Chun Li General Thread: Blue Jade

Being charge is no big deal. You just have to learn how to keep charge.
Charging during throws, in the air, throwing out normals, during specials etc., etc.,
Charge times are a bit shorter than 4. for example on a whiffed/blocked Mp DP, you have enough time to cancel Cr. Mk or Cr. Hp into SBK
Biggest issue with Chun having a charge fireball and the way this game is paced it becomes difficult for her to utilize kioukens up close.
For example is SF4 you can do Cr. Lp, St. mp xx Kikouken
Can’t do that now because her MP is a command normal and not cancelable
SF4 you can do Cr. Lp, Cr. Mk xx Kikouken
Can’t do that now because Cr. Mk is not linkable from Cr. Lp

Just a few examples but clear enough to demonstrate my point as to why kikouken should be motion based.
Now we can do Cr. Lp x 3 xx Kikouken in this game for some push back and meter building.
For up close moments. Kikouken (specifically EX) will be the best option off hit confirms in the corner.
two combo examples:
B+HP or Cr. Hp xx EX Kikouken, Cr. mk xx SBK, LLegs or Ex LLegs (corner)
Cr. Hp xx Lk LLegs, Cr. Lp xx Ex Kikouken xx Ex LLegs (mid screen to corner) you can mash out the Ex LLegs right after Ex Kikouken. pretty cool looking combo. Really need more lab time to see if the damage is worth the meter or better options in general.

I’m just gonna low forward super a lot.

I’m kinda curious how slippery Cr. Mp can be.
She can avoid attacks from deep jump-ins or neutrals by sliding under the opponent and potential be primed for going offensive.
The recovery on it is not exactly quick but not horrible either. I really need that beta to come back online, haha. So many ideas to look into.

Couple vids to share (not mine)

Good sources for any Chun to get a nice starting point when the beta comes back online.

Knowing my luck, the beta will be back on next week while Im on vacation…

Just beat Nash critical art with chun forward HK.

Managed to squeeze these out just now. Also, Cammy and Birdie were just there for me and now they’re gone?

518 damage V-Trigger combo:
https://www.youtube.com/G-SgTmz0nJo

Crush Counter options:
https://www.youtube.com/CC5SRIFCdMA

Body hop after Critical Art:
https://www.youtube.com/KuaZE-KTTf0

I also learned that you can do a s.lm after st.k. I never knew:
https://www.youtube.com/h1UoPgbIkzE

…why did I think F+HK was an overhead?

St.mk, F+HK and cr.mk are easily my favourite buttons to use, people still mashing jab and cr.lk and I’m just blowing that shit up with F+HK.

Her kara throw is so strong without cr.teching being a thing. The opportunities for cr.hp xx L.Lightning Legs have been…adequate, definitely a common thing I’ve been doing in matches to punish. Even though this is an old build, I’m still loving how she plays. Nobody else is doing it for me though, Ryu got me by my first 10 or so games.

Oh snap fj.hk is a fuzzy guard hot damn.

Finally got to play
Went straight to chun idk why but starting to figure out when to use mp+mk to better react to zoning. Just to turn the momentum offensively.
Over head is deceptive especially since the motion is eased up so I use it when closing in more now. I do like fwd HK to blow up certain normals.

Toward the later part of the match since they learn to respect and weave in and out of low forward range early, I’ll use standing medium to beat them out when they try to snake back in for their approach. work in standing heavy just to slightly tweak the timing.

From there I’m still scrubby
Low forward is life
I mash it still especially since people online wanna mash heavies after it on block and counter hit
Stuffs those turkeys nicely.

Was in a Chun mirror and we actually traded V-Skills alot, lol.

Got some footage, but it’s gonna take awhile to upload to YouTube.

Stuff I found out
.

  • b. HP is + on block. On hit you can hit confirm to st. Jab->MK Legs (RH legs won’t combo). You can verify it was blocked and go for cr.MK frametrap also. If you get respect kara-throw.
  • b. HP isn’t a great anti-air but on counter-hit you can super your opponent if they were air borne
  • st. MK is her best poke. Most range, beats fireballs at sweep range, goes over lows, etc.
  • cr. MK frames are pretty amazing, on counter-hit you get another for free and it’s great for whiff punishing.
  • f. RH has ridiculous range maybe more than st. MK and on counter hit leads to a free cr. Jab->Spinning bird kick. Beats a lot of lows but is SUPER slow so will lose to cr. jab mash or cr. MP mashing.
  • Anti-air V-skill into 3x stomps->Ex-legs is almost 300 dmg.
  • Her v-skill isn’t very good for going over fireballs and because of its floaty nature you need to delay your jump attack or you could be negative on landing if you do j. RH.
  • V-Trigger cr. FP seemed plus on block allowing pretty gross pressure as that into jab seems to be uninterrupted. So you can do some pretty serious rush down by going into it.
  • In V-trigger b. RH knocks down for a free b.FP or super.
  • b. RH seems to be the anti-air of choice, but if they empty jump it can whiff making b. FP better at some ranges. Her anti-air is MUCH easier before but it still has holes your going to have to fill in with matchup knowledge.
  • Kara-throw is super good (f. MP), but may have been my timing but mashing cr. Jab seems to beat kara-throw. But cr. Jabx2 kara-throw and b.FP->kara throw both work setting up some great frame trap setups.
  • Fireball seems negative point blank but at sweep range or greater is very +.
  • Super punishes so much on reaction, v-skill and cr. MP were kinda’ve hard to reaction punish fireballs with (possibly shitty connections online) but super is super easy.
  • After a super you can get some decent mixup with j. RH or j. MK for some ambiguous shenanigans.
  • Don’t think safe jumps are going to be possible in this game because trip guard window is MASSIVE.

Chun’s footsies are mad solid, but sweeps seem to beat all other normals period in priority. Even st. MK will get sweeped at a range they couldn’t even reach your foot, but cr. MK’s and other lows you’d go over and win. It’s weird. Also everyone’s back walk speed is noticeably faster than everyone’s forward walk speed for some reason making walking people down a pain and making whiff punishing super important. Luckily though everyone else is playing with t-rex arms compared to you so mash that st. MK until they give you some respect!

Was my timing just hosed or does d+MP not go under Ryu’s fireballs when he’s in V-trigger?

It doesn’t go to its low-profile frames until fairly late. Doubt you’ll be able to go under them on reaction at a range you could hit him.

Found some more neat juggles:
https://www.youtube.com/watch?v=Lt48NOrYD5A

Also found a bunch of corner ones and stuff from other ground normals, but they closed the beta for the day before I could record them :frowning:

Played a TON of matches today. b+HK is such a wonderful AA.

Chun Li’s health is low as usual but the health loss after just one combo at 2:06 is still quite stunning. If you play Chun Li, you better not get hit by anything!

I’m used to playing low health characters any ways. He had to spend all his meter to do that damage so makes sense. Combos definitely hurt really bad in this game if you put resources into them. Chun has a lot of good normals, decent V Reversal and EX SBK for keeping pressure off of her.

20 minutes of the matches I played online during the beta. Love the kara throw and figuring out her buttons. Was using a lot of c.MK and s.HP and got a few cross ups during the V Skill. Love the V Trigger overhead combos too. Basic mix up is c.LP x 1 or 2 into kara throw of c.LP x 1 or 2 into b+HP to catch people trying to crouch tech. Some people ended up trying to backdash to escape the grab (since backdashes are still throw invincible) but you can just walk them down with a button if you know they’re going for that.

https://www.youtube.com/watch?v=gHw8ycs6qeQ

Thanks for sharing DevilJin. Some nice combo’s! And it’s good to see I’m not the only one that forgets to active my V-Trigger sometimes.

Yeah it’s cause I still have that 3S mentality and just want to poke and kara grab people LOL

Here’s a bit over an hour’s worth of Chun Footage. There are 13 matches in there and each time in the training room is about 3-5 minutes. There was also a Chun player in the chat asking me to try out some stuff, so I would test that in the training room at times: