Chun Li General Thread: Blue Jade

I’m testing all the counter hit properties. Did you know EX Legs link out of CH st.hp? Good damage from a poke.

CH st.mk links into st.mp, and there’s a ton of meaty F+HK stuff.

I like that. Means you wont have to have super to get damage off counter hits now.

Same, and it hits from all ranges to boot. Kinda…maybe not. Hitting at the very tip will make it whiff.

B.HP actually links into LK LLegs without CH. Good for some damage when you’re outside of St.lp combo range, and it means you don’t have to commit to a cancel. Seems great.

Her F+HK damage capability is bonkers, meaty F+HK on CH links into B.HP. Cancel that into CA and it’s 60%ish

Kind of irrelevant but meaty CH st.mk links into cr.mk for a legs/super confirm. Shitty normal to use meaty though.

At the moment my gameplan is finding confirms into EX legs for damage and I rarely use her CA. I think EX legs are a better use of bar for the knockback into corner territory.

I also think cr.mk xx super is a reliable confirm offline, have it on random guard and it’s doable to confirm into, it’s just slightly strict. Sad thing is I don’t think it’s reliant online at all.

I have found that you can easily Combo her super from a crush counter ( I think that is what it is called) HK, even from max range which is huge. It is fairly easy to buffer the super during the roundhouse and just hit confirm on counter hit since the stun is so long.
I was able to counter hit something from Nash ( Probably Sonic Boom ) Max distance and confirm into the super.I think this could come in handy in footsies situation and as an anti-fireball strategy if you can predict a fireball is coming.

Yeah, it’s pretty good damage from a CC, if you wanna be conserative I think EX legs or just st.hp work from most ranges too.

I was also looking into footsie hit confirms. Both cr mk and 6mp combo into ex legs on ch.

CH doesn’t give you frame advantage on the two hit V-Trigger normals, does it? I couldn’t figure out why my ch only combos seemed harder in vt :slight_smile:

I found some other stuff, but nothing huge, I recorded a bunch of it, maybe I’ll make a video.

Please do I wanna see what I missed, although bare in mind that this build is old and shit might change if they bring the first beta up-to-speed with the Gamescom version. Kinda sucks they haven’t updated it already, I feel like I’m gonna ruin my memory by learning all the current stuff.

6MP is godlike though, it has use as an anti-air from certain angles and it’s brilliant at stuffing things. St.mk really is an unsung hero though, it bodies most of Ryu’s footsie buttons.

I also have to give props to how ridiculous her B.HK is. That thing beat Bisons headstomp clean. Did anyone test if you can juggle into super in V-Trigger ? The most practical V-trigger combo i got was F+HK, st.MP, Cr,Mk xx Legs. I was getting this a lot because people usually either mash a low or try to throw after some B,HP and f.MP pressure in V-Trigger.

I also in V-trigger got V-skill, one jumping hop kick, J.HK , cr,MK xx EX SBK. That did about 318 but the timing is somewhat strict. You have to do the hop into the jumping heavy kick fairly quickly. You can also do cr.HP instead of cr.MK when you land but the ex SBK juggles better after the cr.MK from my trials.

If super hits the opponent whilst you’re juggling I think you’re guaranteed to get animation if first hit lands. Might wanna verify that though.

Tool Assisted is doing frame data, and he’s currently working on Chun Li.

https://docs.google.com/spreadsheets/d/1U78lMg1Mbd_S7hxB1JHdqnSksvGdREyAyQvcv7TS1vE/edit#gid=774521635

st.mk is much slower than I expected, and I knew far hp was slow, but holy shit.

Also, cr.mk has exactly the same frame data as SFIV, I assume the hitbox is better, because it definitely seems more useful.

There’s some other stuff there I’m confused by, but still, very useful.

st.HP’s frame data hurt my heart a little.

That said, all I really need from Chun is a more viable way to fill up that V-gauge/more ways to land her V-Skill. She doesn’t have the health necessary to take a beating just to activate V-Trigger.

s.HP’s frame data felt expected to me considering all of her normals technically have 2 different datas because of V Trigger. Still a strong far range button that can’t be crouched and I’m assuming it’s safer in V Trigger while also building heavy chip and being tough or impossible to use most V Reversals against.

f+MP and b+HP are both good normals for frame trapping. They both felt pretty safe and good to know they are both positive at plus 2. c.LP being 3 frame start up and plus 3 on block makes it her go to frame trap, kara throw set up tool. Then can catch people mashing buttons or grab with b+HP or s.MP. Alex Valle mentioned he preferred the hit box on s.MP vs certain normals though and is even more positive on block at plus 3. Have to mess around with both c.LP and s.MP more and see what’s working better at what ranges. I think once I get near throw range c.LP will be the go to.

Also agree with her V Skill needing to have better ways to connect. Right now it seems like heavy jump in is the only viable setup for it. Luckily it does have some neutral applications and when you do get her V Trigger, it’s very easy to just start hitting buttons and putting pressure on people with it. It’s also only a 2 bar activation and lasts a decent time frame so realistically you’re still getting it quicker and having it last longer than some other characters. When you use the V Trigger the strength of it is immediately apparent and I’m sure we’ll figure out more stuff with it as we lab it up.

The start up of her V Trigger seems very quickly also. Can usually defend or poke back very quickly after activating. Hopefully we get to see start ups on the V Trigger activates sometime soon.

nvm wrong info

Gotta put your glasses on for this data chart. The colors do make it kinda strange to read for me if that was the issue. You were looking at the wrong normal. That’s her df+HK.

Senen shuu df+MK is 26 frame start up. Still pretty slow, but considering its 0 on block normally, most likely plus on block in V Trigger (and probably can’t be V Reversaled in that state) and is a combo starter that’s probably fair enough.

Phew. It’s the same as hazanshu and balrog’s overhead then.

I wonder if cr. LP, b. HK is a target combo. It’s listed in the frame data like that for some reason, but I never attempted to do that. I just assumed she didn’t have any because Combofiend said she didn’t when I asked about it on stream.

11f St. HP is terrible (slower than 6f from SF4 and 8f from SF3) and it does less damage to boot. V. trigger mode would be it’s only saving grace and that’s assuming you can’t do something better/faster in any given situation.

Edit: Speaking of V trigger, we know that the frame advantage changes after a move makes contact, but I wonder if the startup on any of the normals actually change.

So you can VTC her cr.mk and b+hp? Time to figure stuff out.

The general properties of V Trigger activation is that you can activate off anything that is naturally cancelable. If the normal can’t be cancelled into itself or other specials then you can’t VTC it. Which is a nice quick way to rule out DP’s from being VTC’d.

There’s small exceptions like with Nash’s sonic boom I believe, but that’s how it works mostly.