I went 9-1 yesterday in the beta. All matches were solid connections! Super excited. Got about 5 hours total playing.
people definitely mash Cr. MP, especially Bison players
I wish B+Hp was a bit better in range and I’m totally bumbed VT - VS, Stomp x 3, J.HK, B+Hp xx EX LLegs misses. It totally looks like it should shit.
The best Bread and Butter combos everyone needs to get down are these:
Cr. Lp, Cr. Lp, St. Mp xx HK LLegs
Cr. Lp, St. MP, Cr. Mk xx HK LLegs
Cr. Hp xx Lk LLegs, Cr. Lp xx Lk SBK
Not a whole lot of damage on these but I’m basically using nothing but these combos right now plus VS into JP. HP (which the timing sucks on, I need more practice with it)
But if you land TC HP or J. HK off Vskill, using B+Hp or Cr. MK xx Kikouken - CA is a sweet set up.
I’m not convinced that EX Kikouken xx EX LLegs is worth it for two bars.
CA 3/4 screen punishes Ryu and Nash fireballs, didn’t get to try against Chun.
VT messes my timing up on basic combos due to the increased hits and figuring out when to cancel. Chun is kind of a 2 in 1 character.
Good Anti-Air options
B+Hk
St. Lk
B/F+ Mp
Cr. Hk
J. HP (one hit allows juggles into EX SBK or Stomps)
J. Mp
Cr. Mp (good for sliding under fools)
Ex SBK (Never got beat out!)
Air throw (seems kinda low priority, got hit a lot by flying Bisons…Appa yip yip)
Hope it comes back soon! I’m really just starting to get the hang of Chun-Li and trying my best not to do fancy stuff. Just want to play fundamental and basic for now. When launch comes hopefully I’ll be ready for finding/doing the advanced stuff.
Yeah I tried to go under denjin fireballs with her c.mp a few times and got hit every time. Those fireballs are so damn fast any way compared to the start up and recovery of c.mp that its not worth the risk I feel. You dont move very far forward on a successful slide under any ways so you’re just kinda sliding into more fireballs really.
Better off just walking up close enough and going for anticipation v skill hoping you hop over him. I generally just try to block it out and take the chip and only jump if he charges for guard crush.
**
Looks like c.MK linked into c.LP will eventually be a bnb also. ** Works on regular hit. Found out by accident that her c.MK can combo into c.LP so you can do stuff like c.MK, c.LP into super or c.MK, c.LPx2 to super (you can see me accidentally do it in the last match). Which means I don’t have to 3S low forward one hit confirm off of it anymore. Can just link c.LP for the hit confirm and be plus on block if I miss the confirm.
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.
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VERY nice stuff dude.
I learned more about Chun from watching that set than anywhere else. I finally got to see st.hp as a poke… Looks awesome in v trigger… Like seriously. Looks like it lacks priority in certain situations, but has mucho range and damage to make up for it. St.hk still looks like a great ranged poke to hit people with that are trying to walk forward… Look for that thing to kinda own birdie/any tall characters that use standing pokes alot.
Unfortunately, we still didn’t get to see much v trigger on v trigger gameplay. Chuns v trigger looks very strong when comparing her to characters that don’t have their own v trigger activated. I think this game will start to be all about v trigger versus v trigger just because of that.
Her pokes with respect to the rest of the cast look very good. But her fireball will be needed against bison and vega since both outpoke her with either scissors or normals or both. That’s really what her fireball is for… Use her as a fireball character (with speed and great normals) against non fireballers, and against fireballers, since they can all out fireball her, use her great normals and speed and up close mixup and pressure to beat them. V trigger changes her into a pressure monster though and at the very least should convert to damage if the opponent chooses to fight it out, or guaranteed walking them into the corner should they not want to contest godlike normals with mucho frame advantage and damage.
Her v skill looks to also be highly pumped up by her v trigger as well since she gains more frames on jump attacks, making her v skill into early attack safer on block as she lands.
Seriously though I just want to activate v trigger and punch people with st.hp
I feel you can get a lot of mileage just running her s.HP in V Trigger. The s.HP is a bit riskier to get blocked or whiff outside of V Trigger, but once in V Trigger it’s like you said where you can just throw it out there. I assume in V Trigger its also safe against V Reversals so you can just kinda have it as your go to chip and pressure tool even from a range. The stun on V Trigger s.HP is pretty beast also.
I definitely will have to mess around with c.HP more in V Trigger the next time I play. Seems like her go to for heavy damage once its activated.
b+HP is something I’ll have to mess around with more in general. It obviously doesn’t have the insane hit box it had in 3S, but close range I was beating a lot of stuff with it and generally was a good throw tech stuffer.
Good note about the fireball. My main experience with Chun is 3S where she was a side character and when I mained P groove Chun in CVS2. Both Chuns pretty much don’t throw fireballs much at all and are just very normal and throw based so I base my play off those Chuns. Will keep it in mind though as yeah, Bison’s c.MP especially in lag was just kinda winning for free it seemed sometimes.
Being a very theoretical player I already had a lot of stuff played out in my head from the footage I’ve watched and what I messed with at Evo. Good to kinda put it all together in some matches and still got a lot more to go.
I can’t wait to test more V Trigger vs V Trigger stuff. Coming from KI I already have a leg up on finding the ins and outs of your character’s instinct/trigger and how they compliment your character. It’s about the best way to do a “comeback” mechanic as it requires theory to apply to its fullest. SFV takes it one step further where you actually get rewarded with quicker access to it for landing your V Skill. Which makes things more interesting and advantageous for the winning player. You’re not always in a situation where you’re going to be dealing with the opponent’s Trigger long before you get yours out. You can get close to matching them in Gauge even if you’re winning. Something that wasn’t regularly possible or as dynamic with ultras. Your big one move burst damage is attached to super again like the OG games, so you have to work and make moves to build for that instead of it being the thing you get for getting beat up.
I like your exchange pokes going from
Cr. lp, B+Hp, Cr. Mk, St. Hp
looked like CH city
Pretty easy to keep a kikouken charged as well.
If you can’t Link Lights to Mediums in the gamescom build I’m a little confused on how Chun is going to hit confirm.
St. Mp is pretty dang weak on range, we have to be point blank and cancel that close into LLegs is unsafe.
Cr. Mk is good, St. Lp is good, St. Lk is good
Cr. Mp is rather pointless aside from the obvious things it can do. I wouldn’t rely on that as a poke for nothing.
Basically what I’m saying characters like Ryu, Ken will have a distinct advantage over Chun with having solid St. Mp and Cr. Mp cancels
that can be linked into TCs or specials for continued damage AND higher damage than what Chun is dishing out currently.
Before last night I never even thought about using chun, but I got tired of the other characters so I decided to give her a shot. God she is so much fun to use. I feel like now I don’t have the proper patients to use her well ( I think I went 6-11 with her when it was all said and done) but learning a lot from the videos posted.
Hell I don’t think I even clicked on this thread until last night
That’s kinda why they balanced Chun around her V Trigger. Once she’s in V Trigger she arguably gets better confirms than all of them. They mentioned in the Evo panel that Chun was purposely made to work like she normally does outside of V Trigger. Heavy emphasis on pokes and lacking in hit confirms without resource. Which is pretty much how she’s always been. The idea is just to keep yourself up with pokes and build for super. Then when V Trigger is active you can get those nasty confirms you are looking for to keep up in that part of the game. Which even if you don’t have V Trigger, a full super meter makes your c.MK and closer normals a lot more dangerous.
Essentially the reason you’re worried about this is that Capcom purposely did it, so you work for the V Trigger to fix that issue. Which in V Trigger you basically can’t even jump in or go air to air against Chun without worrying about taking big damage. You get a lot more hit confirms and a lot more situations where you will win the damage/conversion war if people challenge you. When Chun is not in V Trigger she still has faster walk speed and better throw range via kara than those characters. Which means she can buy time bullying the neutral and maybe even land a couple v skills to build for V Trigger and super until then.
At face value it looks rough for Chun, but when you consider her neutral advantages over Ryu and Ken and how dangerous her confirms get with full super or V Trigger, it’s a solid trade off I say.
I do have to use more s.LK too. Nice and quick and hits a bit farther forward for AA than b+HK. Want to start incorporating more f+MP and s.MK the next time I play also and see where that goes. I love my 3S c.MK and s.HP though lol
I like what they did with her in this game. She’s very fundamental based, but she has a lot more combo and pressure game than previously. She hasn’t been this interesting overall since Alpha 2 I think. You get the neutral and the flashy combos and setups.
She doesn’t really have a go to DP and even her neutral game alone is more complicated than probably some of the other cast so she’s not the first character I would say people would go to. People were generally underwhelmed by her from the E3 build, but I figured it was mostly because she just had so many things to use to make her what she is. As opposed to Bison pressing c.MP into scissors or Ryu doing s.MPx2 to whatever. Which is fine since fundamentally she’s arguably better than both of those characters in her walk speed or normals. Then gets time to go crazy once V Trigger hits.
Vs a bunch of randoms online and after not playing for 3 weeks, that’s what it will be LOL. From watching a lot of other top players, they are generally notorious for not optimizing combo theory when a new game is in beta or just released so I guess it’s just more of the same there. Focusing on neutral over combos as you’re just feeling the game. People give J.Wong crap for not optimizing things all of the time (he basically played KI in its entirety without doing combos LOL).
I guess that’s good if that’s the only criticism you can mention. Looking for more critical stuff to work on obviously as it’s a good push when you’re just playing a beta and not like a bunch of real people.
I don’t mind purposely shortening my combos to play more neutral game. Like I said, I just wanted to press a lot of normals and kara throw and such so I’ll have more combo optimization as time goes on. I’m sure i landed V Trigger overhead at ranges where I could have done s.MP into c.HP but that will all come with time also.
I’ve a habit of double tapping things. Been doing it since 3rd Strike where I tend to buffer LLegs. So V Chun feeling like 3S Chun brings that habit back to the forefront. Also, since this is online and the first time I’ve taken Chun out (I played Cammy during the botched first phase), I sometimes just double (and even triple) tap because it somehow “feels” better, especially since I don’t have the timing of things down. I’ll probably get them cleaned up as I get more time with the game and get the timing of things right.
Now regarding v-skill. At least in my matches, none of us were getting to use it against fireballs effectively. For the most part, I was using it more as tricksy jump in combined with j.mk to try to tag them on the way down. Also tried it as an anti-air bug it just tended to trade at that (e.g. that double V-Skill trade in one of my matches).
Other things… was using alot of cr.mk into lk legs to pressure. I got punished a few times that cr.mk into hk legs was blocked so I started testing the former. Might just be because it’s online, but so far nobody was punishing lk legs. Also, the recovery on lk legs seemed to be enough that I could safely do another cr.mk after it and catch my opponent if they tried to do something that didn’t beat out cr.mk.
EDIT:
Also, wasn’t in one of the matches I recorded. But I’m pretty sure I KOed a guy using V-Trigger chip from normals.
I really think her V-Trigger is strong as hell, especially at full meter. Easy d+MK / df+MK mixup into cr.LP->qcf+LK->critical art is no joke, and the amount of time it takes for it to wear off leaves plenty of time for safe pressure and chip damage.
Do you guys know if her charge time for fireball has also been reduced or does it at least feels faster?
I’m wondering if she can keep up a fireball war vs ryu in SFIV and in this game. Also would be cool if you could fireball and move forward with a normal (like cr.hp or df.mp, but they seem to have a lot of frames).
I think her fireball is pivotal in making the vskill work. Having one out makes it very tricky for the opponent to antiair. It looks like there’s a sweet spot (depending on fireball recovery) where the opponent is forced to block .
I’m surprised this is the character I’m most interested in so far lol
Not sure. Most of my Chun experience is with using Chuns that have shitty fireballs (3S/CVS2) so it’s something I’ll have to mess with.
Don’t see why they would have messed with the charge time for her fireballs, but I’ll look into it. I was figuring fireball would help create setups for V Skill since V Skill is much more floaty than a KOF hop and generally is extremely easy to anti air even with like Ryu c.LP.
She definitely is a lot more fun than she has been in other games. Even with only 3 special moves, V Skill and Trigger give her a lot of new options that she hasn’t normally had in a while. Plus the lack of proximity normals extends the amount of normals she can use greatly. Getting 3S style kara throws back is icing on the cake.
Yeah with vtrigger he can cancel out a special without charge. He still needs charge for the first special though and at least scissor kicks has reduced charge time for sure.