Chun Li General Thread: Blue Jade

Arguing who’s better out the top 4 :sleeping:

Her jump is actually a bad thing about her, not a good thing lol. It’s too long/floaty, you can’t just jump on normals/fireballs as well as other characters can.

Ryu has to zone Chun out. He can play the zoning game, it just has to be a really strong (non-predictable) zoning. Chun has no answers to fireball outside of her slide and Super. So as long as she doesn’t have super, and you’re outside of the slide range. You can throw fireballs for free at Chun. She can’t jump or vskill, cause it’s too slow. This is one of those matchups where Chun has to get in to win.

Aight, with your permission, I’ll record (with potato cam :lol: ) some of your replays from April 7 til yesterday. I hope you’re good at taking criticism because tbh it’s pretty much the same stuff from before. The tldr is “play more and git gud” but I can give a few general tips going by the flow of most of your replays. I can discuss the additional specifics later.

-too much jumping. I honestly think this is the #1 think you gotta work on. Like you’re controlling a KOF character and jump and :df: :hk: flip kick for no reason. See what the poster above said about Chun’s jumps. It’s sometimes a problem for me too, but like… you’re a good incarnation of SF Chun. You don’t really need to jump.

-little to no kikoken use at all. It’s not the best fireball but it’s good. Use it to keep people out and to space properly.

-Anti air consistency. Use s. lk more. B+hk is ok but it can be inconsistent. Same with j. mp to LL. Like one game, you were AAing this one Ryu pretty well. But then against someone else’s Alex and Nash you’re just letting 'em jump in for free.

I will get to the specifics ones I have the replays I saw up to my Youtube.
If it’s uncomfortable to do so here or in the Leg Day thread, I will PM you.

Chun vs Ryu is either even or SLIGHTLY in Ryu’s favor. Like @CharmingRogue said, this is one of the only matches where the onus to get in solely on Chun. Ryu can keep her out all day if she chooses to sit back. Her fireballs can’t keep up.

I say it’s even. Chun naturally is designed to have trouble vs projectile zoning, but your fundamentals and good walk speed should help you out. Just because she doesn’t have a fireball bypass move that lets her knockdown Ryu for free doesn’t mean she can’t deal with them.

Doing the basics like walking forward and neutral jumping and c.MP under should do well enough until you’re in range. Once you’re in a certain range Ryu can’t throw a fireball anymore without worrying about getting hit by c.MP, f+MP, s.MK, sweep, s.HP or EX Legs (all except sweep have faster or much faster startup than Ryu’s regular or EX fireball, s.HP has same start up as EX fireball). If you’re good with IALL there becomes an even further range where he can’t throw a fireball without getting IALL’d on and then you’re pretty much at a range where he either has to play footsies with you or dash backwards towards the corner again to get in fireball range. Walking forward and doing EX legs to knock him down before he gets another fireball out is really good also since it works like a 5 frame start up poke with the range of your s.HP. It’s also much harder to parry than the other pokes he could try to parry.

When you’re in V Trigger you also get more options as b+HP can absorb one hit projectiles. Charging and then throwing an EX fireball after will let you beat even 2 hit EX fireballs and at least let you absorb a 3 hit denjin fireball. V Skill isn’t something you can do on reaction, but if you anticipate a fireball it throws you very far forward at Ryu and if he happened to throw one or forget to anti air that means you’ll either land a combo or at least get in with frame advantage.

You can also of course regular fireball back to save yourself from taking chip, but it’s a lot of work to charge when he doesn’t have to for not very much pay off other than building meter for EX legs/EX fireball. Ryu has good forward jump too so if you throw one bad fireball it’s your ass which just isn’t worth the lack of payoff. Plus the effort you’re putting in to charge and throw the fireball makes things further skewed in his favor. Just throw enough fireballs to clear the screen a bit, build some meter and then start moving in.

Getting V Trigger early is important in this match so it will be much harder for him to reaction parry you as you try to get around his fireballs. Your fireball also moves forward further and can hit from half screen, but that doesn’t really help much for this specific matchup. Generally once you get into footsie range, barring parry you pretty much win the poke game and he either has to try and counter poke, dp, parry or move back and fireball more to deal with you at that point. The way the matchup generally works is he controls the farther range, but once you’re within footsie range or closer it should be in your favor.

Excellent advice. I agree. The MU can be a struggle, but it’s not necessarily a bad matchup. I’m leaning towards slight advantage Ryu, but it might also just be even. Also, I wouldn’t use vtrigger in neutral. Vtrigger is so good to extend combo’s/confirms, it’s basically free damage.

Also if Ryu’s have a pattern where they throw a fireball directly after you block one (which is a common strategy, cause most characters have to take it). When you are in a certain range you can punish that heavily by either a normal jump early heavy kick, or even st.hk (and it will crush counter his fireball, into dash up cr.mk xx HK Legs). Evidently, you can also just walk forward and slide to punish it, which is obviously no risk, low reward kinda thing cause you can do it on reaction.

Oh yeah I forgot to bring up also that walk up sweep from near max range is good to deter fireball attempts. Should be safeish from that range (he can only punish max range sweep with s.LK or super) and if you counter hit him out of a fireball it’s a free hard knockdown CC and you move in. It’s only one frame slower start up than a regular fireball and generally worth it to try for the hard knockdown on counter.

I did well against a Bison in top 800 ranked and won but I’m still losing to Nash and Fang that mash buttons and just do shit. :neutral:

I think it’s BS that you can’t punish Nash’s v-reversal with EX Legs/Super from the other side, but you can still fireball punish it (which is slower than both of those but apparently he’s still vulnerable to projectiles). You have to auto-correct HP Kikoken or EX kikoken. If you have super meter and hit the HP Kikoken, THEN you can link that into super. I don’t think it should be necessary to make it that hard, but whatever, it’s there. Maybe you’ll hit it 1 out of 1000 times in a live match. :rolleyes:

Throwing him out of it feels like a hard-read compared to other chars because you have to be right in his face (please give Chun a normal grab range). I checked to compare how much less her range is compared to the 2nd worst grab ranges (Cammy, Ryu, Ken)… if you block a st. LK or cr. LK from Karin point blank, Chun’s grab will whiff while everyone else’s will connect. Screw that. That shit’s for the birds…

Spoiler

… The Spinning Birds :looney:

Before I owned the game I was using kikoken a fucking ton, but I was mostly playing SF4 chun still. I stopped doing it because I was doing CR.LP>CR.mk> LP Kikoken, which isn’t really a combo in this game because of the first two moves not connecting without vtrigger.

The jumping is because a lot of people aren’t blocking crossups in this game. It’s turned into a bad habit

I did play with a friend the other day who helped me with the Vega matchup. It got a bit easier once I discovered to neutral jump light kick his Barcelona dives, and to punish pretty much all of his moves with jab into legs. Vega is super safe on block for pretty much every move he can use

i see alot of high level chun li players alternate between the sbk combo and the cr lp cr lk st p EX LL combo, what is the mentality behind alternating between these combos?

Heh?

A lot of the time, you want the knockdown/setup the SBK provides. Other times you want the damage/ease of use LL offers.

None. SBK does more damage and better advantage + corner carry than ex legs. They just arent optimal.
The only reason is the ease of use for this combo and it allows you to link ex legs from 5lp (so a late confirm), but in theory you should always go for sbk.

Yeah I just SBK all day at this point. Hard survival mode got my execution for it down for the most part now.

I go for Legs/EX Legs when I didn’t expect to get the hit but they somehow got opened up late in the string, or if I started with something like cr. LK x 2. Most other times I’ll go for the SBK ender.

is there a motion to perform the hyosokyaku to air legs?

https://www.youtube.com/watch?v=H2pFcY2sryA

he does it multiple times (0.15, 2.25 etc)

Vs Chun, VT activation to mess up reversal ex sbk timing is a tactic I ran into

Edit: Whoops. Wrong Thread.

No. Sako is just godlike.