Chun Li General Thread: Blue Jade

I found something kind of cool (must have VT)
Forward throw in the corner, use F+Hk for meaty if you score a hit:
Cr. Lp xx LK Legs xVTx Cr. Lp, Cr. Mk xx HK SBK of if you want to use meter
Cr. Lp xx Lk Legs xVTx, Cr. Lp, Cr. Mk xx EX Kikouken, Cr. Mk xx LK SBK - continue into meaty set up.
I’ve found other things too but I’m not ready to share it fully as I may find better options.

St. Lk you can still cross under if you delay the kick a bit - but you trade more often then not.
VT CC St. Hk you can dash Cr. Lp and dash under for quick resets, but I don’t know when you can actually set this up

“Rapid tap legs” is really pissing me off though, I get LLegs when I double tap my input sometimes for example
Double tapping MK and then hitting LK for SBK will give me LLegs…there really is no point for piano Legs in this game so why have it?

Thought the b.HK into EXLL could be best used as an empty cancel. Anyways, we’ll see. I’m definitely not happy.

Could be, but in that case it’s “probably” going to be a far cancel. The combo doesn’t seem possible on a cancel from range. But that’s conjecture, I’m currently labbing urien ATM.

Too early too tell. Gonna take hours of tech and balance exploration vs the cast, but I’m concerned about her AA options with the input lag.

Hate the nerfs. Love the buffs though. I’ve already gone over my gripes with the overall nerfs in general, so I’ll just go over with what I like or at least can deal with.

-A successful jump in to v-skill -> air stomps -> EX Air Legs gives you like 2/3 to 75% of a v-gauge bar (the 75% is if your jump attack started from a v-skill jump)! I tried to do something cheeky like hit with V-skill -> j. MP, land and juggle Super, but the super doesn’t give any v-gauge unfortunately. That would be OD if it did though.

-Everybody’s probably seen the v-trigger CC st. HK -> Dash -> instant stomps, j. HP, land, air MK Legs. That’s the hard execution combo that pays off with 369 damage. I’d probably go for the easier CC st. HK -> F+HK, B+HP xx HK Legs (or juggle super for big damage). The easier one is like 336 damage… still not too bad. I’m just glad I don’t get too screwed over trying to CC punish a reversal in v-trigger anymore.

-Comboing into cr. MK xx HP Kikoken xx VT -> F+HK, cr. LP, cr. MK xx HK SBK is pretty dope. A lot her new tactics will be based around VT cancelling.

  • IALegs nerf hurts a lot. On block, you’ll have to play the mind game that you can steal a turn with EX SBK on deck. I’ve already been doing this with EX Legs and DF+MK on block, so this tactic will probably catch on as well and you’ll be able to followup more than you think. It certainly makes the mirror match more bearable though.

-The throw range buff will help her open people up a bit more with shimmy since the threatening throw range is farther and VT cancel off of Legs makes it more confirmable. Unfortunately due to the pushback of light attacks, she can’t just tick throw without moving, but it’s still way better than before. You probably won’t get “thrown out of your throw attempt” anymore.

-The 4f delay cancel is a nerf for st. LP since you can’t combo into MK or HK Legs, but kind of a buff for B+HP. You know the corner combo with jump HP, B+HP xx EX Kikoken -> cr. MK xx MK SBK or F+MP xx VT cancel? Well now you don’t really have to time it or delay anything to make it work. It already puts you in the right spot to hit those links.

-You can still cross under the opponent after AA B+HK (and AA st. LK if you hit up close). The air reset gets more ambiguous when you hit that close now.

-I think OneHandedTerror’s CC B+HP into Legs VT cancel combos will be more usable when applied in meaty B+HP set ups off the knockdown. The ones I know that are guaranteed are:

**(in corner) after EX Legs/SBK -> dash -> cr. LP -> B+HP covers both rises.
And after Air throw -> Dash -> B+HP. **

…If they don’t rise then just do B+HP 2 more times and it’s still meaty.
I think the B+HP to EX Legs one is definitely confirmable, but at worst you’d still be safe.

…You can also do CC Anti-Air st. HK -> EX Legs xx VT cancel -> V-skill -> stomps etc. Just make sure you’re close enough after EX Legs juggle. Otherwise you may have to settle for cr. HP xx HK legs juggle after the VT cancel instead.

-I wish piano legs had some more practical application to it. Seems like it’s just there for the sake of being there or messing people up who mash but don’t intend to do legs.

-Abuse the white health changes… especially in V-trigger.

That’s all I can think of for now. It’s late and I’m about to crash. I’ll be sticking with her though.

I am glad that the skies doesn’t look to be falling anymore.

You guys are out of your minds. Chun is fucking ass in S2! Every poke gets beat. I am minus on everything. I do no damage. Can’t keep them out. Can’t pressure with no good confirms or TKlegs. Can’t AA. They get one jump in to a 40% to a 66/33. She is honestly a fucking joke this season. GLDD

I’m with OHT, her stun output looks good but overall she got hit way too hard. I literally hate how she plays now, it’s not really fun.
Air legs is not worth using at all as you can do other setups that net more dmg/stun on throw bates.

Laura on the other hand feels largely the same only stronger.

They never were.

People will drop her, but the ones that stick will most likely still be placing well and winning stuff. Won’t be surprised to see a sea of Chuns this Capcom Cup any way.

First let me say… I’m still pissed at Capcom for over nerfing Chun. ESPECIALLY, since they said they wouldn’t nerf characters but buff weaker ones. They flat out lied to us all.

Anyhow, that being said, after testing out Chun… she’s not as bad as I thought. She took a HUGE step back, but some of the things that made her strong in season 1 are still there.

She’s a shell of her former self, but it’s not all doom and gloom.

I’m still switching mains but I’ll prob use her here and there.

As DevilJin said… I think we’ll be seeing a lot of season 2 Chun in action.

She’s not good anymore IMO but I’m going to stay optimistic

Not that I personally think so, but Ricki Ortiz supposedly has said that she think Chun is still top tier.

One of the reasons I’m optimistic. I disagree strongly though.

I don’t think it really matters where she is because with her normal and toolset she’s basically designed to stay competitive in this game. I guess a lot of people will be running to Laura and Urien or whatever, but I don’t think there’s going to be absolutely no struggles for them even with their changes also.

Do air legs combo at all? I do not see how lk air legs are better than mk air legs, btw. It does seem like mk legs require more strict spacing when opponent is crouching, but that is about it? (Edit: Nevermind. cr.lk connects.)

Also not seeing the advantage of piano legs in comparison to command legs.

MK IALL got a nerf in that it starts up 2 frames slower. The light one now is the same speed the medium one used to be, so I think it’s better now.

It matters to the people posting here XD

She might be able to stay competitive but with nerfs across the board in key areas, having a cancel-able cr.lk and trigger cancel-able LL ain’t gonna be enough for her to be very good IMO. Her normals are amazing yes, but lesser so, and they still lead to no real damage outside of st.fierce x trigger. That wasn’t a problem when her neutral was just an intermission until she was able to get within IALL range and rush down with her +frame pressure and 3 frame jab, but now those normals aren’t really taking her anywhere. Anti air and fireballs nerfs both suck bad too.

Like I said, would love to be wrong, but I don’t see it right now. She feels uncomfortable, unfun, and average atbest.

Well I have to remember that you only thought beta 1 Chun was really any good lol

I mainly got into Chun because of the 3S normals and those are still mostly intact. The IALL was a fun thing but it beat too many things for too little effort other than execution with a character that already bullied the ground game. Chun isn’t really known for dive kicking so at least she gets to keep it to bait throws and low normals without turning halfway into Cammy.

She still feels fun. I mostly play her like Season 1 Chun and haven’t even bothered to use the new bnb stuff.

I played her for several hours on stream last night and basically I couldn’t win a match, almost literally. During this I think I’ve discovered why she sucks so much. I don’t agree with the “pros” thinking that she is good. She isn’t and I’ll tell you why:

  • One of the main points of having a good ground game is to cover ground space and force the opponent to jump. From there, you get a good anti-air and reset them to the ground. Well, her AAs are gone. I can attest to that. s.LK was trading or losing almost every time and when it trades, you are losing the exchange. Also, the airthrow was nerfed to absolute shit. That was my go to AA and I was getting stuffed HARDCORE. The j.MP is not viable because the hit and hurtbox is too high to react to, and b.HK is massively situational and slow. So she has the ground game, and it’s good but she has no air which makes it a broken design. TL;DR - you can’t really keep them out.

  • She can’t break opponents’ defense. Everything you do in order to get in and push pressure is negative. The couple things that you can do to gain pressure (i.e. + on block) are MASSIVELY short (s.MP, b.HP, s.LP, c.LP) and have no viable follow up to maintain pressure, the confirms are trash (poor damage, not enough +on hit to safely confirm). Check Juri’s new s.HK for how it should be. To tack on to that, you can’t take to the air. She has the worst jump in the game and the VS that is supposed to help is shitty. This is where the TKLegs came in, but as you know, that is trash now too by being negative on block.
    TL;DR - she can’t get in, and if you do, you can’t get anything done. No threat.

  • Her damage is gawd awful and gives you no follow up. From the new viable combos I’ve seen, the damage is pathetic and you can only really confirm it off 1 move that is +4. You have to commit or else you’ll miss the window and be -8 while up close, or you can confirm off 2 lights but can only follow up with a LL. SBK setups are gone. You can only get it from s.MP or c.LP good luck landing that or confirming the jab.
    TL;DR - no damage.

  • All of her good buttons don’t lead to anything. Her “good” buttons that you should be using that other characters are using don’t lead to shit with Chun. Her s.HP, c.HP, f/b.MP, c.MK, s.MK, c.MP, s.HK lead to ZERO confirms. If you take a look at other characters’ “good” buttons, they have a few options with range that will either lead to a good confirm for great damage and setups, or a confirm that leaves them safe if blocked. Chun has none of that. For someone who is supposed to have awesome combos, it is too difficult and risky to access them.

  • No health/no defense. You eat a jump in and that is an auto 30% damage and 45% stun that leads to a 66/33. One of the lowest health and stun combos in the game.

OK, I’m done ranting. I know there is more but I can’t remember it now. I’m just pissed now last night went. I literally went 1-15 or something to that effect. I hope I’m wrong, I truly do. I hope someone comes out with tech or a new style that makes Chun fun and decent again. I’ll be more than happy to eat my words, but as of right now, SHE SUCKS!

You will eat your words. Its not that bad at all

You’ll just have to one hit confirm with her more often which MOV was already doing. Im just going to wait for his space alien Chun to do work and see what else to add

I still see mkall as the superior version as long as your execution is on point. Yea 2f slower but mk has a lower height restriction so if you’re performing at the lowest point it probably becomes active around the same time/space as lkall. And if you execute at the lowest point it will still hit crouchers (and it’ll be +4 so you can link cr.lp, s.mp, cr.mk, sbk). Plus mkall gives you more hitstop so you can confirm hit or block. AND on top of that you’re getting 20 more damage.

The only pro of lkall is that it’s a little easier to execute