Chun Li General Thread: Blue Jade

@NagaSiren Congratulations man! Love seeing Master Chun-Li players rise the ranks.

Congratulations Naga Siren.

Here’s GO1 (Chun-Li) vs Daigo (Guile) from Abuget 2017 Grand Finals. GO1 loses 3-0, but is quite close in several of them. I think I could tell the difference between his Chun Li and MOV’s.

Have to say that Chun’s crouching MP being negative and being punishable on hit looks really weird. I suppose Capcom has had a big issue with this move, I could definitely see it being an OP get-through-zoning tool. However, currently, it seems a bit underpowered.

There’s no way that Chun’s crouching mp could ever be perceived as an overpowered get through zoning tool.

I think I must have put it poorly then, what I meant to say is that to be in its current state, Capcom must have been very worried about that move getting abused.

I somehow get the feeling that the c.MP we are seeing at S2.5 has been considerably better in the beta.

Now, if that move was a couple of frames faster and the slide went a bit further away, possibly allowing a link without V-trigger, it would be completely different case…

Living the current S2.5 what have now, I’d be happy if the c.MP was safe on hit, but offered no links outside V-trigger. It just looks weird that it’s not safe even on hit! Thinking of the rest of the case, the only comparable thing that comes to mind is Nash’s V-reversal that you can punish… How many other normals are there that are not safe on hit?

It makes me wonder though why does GO1 go with the c.MP where as MOV utilizes it less? Play style difference?

cr. mp is safe (both on block and on hit) if you space it out so that it hits on a late active frame. Since it’s mainly used to get under fireballs this is pretty much always the case. I’d say it’s pretty good, you can do it pretty often on reaction and in this matchup it invalidates Guile’s v-skill. I haven’t seen MOV fight a Guile in season 2 but I would expect him to use it a lot in this matchup too.

That said, the matchup is still hard because cr. mp is pretty much Chun’s only anti-fireball tool and it’s not enough against Guile. It has a pretty limited range where it’s useful and outside of that it’s either unsafe or will whiff. Chun has floaty jumps that Guile easily aa’s and doesn’t have anti-fireball specials like EX air kunai, EX divekicks, or EX rush punch/tackle/drill/tenko which are far more rewarding than cr.mp.

Sako beat Chris G at some tournament a while back switching to Chun and running the hell out of c.MP, but it’s not something that’ll work long term vs a great Guile player. Chun still struggles too much in that match and the only thing that really helped was Guile getting normalized up to a 3 bar trigger. There’s just better characters you can play for that matchup instead of struggling like a command grab character without the reward for getting in.

I am still in shock that Sako beat Chris G at that tourney. He landed a LOT of those cr. Mp and I just couldn’t understand how. You usually get blown up trying to do that much and it’s easy to misspace, which gives Guile a free punish.

He just made a lot of good calls on when he was going to throw the booms and just frame trapped him extremely well when he got in. Which admittedly Guile does have some trouble with even basic frame traps when people get in because he has no 3 frame button. Even weak frame traps are scary for Guile to deal with and 4 frame jab means you can create extra frame traps that only work on him and not 3 framers.

https://www.youtube.com/watch?v=qJAfenXjdpk#t=5m09s

I recommend this video to everyone here, pretty important stuff
https://www.youtube.com/watch?v=BhfGiL8J6S4

I would post it in the tech post but it seems dead at the moment.

Those are pretty amazing options. Good stuff on the vid/tech creator.

Punk versus smug, using chun to start off the ft10.

Couple of things worth note:

Punk can confirm chuns st.hp into v trigger.
Punk has started to use cr.lp as a starter string for his stagger pressure. So like, instead of st.mp (walk forward) st.mp,cr.mk

He’s using cr.lp (walk forward) cr.lp or st.mp

Punk tends to use the same pressure string with a lot of characters. He will do medium, walk forward, medium, medium.

He does it with Karin urien and chun from what I’ve seen, but he’s using jab as a starter with her now. It makes sense because jab has good range at 4 frame startup versus st.mp range at 5 frame startup, and jab has less pushback while only being 1 less frame positive.

I posited that cr.lp might be the better stagger pressure starter. I think cr.lpx2 also has merit with chuns walkspeed. Unfortunately chun doesn’t really do enough damage to make her stagger pressure truly scary.

https://youtu.be/yPiQYhBfCc4

They improved Chun-Li’s face in MvCi. But I still believe SFV is still the best she’s ever looked. Try again next time Mahvel.

https://i.ytimg.com/vi/ZlFPwLTgIJQ/maxresdefault.jpg

She’s definitely a lot better looking now in MVCI
But yes SFV Chun is still better looking yet.

I’m curious though if they changed the combat face.
In SFV Ken’s face looks different in story mode cinematic versus the face we see on the select screen and in-game

This is off-topic but I’m curious about a few characters. I’d like to play Chun of course but partnering her with:
Rocket, Cap-America, Cap-Marvel, Strider, maybe Morrigan. I’d give Iron Man a go but beyond that I’m not interested in most of the cast.
I ā€œMightā€ get MVCI I hated MVC3 so…it’s a very slight might.

I really would like to try an Anime fighter, but I’m intimidated lol. I want to be good a game and if I jump into a game like Xrd Rev right now - I’d get destroyed and not have any enjoyment. Happened when I got BlazBlue Chrono. I got turned off really fast after a few play sessions.

Ken’s story mode model IS the same one as his in-game and character select screen model. It is just the dumb expression on the character select screen that is making him look really bad there.

It is all about lighting and posing.

I wonder if we as chun players should take a closer look at df+hk?

This isn’t sf4 anymore and that move does good white chip, combos on hit, gives us pressure and sets up staggers and is a feee get in against players that are delay teching/pressing buttons on the ground to keep us from dashing in.

I’ve used it with pretty decent results so far. Not a mainstay, but it seems at the very least to setup for other stuff like random overheads and forward walks into throw.

Sometimes i have it come out by accident and people usually fall for it, most people even forget that the move exists, still it is very easy to block.

Most definitely. But I’ve found that with chuns dash and her staggers/delays/tick throws… that it can open people up pretty well because it serves as another chance at stagger/delay/tick pressure on block.

Having said that, it can’t be abused at all really, just another option to try and give chun some semblance of an effective offense in sf5.

Since 2.5 balance patch and its extra-4-frames-after-charge change, I throw unwanted kikokens pretty often. It’s annoying.
Like : go back, AA with jab, move forward during hit = wild kikoken appears ! T_T meh.

I used to use df+HK a lot during the beta, but once I started learning to use IALL didn’t find much use for it anymore. None of the top players really ever use it either now.

You mean that iall that used to be plus on block and no longer is, completely changing the move?