Chun Li General Thread: Blue Jade

Wait, backdashes are also airborne frame one? What the actual fuck?

Are you 100 on this?

It wouldn’t surprise me of they were. At least now if they are mashing backdash they are still going to take pokes that will do more damage and stun than they would in SFIV. Which still encourages blocking over getting a true escape from attack hit boxes.

You obviously haven’t faced the wonderfulness of bison’s devil’s reverse or viper’s burn kick pre nerf.

Anyways I’m glad he’s pulling that out of his ass and it’s not confirmed for now.

Just to make it clear: you could make it throw immune like backdashes. I don’t see a reason it has to be airborne from the beggining

Viper was my main character in Vanilla and Super (dropped the game once marvel 3 hit) so yeah I know about abusing it. Either way in a new game like this I wouldn’t be able to abuse something like that without losing 30 percent health and being nearly stunned. Not to mention it didn’t matter much vs characters like balrog who could just c.lp on your wake up to stuff it and dash punch any backdashes.

Ibuki could do the same thing in 3S but abusing it will get you meaty heavy normaled to death and she didn’t have the health to risk that often.

Not saying frame 1 airborne backdashes are a good thing, but abuse of them will still get punished quickly

fucking garbage post. move which barely anyone has truly explored shouldn’t be in the game because it might work in the way you’re theorizing about?

We also can’t be sure if hitting an airborne opponent with a counter hit will actually put them in a juggle state instead of a reset a la SFxT. If that’s the case, you’ll have to be even smarter about using it to avoid eating a heavy punish.

No. I even edited the previous post to say that I’m not trying to get chunli nerfed or anything, just that airborne moves FROM THE START are bad and make no sense when they’re advertising the route of everything has a risk (so everything I said also applies to bison’s devil reverse/headstomp if it’s also airborne from the start in this game). Like I said, you achieve the exact same practical effect if you make it have no throw hurtbox or make it be airborne from frame 2 onwards.

SF4 had a lot of moves like this and they were sistematically removed (they were extra painful to deal with on top of all the other options). Currently Rolento abuses this a lot.

I disagree with DevilJin claiming you’ll get punished for 30% health, when in reality you can expect at worse to eat a heavy normal meaty for ~100ish damage?

Until people figure out meaty combo’s or they start cancelling into V-Trigger to extend the combo. Then you’ll lose 30+% health.

Well not really, since the point of the whole conversation was that you would flip out due to being airbourne.

I wish thinking about moves that normally crush counter on the ground give a juggle state in the air (that might even be true right now i dunno) but maybe it would unfairly benefit some characters who can have crush counters as an AA or something.

That’s exactly my point, as the above user said!

If you get air reset, eating the first hit of the meaty combo is much better than guessing between throw and meaty.

Anyway, I’m sorry about bringing this discussion when we have so little information. I doubt it is airborne from the start actually. But it’s not likely we have anything else to discuss before EVO.

@otori im just saying that characters have had stuff like this in other games and it never got out of hand because there was much less ways to escape pressure generally than in SFV. I could see it being more of an issue in IV since there is almost no true block strings, lower damage on stray hits and combos and more attack invincible moves per character that can go into combos or be safeish on block.

Considering that EX sbk and V Reversal are her only other reverse options it wouldn’t get terribly out of hand I feel. Stun that doesn’t reset helps as well since if the opponent catches you abusing it youre looking at taking heavy damage and stun very fast.

I think its just the egregious defensive options in SFIV that makes you worry about this more than anything. In a SF game where things hurt and people have to deal with pressure, its not really going to do a lot to save a character with a meter reliant reversal game.

Anyone who played this game can potentially answer this for me:
Didn’t know what the start up of Air LLegs looked/felt like.
By videos it seems pretty good - Going into Air LLegs may be a better Anti Air-to-Air then previous J. HP TC.
Just a thought and worth exploring.

Ok I’m not 100% on this, but Cammy b.HP against an airborn opponent puts them in a juggle state. You can do Ex DP after it. For ~30%ish dmg. And AFAIK backdash are airborn frame 1, but it is more a guess after some weird moments.
All this isn’t a part of what I could thoroughly test.

@Rayartz Dunno, but Chun air normals are pretty good. The only use of air legs I found is more a dissuasive tool to bait DPs.

Oh yeah and if you do cr.LK,cr.LK with Cammy at a certain distance and Chun does ex sbk in reversal after the first cr.LK it comes out because of the hole in the chain but you are totally safe bc of low profile. So Chun options in pressings are for now kinda risky.

Her slide is really nice.
And she looks gorgeous as always (even better than before actually), can’t wait to main her again. But I will have to get used to the fact that her Hazanshu is gone.

V-Skill should at least give a juggle state even on air hit. But i doubt it’s going to be a good meaty move.

Can anyone, who had a chance to play (or seen some vid I haven’t yet), say whether Chun’s non-EX kiko animations got reduced to 1 (from SF4’s 3)? Kinda shame if that’s the case, was cool to see. Small cosmetic thing, but I like these details that make the chars fun looking.

I know that pre-E3, her light was for non-EX, medium for V-Trigger’s 2nd fireball, heavy for EX.
E3 footage; the medium anim is no longer used, it seems.

Is all that correct? Or did everyone on streams only use her light variant? Thanks for clarifying! :3

Are you talking about V-trigger kikoken? I think that got reduced to 1. I think that was taken out almost immediately after the Diago vs Gamerbee exhibition

I think Larthy meant the different poses chun fires the different strength kikokens in SF4 and whether she does the same in SF5

What the doom of pies said… (dat Bkub tho :smiley: )

But hey, I also asked Combofiend on Unity, and got promptly replied to. Talk about a quick response:

Just a reminder. I’ll be going on the 10th so if you want me to test anything let me know. What i’m currently looking at:

Kara Throw setups
Anti airs
Crossups
Aerial LLegs (try from V-Skill) (baits, safety, left/right mixups with x-up)
Combos (v-skill stuff, LLegs link, Crush Counter stuff)
Post combo setups
f.HK testing (range, forward momentum, what it low crushes, CH combos)
V-Trigger activation (safety off canceled normals, combos)
V-Trigger in general (see how advantage differs, new combos eg. from df.MK, new hit confirms, safety, added juggle properties?)
V-Skill (recovery, new approaches eg. fireball -> v-skill, effectiveness as a poke)
Cancel from 2nd hit of c.HP? (Saw this in v-trigger but i dunno about normal)
Meaty stuff (mostly f.HK, b.HP, df.MK)
Links out of c.MK (heard she can do this from somewhere)
Super link after LLegs (if you can link c.LP then thats probs +3 at least, so if super fast enough then can link)