Chun Li General Thread: Blue Jade

[quote=“Urichinan, post:460, topic:175372”]

Thanks for the ideas!

Ended up finding this:

[/quote]

God, that is so good. Finally we see some decent damage increase in V-Trigger.

I wish the server would let me in again >.<

Did not know the 2nd hit of cr.HP was EX cancelable, thanks for the heads up.

Not surprised anime game head figuring out combos super quick. Us SF players slow with the combo theory. LOL

This is what I found so far from the hour I was streaming.

Counter hit c.MK is going to be very important. C.MK to super off of regular hit may be very tough to near impossible to hit confirm, but landing c.MK on counter hit is pretty much free super just like in 3S. Easy enough to confirm. Like said before b+HP seems to give good confirm even on regular hit for it as well.

Like any other crush counter, s.HK can also cause crush counter on airborne opponents and if you land it close enough to the opponent you can combo it into super. The spinback state allows you to confirm into the whole super with the cutscene even though they are airborne for full damage.

Was having a lot of trouble doing f+MP kara throw, but probably because I’m using pad. I can’t stand pad.

Her air throw seems to only allow you to move the opponent forward. Can not back throw opponents with air throw.

Counter hits seem to add both extra damage and stun on successful hits.

Really liking s.HP in general for far range poking until I build the meter for c.MK into super.

Can someone try and get an idea about the startup of the super? Any confirms like VT c.MK (link) super?

VT enhanced c.MK to super should be very easy hit confirm. Won’t really need to theory anything for that. If they let you use the dummy recording I could test some punishes or something.

Her boob jiggle is off the charts, I hope they fix that shit. It’s like fucking water balloons being slapped around at the minute.

I’ll just leave this hear, assuming it hasn’t been discovered already.

A counter hit cr.MK leaves you in so much hit stun that you can LINK her Super from it if you missed the cancel window. You don’t even need to cancel it.

Im in the process of creating a basic guide for gameplan and combos, stay tuned.

Confirming a regular cr.mk anyway seems a bit much if it isn’t 3S style, so I’m not seeing much use of it outside of V-Trigger which gives you that extra hitstun

Bothered you can’t walljump after stomps. Also that wall stomps in the corner, there is no way to get anywhere but in the corner, unless you do them like really low down to start and spaced tightly. Impressive how easy it is to stomp low down. I was doing a stomp on birdie’s foot, 2nd on his knee to cross up mk.

I notice target combo is like spaced later, the 2nd hit. I notice hk sbk knocks down and you can combo cr hp into it, so you can do target combo to cr hp to hk sbk.

Seems like being able to do regular legs into her ca is op.

Yeah I’m starting to figure out that you can confirm c.MK into super on regular hit, it’s just very tight to get it in compared to 3S. More like hit confirming Ken’s c.MK in 3S but possible.

Just found out that V Triggered c.MK changes up the hit stun so you can’t really hit confirm 2 hit c.MK into super in V Trigger. I think even on counter hit it’s screwy.

Bout to post a video that gives an idea of what the frame advantage and disadvantage is like on her different normals and specials.

You can do n.jump stomp into air legs like sf4 chun can with j.hp. Gives combo on hit. Air legs is not overhead

After hk legs, if you do st.mp and they hit/block it, you are in perfect space to do v-skill into crossup mk. You can also do a slight walk forward into kara grab instead of v-skill.

back hp can work as an anti air

Combos 0 Bar ** DMG STUN**
c.lp c.lp c.lp xx lk bird 165 331
c.lp c.lp c.lp st.lk xx mk legs 169 298
c.lp c.lp c.lp st.lk xx lk bird 181 358
V-skill headstomp headstomp headstomp 184 194
V-skill headstomp headstomp mk air legs 184 194
c.lk c.lp st.mp xx hk legs 187 297
c.lp c.lp st.mp xx hk legs 197 297
c.lp c.lp st.mp xx mk bird 214 353
c.lp st.mp c.mk xx hk legs 225 324
c.hp xx lk legs c.lp xx lk spinning bird 260 390
c.hp xx lk legs c.lp st.lk xx mk legs 264 357
c.hp xx lk legs c.lp st.lk xx lk bird 276 417

Combos 1 Bar ** DMG STUN**
c.lk c.lp st.mp xx ex legs 215 353
c.lp st.mp c.mk xx ex legs 253 380
V-skill headstomp headstomp headstomp EX air legs 274 302
c.hp xx ex fireball c.jab xx lk bird (corner only) 318 488

Combos 3 Bar
c.lp st.mp c.mk xx hk legs xx CA 379 268
c.lp st.mp c.mk xx CA 403 240
c.hp xx lk legs c.lp st.lk xx mk legs xx CA 420 321

V-trigger Combos 0 Bar ** DMG STUN**
back hp V-trigger c.mk xx hk legs 237 364
down mk st.mp xx hk legs 267 286
c.mk st.mp c.mk xx hk legs 290 354
forward hk c.lp st.mp xx hk legs 291 427
forward hk st.mp c.mk xx hk legs 320 454

V-trigger Combos 1 Bar ** DMG STUN**
st.mp 2nd hit c.hp xx ex bird 328 480
st.mp 2nd hit c.hp xx ex fireball back mp 330 430
c.hp xx V-trigger st.mp c.hp xx ex bird 334 490
c.hp xx V-trigger st.mp c.hp xx ex legs 340 460

V-trigger Combos 3 Bar ** DMG STUN**
down mk st.mp xx ca 443 190
c.hp Vtrigger st.mp c.hp xx ca 448 340
forward hk st.mp c.mk xx ca 491 370

Instant Air Legs 0 Bar DMG STUN
air mk legs c.lp st.mp c.mk xx hk legs 257 345
air mk legs st.mp c.mk xx hk legs 255 314

Not really sure how to format it better

Okay i had a bit of time with chun li.

Medium Air legs
-It connects to st.mp x cr.mk
-Grounded Legs into cr.lp is very unreliable as the cr.lp will almost always whiff. Most times it doe not matter where you are it will whiff.

-I noticed during my few matches that after you get cr.mk legs the opponent must guess what you will do. So finding the optimal counter hit set up afterwards is going to be our thing. Since legs does end in an advantage on hit like it should maybe fishing with st.mk to get a counter hit will be a good follow up.

-her fireball is very reliable imo. It has enough charge time to stay in the fireball war until you need to use your vskill.
-For some reason even though it seems like st.mp x st.mp can connect it some how whiffs. The opponent is still in hitstun but it whiffs.
-st.mp x st.lp might connect
-B.hk is an amazing anti air. It works like chun li’s alpha anti air. If you’re opponent is known to not block low go for it. it can probably set up for a meaty as they land so try to create some frame traps after it. (Honestly i am happy my anti airs work so it means when people are being stupid and constantly jump in they’ll get stunned in a few tries.)

For whoever ever gets in can they test these in Vtrigger.

cr.lp x b.hp
cr.lp x st.mp x st.hp x cr.mk legs

Video on frame advantage and disadvantage on block for normals and specials. About a 9 minute video.

To get the jist, s.MP, f+MP, and b.HP all seem plus to some degree. c.MK and df+MK overhead seem even. s.HP, s.HK and other heavy normals seem negative. All versions of her ground specials except for EX fireball seem negative on block. Didn’t really mess with air legs, but yeah.

Thanks a bunch for that

From closest range s.MP, are you in range for a kara throw?

Yes you are.

Also for the chun li players here. The survey does ask what character we thought was a bit weak. If you want capcom to look into chun li more just hit the box for her name if you think she is weaker then the others.

I think she should have some ways to reliably combo into her V-trigger, and some more range on the normals she needs to combo from.

I don’t think any of them look particularly weak, they all seem strong in what they do. But I’d vote Chun in hopes they add either jump cancel after CA/groovy air spin kick back again.

Can you juggle after VT anti air b.HK?

-Her j. MP can be cancelled into air lightning legs (it combos in the air)

-Counter hit stomps will pick up a an opponent who’s standing or crouching for a juggle so instant stomp in a CH setup can lead to stuff.