That’s pretty much how I feel about her. I get people close to stun just hitting buttons at them and ticking into kara throws. Then when I get V Trigger its fun time.
A really great button on wake up to use is he back hard punch as it combos into her st lp and lk for some extra damage. On counter hit its an amazing reward. I’ve only lost like 4 times in combination of both stress tests and she feels a lot stronger then ryu, and charlie. The only characters right now that i feel are strong contenders are cammy, and birdie.
Yeah I usually just do b+HP into LK legs. Easy to confirm and seems to have a bit more range than s.LP.
Added some new notes that are highlighted in my google doc for Chun Li.
https://docs.google.com/document/d/1v45Oa5BTWo5o2i_jnJSQqmtkw6NQHzFt2uB4RuCwWO0/edit
Some of the things includes some juggles during her V Trigger and being able to combo/hit confirm c.MK into another c.MK on counter hit and go into EX legs. c.MK on counter hit is going to be really scary.
I hear people saying how she’s strong, but I don’t see it. When the beta first dropped I played only as chun since she’s my favorite since world warrior. I lost 4 out of 5 matches with her though I felt like my opponents were playing like idiots. Yesterday I played some and I just didn’t feel like losing, so I picked ryu and won 5 out of 6 matches I played (barely lost to a cammy). I can play ryu in sf2 but I’ve never won a ranked match in sf4 with him and have about 2000pp just using chun on xbox. If her cr mk and throw had more range, that’s like all I’d need, sf2 style. They could take away her fireball entirely even - she was better in champion edition than in this.
It’s all subjective, but maybe you just aren’t playing her to the strengths she has in SF5. I have an amazing time utilizing her mid-range pokes in SF5 but struggled in SF4(Mainly because of focus attacks). I’ve been using all of her buttons, but straight up shutting people down with B+MP/st.hp/st.mk/cr.hk/cr.mk for the most part. You can actually get damage from her pokes now too, most of her main pokes on CH lead into a confirm, not to mention you can confirm into Critical Art for huge damage in this game. Her V-Skill is a little sub-par to gain V-Meter with but it has it’s uses I guess.
Yeah, I now understand what people mean when they say she has amazing buttons. I beat a Nash by poking and throwing him to death. And her V-trigger is nasty.
Played about 20 matches with Chun last night. Is b+RH a reliable anti-air normal? My success rate with it as an anti-air is very low…
I played for about 3-4 hours yesterday and I didn’t lose a single match with her (although some were close against some very solid players). The only L I took was when I got matched up while testing something with Ryu and his v-trigger stun. This is why I never have fight request on. When I’m testing stuff out, don’t bug me… I’ll come looking for a fight when I’m ready. But yeah, that’s not what this beta is about etc. Still, it would be nice to be able to go to the character select screen AFTER a fight is found, so I’m not caught off guard like that.
She is really solid. She has a lot of good ground pokes, good movement speed/mobility and a lot of anti-air options. Also air lightning legs is good for building meter while holding your position and also stuffs a good bit of air-to-air normals. Having a slow moving lp fireball also compliments her movement speed and pokes as she can space and pressure while it’s still on the screen.
I like her, but I’m starting to want more matchups to fight against already.
-F+MP/B+MP actually has more range than st. MK, but I wonder if st. MK still functions better as a low crush considering the positioning of her legs.
-Regular counter hits seem to grant +2 frames of advantage regardless of the normal strength, so CH st. MK or CH F+HK will allow you to link into st. MP (4 frames) but not cr. MK (5 frames).
-I tried to see if she could juggle j. mp and the first hit of j. HP into v-skill but it doesn’t work.
-It really looks like you have a lot of time after landing a super to activate v-trigger while they are still launched in the air, but I don’t know if you can juggle after. Just an idea I can’t fully test now since I’m at work.
-You can still anti-air low profile stuff like Ryu’s J. HK with Chun’s cr. MP and if you hit it meaty enough, you can link afterward. His j. HP will hit her though.
-I mentioned this before, but CH stomps will cause the opponent to bounce up for juggled stomps even if they are standing on the ground. Additionally, even if it’s not counter hit, the 3rd stomp will cause the opponent to bounce up. This is a different effect than what they did to a grounded opponent in SF4.
You’re supposed to play her like 3rd Strike Chun, since that’s what she is, minus some of her more ridiculous traits.
I’m hoping that she still retains her ability to combo lights into mediums in V Trigger after the supposed general nerf to light to medium combos. If she can keep her ability to hit confirm off c.LK and c.LP into stronger normals in V Trigger that will give her an even larger bnb advantage over the other cast once she hits V Trigger.
Not really concerned much with her V Skill yet. Even if it’s not as easy to land as the other characters it still has some interesting neutral uses and she only has a 2 bar V Gauge. Meaning you will get it quickly enough whether or not you land her V Skill attack. You can pretty much end a round on one V Trigger activation, so one activation in the right spot is usually good enough.
She will obviously play a little different than the Chun some people remember, but you honestly haven’t figured her out enough if you played a little bit of the beta and can’t win with her.
B+rh, s.lk and b+hp
A lot of people are playing like idiots right now, mashing Cr. Mp, lights etc,. However, humble yourself and say what did I do wrong? Why did I eat damage? Adapt to the situation.
Here are some tips:
I recommend playing her defensively to build your confidence and fluidity with her normals.
Throw full screen to 3/4 screen kikoukens and do the classic walk in behind them.
Be ready for anti-airs opportunities, she controls the skies!! (B+Hk, St. Lk, J. MP xx Air LLegs, J HP (one hit) juggles into stomps and EX SBK, Air throw)
Stay outside Ryu’s Cr. Mk/Cr. Hk range and use St. Hp, F+Mp (use B+MP to hide your kikouken charge)
Use Cr. Hp xx LK Legs Cr. Lp/St. Lp xx SBK for the bulk of your combos. Why? Because it is meterless, Cr. HP is great for counterhits and moves you forward PLUS the cr. Lp sets up a great throw opportunity, which again pushes the opponent to the corner.
Use the philosophy of jab and run.
This method will work right now especially because everyone is playing unsafe.
I literally sat in one spot with Ryu for like 4 seconds and did nothing while my opponent was pinned in the corner.
I knew he was going to jump eventually so he ate Cr. Hp xx CA.
Let the opponent kill themselves. That is basic SF4 Chun-Li philosophy that I’ve had adopt since Vanilla.
Build your arsenal step by step
3S Chun without the ridiculousness…but also a 3S Chun who never has to worry about being parried.
Anybody else feel like b.HK is too good as anti-air? I’m not complaining, but I won more than a handful of matches with it.
I guess that’s also in part to people playing like lunatics and constantly jumping in.
Going from SF4 to this has that effect, we just have a good anti-air now instead of none. Also B+HK sucks at AA’ing far jump-ins, you have to use another button for jumps that are further out.
I’m not a Chun player in SF4, though (I’m Juri scum).
s.lk reaches out a bit further. Overall, I really like her buttons. I guess you’re right about her having tools now. With no Focus Attack to belittle my normals, I’ll really play Chun for the long haul. Hell, with no Focus Attack, I’ll play SFV for the long haul.
It’s as an anti-air should be. If they are in the air late enough to allow you to smack them with a 7f move, they deserve to get hit. They should try jumping with a better read next time. I’ve had enough senseless trade anti-airs only to see Ibuki blow up just about every jump in with B+ MP in SF4. Can’t let Chun have a kara grab? Let her have this. No more watering stuff down for people who make bad decisions.
I like having good stuff and its good that Chun only needs like 2 or 3 anti airs to stuff everything instead of 12 like before.
For far jump ins ive just been working on neutral jump hk or s.lk.
Damn SF4 feels such a different game reading you guys.
I’ll give her another go tonight. To be fair, 1st time around, of the 4 matches I lost, 1 was the stick desynching lost me my momentum 2nd round on a stupid ryu, got overrun by bison, and had a chun mirror with the worst lag ever. I think I lost to a solid ryu, the other. Only person I beat was this terrible Ryu that wouldn’t stop jumping, like that’s all they did, so i didn’t even feel like I won really.
I do like that she’s harder to pick up than other characters; I just wish knowledge I already have would help me with her. -I never played 3rd strike, always thought she was too wishy washy compared to the scrappy sf2 chun so I never even wanted to play that game. She was a bit like that in 4, too with her flowy idle animation. I miss when she held her hands in fists and looked pissed like in 2, besides the gameplay.
But yeah, I’ll give it another try; I do still love the chun.