Chun Li General Thread: Blue Jade

So there are two things that I consider legit buff, however small they might be, based on current leaks.

  1. She now can combo off of a counter-hit overhead. (around 1:05 in the video below)
    https://youtu.be/RD1JbnD7Cfg?t=65

  2. She can shimmy into VTC using cr.MK xx LL xx VTC sequence. This may become a new thing she will fish for instead of slide into VTC.

The shimmy with cr.MK into LL VTC isn’t a significant buff since you could already shimmy with St. HP VTC or F.MP and it was much less risky than cr.MK legs.

You could shimmy with St. HP and still be safe if they didn’t fall for it. Cr.mk into legs will most definitely be punishable if you didn’t VTC.

Overall, I don’t think it is a " buff" really. The best VTC I am starting to see is off of a Kikoken since you get to dash forward and St. MP after it which is nice.

Oh hi there :

Forward Throw

  • Range increased
  • Stun nerfed from 170 to 150
  • EX Gauge decreased

Does this mean the range of the throw or that she throws them further ?

I’ll continue to play Chun just as did since SF2.
I just don’t appreciate relearning a character completely.
With all the changes she went through in the SF4-series she remained largely unchanged; her approach was always the same.

According the Darklights’ reddit link here are my issues:

St.Hp now -5, I think might be difficult to punish as is Karin’s Cr. Hk, but considering that was Chun’s main long range poke designed to control space aka FOOTSIES (She’s a footsie character right?) If she becomes punishable - it’s complete BS. What did the do to Vega’s long range pokes?

St. Lk (like all the Light anti airs that led to mix ups) That’s the reward you get for Anti airing and the risk you take for jumping in. Again quoting Peter “This is a game of risk/reward” Not anymore it seems.

St. HK VT Crush Counter properties are interesting. Actually it even seems her VT leads to a sort of FADC effect, not sure if this is Chun specific or across the whole cast. Not so much an issue with this but I want to see if it can lead to some true reset mix ups.

Cr. Lp No longer a 3F jab…she’s had a 3F jab for as long as I can remember so OMG nerf it now right?

Cr. Lk is interesting but not necessary considering Cr. Lp did the job before. Not only that but I thought the whole point of SFV was to go away from Light confirms? So you nerf Cr. Lp to not go into St. Mp, Cr. Mk - only to buff Cr. Lk so you can combo Cr. Lp xx SBK…

Cr. Hk got the good ol’ SSF4 Nerf. It was already slow in this game but now a frame slower and damage reduced from 100 to 90…repeat your mistakes Capcom.

N.J Hk 5F to 7F…I have no words for this BS

Forward Throw Stun Nerf by 20 pts - Not sure if this is cast wide or not, but damn that’s harsh. What did they do my Laura’s throws I wonder…

EX LLegs 50 pts of stun increased, with the changes to SBK they’ve dumbed down the execution/reward for her. The decreased OKI advantage on SBK will screw with the F+Hk, Cr. Mp, Cr. Lp, St. Mp and B+Hp meaty timings. Damage reduced on SBK and frame recovery increased!? Makes you want to spend meter more than before. NO reward for execution…filthy casuals…

They even nerfed the Spread Eagle?! Are they serious?

  • st.LK nerfed
  • Spread Eagel nerfed
  • ex.SBK nerfed
  • All normals startup nerfed
  • Hurt boxes nerfed

It’s almost as if I can detect sadism underneath these changes. They want Chun to simply block jump-in and take it like a woman.

If these changes result in no Chuns in RO8 of major tournaments, what does that say about CAPCOM’s balancing ability and credibility? Why should players and fans take this game seriously if it is not them but the powers that be who decides winners and losers?

@Rayartz It didn’t say anywhere that there was a pushback increase on cr.LP. I only saw it saying that on st.LP.

Are you sure that cr.LP, st.MP, cr.MK SBK doesn’t work anymore ?

Capcom has never liked Chun since 3rd Strike
Hell look at how long it took them to fix Hosenka’s corner juggle in SF4? 6-7 years!?!?!

Instead of wrecking the whole cast with unnecessary changes, they should have just taken the “weaker” characters
made some buffs and see what happens. I never felt like the game was unbalanced before.
People just refuse to get in the lab and figure out how to deal with stuff.
I have Chun vs whole cast notes ranging from every normal, special, block string, etc.,
I did the same for Laura
That is why I never felt like I was at a disadvantage in any of my matches.

Heck my Laura bodied so many Chun-Li’s online it made Laura look top tier.

I must have looked at that wrong, but I thought that was the general consensus that they classic bnb was no longer do able.
According to the Leg vs SBK nerf/Buffs SBK may not even be worth it anymore if it is still possible.
I know IALegs Cr. Lp, St. Mp isn’t possible and that combo was down right sexy to watch.
You knew if you had a Chun do that combo into MK SBK ender - you were playing a quality Chun. And it looked so cool!

I think it will still be worth even for the Oki and corner carry alone. Reduced Oki doesn’t mean we don’t get any and the corner carry and the advantage of getting a knockdown is better than ending on a LL which just resets the neutral.

@Rayartz What is annoying me even more is the

Standing LP

  • Reduced Range, increased knockback

So not only is st.LK is now 5 frames, you want to tell me that st.LP now have even less range. That would make Chun free as hell to -4 moves since we won’t have a punish now. What the hell are they doing. Now that blonde motherfucker with the banana hair will keep throwing that retarded roundhouse in my face and i would have nothing to answer with.

Forward throw range increase means forward throw range increase. You have more range on your throw. How much more we’ll see.

Season 1 Chun: “Wanna see my Kung Fu?”

Capcom: “Nope.”

RIP Chun… maybe we’ll see you again in season 3

This can definitely come in handy. It is an OS for the fireball where you VTC on contact and do nothing if the fireball didn’t hit.
https://www.youtube.com/watch?v=bQ9Vb2Jcl1E

I’ll speak more on it once we get our hands on her. If she’s finally gotten cr.lp>throw without walking forward, that will be a major buff because the throw tech delay that is currently available against her will be massively reduced which will stop people being able to jab her out of that tick throw mixup if the jab is still +2 on block.

So, not being able to jab her out of ticks and having a reduced delay tech window will make her throw game more guess based and not as reactable as it was. Her frame traps might work better now.

But this is all dependent on if she gets throw without walking forward. From the changelog it seems that her range wasn’t increased much at all so we will have to wait and see.

If it’s just BARELY able to cr.lp>throw from point blank then the buff isn’t THAT great since the tick is 4 frame start now and also the tick will need to be point blank.

It might make her shimmy game better though. As it is now it’s hard to shimmy with her because you have to walk into their grill then back out again to shimmy any savvy defenders. Simple walking backwards shimmies don’t work cause they aren’t visually threatening with such a small throw range.

@Painguin
Chuns overhead always combod from CH.

Getting a 26 frame move to hit on CH is an act of God though.

Fhk also combos on CH and it’s also pretty rare even though it’s faster than the overhead.

My relationship wit this game is like this http://safebooru.donmai.us/posts/2462782

CHUN-LI
Hurtbox:
 Changed hurtbox when changing directions while standing and crouching
 Expanded hurtbox when crouching
Stun meter:
 Reduced from 1000 to 950
Koshuto (Forward throw)/Tenshin Shushu (Reverse throw):
 Expanded throw range
Koshuto (Forward throw):
 Reduced stun damage from170 to 150
 Decreased CA meter gain
Ryuseiraku (Airborne throw):
 Expanded hurtbox during throw in downward direction
 Shrunk throw range
Standing LP (Normal/V-Trigger):
 Moved position that animation begins after taking damage or cancelling attack forward
o Accordingly adjusted position of hitbox, hurtbox, and collision box
 Increase pushback on-hit and block
 Delayed attack activation by 5F when cancelling into from a special move
 Shrunk hitbox
Standing LK (Normal/V-Trigger):
 Changed startup from 4F to 5F
o Increased overall animation by 1F
 Shrunk hitbox
 Expanded hurtbox around hitbox
 Increased horizontal knockback on-hit in the air
Standing MP (Normal/V-Trigger):
 Moved position that animation begins after taking damage or cancelling attack forward
o Accordingly adjusted position of hitbox, hurtbox, and collision box
 Increased duration of hitbox from 2F to 3F
Standing HP (Normal/V-Trigger):
 Changed normal recovery from 16F to 18F
 Changed recovery during V-Trigger from 14F to 16F
o No changes to advantage on-hit and block, but total animation has increased by 2F
 Changed advantage on-block from -3F to -5F
Standing MK (V-Trigger):
 Increased how long opponent is frozen in the air on Crush Counter
 Increased air combo potential on Crush Counter
Crouching LP(Normal/V-Trigger):
 Changed startup from 3F to 4F
o Increased overall animation by 1F
 Increased normal damage from 20 to 30
 Increased damage during V-Trigger from 30 to 40
 For normal version, increased duration of hitbox from 2F to 3F
Crouching LK(Normal/V-Trigger):
 Changed normal advantage on-hit from +1F to +2F
 Changed advantage on-hit during V-Trigger from +3F to +4F
 Changed so the only special it can be cancelled into is Hyakuretsukyaku
Crouching HP (Normal/V-Trigger):
 Reduced pushback on-hit for first hit
Crouching HK(Normal/V-Trigger):
 Changed startup from 7F to 8F
o Increased overall animation by 1F
 Decreased normal damage from 100 to 90
 Decreased damage during V-Trigger from 110 to 100
Jumping MK (Normal/V-Trigger):
 Shrunk lower hitbox
Neutral Jumping HK (Normal/V-Trigger):
 Changed startup from 5F to 7F
Hakkei (Normal/V-Trigger):
 Increased how long opponent is frozen in the air by 4F on Crush Counter during V-Trigger
 Expanded hurtbox around feet in upward direction
 Shrunk upper hitbox
 Delayed attack activation by 4F when being cancelled into from a special move
Senenshu (Normal/V-Trigger):
 Changed normal advantage on-hit from ±0F to +2F
 Changed advantage on-hit during V-Trigger from 3F to +4F
Yokusenkyaku (V-Trigger):
 Changed advantage on-hit from +3F to +4F
Kakurakukyaku (Normal/V-Trigger):
 Shrunk lower hitbox
 Expanded hurtbox around hitbox
 Increased duration of hitbox from 6F to 7F
Yosokyaku (Normal):
 Fixed bug that when hit during 1F of animation, was not registered as a counter
V-Skill - Rankyaku (Normal):
 When transitioning from V-Skill to a jumping attack, changed so that the jumping attack adds VGauge meter gain instead of CA Gauge on-hit or block
o During V-Trigger, will gain CA Gauge
V-Reversal – Sohakkei:
 Changed startup from 10F to 12F
 Changed attack recovery from 20F to 24F
o No change to advantage on-block
 Changed advantage on-hit from +1F to +2F
 Changed physical strike/projectile invincibility during animation from 1-15F to 1-25F
V-Trigger – Renkiko:
 Can be cancelled into from Hyakuretsukyaku or Kikoken
 Shortened duration of effect
Hyakuretsukyaku/Airborne Hyakuretsukyaku/Spinning Bird Kick (Normal/V-Trigger):
 Adjusted knockback distance and duration on air counter so that it is easier to hit opponents in
the air
Kikoken (Normal/V-Trigger):
 Changed total animation (L: 45F to 46F, M: 43F to 45F, H: 41F to 44F)
o No changes to advantage on-hit or block
 Decreased CA meter gain on activation
 Increased CA meter gain on-hit or block
 Added hurtbox with projectile invincibility around hands
L Hyakuretsukyaku (Normal/V-Trigger):
 Decreased normal damage from 80 to 60
 Decreased damage during V-Trigger from 90 to 70
 Changed advantage on-hit from +3F to +4F
 Can be performed by mashing LK in addition to current command (↓↘→+LK)
 Expanded pushback on-hit for last hit
 Fixed bug that when hit during 1F of animation, was not registered as a counter
M Hyakuretsukyaku (Normal/V-Trigger):
 Changed startup from 10F to 11F
 Decreased normal damage from 100 to 80
 Decreased damage during V-Trigger from 110 to 90
 Increased stun damage from 100 to 120
 Changed advantage on-hit from +2F to +3F
 Can be performed by mashing MK in addition to current command (↓↘→+MK)
H Hyakuretsukyaku (Normal/V-Trigger):
 Decreased normal damage from 120 to 100
 Decreased damage during V-Trigger from 130 to 110
 Changed advantage on-hit from +1F to +2F
 Can be performed by mashing HK in addition to current command (↓↘→+HK)
EX Hyakuretsukyaku:
 Increased stun damage from 150 to 200
 Shrunk pushback
 Increased distance Chun-Li moves forward during animation
 Can be performed by mashing KK in addition to current command (↓↘→+KK)
L Airborne Hyakuretsukyaku (Normal/V-Trigger):
 Changed startup from 7F to 8F
 Decreased normal damage from 80 to 70
 Decreased damage during V-Trigger from 90 to 80
 Changed advantage on-hit from +4F to +3F
 Changed advantage on-block from +1F to -2F
 Shrunk upper hitbox
M Airborne Hyakuretsukyaku (Normal/V-Trigger):
 Changed startup from 8F to 10F
 Decreased normal damage from 100 to 90
 Decreased damage during V-Trigger from 120 to 100
 Changed advantage on-hit from +4F to +3F
 Changed advantage on-block from +1F to -2F
 Shrunk upper hitbox
H Airborne Hyakuretsukyaku (Normal/V-Trigger) :
 Changed startup from 7F to 12F
 Decreased normal damage from 120 to 100
 Decreased damage during V-Trigger from 130 to 110
 Changed normal advantage on-hit from -3F to ±0F
 Changed advantage on-block during V-Trigger from -6F to -3F
 Shrunk upper hitbox
EX Airborne Hyakuretsukyaku (Normal/V-Trigger):
 Decreased normal damage from 175 to 160
 Decreased damage during V-Trigger from 185 to 170
L Spinning Bird Kick (Normal/V-Trigger):
 Decreased normal damage from 120 to 100
 Decreased damage during V-Trigger from 130 to 110
M Spinning Bird Kick (Normal/V-Trigger):
 Decreased normal damage from 140 to 120
 Decreased damage during V-Trigger from 150 to 130
H Spinning Bird Kick (Normal/V-Trigger):
 Changed startup from 22F to 19F
 Changed attack recovery from 26F to 24F
 Decreased normal damage from 160 to 140
 Decreased damage during V-Trigger from 170 to 150
EX Spinning Bird Kick (Normal/V-Trigger):
 Changed attack recovery from 27F to 31F
 Decreased normal damage from 170 to 150
 Decreased damage during V-Trigger from 180 to 160
Hoyokusen:
 Decreased damage from 340 to 330
 Vertically expanded collision box

I was really scare about b.HP actives, fireballs FA and SBK knockdown but it was for nothing. I’m feel quite and i think this Chun still being good, especially seeing she isn’t the only one character that has some nerfs, and see the good point, now we have universal DP punish <3

S2 Chun li, i’m ready

I don’t know what to think about all this changes…
I mean, I was ok with some moves needing nerfs, but changing her BnBs makes me kinda uncomfortable. It feels almost like she’s brand new, but we’ll see.
The increase of distance during EX legs sounds interesting though.
I don’t understand the “Delayed attack activation by 4F when being cancelled into from a special move” for Hakkei ?

They are using the same sentence for st.LP as well. Sounds like they don’t want her being able to combo these moves after specials…?

My eyes hurt reading all of these changes.
The good news is that i don’t see any mention of that reduced Oki on post SBK that was mentioned before.