Chun Li General Thread: Blue Jade

its pretty important, if you can get a stun with chun which is kinda rare imo, this needs be a go to option

I found a weird execution bug and I saw other streamers perform it also.

I was able to cr.Jab , st. Short xx LK SBK

I canceled the standing short into the LK SBK instantly… how the hell is this possible lol. I felt like a charge partitioned the standing short into LK SBK somehow and I dont know wtf happend.

Was in 4 as well, you charge is held long enough for you to do a st. normal into a down/back charge. It’s how combos like st.mp xx EX Kikoken are possible.

You would be right, and they are removing it from Chun’s v-trigger before the month is over.

@MAGUS1234 @"DevilJin 01 @Dime_x etc when are you guys electing to go for st.mk over f/b+mp?

They both have similar hitboxes, ranges, and uses, but st.mk is slower. I have almost completely eliminated st.mk from my gameplay and go with b+mp, but the few times I do go for st.mk, it tends to subconsciously be because of it feels more like a “get off me” move being -2 on block while b+mp is 0 on block and lets you keep being aggressive.

I go for st.mk when I REALLY need priority. But all in all I’ve gotten used to using st.mk and bmp much less in general. My go to tends to be cr.mk,st.hp and sweep. I only really use sweep in the Nash matchup since it tends to beat his buttons.

I use a lot more fireballs than anything else… Fireballs to get them to jump into my AA. Then MY AA gives me a mixup on their landing.

I don’t mess with her pokes TOO much because any character can tend to just auto win with sweep.

I use my fireballs to make ways in for me, like to make the opponent block a low/overhead “mixup” I use lots of ex fireballs as well and tend to prefer to save my meter for ex SBK and super and ex fireball. Chuns ex fireball is ridiculous… Free way in most of the time.

any use/way to easily land her df. mk overhead?

seems like it gets stuffed by everything… id really like to use it in v-trigger since can combo after hit then.

Sometimes, I like to throw a Kikoken (or EX version) and then move forward with her fireball and either hit them with a sweep if they block high or the Df MK if they block low for an overhead.

you can confirm off safe pressure with chun in some unexpected ways if people mash

for instance, c.LK c.LP c.MK xx lp kikoken

you can late cancel the c.MK and they might press a button and get CH by the kikoken

if this happens you can link EX legs or super.

anything that lets me safely test the waters against potential mashers or jumpers but confirm into bigger damage if I get lucky is good in my book

I do it sometimes as a meaty after a SBK but in all the move is frankly to slow for anything. It is 100% blockable on reaction. No one in my local group gets hit by it anymore. Literally 100% block rate. Most of them don’t mash it out since they are afraid of pressing buttons and by the time they see the overhead mashing is too late but blocking always works.

You can also at some range do an EX fireball into it and ‘frame trap’ it since it has like 2/3rds screen range. In all just throw it out occasionally if you think they are sleeping. Other then that there aren’t really any places you can do it where all they can do is reversal.

Also I notice ALOT of people just block high when you are v-trigger so mixup dash lows and whatnot if you want to use the overhead. Still seems the overhead is worthless. Dash cr. MK is faster then her overhead.

I like to think of s.mk more as a wall poke than a counter poke. Usually if I use it, it is on whiff to stuff what I think is a counter poke coming at me. f.mp is more of a range finder that you can spam and fish for CH xx ex legs. I also think it does better vs low forwards, so you can bully with it in the corner more so that s.hp or f+mp

this is correct, it’s also a decent bison-style blockstring ender. something like s.MP s.MP, if they don’t bite and get CH already, you are at a good range to safely end pressure with s.MK. exactly like you describe, you can watch for them to have pressed a button that doesn’t reach you and confirm that visually into VT if you have it (goes into sweep, EX legs, or super)

No one good will get hit by it much at all. But that really isn’t the point. It moves further forward than simple dash stuff and, the key here, is only -2 on block, but has good pushback so it sets up chun at her best range for a simple -2 that most characters can’t do a whole lot about (if you spaced yourself correctly) it’s a tool that chun can use to get other characters to give up their turn… Example… If spaced right most moves won’t make contact with chun on block… So the opponent has to throw out something big in order to make chun block, but because of the nature of the game, most big things are very neg on block so chun gets a turn. If the opponent doesn’t bite… Then things are generally pretty even with chun having just gained ground… So it’s a spacial win for her on block.

If your footsies with chun are on point then you should be able to get away with it “raw” because your opponents won’t be sticking out stuff pre emptively. I don’t usually do it raw though, I usually do it by following a kikoken in with it. This gets chun close which is an advantage in many matchups despite her being -2. A song as your -2 isn’t in your opponents jab range you should be fine for options with chun. Also though it’s a “gimmick” if your opponent is being REALLY PREDICTABLE about pressuring you after they block it (when you mis space it), you can get a free ex SBK.

It also has esoteric uses against down up charge characters like chun and Bison since they lose down charge to block it.

In case anyone was wondering about the OS change in the upcoming update I made a quick video showing what is actually being removed.

http://youtu.be/_stH8wJcv0o

really good explanation on how to use this, thank you.

Thanks for the tip, i’ll try to use it this way also.

Abuse standing jab more. You can combo it into hk legs on hit. CrLK crLK stLP xx HK legs is important.

@VersatileBJN007 You have to use s.MK sometimes just simply for the fact that there are some low normals that go under f+MP. Plus s.MK seems to have more range even if its slightly more unsafe. Only big advantage with f+MP is that it has better counter hit combos and doesn’t make you lose your turn at close ranges like s.MK would.

Like Dime said you use df+MK more so to close the gap in neutral than as an overhead. It’s just nice if you catch them sleeping since its the only overhead that’s fully safe on block so it never hurts to try.

I’ve seen Japanese players get hit by that overhead. If they can get hit by it, anyone can. Yes it’s slow, but people are human and when you factor nerves, things happen.

What does Chun get off counter hit f+mp outside of EX legs?

Super

V-trigger as well I think?