Chun Li General Thread: Blue Jade

+3 on hit means that it can combo for sure. At the very least we know that cr.LK will connect after it on hit.

What can comes after cr.LK is another one then Legs. Anything else other than that is pure speculation at this point.

[Edit] Double posts.

My man, X!!! Been reading and siphoning your info. Great stuff as always! Just trying to get back into it. Too old though. Trying to stream and learn along the way. It’s been painful to say the least.

It’s tough because they made execution easy which takes away from our executional advantage.
They made it hard to wiff punish in footsies especially with sweeps cause they are unsafe, so there goes our footsie advantage.
The game is more jump heavy with so many characters with aerial specials or ways to make jump arcs differ in angle, which takes away from our ability to play offense without jumping.
And tick throws have been weakened for Chun which takes away a bit of our ability to space well and set up tick throws.

Combine that with getting old and not having the fastest reactions anymore and things are pretty damned difficult. It’s a young mans game which nuckledu just proved at capcom cup.

My biggest tips are to use bhp as a frame trap wherever possible.
And learn the CH fmp>ex legs confirm as that will increase the range that you can do good damage, and get a knockdown from. It’s invaluable as a tool to really make chun a midrange dominator. Unfortunately it is meter expensive, but the damage and knockdown are good so its still a good use of meter.

This. I’ve lost games because I’ve whiffed a throw and then been thrown at that exact same range.

It is not like you can’t do this right now. cr.lk, cr.lk, st.lp, and finish with either lk.sbk or legs. If the first cr.lk hits you will have time to react to it and finish the combo with lk.sbk. Else if first cr.lk gets blocked and the 2nd one hits, finish combo with ex legs if you want KD, lk.legs if you want to be safe, and hk.legs if your reactions are on point.

In SF4 you have the ability to chain in to about 4 cr. LKs in a block string from up close. In SF5 you can do 3 cr. LKs currently. From my experience, a lot of people didn’t crack until the 3rd low in SF4. The same tends to apply in SF5, but you can’t convert anything off of that right now… so I mostly only go for that when they have virtually no health left. In the patch you will/should be able to convert into more damage easier from a 2nd or 3rd low is all I’m saying. That and the tick throw/cr. LK game will get slightly better when pressuring the opponent.

Now if throw range gets buffed at all (fingers crossed), I’m good to go, but we’ll see when the patch drops. We still don’t know if they did anything like increase the pushback for her, so that could factor into it too.

I think a crucial difference between SF4 and SF5 is that cr.LK is actually negative on block here. It is why i honestly don’t go to cr.LK for tick throws as much as i use cr.LP. I don’t know cr.LP walk forward then st.MP or throw or NJ air legs feels more legit than cr.LK one.

C.lk is zero on block IIRC

I think it is -1

It’s -1 but let’s not split hairs.

Someone asked me on my YT about my thoughts on the Chun season 2 changes. I got a bit carried away but I wanted to copy it over and see everyone’s thoughts about it. Frankly, I’m scared.

I hope that is not all true. If it is, she got nerfed way harder than people are thinking. I understand that the TKLegs were going to be nerfed but at least it is only -2. It could’ve been worse but that is all people are seeing. They are not thinking of the small nerfs with big consequences. I’m really not happy about the 4f c.jab nerf that nobody is talking about. That is going to really screw up BnBs and counter confirms, and the 5f s.short which is going to screw up her punishes.

for the 4f c.jab - This is due to the fact that you can be more certain that you are getting a counter since you block c.jabs high and are not worried that they didn’t block the c.short because they were walking into it (no counter) or getting an actual counter to confirm into the c.forward, MKSBK. Not sure if I’m explaining that well.

The higher recovery on FBs nerf. The shortened VT nerf. A big one is the now 5f s.short which will make the AAs a bit harder. AND, with the s.short nerf, that means that you can’t really punish blocked moves that are -4 anymore because the s.short was the furthest reaching, and the other 4f moves are stubby as hell. The c.short is now your only 3f and it is also stubby.

I guess the new BnB is c.short x2, into legs which means you aren’t getting a KD into meaties and much lower damage. I think that she got nerfed pretty hard but people are overlooking those because of the stupid legs into VT which is only just compensating for the BnB damage that she is now missing.

TL;DR:
Nerfed:
TKLegs, footsie game, meaty game (less KDs), c.jab, BnB damage, AA, s.short, 4f punishes, VT time, FB recovery

Buffs:
c.short cancel, Legs into VT

You can piano/mash legs now and it lets you link s.lk after as reported bu GO1 (unless that changes that’ll be good)

What bnbs are you talking about with c.lp? Does c.lp, s.mp, c.mk still work?

Was referencing the standard c.lp, s.mp, c.mk, sbk. I think that it still works but since it is now 4f (if true), it is definitely more of a risk. Also, what are the +frames on hit with TKlegs? If it is 3, consider all of those c.lp follow ups gone, which would be a big deal for damage and KDs. I think the biggest deal is that I don’t really see a feasible way that we can get a SBK ender for KD and corner carry. Could we c.lk to SBK now? I don’t think the c.lk frames will support that.

Plus, I just saw the S2 leak Chun video and those LP pushbacks look pretty bad. Seems like you have to 2-hit confirm everything now. Not sure how that will affect the c.lp, s.mp, c.mk combo.

Just looks like we are going to have to play her WAY differently. Hopefully it leads to some good stuff.

I believe c.lk is special cancellable now so c.lk, lk sbk might work. If not iall, c.lk,c.lp, s.lp, lk sbk should still work. Less damage tho :frowning:

@GoofyhanD I use Mika and Chun. The changes am seeing to Chun is like a fart to the hurricane that is on the Mika side.

Anyways, most of the system changes do benefit Chun when you think about. St.HP is still stupid good and with slower grey life recover, that will most certainly benefit her. Then you have to consider many of the V-reversal not resulting in pressure afterwards AND meterless reversal characters requiring meter to EX and you can see how all of the system changes benefits her.

On the other hand a character like Guile will most certainly be a bad matchup now.

Still wondering on the frames for c.lk for the SBK. You definitely won’t be able to do the MKSBK. I’m pretty sure that you cannot do c.lk, c.lk, s.lp, sbk. From the vid I saw, the push back on the lights are too much to get 3 hits to a confirm.

You are my favorite Chun from 4…did you ever make a new Youtube channel…went from a scrub to tournament level because of you

I think c.LP, s.MP should be fine with some slight improvisation. Characters having 2 3 frame moves is pretty dumb any way so it’s good that a choice has to be made now. That plus c.LK being cancelable gives more use for that button now.

More incentive to work on walk up/dash up c.LKx2, s.LP, LK SBK combos

Scrub question alert: Is that combo even possible in SFV? The only way I can think of is through charge partitioning and I’ve been under the impression that partitioning won’t be possible in this game’s engine.