Chun Li General Thread: Blue Jade

It is kinda disheartning to see more people wanting tojdump ships like that, for some reason i am not having such bad experience as everyone seems to be. Yeah, it is harder to win and am losing with her more than before but it is not all bad. When you go from a 90% win rate to ~70 ish % that isn’t that horrible.

Chun certainly doesn’t feel as bad as say Nash or Ryu. She feels more limited but overall her gameplan is still intact i feel. It will take some time getting used to her but she isn’t really horrible as some are feeling.

Then again perhaps Chun didn’t get changed in a way that would make my own playstyle much worse. I always struggled a bit with IALL (had like 70% accuracy with them) so using them less isn’t really affecting my overall game that much. St.LK is still good from the right spacing and using B.HK to AA close range jumps still works really well.

I watched some Chun replays lately, and most of the higher ranked Chun players end her bnb with lk sbk instead of mk sbk.
I think because it’s also a knockdown but just easier to execute (even pro players in tournaments sometimes miss the xx mk sbk part).

Balrog is an impossible matchup now. I honestly don’t know what to do against him. Why on earth did they think he needs that 1000+HP. I can hit him 5 times and he hits me once and it is GG.

I honestly don’t know how to even play this. Why do i have to play perfect 99% of the match and he can kill me with one opening. He is plus a million after everything and the damage and corner carry is just insane. You can’t even attempt to zone him with fireballs, has very easy answers to IALL, his damage is batshit insane.

I don’t know what to do in this one. It was even at best prepatch and now it is 100% a bad matchup now IMO. I just gotta Mika in this one. Honestly why would any character be at a +3 after a frames move ? No one thought that this was a bit retarded ? Why is his EX dash punch +1, shit should be -2 or something. What is even worse is that he can V-skill cancel it now on block now…sigh… Then you have that annoying cr.MK TC into VTC that is plus 8 or 9 i think, something ridiculous like that.

If anyone got tips and have played against this new hell, let me know.

In season 1 I didn’t have to many problems with the matchup and I didn’t use iall much or st.lk punish much either. I also tended to destroy him with Alex since Alex cr.mp is just kinda the i win button against rog.

So what has changed?

To me the matchup was all about st.hp and fmp. Now with st.hp being nerfed that probably means leaning on fmp but the good news is that the move straight beats rogs stuff if timed and spaced right. I think the key to this matchup is and will be CH fmp>ex legs I’m not very good at that in the heat of the moment in lag online which is one of the biggest reasons I dropped chun.

But even though you lost st.lk punish, you can probably still get cr.lk punish now as it has like 98% of the range that st.lk has, but is 2 frames faster.

To me fighting against rog is about 3 things. Abusing his stubby normals, stopping his jumpins if any, and abusing his wakeup.

If it’s a crappy rog then punishing his dash punch on block is also a thing

What has changed @Dime_x is the risk and reward involved.

First of all he have more HP so by default the fight has gotten more tedious than it already was. Second of all you have to consider that Rog has a much better pressure game now than he used to have. cr.MK as a low means that you can no longer walk back out of his pressure. His standing jab being plus 3 along with EX dash being plus means that he WILL force his way in.

His st.HP being a CC means that he can get in from one luck poke. He can get much better damage out of CC st.HK now and corner carry.

Basically the game plan is the same but you will have to work harder to keep him out and NEVER do a single mistake while he can YOLO even more because the reward is totally in his favor. Theoritcally it is great that you can out-footsie him but good luck keep track of dash punches, dashes, jump in , V-skills along with good counter pokes that can be buffered into his new DP btw ( So he can walk forward and still threaten with that).

Basically you have to play a picture perfect gameplay but he need to make 1 or 2 correct choices and win. You probably have to make like 8 or 9 reads for his 1 or 2.

I see, well, that’s why I dropped chun… risk versus reward will inherently be skewed against her with her getting nerfs all around and other characters getting buffed.

Honestly his screw upper being DP is the worst, he can easily buffer that from his st.MK or cr.MP. Before he had to charge but now he can walk forward and still do it. Even gameplan wise it has gotten more dangerous.

Honestly it would have been an annoying matchup even if he did care about projectiles but zoning him with just normals that doesn’t lead to much is just tedious at best.

From me and my bae to you, Merry Christmas and Happy Holidays everyone!!!

Yo, this Urien match up is some bullshit. I’m getting sick of Urien’s just doing f.mp into another f.mp, or OH, or a low that is now +2 on block, or if it hits, into a VT that takes 50% away into another Aegis setup. It’s too fast to block online. Also, the fucking EX air knees is + on block?!!! That’s insane! They totally went too far on him. Is there a solution for this? I’m getting mopped by garbage Urien’s.

Yeah, Urien is 100% a mistake from Capcom’s part. His is insanely OP, it is not even funny. I complained about Rog earlier but atleast Rog is minus on his lows and overhead. This dude is crazy OP "Tier of his own " status to me. I also don’t understand why he have 1000+ HP now ? like why the fuck does he have that ?

EX Knee is the only retarded " get in " move that wasn’t nerfed, which is weird. Honestly, even pre patch Chun-Li would have struggled against this Urien.

Anyways, this matchup again is hard, we have better fireballs but the buttons are kinda close to be honest, his EX shoulder will be a pain in the ass but gotta throw some Kikokens to keep him in check. Urien has a long and floaty jump so him jumping over a fireball means that he have to jump really early so i think a fireball game is viable against him.

For some reason Capcom thought it is a good idea for him to be able to tick throw from all of his lights so keep that in mind. His EX headbutt is kinda slow on startup so you can meaty him with a fast low and have enough time to block if he decided to do it.

You gotta V-reversal a lot after a F.MP but don’t keep it too predictable as he can throw you after it. If you were succsesful in defending against a correct aegis setup off of a F.MP~HP TC then V-reversal immediately and jump back to avoid the Aegis. Urien’s anti-airs are kinda spoty and his fastest move is 4 frames so doing IALL on him isn’t the worst idea.

That is most of what i know about him. He is a cheap bullshit character that makes Mika looks like a saint in comparison but whatever, i have a feeling he will 6-4 like half the cast.

So I hear that there is a change with how charge moves are executed? I was not crazy when I thought it was difficult to cancel into Kikoken from a normal move.

If it were fun to play Guile I would main him in a heart beat. But I despise his play style and I also hate to play against him. I think season 2 Guile may be his strongest yet since the World Warrior period (where he dominated). Does he have any bad match up?

Akuma and Laura will likely be rough for him. Ibuki and Rog getting buffed doesn’t help him too much either.

Yeah the amount of time you can retain your charge after letting go of down or back has been reduced to 6f (used to be 12f) so now it’s a lot tighter to execute. Gilley complained this is the lowest it’s ever been in any SF and too low… making it harder than it should be to get out charge moves.
I think they were trying to solve the problem of getting accidental charge moves when you intend to step forward and do a normal, but they created a new type of problem by doing so.

-Wasn’t really a fan of the Rog matchup even in Season 1 and felt it was pretty rough since I couldn’t really zone him that effectively and that’s my preferred style. I lost a bunch of matches to a Rog player in casuals at SCR, but another Chun player beat him pretty handily with an aggressive style. He had a rough time dealing with IALL and meatys on wakeup are free… not so sure the former works out so well anymore, but you can still press him for free on wakeup as long as he doesn’t have super.

From personal experience I know a lot of Rogs love to do that st. LK into target combo to disrespect any pressure and that’s punishable as long as your looking for it. But opt to frame trap if you notice that habit.
His st. HK is stupid for a frame trapping button that reaches as far as it does. Gotta check him with EX bird every once in a while.
His rush punch is now pretty hard to punish without st. LK available. IDK what is is about punishes specifically, but st. LK always seems to cover way more range than cr. LK even though on offense they’re about the same. Edit: Actually now I realize that’s because st. LKs hitbox got nerfed :angry:
You can try to outpoke him from mid range but without v-trigger I think he wins out in damage potential. But this is still Chun’s strong suit, so use those pokes and hammer away at that white health/whiff punish until you can get a solid opening or get in.
I always try to keep an eye out for the V-skill spin, so I can CH cr. LP, cr. MK xx Special.
His stomp combo into v-trigger is silly, they’ll always start going for it when they get the V-meter. If he gets it off on block and starts rush punching, I’d either wait for a V-skill cancel to counter hit or V-reversal to avoid getting pushed in the corner.

Sorry I don’t have much more to offer. Just punish whatever he does that’s negative if you can and stay on his ass if you get a knockdown.

-A single St. LP on block from point blank having more pushback leaves you out of the opponent’s throw range without having to crouch now (although it’s still good to crouch block to defend against anti-shimmy pokes). I’ll probably use it even more in the throw-baiting game knowing this.

-Against all of Urien’s knee drops including EX, you gotta AA it with B+HK. That’s free if you have the time to do it. Otherwise if you don’t have enough time to AA but can block, V-reversal it. It sucks, but at least you got them to burn an EX for nothing.

If they could take away chun’s links after cr kick that would be great.

The funniest thing about this is his tag.

**SF5: Urien
**

Makes the whole post a hell of a lot funnier.

Hmm… I think S2 Chun is great. Having no problems doing well with her.

-St lk still works very well at far range as an AA, it may trade more up close, but I rarely have it flat out lose. Back roundhouse is amazing but you need to be able to react (practice it and it’s easy trust me), I still get people with crossunder with it… so will Capcom nerf that next?! >_>

-St hp is still amazing- do not be scared that frame data says -5, only certain characters can punish it and it requires them to have meter or critical art.

  • Ex legs: She goes super far! Now I can whiff punish even better with it. It was already great in S1!

-Jump hk extra 2 frame startup I can’t even notice, I still use it with perfect success to stop jump ins at certain angles and it still works great!

-IAL… don’t care. I never abused it- vs good players they would react and uppercut/normal you. It still works fine if you think someone will tech.

-Damage nerfs- don’t notice. Because of grey life change things still die just as fast as before when I play. St fp, command mp, cr mk, fireball ender ranks on the chip. I do notice and miss the extra damage they took away from ex SBK when someone jumps on me.** Also in V-trigger you can now cancel low forward into heavy bird kick (won’t work off the VT overhead combo but otherwise will.) And they added +10 to cr lp in all circumstances. This helps too.** Also a reminder many other characters had damage nerfs, Chun’s really isn’t bad in practice.

-Throw range buff is useful and noticeable. This helps my Chun’s defense and offense as I don’t get punished or grabbed out of things with the improved range. Very happy, however you still can’t do a true tic throw (you have to slightly walk forward) because of the pushback on her light normals. :confused:

  • 4 frame cr lp: Don’t care. Still have cr lk for frame 3… but I block a lot on wake up anyways.

-cr lk is great. Now I have a real tool to punish all the walk back scrubs (read: 90% of people online.) It’s easy to confrim cr lk, cr lk xx legs and you can go into V-trigger if you wish from legs for more options.

Overall, I don’t think Chun is the best in the S2 game, however I never thought she was even in Season 1. In S2, she’s still super good and probably at least top 5. I think Urien and Guile are stupid good now. At least we are safe from Season 3 nerf hammer? :stuck_out_tongue:

Not Chun related, but jab AAs are still in for like, all the characters who had them in S1. They just trade more- like Chun’s st lk. But they still work. Disappointed Capcom didn’t truly amend this. :frowning:

I do feel that Chun is overall a bit worse than she was in S1 but not marginally. The issue has more to do with others getting much better than Chun herself being worse. Balrog, Urien, Guile, Cammy, maybe even Ibuki in the future, Laura, Gief.

When you think about it, a lot of the characters really did get buffed. I feel that is the reason some people are struggling a bit more, That and being heavy reliant on air legs. If you were heavy reliant on air legs then Chun would feel significantly worse to you.

She’s alright in season 2 but sorry, I do feel that the damage nerf she took is HUGE. It takes a lot longer to finish matches now.

IALL is again worthless now. I only use it to beat throws now and that’s very rare. I do miss its brokeness from season 1. Everything else I am fine with I guess.

I still think her new V trigger combos just aren’t all that great. Too much execution for so little reward. They’re mainly there to just look swag. Fun but frustrating at the same time to do all that for such low damage. I’m just glad they kept her regular o’l SBK combos. In the end I think she came out ok.

Versus urien, since I play him:

Never struggled to much in the Chun matchup and that was season one so it’s probably gotten real shit now:

Fmp is -2 on block.
Fmp>throw is a 7 frame gap (so you can fit whatever moves you want in there)
Fmp>cr.mk is a 10 frame gap
Fmp>cr.lp or cr.lp is a 6 frame gap
Fmp TC overhead will hit all of your buttons if you press any as it’s only a small 1-3 frame gap (2 iirc)

The target combo overhead substituting as a frame trap is what gives the TC it’s mixup ability.

There is no correct answer on what to do, but in general you should mixup between pressing buttons and stand blocking. Pressing buttons mean the only thing he has is overhead to frame trap you with. Stand blocking gives you a punish on the -6 overhead and makes urien do cr.lk as a mixup, which loses to buttons. Picking the right optionsand staying away from the wrong ones means you can take the bite out of the mixup. As an example it’s probably never a good option to immediately low block since you get thrown/only block the cr.lk/get hit by the overhead.

It’s better to learn the timing to low block a cr.mk and just eat the cr.lk since if he did overhead or you pressed buttons you do some damage to him. And of course once in awhile you should reversal as well.

His knees are varying level of disadvantage. The lk one which travels the least far is the least disadvantage on block. The HK knee which goes farthest is the most disadvantage on block, ex is always plus on block.