Chun Li General Thread: Blue Jade

Shout out to MOV top 8, repping us chun mains!

MOV is a true legend. Sucks that i didn’t get to watch a single match from him this EVO.

MOV defeated Fchamp in pools and Tokido in E League few months ago so he got it in him to make the run. I just hope he wont fail like in top 8 at CEO, that was disappointing.

The downplaying of Chun’s nerfs from the commentary this weekend was just straight up depressing

You mean you don’t agree with Seth Killian’s comment roughly quoted as: “Chun was considered one of the strongest characters in season 1, but after receiving some nerfs she is still a VERY POWERFUL character”

ESPN even listed instant air legs as a key feature to her gameplay - what a joke!
MOV is defiantly a solid, solid player and that is why Chun works so well in his hands
However, Chun won’t prevail in season 2 like she did in season 1. It’s a character issue not a player issue.
I mean St. Lk too godlike in Season 1?? Yet Guile can Cr. Lp anti-air and never have to worry about losing charge!?!?!?! Everything is cool!?!? WTF-Ever

If Season 3 doesn’t pull me back, I’ll probably continue to leave SFV alone. I still keep up with it. But I can’t stand to play it.

Yeah, chens comment that she was “slightly” nerfed bugged the shit out of me to. Chun got ass raped hard, yet if one of cammys plus on block moves lost a frame of advantage he would be crying a river of epic proportions.

I remember his SFIV Vanilla Cammy crying. He even cried about SFV Vanilla Cammy loool

I know I sound like a broken record, but be prepared to be disappointed about Chun S3 changes. She can’t be fixed if no one even thinks she’s bad, and that’s what’s out there being spewed all the time. That she’s perfectly fine and the nerfs weren’t all that bad. 2.1 is probably as good as she’s gonna get. I think I’m ok with that. I’ve reached the acceptance phase.

@NagaSiren Here’s Yamada/Mizuha’a road at Evo from SmashGG. Like said he didn’t make it out of pools

Mizuha in winners

Winners Round 1 beat Sauora

Winners Round 2 beat NoelBHungry (Noel Brown)

Winners Quarter Final beat ChrisMajora

Winners Semi Final lost to ThirdPixel Saliou (US Karin player)

Mizuha in losers lost immediately to Neckeserr (Super Diamond Korean Zangief, also played Gief in IV)

Mov is my lebron james of sf v. He may not be the greatest sf player in the world but he/is universally recognized as one of the greatest chun players in the world. That man not only took chun to top 8 in season 1 but he did it again with a heavily nerfed chun li this season and still manages to make his way to top 8. MOV is personally my MVP for this year’s EVO

MOV and Bonchan proved that their characters are not dead.

Which therefore means no buffs in Season 3

Lol poor Chunners!

Sigh. Can’t wait to season 3. I can’t stand how nerfed chun was for season 2. She definitely needs some sort of pressure tool. It would be great if maybe her kikoken was changed to qcf :). That would allow her to at least zone better and can apply some pressure. But that’s never going to happen -_-

I actualy disagree with changing the kikoken to qcf. Chun-Li has always been a charge character for years. YEah, her legs is a qcf motion, but i don’t feel her fireball or sbk should. It would nearly make her feel like a copycat shoto.

Chun has had a motion fireball before

A pressure string I’ve been doing lately is **cr.lp, (delayed to hit throw techs) cr.mk, cr.mk (xx whatever) **.

A lot of players just do NOT respect Chun’s low pressure, and it’s very easy to walk out of her throws. If you want to set up a tick throw game against these players you will need to condition them. I do this by delaying cr.mk so that it hits both throw techs and people not blocking low. The delay also gives you a few frames to react to the opponent walking backward before you need to confirm.

Delaying cr.mk (instead of st.mp or whatever) also allows you to be charging and blocking the whole time, pretty significant because a big weakness of delayed/stagger pressure is just getting jabbed out of everything.

Now another thing I have noticed is that if that first cr.mk is blocked, everybody walks backwards… this is probably because if you walk backwards and block a fireball, you’re out of range of any of Chun’s good pressure buttons although you might have to block another poke. Although there is an 8 frame gap, most players will respect this due to the threat of a fireball. It also probably gets around various specials that people try to interrupt the cr.mk x fireball string with, although that hasn’t happened to me yet. (Obviously if someone presses a button after that first cr.mk you will need to establish the cr.lp, cr.mk xx fireball)


Another thing I want to share: https://www.youtube.com/watch?v=Ey1AqmWKWbc

It seems to work only on certain characters. I tested it against Rashid with wakeup reversal st.lk and cr.lp. cr.lp was much much more difficult to throw loop, but it was still possible, so I’d guess it works at least on all non-3f characters. Did not seem to work on Cammy wakeup cr.lp so it might be 1 frame tight. Also gives you ample time to shimmy.

It only works on certain characters/attacks because their hurtbox is shifted so they can either be in or out of Chun’s throw range depending on the button. In the cases where you would be out of through range, you’re still in range to CH st. MP them and convert that into a combo. Get them to respect that and maybe you can move in a little closer to grab them anyway.
The hard part is still figuring out who’s going to be stubborn with disrespectful jabs and whatnot as they see you walking toward them.

…Reminds me of a match yesterday where I was pressuring someone on block and cancelled F+MP into V-trigger (which is + on block and you can counter any button with your own). He V-reversals to get out of it the first couple of times… okay. I win the match anyway. So the 2nd match I figure I’ll do the F+MP xx V-trigger on block again, but this time throw him out of the V-reversal… he jabs both times (which works because of the 2f throw protection out of blockstun I assume). I just can’t with these people. I still won the set, but… I just can’t. :rofl:

Oh, I didn’t even notice that you were the one who posted that vid. Nice find!

I usually play pretty safe with throw oki against characters with 3fs but this seems really useful against the characters with 3f’s that are throw loopable. Does the throw whiff if Rashid doesn’t press anything?

GREAT MINDS THINK ALIKE!!!

Good stuff naga. I just had an epiphany by watching punks games, as to why his stagger pressure is so good, but mine is so wack. It lead me to a bunch insights on how to play offense in this game… and your series is the main part of of that.

Here’s what punk does:

Cr.mp, cr.mk or
Cr.mp walk forward cr.mp
If the cr.mp hits then the cr.mk will also and punk will confirm into stuff
If only the cr.mk hits punk will still confirm.

So basically the opponent is “jailed” because of the 2 move threat. So punk can mixup between both options. He can just do cr.mp over and over and over, or he can throw in the cr.mk to check those ankles and opponents hitting a button.

It’s that simple. What I’ve been doing this entire time was just trying to st.mp over and over again and hit confirm it. But people just block or find my st.mp timing.

BUT! When you throw in an immediate medium attack after the st.mp… it makes people respect your stagger pressure more… there’s more to it, but basically I haven’t tried this with Chun yet, but I tried it with urien, and I went from losing games against my practice buddy by the score of 15-3 or so…to yesterday I actually took 2 games in all our first to 3’s and in our last 2 sets I took the set. All I was doing was stagger mixups and varying my pokestrings. My pokestrings were:

St.mp,cr.mp
Fmp, hp uriens over head target combo (mixed this with fmp>throw mostly.)
And various light attack strings like cr.lp/st.lk>throw or cr.lp>st.mp

Before I used to get 90% of my throws teched but yesterday I was landing half of them, at least.

This is tech that I had also developed for chun. With urien as an example I realized that I could do the punk thing perfectly because I don’t have a low poke to combo with… but I can still use a low poke.

The other big thing I was doing was not going for obvious mixups. Like as an example if I did urien target combo and my opponent blocked it… I didn’t immediately go for the mixup on the next series and go low. No. What I would do instead was use a different pokestring while my opponent is looking for the target combo. In other words it would look like this:

  1. First use st.mp,cr.mp over and over till my opponent blocks it 1-3 times in a row. Now use that info to stagger st.mp next time, but first, let’s do a different pokestring.
  2. Use fmp>hp overhead string. Most people get hit by this the very first time. Do the string until you get the overhead blocked. Once the overhead gets blocked, now go to either 1. Or 3:
  3. Whatever light attack into throw shimmy. The first 2 strings will make the opponent more defensive in nature and they will want to start throw teching, not pressing buttons. So use this overall info to shimmy the hell out of them. Once they stop falling for the shimmy that’s when you can throw them, or go for cr.lp,st.mp frame trap and st.mp stagger pressure.

So like I don’t use the mixups in an obvious way. I do them randomly, if I feel like my opponent is readying himself to defend against 1. I do 2 or 3. If I feel they are ready for defending against 3 I do 1 or 2

Etc etc etc.

With urien there is a strength and a weakness to this. The strength is that his limbs move very far forward so his range for getting shit done is very nice. The weakness though is he doesn’t have a low to convert from (outside v trigger) so my opponent started to wise up and started to just walk out of my pressure. So I countered with just doing naked cr.mk 2-3 times in a row… and it worked. It was giving me good damage.

The good news is that chun has a convertable low, so she can make other characters stay in place much easier.
The bad part is that her st.mp has such small range that it’s hard to setup.

Anywho yeah, maybe that will help some chun players.

Yeah, Chun’s cr.mk is pretty blessed in that it’s only -2 and cancellable both into a safe special (actually one that’s plus on block usually) and a knockdown special. One correction though, I lead with cr.lp into the cr.mks – st.mp probably pushes back too far to connect two cr.mk’s, and you need the fireball threat to prevent your opponent from pressing anything after the first cr.mk.

Another thing you can do is just stagger cr.lk a lot, optionally with some cr.lp/st.lp thrown in there. Pretty effective when your opponent is pretty close to stun/death, but just outside of instant headstomp range. I don’t use this string very much otherwise though cause starting a combo with cr.lk pretty much requires you to burn meter for EX legs to get anything.