Chun Li General Thread: Blue Jade

OMG dude! Chun’s anti airs are garbage. LULZ

How are you only 75k oht?

Im half that and im terrible at this game. You need to rank up to gold at least my friend :slight_smile:

Stop playing those low silver baddies.

Was at 8,000 plat a week ago but had a few super drunk, blackout type streaming sessions because I was sad about not getting viewers/donations/support and having to shut the stream down. Those were great streams. :wink:

I suck at this game too. Not sure what it is but I don’t click with this game no matter what I try. After the S1 Chun nerf, I can’t find a character that gets my box wet. I also get bored quickly with the 2 minute load times between matches and the coin-flip style of play, hence the FTL games between matches.

Yesterday i was having a hard time, I won like 55% of my matches, but at the end i realize that i was playing brain dead. I was not thinking of my moves, I just did them, in lower rank matches like gold or super gold, they do stupid mistakes and jump in too much. You have to play more defensive, in platinum you have to play both and read your opponent, after i stop playing brain dead and analyze my game plan i started to win again. One thing that people fall for a lot even me lol is when the both of you jump and one of you gets hit and you neutral jump right away and punish his whiff throw.

Check this video out, it has helped me out a lot to mix up my opponents. If your opponent back dashes your +2 on block, if he presses a button you’ll get a counter hit. I like to hit confirm cr.lp to cr.mk to m.sbk to vortex. Dash forward twice to a meaty cr.lp to bnb or grab or air legs if they like to tech throws a lot.

https://youtu.be/4gfPvr--W8s

This is probably old news, but Nuki and MOV often use the following setup after a sbk/exlegs in the corner:

dash foward -> c.LK -> b+HP, works against both techs.

versus quick stand (hits on 1st active frame, 1 frame after they wake up):
on block: +2
on hit: can be hit confirmed into H or EX legs (with V-Trigger, b+HP x h.Legs x VTC, s.MP, c.HP x H.SBK), you can do b+HP x L.Legs, s.LP x L.SBK on crouching opponents.
on CC: reset with b+HP into another meaty (can V-Trigger into s.HK, f+MP, c.HK but i’m not sure if its worth it)

versus back roll (hits on 5th active frame):
on block: +A LOT
on hit: can be linked into c.MK x m.SBK (with V-Trigger, b+HP, c.MK x H.Kikouken x VTC, dash up, b+HP, c.MK x H.SBK)
on CC: can be comboed into V-Skill + Air Stomps + Legs for tons of V-Gage (still searching for a good V-Trigger activation)

if you read that they’ll aways quick stand you can do c.MK -> b+HP after a knockdown to get a late meaty if they quick stand.

if you crush counter b+hp in the corner, you can reset with st.lp rather than b+hp and set up an extremely ambiguous left-right mixup (ex: you can dash and still land in front)

@german01 awesome video dude.

Thanks dude, will check this out. Been really bad at opening up opponents this season.

No one will get opened by any of that unless there is a throw threat.

That’s the entire point. Once people realise that they can just mixup wakeups… you really get nothing from tech chasing mid screen.

You get a “meaty” with the possibility of being reversaled, and no real possibility of throwing the opponent.

It’s all well and good as long as the opponent quick techs, but if you want to throw the back tech you have to leave yourself open quicktech>jab

Oki is so bad on this game. Tech videos come out and look cool, but people just end up blocking your shit all day.

I’m pretty sure you can react to their wake-up and get a meaty throw on them no matter how they tech; after knocking them down with sbk/legs you can double dash and throw and its a meaty vs quick rise, if they back tech you have to manually time it but its not impossible. The problem is that midscreen throw doesn’t really give you much of a followup and that her stupid throw range means she doesn’t have a true tick throw either.

You can react, but I haven’t seen anyone quick enough to do it fast enough to cover the options without getting jabbed.

In other words… no you can’t react quick enough.

How often do you see nuki/mov throwing people that backrise?

If they can’t do it consistently then it’s probably not possible or so hard that it requires a read.

Amongst the top players though we DO see players getting hit with wakeup jab all the time so it probably points to people mistiming meaties or trying to react to the rolls and getting it wrong.

The rolls do take a long time, but most aren’t easy to see the difference between them. Ibukis as an example is said to be nearly impossible to see, and birdies is pretty easy.

I don’t think reacting to different rises is easy enough that everyone can do it 100% of the time, but it surely doesn’t feel so hard that i can’t get about 65% accuracy with it, and i would think pros are able to do it much more consistently than i am. I’ve incorporated meaty throws into my game after seeing Nuki doing it and, from what i’ve seen, many other pros also manually time their meaties (K-Brad, Tokido and Xiaohai, to name a few) even when playing characters that have guaranteed setups against both rises.

I think pros getting jabbed out of their okis happens not only because sometimes they miss their meaties but also for other reasons such as trying to shimmy for increased damage or delaying their pressure to beat jumpback OS (which i believe blocks meaty normals and techs meaty throws).

So you are consistently throwing and meatying both quickrise and backtech when mixed up, and not primarily based on reads from people that only quickrise or only backtech?

I’m talking about midscreen of course.

This is just… lol.

You can do any combo ending with sbk and dash forward and walk a little for a meaty st.mp you are +3 on block or more since it’s a meaty, you can shimmie or do a cr.mk or forward st.mp to be even on block. If they back dash your no longer in range but can punish the back dash if they do it every time, I personally like the double dash cr.lp setup, just that it needs to be time perfectly. I miss it time to time and get punish by a wake up jab to a combo, the double dash set up works for people who like to back dash or normal quick rise.

So playing more season 2… yeah… Chun is bad. At first I thought she was fine but the top 5 (Guile, Urien, Laura, Cammy, Balrog) were too good… naw, Chun is actually legit bad and she’s going to continue to have issues if Capcom doesn’t fix her a bit in the next so called balance patch. **She needs more damage. **Between the cr lp becoming frame 4 and all the other damage nerfs, she doesn’t do enough and comes up short. Poke characters, or trying to play footsies (which she is designed for right?!) is suicide because the game engine will make sure you’ll wind up eating a random crush counter and all of your work & life lead tossed into the crapper. This video is why Chun (or any other poke-based character) doesn’t work anymore in S2 imo… plus the damage nerfs:

https://www.youtube.com/watch?v=23YUJzeoRFc

[quote=“ShadolooDoll, post:3357, topic:175372”]

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Lmao. As I’ve always said since sesaon 2, Urien one of the most broken characters in SF history.

What a garbage video ?

As If SF4 didn’t have focus attack that could eat this same poke and lead to equally high damage, not to mention Lvl 1 focus that would crumple on CH just like Urien’s st.HP here. The crush counter system isn’t bad imo but moves like Urien’s st.HP should be more punishable on whiff and block and that would be that. That particular move is hella OP no doubt but most footsies CCs are punishable on block/whiff with the exception to that button.

I think another two frames of recovery though should be added to all moves like Necalli’s st.HK and Ken’ st.HK across the board. Make them even more risky since the reward is grand. Plus on block CCs shouldn’t exist in my opinion. I would be perfectly fine if moves like Mika’s F.HP, Bison’s st.HK were moved to not be crush counters since they still get to combo after them whether it CC’ed or not.

I get what he is saying but it isn’t like it is something we haven’t seen before in a SF game. E.Ryu could do 50% damage out of a cr.MK xx Hadouken that was confirm-able, safe and a true block string, not to mention being much faster.

Well I told people about Urien’s s.HP. Other than slow start up and recovery the button is OD as hell. Which is fine because it was also really OD in 3S so they made sure to keep it strong, just in this game with a crush counter property and the ability charge it to plus 3 on block and cancelable is a bit much in a game where there’s a lot of shorter buttons. Especially when the hit box is one of the only standing hit boxes that is clearly extended out the hurt box

With that said his s.HP isn’t THAT hard to deal with. It’s very whiff punishable especially for a character like Vega. Just walk forward a bit at him and if he whiffs one you can just sweep or barehand s.MP, s.HK target combo to whiff punish (s.MP target can be done on reaction, sweep requires a bit more anticipation). The range that Urien is trying to bash your buttons with his s.HP is the range that it will whiff if you don’t press buttons any way. People just bash buttons when they don’t need to against Urien.

The video is mostly scrub whining though. If people can play Marvel 3 competitively they can play anything competitively and although s.HP is really good, at high level you won’t get away against top players throwing it around all day. You have to place it pretty well or you will get whiff punished a lot. They can mix it up with the charged one that is plus and cancelable, but that’s also a risk since that telegraphs the start up and sets him up to get crush countered. More buttons do need to be better, but getting bashed by s.HP is more a player problem than a character problem.