Chun Li General Thread: Blue Jade

Not sure how useful this information is because it’s hard to do and not very practical imo, but v-skill into MK Air Legs is still +4 on hit (punishable by jab on block if you don’t do it correctly though and still minus on block if you do it correctly).
On a crouching opponent, it’s +5 on hit and even on block.

Definitely a useful information to have. What sucks though is that Chun probably will not have the luxury of having V-Trigger on when landing her air legs because the Trigger should be reserved for guaranteed damage now.

edit: I misread your post. V-Skill, not V-Trigger. My bad. Yah it’s definitely useful to know that mk air legs are plus on hit.

Kinda feels like Capcom took the nerf bat and broke one of Chun’s leg and hand and said, don’t worry… She is still viable.

What’s the strategy with Chun in S2? I feel like I’m having to be uncomfortably patient on defense in the new season and feel like I can’t put the same amount of pressure on opponents when leading.
With the changes to frames and boxes and the shifted focus on V meter, I’m wondering if it’s less about winning neutral/building corner pressure now and more about building resource and turning the match over mid-game when you have some bars, more like Ibuki and kind of what we’re seeing with Akuma

The biggest issue I see about Chun in season 2 is that there is nothing to fear for her opponents in a match against her. Her puny damages and nerfed tools mean her opponents can disrespect her in defense and go derp in offense. All they need is a chance or two.

New videos are being uploaded and they (at least Humanbomb’s) are not pretty. The sheer derpyness of her opponents is too much to bear.

0 - 5 against Vega
https://www.youtube.com/watch?v=ZEPdkX7X1r8

1 - 5 against Guile (barely squeaked out one win)
https://www.youtube.com/watch?v=3m9a9SjGtzk

Almost comical.

Nuki (or Sako) will save Chun Li

Isn’t Sako playing Akuma now?
Nuki has abandoned Chun before, but maybe SFV/Season 2 Chun is enough for him to stick with his baby and not just go back to older SF games.

Ya know I’ve personally not played a lot of S2; but here is an observation of truth:
In the beginning Capcom was all about leaving behind Light confirms for combos starters, the more match footage I see of S2, the MORE light confirms I see.
In the above video around 2:15 Vega did THREE LPs into a special…looks to much like SF4 to me.

Sako always hops characters. He technically used like 4 characters in SFIV and he fooled people into thinking hed have a long stint with Ibuki in V, then messed with Juri a bit while sticking with Chun for tourneys. He likes any character with execution or a learning curve so its likely hes going to side or main Akuma.

Nuki seems to like V a lot more than he did IV so I see him sticking with the game and Chun. Shes still pretty reminiscent of 3S Chun which I wouldn’t be surprised helped gravitate him to her as well.

Ricki Ortiz who loves Chun is staying with Chun (for now) so I assume the god of Chun will stick with her also. I wonder what GO1 and MOV are doing also

I’m not sure if this has been discussed. I’ve found this combo cr.lk, cr.lp, cr.mk to be quite handy. In S1 when I would get into an air battle and land on the ground the sametime as my opponent, I would cr.lp, st. mp, cr.mk as my go-to combo when landing on the ground to score a counter hit and combo, especially since cr. lp was 3 frames. Now that cr. lp is 4 frames, I’m leaning towards cr.lk, cr.lp, cr.mk. Although its not a true block string, its frame traps between all the buttons and can score that counter hit cr. lp.

Scenarios:
If cr.lk hits, it combos into cr.lp and can finish with lk SBK
If cr.lp frame traps, you can continue with cr.mk (because cr.lp counter hits and combos with cr.mk) and end with mk SBK
If cr. mk frame traps, you can end with mk SBK or hp kikoken (safer of the 2 options in case you’re not great with confirming)
If its all blocked, you can end with hp kikoken and then you’re back in the neutral game

I just noticed there is a 5 frame gap between cr.lk, cr.lp. I tried in the training mode against Cammy 3 frame jab and it seemed to frame trap her. I made sure her jab said reversal on recording, which it did, so I’m not sure where I’m going wrong. Maybe cr.lk causes enough pushback to allow her to whiff and me to hit?

I noticed that, too. Though to be fair Chun can do three crouching lk, I think.

The problem right now with Chun is that she received crippling nerfs while many other characters, including previously top tier characters, received buffs. IMHO Cammy was stronger than Chun in season 1 and yet she got even better.

Lets talk about Ibuki since you main her. She was at the very least middle of the pact back in season 1 and got huge buffs in season 2. Faster dash by 1f, faster jump by 2f which is so good since light AAs nerfed, 50 more health, much better st.mk opening up so many more options etc. Ibuki in season 2 is just hands down better than Chun and requires less execution. Why would Sako continue to main Chun?

The same applies to Ricki. Ricki has dabbled with Cammy in the past. Now that Cammy is even better than she was and Chun got nerfed to the ground, I doubt she would stick with Chun for long?

I mean, if you have a thing for losing then I guess sticking to Chun is a good idea.

in season 2
not in season 1
thus my point
light confirms was something they originally wanted to move away from and they’ve gone right back to them

Chun had light confirms in season 1 too.

Ricki loves Chun as a character, but has said herself that she has no loyalty to her as a main. I think Ricki’s style stands up more than others in S2, she had less of a tendency to open up with IALL, tended to fight with a bit more distance than most, so hopefully S2 supports that style and she’s sticking around.

I think what Rayartz means is that she did could not cancel the same light 3 times in a row. (though again I think she could stand jab 3 times while walking forward) And the low short, low short, into ex legs is sort of like her SF4 BnB. The damage output really makes you sad in SF5, though.

So many match ups appear unwinnable now. Heck even Geif match up seems in his favor. I hope I am wrong.

I don’t think they went back on this at all. 3 lights is fine and normal (and often necessary to really confirm off a move with such low hitstun). It’s not really much different from SFs that came before SF4 and is also a thing in CVS and no one really complained about that.
SF4/SFxT was an extreme because you could do 3-4 lights and then 1 or 2 MEDIUM and HEAVY attacks right after for good/decent damage so it was often not necessary to put yourself out there with slower medium attacks from the start. Chun could actually get cr. LK x 4 into EX legs on someone standing in SF4.

SF5 is becoming an extreme in the other direction with this.

Speaking of light confirms Chun’s cr. LK needs to be fixed in this game. It hits 3 times on a crouching opponent, but if they start off crouching and then hold back you can only get cr. LK (blocked), cr. LK (hit) and a 3rd cr. LK will whiff, so confirming to catch someone walking back in pressure is not really a thing. What’s even dumber is that counterhit cr. LK x 3 WORKS on a standing opponent. So the inconsistency is bound to throw people off. They need to improve this for real. It’s not good to be wasting bar or being unsafe because you started to hit and your followup whiffs because the opponent is in a state that you can’t predict.

Try these:

j.HK > cr.MK xx LL > cr.LK xx LL > VTC > cr.MK xx SBK
j.HK > cr.MK xx LL > cr.LK xx LL > VTC > cr.LP > cr.MK xx SBK

LL can be either LK or MK version and SBK can be any version but make sure to do the same ones so that you can compare damages.

The second combo is identical except for the additional crouching jab before the SBK ender. It hits one more time but 10 less damage. Haha. The more you hit the less damage you do! Nonsense like this seems to abound when combo’ing Lightning Legs and V-Trigger cancel. It is so messed up. Be careful with VTC combos because there are chances that you do less damage even though you hit more with heavier buttons. :angry:

The worst thing about Chun now is the timer on her V-trigger.

I have lost countless matches because of me anti-airing with B.HK then doing cr.HP into HK legs and the stupid timer run outs just before the legs connects and i end up getting punished and losing. Other things like doing cr.MK,cr,LP, cr.MK into MK SBK and the stupid shit runs out just when i did the cr.LP and the combo end up dropping causing a loss.

It is proving to be challenging to adapt to this new short timer. I feel like it ends in one combo or something.

People usually moaned about how it was the 8 characters in S1 that ruled everything {Ryu,Ken,Cammy,Necalli,Chun,Karin,Mika,Nash}. Now in S2 i feel like Capcom has taken it a step further, now we have 4 characters that utterly dominates everyone else and you would be stupid not to pick them if you want to be competitive {Rog, Guile, Cammy and Urien}

When you see someone like Nemo picking up Urien, someone like Mago picking up Balrog, Daigo picking up Guile. You really have to stop and wonder about what really did this patch end up doing. Players expressing their individuality through unique characters my ass.

Urien Guile and Rog are the best at expressing your individuality.

Daigo is still using Ryu in ranked. Guile/Urien is just casual matches.