Chun Li General Thread: Blue Jade

https://twitter.com/JustVineNews/status/847600002721390593 So if MOV is really quiting Chun Li after E-League I believe that only leaves YamadaTaro… Who is also not traveling much and Filipinoman (who is struggling in terms of sticking with her.) I was hoping Ricki and MOV would have just out right not used them at EL to give Capcom a more public warning signal. But can’t blame them for giving it one last shot.

I mean, is this what Capcom wanted? They thought Chun didn’t have viewer appeal and wanted to make sure she wasn’t going to be a character commonly doing well in tournaments or something?

Yukadon uses Ibuki (I guess Nash sometimes too) so you’re probably talking about someone else.

I think Capcom just thinks they know what they’re doing and never realize the true possible outcome until it’s too late. Not touching her much at all in Season 2.5 clearly shows they think she is in a good state. Think any ways

Humanbomb probably still plays her, but man… how’s he gonna get through customs to even participate overseas with a name like that?

YamadaTaro @“DevilJin 01” . Thanks for catching.

Also, is this the supposed source of MOV saying he was dropping Chun? Because this is from almost 2 months ago and he just played Chun in E-league and made it out of the bracket:

I wouldn’t consider that a drop if that’s the case… unless there’s another source somewhere out there.

I wouldnt worry about MOV dropping Chun anytime soon since hes the only Chun that’s actually performing. SFV Chun still plays a lot like 3S Chun and I’m sure that helps him click with her despite changes.

I’d be surprised if he’s still using her by November, but theres always Ibuki

Do you guys consider Juri to be a good or a bad match up? I feel that the fight is really obnoxious now.

Her improved v-skill makes it a lot harder for me now. So yeah, really obnoxious. But it still feels like a 5/5 matchup.

Not only that but the constant chase without having any real pressure game, her cr.MP, st.MK and st.HP all being a ridiculous annoying counter pokes that doesn’t allow you to poke as much as you would like, especially st.MK . God the jab anti-air pisses the living crap out of me as well.

Also i don’t know if it is pushback or actual range but her throw range feels ridiculously good compared to what we have. It also doesn’t help that she has a legit V-trigger that would convert any button into damage and doesn’t run out in 2 seconds like ours.

Just her play style is extremely irritating and obnoxious to play against. I truly hope her and FANG never become top tier characters because they are just annoying to fight, not saying they are OP but are just annoying.

I do agree that it is 5/5 but i feel that this matchup and Rashid’s and Bison’s are the matchups that annoy me the most when i play. Like even when i win, it doesn’t feel fun playing against them. I honestly would rather fight Mika or Urien, even when i know that they can steam roll me over this dragged out annoying hit and run characters.

I think Juri is pretty strong against Chun.
Juri has really easy meaty set ups after a variety of situations and a very real throw loop and a hard to punish Lp Dp if spaced properly
Juri’s St. Mk and crush counter potential make it hard for Chun to use her buttons as they operate in pretty much the same range.
Juri’s St. Lp Anti Air is really strong too and GASP you get a free 50/50 mix up after it hits too
You basically need to stay on top of Juri with no stores and stay in her face.

I’d consider the match up even though if you have equally skilled players. Just don’t let a lesser skilled Juri derp all over you.

Juri pisses me the fuck off against chun. Matchup fucking sucks.

As I’ve been playing more I feel like Juri will be one of those characters that either beats you or you beat her. Her toolset is pretty polarizing since if she’s level 2 charged up and has at least LK store charged, there are quite a few characters that literally can’t do much anything anymore. Like vs Dhalsim once Juri charges to level 2 he literally can’t do anything anymore. It’s amazing that I still see top Japan Juri players do anything other than charge V Skill vs him.

I would imagine Juri can give Chun some trouble just because her buttons can compete and charged V Skill makes it scary to whiff things and then resets Juri back to a range where she can charge and store again.

God this game makes me sad sometimes. Was playing a Mika who just kept jumping at me with the fierce, every time i anti aired it would trade, except for a few times where i wasn’t goddamn PERFECT with ranges and used lk to anti air instead of roundhouse when the jump was slightly too close, then i down back for ex sbk anti air, it tags his fierce hit box or something i guess and only gets 1 tap and then lands him right next to me… . What am i meant to be doing here? Someone who is actually good with mika and can actually play on the ground as well would have trounced me without me being able to do much to keep them out. Chun is bad for stress levels i swear, just feels like there are so many obvious things in this game that i know are coming but are so hard to stop with chun anyway.

Someone who is good with Mika would jump all over Chun like a chimpanzee. I use Mika myself and i would jump all over Chun and Karin because fuck it, why not.

I think Chun would be easier to stick by for me if the AA was still at its Season 1 level. I hate not having strong grounded AA. Ibuki and Juri have much better AA so I can at least force people to only come at me horizontally. Ibuki landing a crush counter s.hk AA feels so good and Juri still has s.lp AA and mostly functioning AA dp. Even in the 2.1 pc beta jab AA still worked

I just want the damage over anything else. I just want to do more damage.

In its current form her neutral isn’t awful and we saw how many times during Eleague did MOV or Ricki have a life lead then we would see all of that lead melt away in mere seconds. That tells me that her neutral is functional but she doesn’t do enough damage to get the job done.

Chun need at least 30 to 40 damage on every combo she does and she will do just fine. She will still be mid but would be much more viable. If IALL would grant a 200+ damage like Guile’s UDK kick then that would justify me doing it and risking the -2 situation. If her st.HP did a 100 damage or even did a CC like Balrog’s st.HP then that would justify the -5.

If st.LK always led to the 50/50 cross under (Still easy to see ) then that would justify the risk associated with it. Chun Li is fucked over in the risk vs reward aspect on everything she does now. The only good think about Chun is her outfits at this point and F.MP is cool. Her only real big girl damage happens if you get a st.HK CC while you are in V-trigger and i got that once… ONE FREAKING time since S2 started. People just stand there and block and no idiot would risk the reversal at that point. They stand there or jump back to consume the time and we get back to puny damage.

Once I went to the super strat I was doing damage, but then opening people up for that one hit was hard. But still, saving to super seems to be the way to go for any character that doesn’t have the best mixups in the world.

I think it’s probably the best overall strategy for more than half the cast since more than half the cast has to deal with stuff like QR/BR and no good active frames.

Like you watch punks Karin and he’s just hitting either super, or double ex combos every round. He never uses meter on anything but offense save for the very occasional reversal.

I’ve had to ask myself if using meter for Chun is even worth it… and in most instances it just isn’t unless it’s a super.

Also think Chun could just use damage buffs. Give her a CC on st.hp like rogs and guiles st.hp, or if she doesn’t get that, then give her st.hp 100 damage and maybe take away either it’s super cancel or it’s v cancel… but not both. Strategically she’s functional, but they’ve basically turned her into fang/rashid but without either characters pressure and without rashids corner carry.

Her st.hp is like her best tool now, but doing 80 damage per hit means you need to hit the move 5 times to do 400 damage. I can consistently hit people with it 3-4 times a round but that’s only 320 damage so I need to hit a st.hp xx v trigger xx st.hp xx super as well to do 720 damage and even then I still need to hit like 2 meterless bnbs to secure a victory.

Of course rounds don’t always play out like this but having to hit all that and it’s easy to see that Chuns real shortcoming is most players aren’t hitting her bnbs enough. It’s near impossible to just win from footsie damage.

-edit… it is a bit stupid though that Chun who is supposed to be the footsies queen, doesn’t have a long range footsie button that CC’s… I can hear people saying st.hk… but it’s got to be one of the worst footsie crush counters in the game afaik. Long range but slow as shit and duckable and the range it CCS from doesn’t lend itself to any real good followups.

Chun buffs I wouldn’t mind:

Cr.mk +0 on block
St.hp made into a falling CC like rogs st.hp
BHP gives a full dash in combo on CC or, on block it doesn’t have as much pushback.
St.mp less pushback on block
Fmp +1 or 2 on block since it gives no conversion save for CH. I’d be happy if they got rid of it’s CH conversion to get a +1 on block
Fhk gives combo on hit, or is throw invincible on frame 1, or is +0 on block

Df mk sped up by 1 or 2 frames

Nothing too big, just some frame adjustments so that her footsies start to actually dominate the way they should.

@Dime_x Need your help - What does throw-teching do that 3f/4f moves don’t do during D-oki? I don’t see any benefits to throw-teching at all. Got any thoughts on this?

I agree Chun needs more damage, i would like to see it in the form of utility though. I think a juggle point on a successful back roundhouse would be great, so you can get a small follow up like f mp or something, balance out the risk reward, make people think about holding up forward against chun in some matches. A couple more frames advantage on CC roundhouse would be good too, maybe so you could combo cr fierce after it when someone does a whiff dp in your face. Reduce the recovery on fierce fireball aswell, would it be so terrible that chun could land a jab after cr fierce into fierce fireball or something? Be nice for general neutral aswell, not like she has a fantastic fireball game or anything and fierce goes half screen. ST FIERCE just needs to do more damage and not be -5, it was a silly change.These things aren’t too outlandish in my opinion (or maybe they are lol), but would make a big difference. If you want a character to play a certain way Capcom, it generally helps to reward them for doing it!