Chun Li General Thread: Blue Jade

Anyone feel like their timing on combos is a bit off since the 1F lag reduction, or is it just me?

Not really feeling different to be honest. I guess theoretically the timing should have changed by a frame but I am not feeling a difference.

What combos are you specifically having troubles with?

The timing on the st. MP after the cr.jb for the bnb combo. Was probably just me imagining it.

What is the frame data after a successful V-reversal from Chun ?

I usually stick out a st.MK after i do one and for some reason it usually catches them trying to jump or sticking a button.

It’s +1 on hit.

Any suggestions for how to deal with heavy zoning F.A.N.G. players? Is it just a matter of patience?

I played Xian and he says use st. HK to punish the recovery of the poison cloud he sets down on the ground (I used to wait until after and strike in between when he was throwing the poison drops… but that’s not really necessary to thread the needle like that). That move has more recovery than it looks like.
The cloud goes away when you hit him, all you need to be wary of is the range you can hit him with st. HK from without trading with the cloud.
He also says IALLs is an option to punish it and get in.

Using your own fireballs to counter and help get in is fine as long as you’re not too predictable.
He also says it’s better to use EX fireballs than to save it for super (I supered through the drops during our match) because there isn’t really anything he can do about the EX fireball (which makes sense if he’s focused on zoning), it gets you in and you can obviously use it more times per round than burning a super and not having anything afterward. So opting only to use super if it will kill and using EX otherwise would be a better idea. She wins this fight from the inside, not the outside.

He thinks it’s 5-5 slightly in Chun Li’s favor.

Doesn’t his Ryobenda act as multiple hits ? I think it is 2 hits but am not sure.

Yeah, St.HK from about max range to a step before max range will punish his Ryobenda attempt. This is crucial in stopping him from zoning you out. It is a bit of a weird matchup, i would also like to add that FANG can deal really well with IALL with his cr.HP.

The only version that has multiple hits that can also clash with projectiles is his EX Ryobenda. The LK version is two hits, but doesn’t clash with projectiles at all and disappears pretty much as soon as he puts it out, so that’s not really for zoning. Both the MK and HK version are only one hit. The EX version is interesting as it has 2 parts to it and each part is two hits, so if his timing is on point, he can actually nullify a projectile with the first part and then still have the cloud up afterwards. That’s really hard to time though and the hitbox of the first part goes away almost immediately, so the lingering cloud can only take a two-hit projectile afterward.

Well this oki stuff is probably already known, but I don’t remember seeing it… then again I may not have been looking:

Ex legs or mk or lk SBK dash x2:

If in v trigger your st.lp has 5 actives and will cover BOTH rises. So basically after something like overhead bnb or cr.mp xx v trigger bnb… you just dash twice and do st.lp to cover BOTH rises… this is incredibly powerful against characters that lack reversals.

Besides that I’ve been having great success with the aforementioned oki outside v trigger by just doing cr.lk instead of st.mp. The cr.lk catches techs AND backdashes and walking backwards. So it really forces the opponents hand to just block or reversal or late tech, which is a lot less shit to have to worry about.

All in all I’ve gotten away from SBK combos outside of iall confirms because SBK combos are to rigid on block. You basically have nothing for pressure. Instead I’ve been doing cr.lp>bhp as my primary frame trap. On CH I get ex legs juggle for great damage, on block I’m at plus frames and can threaten a walk forward Bhp after theyve been conditioned to respect the plus frames… kinda like how k Brad uses Cammys walk up cr.mp delay, walk up cr.mp, delay walk up cr.mp etc etc

So BHP has really become a staple in my offense. In the event that my opponent like to walk backwards out of my ticks I’m not scared to just do cr.mk xx ex legs.

Having played a few more characters besides Chun I’m getting used to using my meter not just for Enders and stuff… but to guess against high block like when players are constantly walking back and forth at neutral with no down back.

Funny thing is that I’m not even using iall much at all but still getting great dividends from just spamming bhp, throw and cr.mk upclose. Then use some kikokens and st.hp and st.lk and that my game besides strategic combos.

Chun is +40 on her super oki so that allows a double dash into meaty bhp or bhk for major plus frames.

Appearently at the Capcom Cup, reports of her Instant Air Lighting legs has been nerf to -2 on block and +3 on hit. This is gonna change how people use the IALL isn’t it?

I think we are forced to do cr.LK after IALL. So now you get IALL into cr.LK into legs, it is not bad but it is a significant drop IMO.

Why cr.lk? Shouldn’t cr.lp still combo on hit? If iall is -2 on block it seems like it won’t be good for mindless pressure anymore. Now it’ll be used as a hard read against throw techs and certain whiffs. Hopefully her throw range has been increased to compensate for the pressure nerf.

NuckleDu vs Ricki proved how insignificant IALegs is anyway.
How many times did Du knock Ricki out of it?
Exactly - it’s a nerf for bitchy scrubs that refuse to learn how to deal with it.
That being said for it to be punishable on block is fine
for her to no longer be able to combo after it is asinine - why use it at all then?
I’m willing to bet that it will still comboable during VTrigger though

I’m actually excited to see her Legs cancelable into VTrigger now though. Not sure if SBK or Kikouken can be VTrigger canceled.

I’m more curious about whether she can still chain cr. LK into LP attacks. That would be a pretty big nerf to me with the addition of cr. LP being 4f startup. (I hope this one is not true… the chaining part)
Also st. LK becoming 5f reduces her ability to punish certain moves as it was her only 4f move to reach far enough in most cases (think Alex’s elbow, Balrog’s v-skill or the myriad of CC st. HKs that are -4 on block). It also reduces her combo-ability from EX Kikoken point blank since that move moved her forward when cancelled into Legs and allowed the cr. LP xx SBK ender. SPEAKING OF WHICH… now that cr. LP is 4f… does that mean no more cr. LP xx SBK after LK Legs as well?

That’s a lot to think about, but people are currently blinded by the cr. LK buff and v-trigger cancel to notice.

On another note, worse V-reversals and less throw pressure across the board is beneficial to Chun-Li. Now a bigger portion of the match would be spend in the mid-range.

I feel like Capcom might have changed the meta to something the benefits her more but if what you are saying did indeed happen then she had became instantly a boring character to me.

They took out most of the fun stuff. No more IALL cr.LP,st. MPxx EX Kikoken, cr.Mk xx MK SBK.
I also have to assume that the added recovery on fireball will significantly hurt and possibly remove these EX legs followups to a kikoken combo. I really hate what they are doing with this patch.

I have saw that they even removed Guile’s corner loop ? Why ? Who complained about that ? It was one of the hypest things to see in the game.

Granted Mika has one of the better tools for dealing with it. Fast, crouching anti air buttons are pretty much the best answer for IALL while other characters like Bison and Alex kinda have to hold dat during IALL.

Chun Li is still going to be reallly good and higher tier, just more boring LOL.

@Darklightjg1
I haven’t heard anything about Cr.Lp being 4 frame
So yeah, the inability to punish with Cr. Lp xx Lk Sbk would really piss me off
same goes for St. Lk - I’m unaware of those supposed changes.

Yeah, rumors are that her cr.LP has become 4 frames now.

Wait my bad. Chun is still FUN

Essentially there are 2 lightning legs now. You can do it with qcf+K command or you can now old school piano/rapid tap the legs. If you piano/tap you get more frame advantage on hit. Not sure about block.