it in my notes and I only put confirmed things in my notes.
Im wondering if this j.legs, with tk motion can be used for pressure… also wondering if, after the sequence “vskill, stomp (x3), Ex legs” its possible to follow with EX SBK depending on the height that the Ex legs hits the opponent… i mean, if it hits close to the ground, would the opponent be lifted in a juggle state high enough to fllow with the EX SBK? Or its probably not possible to charge the move afterwards? Gonna test it in a few weeks =D
Jesus I wonder why they remove so many tools from Chun
- air spin kicks
- B+Mk target combo
- Critical art jump cancel
- DF+LK anti air
Every there listed goes well with her sf5. Air spin kicks give her a meterless option. Critical art jump cancel to bring that nostagic feeling of sf3 among other things. DF+Lk is the only one i understand maybe they thought it will be too much damage for an anti air since you can do stomps into Ex air Legs. Not complaining though just seems weird for what capcom wants to achieve.
Well… I could give you my long time Chun-Player reason why they removed her good stuff…cuz they hate her…they really don’t want her to be good.
If it happens like it did SFxTK then they try to nerf her, but in that game she stayed fairly strong and the game died so they didn’t care.
Fact of the matter is the characters that you see all the time at tournaments are going to be the strongest character here too.
Air Spin kicks were just replaced with ALegs
B+MK would be nice but only if you could jump cancel it like SFxTk
CA JC still confuses me as to why they took it out…Oh yeah read above comment, lol.
DF/LK is gone and really a better anti-air is in with B+HK and St. Mk, both look wicked good!
Anyway. I really want to see the usage/importance of ALegs (Air Legs) Outside the stomp xx EXALegs what good is it?
That requires meter and in my opinion, no reason why non-EX couldn’t work - again…read above comment.
The whole Momo float down on top of your opponent looks cool, but seriously we ALL know that’ll get DP’d all day.
Not something you want to just do unless the hitbox is ridiculous and which case I’ll spam the crap out of it.
Anyone know how her light attacks function in this game in terms of chaining/linking? Like do they chain into themselves or each other? Can she chain cr. short into cr. jab into cr. short? Do any of them have to be linked instead of chained?
They don’t function the same across all the games she’s been in which is why I’m asking.
The primary thing I’m seeing with chun right now is she has “potential” (that fucking word, grrr) for high damage in v trigger and she looks to have a good throw mixup game with her walkspeed and the shorter throw ranges in this game.
Her ex legs looks like a great use of meter right now, they do a lot of damage.
And that’s kinda it. But it may be enough. Her poking game looks shortened, her new “far” ranged st.mp looks very short ranged. Her sweep doesn’t have the range that it had in sf4. All in all it looks like she’s taken a range reduction on pokes like ryu, but has gotten some damage buffs instead. Also, because no focus attack, her poking game has gotten buffed from that regard.
So she looks poised to be decent at this time. Mid tier IMHO.
Her weaknesses seem to be:
V trigger seems kinda bad right now, not because of early game and people don’t know what to do, but because it’s activation is bad and because it doesn’t extend to lights, and because it lacks range.
V skill seems kinda laughable right now, it seems like it has some esoteric uses like perhaps as a way to beat throws if it is airborne in its first few frames since the v skill hits on the way up. It looks like an alternative way to deal with fireballs, but only from very obvious spacings.
With the exception of v trigger activations and subsequent combos nothing about her looks “strong” right now. But that may not matter. Her pokes and walkspeed might be worth more than is immediately apparent.
So does c.LP , c.MK definitely only link on counterhit?
I think that’s a pretty dumb assumption to make, I don’t think Capcom necessarily hate any characters and do a pretty good job at making every character in their games viable in the long-run, the only two characters that got the really short end of the stick in SFIV IMO were DeeJay and Dhalsim and they are the only two characters I think you have to work double that of your opponent nearly every game to win with them, however 1.04 DeeJay is a lot better and I’d say Dhalsim is the only character in the “Completely screwed over” category.
Chun actually looks super strong to me - stronger than her SFIV iteration at least. She has a pretty strong looking anti-air, her damage is good, her buttons still look godlike and her walkspeed is super good. I’m a little disappointed in her V-Trigger being nerfed and that it doesn’t work with light attacks and for the most part it looks pretty crappy now and I hope they adjust it again before the beta drops. If I had to compare Chun to anybody in the last game it would be Ken, she looks like she has the ability to really hold down the neutral game and she has a good kara throw to be scary up close.
She looks good, I’m unsure what everybody is stressing about. Apart from the fact we lost that super cool spinning kick move and her V-Trigger got toned down she looks good, V-Trigger is the main issue to me it just doesn’t do enough when you compare it to other characters in the game, it’s easily the worst one we’ve seen so far. After that GamerBee match I’m sure Capcom saw the abuse of the double fireball and toned it WAYYYY down before E3 in a rush and didn’t have time to properly adjust her V-Trigger before then - so I expect changes to it.
Chun Li isn’t looking anime enough. We need to unlock Chun’s anime.
I want to find out how much frame advantage on block air lightning legs has. Especially after a V Skill jump.
I don’t want none of that anime bish to happen to my girl though :c
And yeah same, I want to know how effective it is as a pressure tool. Gotta take into consideration if she has increased recovery when landing, how many hits each character can take when crouching/standing. We know it’s + enough on hit for a link considering Momo got a link from it at E3 think it was into a jab. I’d LIKE to assume we’re not going to see something worse than -1 on block but it’s all up in the air at the minute.
Air lightning legs already puts some Marvel in her which means her anime went up significantly already. I’m sure there’s some tech with her V Trigger that people will start putting together also.
I think we’ll get good mileage out of having strong buttons, quick walk speed and the current best kara throw (considering it stays for the betas and final product).
Combofiend confirmed this on that vs mike ross stream. V skill is airborne from the start and beats lows.
Hmmm now tha I think about it, if it’s airborne frame 1 it can be abused as a reversal and shouldn’t be in the game.
It’s easily beaten with a meaty that isn’t a low, and it’s punishable on block at that range by uppercuts at least, probably by normals.
Chill out Brah, nothing abusable here.
If it’s airborne from the start a meaty would just get her air reset, which is much better than eating a throw or combo.

If it’s airborne from the start a meaty would just get her air reset, which is much better than eating a throw or combo.
Which is exactly what happens with back dashes in this game, and doesn’t get you out of the situation because they can can just walk up and do it again while you’re flipping back in the air, or at least Chun/Cammy/Ryu can, and any decent aggressive character with a bad walk speed will have their own answer. Also, people will be hit confirming off of heavys and mediums instead of lights, and if you try to “abuse” it, people are going to start doing EX tatsu/EX Cannon strike instead, and you’ll eat huge piles of damage.
Look, feel free to do it, I’m sure it’ll sort-of work week one.
Yeah hopping over lows is good in neutral, but not for knockdowns. KI has a lot of moves that are invincible to lows that give similar effect in neutral.
I used Ibuki’s hien (penguin kick) in 3S for similar purpose. Makes you airborne so you take minimal damage from whatever they meaty you with, but then they can just meaty you as you come down and then you’re fucked. SFV also works like 3S where your stun lingers and doesn’t fully dissipate over time so taking too many meaties off your attempted V Skill resets will have you going to Stunville soon enough.
It has it’s uses though. Getting hit on purpose was used a lot in A3, like using reversal tatsu with Akuma so you would flip out and avoid V-Ism and unblockable setups.