Yeah her charge is reduced from SF4 same as Bison’s.
You can easily go from St. Mp into Cr. Mk holding charge and cancel a kikouken.
Getting Kikouken to combo is pretty tight and difficult.
Unless for example you do J. Hk, B+Hp xx Kikouken, CA you can so do EX Kikouken into EX LLegs immediately after
You can actually take the same combo and use Cr. Mk or Cr. Hp
But I Haven’t found any other way to combo beyond that.
The startup of her Kikouken is much slower than SF4’s and the recovery is like wise garbage.
Without knowing frame data I can say this fairly confidently:
LP Kikouken seems to have the least recovery and goes full screen
Mp Kikouken you can use B+HK for an Anti-Air but it is more likely to trade because the recovery of the Kikouken and the Startup of the kick
Hp Kikouken outside the above mentioned combo is a waste of time. Travels 1/4 screen, easily jumped over and you eat a lot damage.
SBK is kinda the same issue.
for combos use LK SBK.
haven’t tried MK SBK on much
Cr. HP and B+HP is the only way to combo into HK SBK
It seems like they nerfed the start up of HK SBK since like you mentioned, you can only combo it off c.HP and b+HP now. This combo no longer works in the corner. HK SBK won’t connect after c.MK anymore.
I actually tried that combo in this newer beta test and I couldn’t get Cr. Mk to combo after EX Kikouken
although I’ll admit I only tried a handful of times and decided to just go to basics like Gootecks did and see what the most dumbed down Chun can do before chucking myself into the deep end.
I’m just one of those guys that wants to have a solid foundation before doing tricky stuff.
I do all those fancy Cr. hp xx LLegs combos in SF4, but when beginners see it, they immediately want to learn that and can’t even do Cr. Lk xx EX LLegs consistently…so yeah.
I stress to all to learn BASICS! lol
As for St. Mk, Cr. Mk xx Mk SBK…I’ll have to check that out, thanks for that heads up! I can see that easily being more damage/stun than Hk LLegs.
plus the ‘knock down’ actually gives up enough time to throw kikouken, activate VT and even Vskill
Can someone tell me more about Cr. Mk, St. Lp comboing?
After seeing what Ryu can do I have some ideas about Chun that I haven’t thought about before.
I really need to play Ryu when the beta comes back actually.
cr.lk xx 3 into legs or sbk. See if lights are cancellabe and sbk connects.
Set the opponent to jump in the corner, activate v-trigger just below him and test how many b.hk juggles you can get. If the juggle limit is infinite, I wonder if we can find infinites.
After a forward throw, if you do a immediate v-skill can you keep pressure up (the range seems ideal, just at the end of the hop) or can they punish you if they quick rise on the spot?
b.hp seems to be safe when done very early probably positive since its active for so long.
When you knock someone down near you right after air down mid kicks, you can whiff a j.mk and then do an overhead as a 50/50 for which side you’re opponent gets up. even though training only has regular get up you can time it for just as they get up and you can corpse hop or you might not.
j.mp is cancelable into legs. I tried to combo into ex spinning bird but no luck.
st.mk is an AMAZING button. i got so many counter hits with it.
I mainly used her vtrigger as an anti air and after it for a cross under to get b.hp to hit as a counter hit just in case they pressed a button or blocked the wrong way.
All in all chun is very fun. i’ve only lost about 3 times and the connections were excellent.
Chun-li is fun but it seems there are some design decisions which annoy me.
-st.mp is her go to bnb button, it however makes you give up charge. difficult to end a pressure/block string with a fireball.
-cr.lk doens’t special cancel, why not? Atleast she has a low hitconfirm with the cr.lk, cr.lp, st.mp route.
-v-skill only gives meter when hitting on the way up, good luck building v-trigger by landig that move.
-b.hp has NO range
I want to see st.mp gone and repaced completely withher b/f.mp command normal…without the command inputs and also made special cancellable. Having made her st.mp vital to her bnbs and intentionally making you give up charge is just a big annoyance, it doesn’t add “depth”.
cr.mk, cr.lp also combos so there is another low starter
Her v-trigger is one of the more interesting ones in SFV i’ve seen.
Like i said, i think she’s fun and a good character, just have some annoyances with certain decisions Capcom made.
Just make her kikouken a motion so i can pressure all day capcom.
cr.lk not being special cancel is understandable considering that they want to game to revolve more around medium and heavy normals. You’re better off fishing with her cr.mk or just poking with st.hp.
She’s not really a combo centric character, at least not like her SFIV incarnation. She’s more or less back to being a poke machine like she was in 3S/CvS2/A2 so you’re going to do alot of poking and footsies with st.mk, cr.mk and st.hp as well as going for cr.lp into kara throw/b.hp mixups.
Alex Valle also didn’t like that f/b+MP forced you to move or be stuck in proximity guard in order to use it. Although from what I tested its at least plus one on block so I think the idea is to pressure with it more so than just solely poke with it.
s.MK is most likely another underused poke for controlling neutral. Has the most range of all of her pokes that can be used for that purpose will still being safer on block than s.HP. s.HP does more damage and stun though so you get more bang for your buck if you do land it. s.HP also gets ridiculously strong in V Trigger.
Her c.LK is a lot like 3S. Not really going to do a whole lot with it for combos but still very solid range.
b+HP is much more of a close up tool now. It’s plus on block and seems to have relatively quick start up for a heavy so its one of the few heavies you can safely use on block. It’s not a crush counter (s.HK is her only crush counter), but seems to come out quick enough to frame trap and stuff attempts to tech or backdash out of throw/kara throw.
Like d3v and the developers said, they’ve made Chun Li to be more of a poking character. Not really meant to SFIV hit confirm all over the place. Which the developers explained that is what her V Trigger is for. Her V Trigger is designed to make up for her weaker confirm game by suddenly allowing her to confirm off everything and making most of her normals chip and be safer vs V Reversals.
Which does go into what you said where we will either need to find ways to neutrally land her V Skill attack to build meter, or Capcom will have to buff it so there are more viable ways to land it. Luckily she only has a 2 bar V Gauge, but I don’t see how you’re supposed to land that knee attack in the neutral regularly.
What I think they want to do is make her a poking character without having a single poke really dominating her game. In Alpha 2, that was cr.mk. 3S gave her a few more, but you were still mostly stuck with 2 buttons, hp (either standing or holding back) and mk (crouching).
Of course, you can never really take cr.mk away from Chun. IIRC, there used to be talk that you could tell that Chun would be good in a game based on the quality of her cr.mk.
Google document I made for Chun Li. Just goes over the basics of what is postive, negative, hit confirms into supers and specials and other small things. Will update as I learn new stuff.
j. MP and only thing i’ve seen people get is v-trigger combo’s but you can get j. MP->Activate->V-trigger stuff. Most of the time you are going to be to far away for stomps. Think of it like a single hit version of Ryu’s j. MP or Hakan’s j. MP.