Chun Li General Thread: Blue Jade

C’mon dj, sweep for far jumpins :slight_smile:

B+MP actually works on a couple of far jumps, I had success with it.

i like how cr.mk super connects so easily. took me a while to figure out i only need one attack press and 2 motions for a super.

btw try using hasunshu on wake up. When done correctly it will either have her corpse hop or stay in front fast enough to get a b.hp to catch a wake up normal or just hit your confused opponent.

sup guys

What are some of the specific/practical combos and or setups I should be working on in training room before the matches start? thanks.

BTW, loving Chun and the game!

I was talking with caliagent about that. Sweep seems really suspect as AA now. I remember Ryu jumping in with HK and it almost never seemed to work. I’ll mess with it some more tho

Counterhit b+hp/s.rh, super…just hit someone with that lol

played like 4 or 5 matches and just loss after loss. I feel betrayed. Getting blown up by Cammy - can’t win by blocking. Nash also, and Bison, and Ryu. This sucks.

They have the beta working alright now, got so many games. And so many losses. I actually rage quit and I don’t think I’m ever going to play again. This after whiffing throw at point blank range for the umpteenth time for the loss. Nash is bs. Fuck this game.

It’s not a game. It’s a beta test. Actually, it’s not even a beta right now, it’s just a stress test for a brand new game. I would be extremely surprised if any of the things you’re having problems with will remain in the game when it launches, or even into Beta Test 2 (assuming you’re having problems with the same things I’m having problems with).

St.MP, walk forward St.MP does more damage than St.MP, cr.mk if you can handle the execution, but not by much.

Salt over a beta

lol.

Fighting games are tough bro. Really tough.

It takes mental fortitude. Your mental toughness gets challenged. A bad losing streak can send one over the edge. And god forbid if you’re transitioning to stick.

Good luck dealing with real life adversity.

Chun feels fantastic. Managed to climb to lv.19 with her before my thumb started hurting from the d-pad (not a pad player, but I don’t own a PS4 stick).

Quick question: I’m baiting DPs and punishing with cr.hp lk.LL cr.lp lk.SBK. That’s the optimal punish (meterless), correct? I couldn’t find anything else.

Cr. Hp xx Lk LLegs, Cr. Lp xx Lk SBK does 260/390
Now say you jump with V-Skill HP TC the combo above does 349/491!
If you land both these combos in close succession your opponent will likely be stunned and you’ve built at least 1.5 bars of Critical Art meter
SO, I’d say it is a very strong option for meterless and easily executed. Plus you can easily get a few options off of it.
Obviously is having charge and throwing a LP kikouken on opponents knockdown.
Cr. Lp cancel to LLegs into CA (sadly no difference in Leg strengths but I was doing Cr. Lp xx Mk LLegs into CA)
Sets up an easy tick throw after Cr. Lp
Go an opponent trained to tech that throw? F+Hk Cr. Lp throw, lol or Dash back F+St. MP
Just like SF4 Chun-Li Cr. HP xx LLegs seems to make people hammer buttons on wake up, they just can’t stand the heat! So you can likely get another punish opportunity which combined makes over 700 Stun

I played Ryu for about 4 hours yesterday got to level 13-14-ish basically went 35-15
played Chun for 4 hours last night got to level 15 went 40-10 (and played much better competition, that’s my girl, haha)
Got like 52,000ish Exp and 10 million fight money, Capcom can I cash that out!?

Anyway I’ll post up the combos I was primarily using below:
Cr. Hp xx Lk LLegs, Cr. Lp xx Lk SBK does 260/390 Cr. Lp xx EX LLegs 288/388?? Stun decrees was odd but true)
St. Mp, Cr. Mk xx EX LLegs 252/350 (With CA 418/222) - I used this one after a D/F Hk or J. Mk cross up because St. Mp comes out so fast
VS - TC HP, B+Hp xx HK LLegs xx CA 495/362

Now I found out something that was new to me last night and I can’t stress the importance enough for new Chun’s to get this down.
if you have meter (1 bar) Land both Cr. Hp attacks and cancel the second hit instead of the first.
Note that it you can only cancel an EX after the second hit!
Say you VS over a Ryu/Nash fireball and hit J. HP TC, Cr. Hp(x2) xx EX LLegs that is 356/490, EX SBK 364/490
That’s the best 1 bar punish I’ve gotten so far.

On stunned opponents I do this (depending on my meter of course)
N. JP HP, VS, Stomp x 3 xx EXALLegs 360/411

Hard to do VT combos because people run away just like when you activate Juri’s FSE; but I mostly did these combos.

VTC set up - Jump in or punish, B+Hp VTC, Cr. Mk xx EXLLegs 353/520 (really easy)
VTC already activated (usually activate on throw or knockdown) F+Hk, St. MP, Cr. HP, EX LLegs 396/590 (CA was like 535 damage I think)
D/F Mk St. Mp xx LLegs (I failed to get the damage and stun written down sadly)

(BIRDIE NOTE)
I wasn’t able to find out how useful this was but a J. MP xx A LLegs (Think Juri J. Mp xx Dive kick) seemed quite safe for a throw or jab pressure into throw. Doesn’t work on smaller characters like Ryu and Cammy. Now a VS xx MK ALegs Cr. Lp did combo on Ryu but I wasn’t able to further explore this it was around 10 and my brain can’t handle multiple hour playing sessions like it use to.

Can you upload any of the matches? I can probably analyze and see where things are going wrong for you and what can be done to deal with the matches better.

Yes WildDog, if you have access to any of your match footage or at the very least talk about the things you were having troubles with/scenarios etc.,
Darklight and myself can certainly help out and be more than happy to do so.
We leave no Chun behind!

The one example you did give, without a noticeable lag issue you should be able to easily punish a Spiral Arrow on block with Cr. MK xx HK Sbk for good damage and stun + a knockdown (which you can hold back for a charged kikouken on Cammy’s wake up)
obviously there is more to the match up then that, but do not lose heart!

For one thing every Cammy I fought on top of mashing their butts off, used Cr. Lp to MP combos which aren’t even possible in the newest build!
Which is why I didn’t and won’t play Cammy until I have access to the most current build.

The best thing to get out of this Beta in general is overall familiarity with how the system mechanics work and how each character is fundamentally affected within these systems. A good example is Chun’s VS, I still think it sucks BIG BUTT, however if you are two training blocks away you know a J.HP will hit if you are 1.5 bars away use J. Mk for cross up. For 2.5-3 bars away use J. Mk still to hit with the tip of her toes.

Like a great scientist from NASA said I don’t care what something was designed to do, I care about what it can do.
So take that philosophy in your explorations of SF5.

Plus I don’t think for a second the accumulated points from this beta are going to carry over to the final version…It’d be nice, I mean I had 10,756,650 fight money…Which is all I care about. Buy’n that DLC

Wait, that worked in SF4? Awesome. This is my first go round with Chun (Juri/Poison player). I’ve adapted pretty quickly, but I’m missing the SF4 Chun background. Didn’t lose too many games overall, but I feel I would have won more if I had the experience.

Either way, thanks!

Recorded a few match replays from a session last night. Its all off-screen. Nothing special in here, but watch if you wish (there are a few w/ cammy instead of chun, but the majority are chun.)

As for a few impressions of SFV Chun, i think she has a lot of untapped potential. I know I’m not using her to her full potential as i’m a mediocre player at best, and i was using pad BUT i felt like I just had to switch up my play style a bit to succeed. Certain match ups require a bit more of an aggressive approach. I didn’t want to use fireballs against Ryu or Nash much. Her v-skill and v-trigger have more usage than i initially thought. Especially her v-trigger - i honestly think if used correctly, its one of the best in the game right now. But hey, we’ll see how she develops. Liking her though!