Chun Li General Thread: Blue Jade

Good players don’t like Chun because they think Chun is just buttons and they think that “just buttons” is low execution noob shit.

They don’t like characters tha outpoke them and have fast walkspeed. Look at urien. All the hate stems from his good buttons. People complain about ex tackle, but there’s always a snide “and his buttons are huge/ unfuckwithable” remark to go along.

They also don’t like “easy mode” blocking mixups, especially ones that lead back into themselves.

TBH good players like games where the interaction continues to happen on and on in a turn based way… they just don’t like the “turn based” gameplay to be obvious.

“Good players” pretty much all think that more or less streetfighter is ryu v ryu.

When your buttons eclipse theirs they don’t like it because it leaves them with very few options.
When your mixup is good, they don’t like because they feel like their turn is being unfairly taken from them

The problem is unfortunately, that “good players” aren’t actually good anymore.

Stomp into legs only comboes on counterhit. Its not a special cancel but the timing is quite similar.

Chun fucking sucks. Anyone winning with chun now is God like.

Thanks.

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Thanks you!

I use Chun to counter pick Giefs still so I’m goodlike

Oh I can win with Chunners still, it’s just so much more fun winning with Laura.
Chun’s ability to apply pressure in season 1 was what made her strong. Chun has always been a punishing character.
In season 1 she was able to capitalize on mistakes in a bigger way versus season 2 Chun.

With that said if you take characters like Rashid and Fang who aren’t considered “strong” characters, but yet can apply all kinds of pressure relatively free against Chun-Li it makes it difficult to go offensive and stay offensive against them when your defensive options such as St. Lk anti air and Cr. Lp are nerfed
take other characters like say Karin, have no reason to fear Chun’s neutral game or offensive rush down because Karin has superior buttons in my opinion.
She can easily keep Chun at bay with her St. Hk for CC, St. MK for annoyance and Cr. Mk, Cr. Mp for special canceling.

I guess my point is you feel like you’re always in an uphill battle with Chun-Li is season 2…just like her SF4 days…
Season 1 I miss you

Got tired of not executing supers and dashes properly in clutch moments so I’m retraining myself on how to use the arcade stick.

I’m trying to not ride the gate anymore for QCF motions and it’s kinda rough. I tend to miss the diagonal in the QCF motion. Also focusing on hitting buttons a split second after completing the motion as to not hit the button too early.

So yeah, kinda sucks atm cus stuff like my IALL execution is actually worse now. But I think learning to execute motions more precisely and without riding the gate will pay off in the long run.

So basically you are saying that you enjoy playing top tier. That makes sense.

the thing that i hate the most is the cr. light punch nerf, I knew that she was op. They should of only nerf air legs and the anti air light kick to how it is. I hate getting 150 damage of air legs when i use to get like 250 and it was more safe because the cr. light kick, cr light p, to sbk has to be timed very well.

Don’t even act like you know me boy. I’ve played Chun since 92. I play who I like and who I want.
I lived in the mid-tier life for so long that when they make Chun great again and then nerf her - while I was playing Laura (since the beta!) many considered to be a “weak” character in Season 1 and now in Season 2 she’s easily top 5; it’s not my choosing - I don’t make the buffs and nerfs.

I play Juri and Cammy as well

I honestly don’t know why you took it as an insult or whatever. Playing a better character is objectively more fun than playing a weaker one, assuming you like the archetype of course.

I don’t know why you got all triggered. I don’t think any rational person can claim that S2 Chun is more fun than S1 Chun was.

Anyways apologies if you got offended.

I disagree with the st. LK nerf (at least not to the extent it has been nerfed). This is a game where jumping is not dissuaded enough, imo, due to the the risk/reward, so being able to keep people out of the air consistently is very important (I also think it sucks that Karin has a rough time AA’ing). Chun can’t really afford to be letting characters in and getting their offense started (Cammy, Rog, Rashid, Laura, etc.). Her V-reversal that leaves people standing isn’t really going to stop them and EX bird is 50/50. Anti-airing shouldn’t be in that category imo.

The only nerfs I expected were they would nerf air legs in some way, make EX SBK easier to punish and do something with the whiff recovery of st. HP… which would’ve been enough.
Cr. LP and the v-trigger timer change are somewhat understandable, but then the rest are like… “Okay, calm down”.

-I haven’t played online ranked/streamed in a while due to being caught up trying to beat another game, but I want to hop back on eventually and get prepped more for Winter Brawl next weekend and Final Round next month. Need a lot of work on my up close pressure game and punishes to people’s shenanigans. Even something as simple as cr. LK, cr. LP xx LK SBK is something I need to do more to interrupt obvious gaps (I didn’t use this combo a lot in S1 because most of the time I could get the counter hit cr. LP, cr. MK xx SBK or cr. LK, cr. LP, st. LP xx special… but it will apply to a lot more scenarios in the current build of S2, I think).
I’m also slacking on mid range conversions when Chun needs to get in as much damage as she can off of any stray fireball hit or counter hit from either F+MP or B+HP. So like, whenever I see a fireball hit from midrange, I usually go the safe route and hit F+MP (which connects 99% of the time), when I could be committing to cr. MK xx HK Legs. I just never trust the fireball having enough hitstun for me to get that close and combo the cr. MK in time (but after testing in training, I see it has a lot more hitstun than I initially thought). I’m leaving too much damage/opportunities on the table trying to be safe or conservative all the time.

IDK, I’m just rambling trying to recognize things I can improve on.

If you play on chun’s s.hp range you can easily anti air with b.hk to a f. dash for the cross up. The thing that i’m having trouble is with cammy, trying to anti air her is a pain. I still have that habit of grabbing all the time and get shimmied by her. Another thing is that she has a good grab range compare to chun’s. Now that i think about it, i’m going to practice on my shimmies; c.lp, s.mp, since s.mp is +3 on block i still think lol, walk forward a little to make them wiff the grab to c.mk ex legs. Going to see when i get home how it goes.

Why do people not think Chun’s air nerf weren’t warranted? I’ve said it before, and I’m not happy with it, but design wise it makes sense. Chun’s ground buttons and ground game is/was REALLY good. And she had a plethora of really powerful air options as well. Too powerful in fact with someone who controlled the ground as good as she did. Look at Karin. Just as good if not better ground game, and almost all her anti air options suck ass. Chun had b.fp, st. lk, air throw, neutral jump hk, jumping mp and b.hk. That’s a ton of options and quite frankly ALL of them were pretty good. Karin got better damage in exchange for poor air defense, and I would imagine Chun gets better air options in exchange for smaller damage output. That at least appears to be the design.

Still, Even with all the nerfs her air options took, I still think Chun’s anti air options are fine. You can still get a crossup dash under with s.lk, jumping fp allows it as well. And b.hk is still decent enough as well. Yeah, we’re trading a lot more but I still think her anti air options are more than serviceable, with the b.hp and air throw being the two that really aren’t worth attempting anymore… I don’t think this is a SF4 Chun anti air situation where she also had a lot of air options, but all of them still sucked and were way too situational anyway. I’ll take Season 2 Chun’s air options over 4’s ANY day. Where I would disagree with in regard to others though is her grounded normal nerfs.

With her combo damage nerfed so harshly, the nerfs to st. hp and crouching hk were dumb. I don’t care if people thought it was too strong. With weakened air options and damage potential/output, her pokes NEED to be overpowering cause that’s pretty much all she’s got going for her now, except almost all of them are worse now for some reason. Still trying to wrap my brain around the jumping mk nerf too. Insane. Same with the fireball nerfs. Were people really complaining about those?

Again, the LL V-trigger cancel is pointless. Such HORRIFIC damage that doesn’t begin to make up for all her other nerfs.This makes me mad the most cause I feel like this is the reason Chun got so many nerfs. Capcom obviously thought that this was gonna shore up all of Chun’s issues and make up for what she’s lost, as if it was gonna be the holy grail or something. That clearly is not the case. Come season 3 they can get rid of this pointless “buff” and either make air legs usable again and or buff her throw range via kara throw or something. I don’t need silly gimmicks as a band aid.

First of all, i don’t think Chun’s anti-airs can even be considered “serviceable”, anyone who knows how to time their jumps will at least trade with b.HK every single time, and thats usually to their advantage considering Chun’s lower health. Characters who need who have multiple good jump-in options (dive-kicks, air tatsus, etc) are pretty much impossible to anti-air as the risk/reward is so absurdly favoring them. If you look at Nuki playing in season 2, he almost never anti-airs with ground normals, he has to either dash/walk under them or beat them on start-up with s.HK, and you can often see him desperately moving foward and taking normals to the face just to reach the specific spacing where jump ins aren’t free.

Second, even if Chun anti-airs were serviceable, i think SFV S2 is a game where even having below-good anti-airs is already a big weakness that has to be offset by some big strenghts, and Capcom made sure to take Chun’s big strenghts away.

I do think her season 1 s.LK was kinda bullshit, but if they were taking bullshit away from the dame they should do it with everyone.

I think she should at least be able to do something to punish people who are really predictable on jumping; if her ground-to airs are this bad at least buff her EX Air Legs damage so we can feel like Rufus doing EX Snake Strike or something.

I swear you guys do enough reports on Chun to have a State of Chun Li address

We’re gonna have to disagree. I think Chun’s air options still can get the kob done well enough. I don’t fel as hopeless as I did back in Sf4. I’m fine with the trading. However, I do think we are on the same page somewhat on other things. Chun’s weaker air options would be fine if she had other strengths tovmake up for it. As it is now, her ground game is solid, but her damage is what’s really holding her back. If her damage and conversions were better with her current ground game, her losing the air war every now and then wouldn’t be a big deal.

Chun’s supposed to win the ground battle but her pokes slowly chipping away at the opponent while she desperately tries to find an opening to inflict paltry damage does not work in this meta. She’s too average at everything except pokes, and that is NOT gonna win you matches. She has no good ways to open you up anymore with the loss of air legs, which is where the bulk of her damage came from. All the other characters just rack up too much damage and have too many easier ways to open you up, and when you try to fight that with only superior pokes, the war of attrition is not gonna be in your favor.

How is that working out for you ? It doesn’t feel like a good match anymore to me. There is this range where he can jump MK or not and if he didn’t press buttonz and you decided to AA then you would whiff and get SPD’ed.

The lariat is also annoying as hell against fireball zoning now, shit has way more range than it looks like.

For me, for season 2, the matchup with gief is still good for me. Normally, i try to outpoke him with my st. f mp/mk, and st. hp. Every now and then, I play the fireball game from like full to 3/4 screen. If they try to jump, use st. lk or bk hk to anti air.

What you have to be careful with is him backing you into a corner or using his lp poke or when he closes the distance wo where your pokes aren’t gonna be as effective vs his command grabs.