Chun Li General Thread: Blue Jade

Oh so I’m not the only one.
Last night after a week or so of not playing SFV, everyone was running away from my Chun.
It induced impatience and I wasn’t in the mood to chase people - so I played extremely reckless and got beat.

Chris G on running away from Chun:

IALL question for you guys.

How often do you find yourself doing Chun-Li’s IALL per match? And what’s your strategy for using it?

For me, i’m only used to doing her IALL on opponent’s wake up. But more often than not, I get punished with a DP. And I sometimes do it after a close range Kikoken but I want to know how you guys use one of Chun-Li’s most effective tools in the game. I feel that once i get the execution down to when I can do it at any given time during the match, my gameplay would improve so much better.

Block low.

Free punish on cr.mp if not v trigger canceled, free v reversal if it is v trigger canceled, both doable on reaction easy.

People want easy mode ways of dealing with everything. Wheres chuns easy mode way of dealing with spaced booms? Jump? V skill? Cr.mp?

None of which actually work and he wants an easier answer to chuns cr.mp than he already has. Chun circle jerk in full effect.

I generally make people fear being thrown before utilizing ALegs.
Granite I do it sometimes before I see if they’ll tech, but that is the general idea.
Say you do the classic Cr. Lp into throw. Say they tech the throw - next time go Cr. Lp into ALegs.
In an ideal situation that ALegs will blow up their tech attempt giving you a free combo.

That is the fundamental reasoning behind the move, at least to me.
So you ask how often/when/strategies etc.,?

Here is my basic motivation behind it:
I want to make the opponent wary of the poke game so I’ll harass with F/B Mp, St. Hp, St. Lp, Cr. Mk even Cr. Lk is good for pokes
Once I see them start to hit buttons back to counter poke me; I’ll throw out ALegs and see what they do.
Spacing on this is a bit outside sweep range and you can see an excellent example of this from RayRay vs Diago last weekend.
You can catch limbs and poorly spaced anti-airs on the ALegs.

After this I’ll mix it into frame traps, CC attempts and throw game; for example off Cr. Lp
Cr. Lp, Cr. Mk xx Kikouken (you’ve seen this a million times I’m sure)
Cr. Lp, St. Mp go into ALegs if the prior is blocked of course
Cr. Lp, St. Mp step forward throw, this makes the previously mentioned ALegs attempt more viable
Cr. Lp, B+Hp this will catch them thinking you’ll ALeg or jabbing and you’ll get a Crush Counter
*Follow it up with a quickly mashing Cr. Mk xx Kikouken for a cheeky meaty air reset. I once did that and followed up with D/F Hk, haha.

I could go on but it’s a long list of things you can do really. Create little drills for yourself and just run through them continually in training mode while searching for matches for example I’ll do:
Cr. Lp, ALegs, Cr. Lp, Cr.Lp, Cr.Mk xx Kikouken
Cr. Lp, Alegs, Cr. Lp, Cr.Lp, St. Lp xx Kikouken (this is good because it all links - no gaps)
Cr. Lp, ALegs, Cr. Lp, B+Hp xx Kikouken
Cr. Lp, Alegs, Cr. Lp, St.Mp, ALegs
Add more and loop them
Start adding in full combos like the Mk Sbk combo followed into meaties. It’ll start feeling like a flow chart so try not to fall into a game plan with no thought process.

Definitely avoid doing it on the opponent’s wake up when that character has a DP, even then characters like Rashid, Karin, Guile have decent enough reversals that will stuff it. When it doubt just throw a Kikouken on your opponents wake up; just be sure you’re a step outside sweep range so anything they wake up with that is projectile invincible or has armor like Laura’s EX elbow you can still block in time if the Kikouken doesn’t beat the start up frames.

If only her ALegs was an overhead…MWAHAHAHA lol

Hmm… I remember having a move that was an overhead, blew up throws and most lows, could combo afterward on hit, was safe on block, wasn’t hard to execute (or at least the possibility of messing it up was much lower than IALL), it could also punish fireballs easily and get this… nobody complained about it.

Hmm… :neutral:

Yea…Ex Legs into safe jump/empty jump LK HSU, Cr. LK xx Ex Legs > Hosenka or Kikosho for days…
So many blow ups so easy.

I’m actually still Salty as hell that J. HP in SFV isn’t considered a two hitting overhead…

Juri has the SF5 version of it and it sucks.

I mostly use IALL after I have conditioned my opponent to down back a bit because doing it while they are walking backwards can get dangerous especially against the likes of Rashid and Vega who has a fast back walk speed.

I can really say how often I do it because I am trying not to keep pattern to doing it. That could really hurt in a long set.

Today I have realised how strong St. LK then staying in the front really is. People really expect a cross under at this point.

So I was playing against a friend who is a Vega main and he told me that he thinks that Chun - Vega is at least 6.5- 3.5 in Chun’s favor. What do you guys think about that?

O shiet, based Preppy with the namec hange I wanted for so long. :tup: I forgot what the original one stood for anyway :3

At neutral it’s 5-5 MAYBE slight advantage Chun if she can throw fireballs well.
But once she knocks him down its big advantage Chun, whereas it’s not the same for him versus her, so it’s definitely a fight that is advantaged Chun. Her pressure is to much for him.

If at neutral the Chun doesn’t throw fireballs, it’s probably even or vega advantage.

Incidentally, it also loses to strong anti-airs and even jabs. :looney:

@Dime_x From what ranges would you throw the fireballs at Vega ?

I feel vega wins the mid range vs Chun. His back walk speed is too damn good and forces Chun to walk in a lot more than vs other characters. Then slide is always a threat as it can easily catch the start up of a lot of buttons, cause hard knockdown and then you have to take free pressure because you tried to poke. It also makes walking risky as it will easily tag any attempt to footsie for too long. Fireballs are the general answer to slide abuse, but that opens you up to being jumped on. He can also just guess crush counter the start up of your fireball, take a trade and get HKD

He basically forces you to play rushdown, but like said before once you get the knockdown you should be able to run a train.

Seeing how Justin has like the best footsies out there… I’ve been watching some of his games to to see if there are any neutral game concepts for his Karin that I could reverse engineer for Chun, and while I’m just starting out on that concept, I did find something that warrants mention and testing right off the bat:

One of Justin’s patterns with Karin is st.lk,cr.mk.

I studied his use of it as at first I thought it was a simple frame trap, but then I realised that it isn’t just a simple frame trap… It’s actually a pushback blockstring designed to push Justin back out to a decent footsie range… That’s the PRIMARY reason for it… However after watching him more, I started to out together that though it’s the PRIMARY reason for using the pattern, there were other considerations that I’m pretty sure he’s aware of:

The cr.mk does white chip.
The cr.mk forces crouch or hits the opponent.
The cr.mk can frame trap button mash.
The cr.mk pushes back into Justin’s preferred footsie range.
The cr.mk punishes and trains his opponents not to hold backwards to try and walk out of tick throws.

Now with all of this going on, the cr.mk basically covers many things. So this sets up Justin’s throw game well.

So that’s the end of that story. But… I found that Chun doesn’t really have something like this… But she’s got a pattern that although similar, can has different application: cr.lp,cr.mk

Very simple, but not currently used in the way that I am thinking.

CH Cr.lp,cr.mk xx ex legs is hitconfirmable on CH. Just autopilot the cr.mk and wait to see that cr.lp CH sign and then do a late cancel into ex legs.

Now ok, this blockstring has been known for awhile now, people even use it on defense a lot… But what I’m talking about is using it… On offense:

There are 2 things that need to be known about why this might be powerful on offense:

  1. Chun doesn’t have any particularly great shimmies or frame traps for various reasons.

2.This CH confirm has RANGE.

This ch confirm works from max jab range. This means it is totally possible to shimmy with Chun, then cr.lp,cr.mk and CH confirm the cr.lp,cr.mk into ex legs.

But on block Chun is still in a decent position. She’s told her opponent that moving backwards isn’t the best option.

She made white chip

She’s got enough charge to late cancel cr.mk into kikoken.

It won’t be easy but if this can be mastered it might be a premier string for chun as it has way more confirm range than cr.lp,st.mp.

The confirm range along with speed of the jab is what makes this so attractive.

It is very comparable to bhp from max jab range except:

Bhp is SLOW and has less range than cr.lp.

So yeah, people may want to experiment with chuns CH specific combos, as I’m looking at them, she has some good CH only combos that actually look to expand on what she’s normally able to do as far as damage from a confirm and range of a confirm.

Ok so after having used this, along with my fireball game, my Chun play at neutral has become stellar, or at least much better than before. I’m not really getting the CH confirm, but what I AM getting is my opponents frame trapped by the cr.mk and them being forced to block low. Since they are forced to block low I’ve been much more able to get in on them at will. I didn’t realize before that my opponents rarely blocked low because I rarely threw out low attacks.

That along with dashing from further away now that I don’t have to get in point blank, and the fact that dash into cr.mk is good cause it forces crouch has been slowing my opponts up as far as runaway goes, and that’s been helping my neutral tremendously as now I’m able to play more footsies and make my opponents run into st.hp a lot more.

:xeye:

http://www.eventhubs.com/imagegallery/2016/sep/17/new-street-fighter-5-alternative-costumes-ryu-chun-li-and-necalli/3/

I’d just like to point out that once or twice a week I come here to ask for advice, write down my problem and then work it out while I’m proof reading it and delete it.

Great thread. My fear of asking a scrubby question in front of you all keeps me going :wink:

There’s the FB group too… actually just keep on posting (esp if you can’t figure it out yourself) cause Lord knows we need all the activity we can.

Haha no worries! Well today’s was about Birdie. Both my eliminations this Friday were to Birdie players, which really rocked my boat.
Both had a very similar game plan, which is to throw down a can/banana and then throw chains high, covering the ground and air at the same time. Get close on the ground and you’ll get piledrivered.

Spoiler

This is EXACTLY why Kanzuki beach gets banned - between the cans rolling into the sea and Chun going swimming with cr.MP, there’s no knowing what’s going on…

I spotted the play in both matches, so wasn’t getting pushed around by it, but couldn’t find the right answer for it either?

Am I supposed to zone? Because clearly that’s what the Birdie wants. They’ll sit and happily headbutt through any Kikkoken you fire at them.

I figure the main approaches are to bait out the piledriver and get out of its way, bringing them ahead of the banana, or just learn the timing for the banana to fade away and dive in with some fireballs and aggro. All the while zoning away with fireballs in either scenario to build up chip damage or grey life.

…sound about right? It’s a slow match that way, and I’m actually TRYING to get close to a big-body which is pretty counterintuitive, but clearly struggling with even setting myself a baseline in this matchup.