Chun Li General Thread: Blue Jade

I like that… b+hp. I’ll try it out. b+hp xx EX legs

I usually like to shimmy and punish a whiffed throw attempt with st.mp, cr.mk xx mk sbk. Although your shimmy spacing has to be ON POINT for the cr.mk to be in range. It is quite hard and I usually only do it when I’m feeling myself :stuck_out_tongue:
But if I see that my opponents love to tech, I usually just shimmy with st.lp/cr.lp on block and crouch block. Then if you see a throw whiff you can punish with cr.hp xx lk legs, cr.lp xx lk sbk.
I also use cr.mk xx EX Legs when my spacing isn’t on point, cause it’s the easiest and you get a knockdown (also this allows for you to walk outside of cr.lp range and punish that as well, although you obviously can’t do it on reaction. That’s another reason why I use EX legs, cause it’s safe on block in case they don’t press anything.

I think in the future ‘shimmy’ will not be as effective (only against players that love to tech). The Japanese players are already unshimmy-able because they use backjump OS tech instead of throw tech. A lot of Europeans/Americans started to just jab instead of throw tech, making shimmy even less effective.

Still, it’s good to know how to shimmy effectively when you DO find an opponent that loves to throw tech.

Relevant:
https://www.youtube.com/watch?v=XmKyesE5BHo

People have been jabbing my shimmy since day 1, which is why I’ve never been highly after them as far as practice… But these damage numbers were to impressive to pass up.

After taking this stuff to the real world…the cr.hp shimmy is incredible. But unsafe, so it needs to have v trigger pop to make it safe.

Bhp seems great on paper… And maybe it is… But in so far I’ve been to greedy in my games and try to cancel it. But there is nothing to cancel into.

I do need to test people to see if they simply throw tech if nothing happens. Offline my opponents would only tech if they saw me move forward after the jab, so shimmy has to be cr.lp>move forward>move backwards> punish the tech wiff.

I did notice that st.lp moves further away than cr.lp… That actually might be a phenomenal thing for Chun for selling shimmys.

I saw a player do cr.lpx2 then a very obvious walk forward shimmy from far away and the opponent bit on it bigtime… I don’t have timing that great but it did illustrate that the further away you start from, the more exaggerated the shimmy can be. So… This might work for st.lp as well.

Also, I’ve been mixing up my throw tech beaters a lot. One of my best ones is is cr.lp, walk forward, cr.lkx2,cr.lp. If they flinch they get hit.

Well doing it from st.lp might be even better cause of more of an exaggerated walk forward on block.

I still think the throw game is shit though. The 15 frame window is to big to cover consistently for all the options that opponents have

Another thing to think about is on hit mixups. Generally meaning resets but Chun is plus on hit fhk AND generally point blank needing no forward walk. This makes it a great place to do a reset mixup.

Problem is hitting anyone with fhk in the first place. My opponents never get hit by it, but tech throws like its their business.

So just played a pretty shitty Alex that has made me rethink that whole entire matchup:

Destroyed him because he was bad/is bad.

Next game he randomly happens on fhp.

This move crushes after a blocked alex heavy jumpin. So no jumpins for Alex.

But it also combos… But this isn’t the bad part:

Fhp on block into command grab beats chuns jab… So no jab.

That leaves Chun with jump and backdash.

Fhp into fhp… Which he did cause he’s bad, but it was actually good cause for the first time that set I decided to backdash… And his fhp CCd me.

So… Yeah thats the matchup. Honestly because of that move it might be along the lines of fighting mika… Ooooh playing him again let’s see if I learned.

-edit

I learned… But it was hard… Alex is good :slight_smile:

Honestly, I have mostly discarded chun’s shimmy for walk forward neutral jump IALL.

Shimmy can punish some unsafe things that IALL can’t (off the top of my head, DP). If you haven’t watched Daigo’s Chun matchup video, he suggests always going for DP rather than teching because of the threat of IALL, and shimmies would absolutely blow that strat up. It’s good to mix in some shimmies once in a while, even though IALL is so enticing and fun – personally I need to incorporate shimmies into my game more as well.

I do basically everything because my opponents do basically everything.

My opponents mash jab, walk backwards, late tech, jump, reversal and cr.mk

Not all at the same time of course but yeah. No one thing works. But shimmy is high damage. I’m trying to train myself to shimmy when I have v trigger pop, and using other stuff when I don’t. That way I keep the shimmy fresh and damaging.

I posted in general discussion for sf5 the other day about how I was having trouble Anti-airing divekicks. @“DevilJin 01” suggested a pre-emptive st.HK to discourage jumping but I found a solution that shuts down divekicks (at least the normal version) on reaction.

When you see cammy jump, put your fingers over your preferred anti-air (so LK and b.HK depending on how you like to space in this match-up, I like to stand just outside her cr.MK range because you can easily whiff punish with HP or whatever you want) and over MPto help you prepare for whatever attack she uses. If you see divekick start up, use cr.MP immediately.

What happens: your hitbox low profiles cammy’s divekick and automatically tripguards her landing due to the long active frames. Normally it’s meaty enough outside of v-trigger that you can link a late cr.LP x Light SBK. You can also v-trigger cancel it for very good damage since you’re so close. This has taken Cammy from a match-up I really hated to one that is really manageable. Good Cammy players will learn very quickly that they can’t abuse divekicks against you as easily and will take the game to the ground where you have an upper hand.

This is not really effective against EX divekick and probably the v-trigger versions, you still just have to hold those. When Cammy has v-trigger, I recommend spacing slightly closer to her so that if she jumps you can just avoid the situation all together by sliding under her.

What I do against predictable aggressive asshats is airthrow the divekick… Yeah it works REALLY WELL. The other thing I do is against regular divekicks… Well cammy is at minus frames on block. So if you walk INTO the divekick and block it at the last second she won’t be able to get it to hit low on you and so will suffer being at a jab punishable disadvantage on block. I found that mixing up airthrows and making her dive into my block was “decent” from playing against her.

I have no answer for ex and v trigger divekicks besides airthrow and that’s where the matchup gets dumb.

Hey guys. I use to play Chun at the beginning, but I switched to Rashid with a pocket Guile and Ryu. CEO is coming up, I got a dope Chun-Li player in my pool and I’m looking for some Chuns to play. I’m in Ultra Gold. Any mid-level or high level Chuns wanna play?

If your connection to US Central (Texas) is fine, then my CFN is NagaSiren, Super Gold.

I just realized that one of chuns best ticks is blocked Iall. It’s got like 0 pushback. I’m slow. But it sets up nice stuff on block.

I can play people in Chicago fine, but then again that’s 5 hours away. We can play a couple to see how it goes.

Any footage of Wizard World tourney?

I heard Justin won Wizard Cup with Chun sHP lol

It’s in the archives. Justin wins grandfinals so go straight there to see his sthp in action at the end of the archives.

https://www.youtube.com/watch?v=S1R5uXACpJg

Time stamps in description.

I’ve been going through this same thing. Be sure to post their name on the rage quitting thread. I’m not sure if there any negative consequences or not. I’ve taken every loss like I’m supposed to. Nothing worse than destroying someone ranked way higher than u just to have them quit when u get that last hit for the win.

Justin brought out One Buttom Gouken tactics at high level

Ok so, some new tech for Chun. It may only be new to me though since I don’t read all of the Chun forum. Pardon me if this is widely known:

Chun has issues as we all know. She has LOTS of issues, but most are small and most people wouldn’t even say that these things are actual issues…, things like shorter throw range and lack of great ways to open up to her burst damage.

Well, we already know that her BHK is a theory good starter… But I’m here to say that it needs to go beyond theory… This move as an upclose pressure tool is near unrivalled in sf5:

+0 on block. Yeah that’s right, a combo starter that is +0 on block. Not only is it even on block though… No no no. On CH it is a COMBO STARTER! So it’s a ridiculously good good move. But wait THERES MORE!

This move has little block pushback unlike so many other moves that are plus or even. So Chun doesn’t lose pressure on block.

Oh and that combo starter I mentioned? It does 242 damage for 1 meter:

CH BHK, st.lp,st.lk xx ex legs (242)

And can cancel into CA by BHK>st.lpx2 xx CA for 390 damage (419 in v trigger)

Anyways, we all know frame traps aren’t that great in this game, at least for chun. But there many reasons for that. But this here strength is that it’s even on block, has little pushback and does so much damage, gives chun charge for canceling into a kikoken to make her safe and pushout, and the blockstring of bhk,cr.lp,cr.mk xx fierce kikoken does good white life and chip.

It is literally THE MOVE that chun has needed all this time. It is of course v reversal bait as well but I digress.

Losing all that white life and chip (28 damage total) isn’t something to scoff at when there is also the easy potential to throw or CH into 240 damage. This way no matter what, chun gets a good chance at something and even on block she ain’t doing bad.

Compare it to walking up and doing st.mp:

Can’t charge kikoken fast enough to do cr.mk xx kikoken… Which is an issue that is surprisingly big cause it opens chun up to low attacks and sweeps if she tries to walk out of sweep range.

St.mp also pushes further back than bhk, and it’s easier to press back than it is to go neutral (for me atleast)

And finally, st.mp is much more advantaged on block than bhk, which is definitely better. But against characrers that DONT have 3 frame normals… What’s better? Being 0 on block and the opponent can’t beat your next cr.lp? Or being +3 on block outside the range of your cr.lp and therefor having way less effective pressure?

Anywho yeah, I’m pretty excited for this bhk tech. It might put my game on that slightly higher level than it has been.

^ thank, i got some bright ideas in my head now
i will try it soon and try to make it applicable in real matches.

Couple other small things:

Bhp in v trigger is +6 so it links to super… On reaction. Not a hard link or confirm with practice.

Dash in cr.mk,cr.lp,cr.mk xx whatever is a legit mixup for people that block high when chun is in v trigger.