I’m unsure if this was already posted:
I honestly just play like an idiot and go HAM vs Nash players. I’ll block fireballs for a while or take a few hits just to land one combo or throw to a knockdown and stay on his ass with c.LP, b+HP and kara throw until he’s dead. He has no wake up other than V Trigger so I’m only concerned with just getting near him and forcing him to blow V Reversal or V Trigger to get away. Which most Nash players aren’t that good and don’t even know to do that.
That’s how she’s designed. In pretty much all games she’s been a character that just pokes a lot when she’s low on resources then gets more bnb potential with meter. The devs explained that’s why they gave her her V Trigger. Once she’s in V Trigger you basically get a new character that can turn almost every normal, anti air or air to air into a combo or at least significant stun. Giving her a brand new style and making her much more of a threat conversion wise.
Chun without V Trigger is like 3S Chun without meter. Lacking in combo options but still great buttons and walk speed/dash. With V Trigger is like 3S Chun with meter. Everything turns into damage.
TBH SFV Chun without meter still isn’t too bad conversion wise as long as you land counter hits. Especially counter hit c.MK which combos into itself and hit confirms into EX legs for solid damage. Landing b+HP is pretty much free EX legs also.
Projectiles in this game aren’t really that scary to worry about any ways other than Ryu in V Trigger. I just try to stay patient and block them down and either make a read with V Skill or slowly walk and neutral jump or c.MP under till i get closer.
Those meaty combos were godlike, I never thought about meaty cr.mk when I was messing with her options
yeah same here. intriguing… very intriguing.

I’m not interested in playing other characters, so if that’s chun in this, I’m not interested in playing the game period. I am pissed as I did enjoy street fighter 4, and with the game going where it seems to be in 5, I’ll miss playing. Also I feel like why bother playing 4 if this is where it’s going and everyone is going to be playing this.
Your main problem is that your only prior experience with Chun seems to be from SFIV. SFV Chun is much more like her prior incarnations from 3rd Strike, CvS2, or Alpha 2 (the first one especially) where she’s more about throwing out hitboxes to control space and just doing damage with pokes. You’re not going to go for confirms into anything big outside of super and V-Trigger and neither will you be looking for cross ups. She’s all about mid/mid-close range space control and simply dominating with her pokes.
Sorry, I was away all day before I could see this. My responses are in bold. Edit: Nevermind, I’m breaking it into quotes to make it easier to read.

Some things I know went wrong… the throw is the most common and the most irritating - why her throw range is now garbage.
In this version she does have a kara grab (with F+MP or B+MP) that drastically improves her grab range. However, assuming that it may not be in later builds, what you want to do is condition your opponent to chill so you can get closer than what you think is in their face. Either do it through constantly ticking them with something like walk up cr. LP or counter poking and pressuring with F+MP or st. MK or cr. MK xx whatever. If they never stop mashing then eventually they’ll just get stunned from the counter pokes, but you should start actively gauging whether your opponent will behave more by blocking when you’re near them or if they panic more by mashing cr. jab or whatever. Throw is more suited for the former and counter-poking is more suited for the latter.
Anti air also seems terrible, I would be like, this is ridiculous, people jumping in stuffing back + hk, st mp, st mk, nothing would work for anti air it seemed.
This is not really the case. Her B+ HK is incredibly good for an anti-air. If they are jumping out of that range, you’ll have to go with with something like st. HP, cr. HK or even st. HK (neutral). Nj. HK is still incredibly good as well like it was in SF4. Thing is, for this game, you’ll really don’t have to adjust AAs as often as in SF4, you can really cover a lot of ranges with just B+HK and st. HP. Just make sure they aren’t reading your fireball or grounded normals with a pre-emptive jumpin because that will give less time to react with a proper anti-air and sometimes that just means you should just try to block the jumpin and deal with the pressure.
Her hachanzu wannabe thing got stuffed every time I tried it.
It’s a slow overhead. The best way to use it in my opinion is to have a fireball in front of you before you follow up with either that or a low attack to open the opponent up. Doing it raw won’t net you much success unless you gotten your opponent to sit still and even then it’s probably just better to attempt it on their wake up after a knockdown.
Her jump v skill thing got stuffed or punished almost every time I tried it.
I don’t think it’s that useful to hit with directly unless you land a jumping heavy attack beforehand. On it’s own you can use it as a pre-emptive jump in when you read the opponent’s badly timed fireball or ground normal or what I usually do is stop myself short with air lightning legs to come down earlier which can bait anti-airs or generally leave you safer while getting closer to the opponent and you build super meter on top of that.
My own fault but seems like any time I needed to poke someone, I was holding back and got some shit move, missed the damage, and got whiff punished.
Yes, since they have gone the command normal route over proximity normals it may take some time to adjust and be coordinated enough to use whatever attack you’re thinking about. In general for Chun Li though, light attacks and medium attacks are okay to hold back/charge with since they aren’t really going to change, while the heavy attacks are the main ones you’ll have to adjust the direction you’re holding to get the attack you want to deal with special situations.
Besides this I got destroyed for a lot of fireballs, startup so slow and speed is crap. Even ex version is so slow.
**Chun Li’s fireballs are for briefly neutralizing other fireballs to allow her to avoid or counter another one after OR to act as a shield that she can follow and gain positioning with. I wouldn’t throw more than 2-3 fireballs without checking to see what my opponent is up to. Always check, because based on your position you may better suited using one of her normals to deal with what the opponent is doing instead of potentially eating a full jumpin punish. She’s not going to really win a fireball war straight up, she has to combine her fireball usage with her fast movement speed and her own counters to the fireball (slide, v-skill short hop, super, etc).
**
This thing with holding back making her do close moves I find unfair for her charge fb.
See above where I mention using medium attacks while charging is more or less the same, but you’ll have to adjust with heavy attack. But about that anyway, the only things that resemble close attacks that are actually cancellable into a special is st. MP and B+HP. You can link cr. MK off of st. MP and get enough back charge if you need that but B+HP should be easy enough as is. They are both standing normals, so I don’t think attempting something like SBK is something many people would do with those when they can just do that from a crouching normal.
Seemed like v trigger got me nothing as I was near death getting it at all and didn’t make much difference since footsies seem useless without range or seeming like she can combo to convert to anything. Also seems like trying to do her combos is a big risk, like trying to get st lk into legs after back + hp I’d miss consistently and be swept.
Improving and becoming more consistent with v-trigger will come with time and practice, but know that pretty much all of her normals are safe on block in V-trigger mode.
I hate command legs btw.
That’s a personal preference. Can’t really say much about that, but I just treat it like a shoto fireball now when I’m close to the opponent. Cr. MK xx EX Legs being easier to cancel into takes a lot of stress off of me though when worrying about dropping the legs input.
Her crossup seems crappy, like it is as bad as mk crossup in 4 which is to say garbage.
Her j. MK crossup is better than it was in SF4 (covers more range). It’s also the goto crossup after instant-overhead stomp (which wasn’t really possible in SF4 on A LOT of characters). Try it out once the beta opens up.
Her jump forward lk seems crap (maybe decent as air to air, but I liked using it in 4 as it was like jump forward mk in 2 which really worked for me), jump forward mk in this seems clunky. Like I couldn’t combo it into anything with range so you have to jump in all close - the animation makes it look like you’re hitting them on the head with the inside of her knee. That is a big part of what I don’t like, she feels clunky to me, like omega chun in 4. Similarly, why you can combo cr hp as easily into hard birdkick as lk version seems like the game has all the balance of omega, which is to say none.
The hitstun with jumpins in general are lower in this game than SF4. This isn’t exclusive to Chun Li, so you have to be deeper and more ready to react if you want to convert off a jump attack.
So basically by the end I was going into matches like this character is garbage, I have nothing, no damage, no range, no antiair, no poke game, and no throw. Defense didn’t really get me very far. Without a gameplan or any confidence, even when things went more my way, I lost by a little rather than a lot.
I’m not interested in playing other characters, so if that’s chun in this, I’m not interested in playing the game period. I am pissed as I did enjoy street fighter 4, and with the game going where it seems to be in 5, I’ll miss playing. Also I feel like why bother playing 4 if this is where it’s going and everyone is going to be playing this.
You should probably give it more time and don’t rush to see results. It’s literally 8 months before the official release of the game and it will go through many changes during that time. Just try to work on the tech/advice people are posting, watch some matches or people playing her well to get a better idea of how she operates in this game and her gameplan, and it should come together eventually. Don’t stress out from an L too much, take whatever you notice from a loss that wasn’t working and see if it was something you simply have to time differently or if you need to take a different approach to entirely. That’ll actually become more viable once they add the ability to record the training dummy, but for now just go off of memory or record matches if you can and analyze what going wrong and right in the matches, so you can improve to be more on-point in the future.
I would like to add one more simple tip that I haven’t seen mentioned anywhere.
After you throw out a EX Fireball from some distance away make sure to Dash,Dash,Dash,Dash etc and get right up in the grill of the opponent for some great mix up potential and combos.
- You can literally meet up with the EX Fireball right as or before the Fireball even reaches the opponent. Needless to say this comes in extremely handy!
In V-trigger chun can b.hp > walk forward > st.mp as well as st.mp > walk forward > st.mp.
Fun, but no real applications I’ve found as of yet.
Edit: you can do st.mp > walk forward > st.mp without v-trigger too

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

In V-trigger chun can b.hp > walk forward > st.mp as well as st.mp > walk forward > st.mp.
Fun, but no real applications I’ve found as of yet.
Edit: you can do st.mp > walk forward > st.mp without v-trigger too
But had anyone finds any useful Kara LL combos yet? It seems pretty pointless atm but I’m sure there are some applications that can be used in a real match.
What’s the input for kara legs? Probably won’t use it much, but yeah.
Qcf(hold)+p~K
I’ve used my b.HP > kara LL > cr.lp > cr.mk > combo ender in V-trigger combo a few times as a punish in a match. It’s still the best meterless punish combo she has (until they take it out)
edit: k so I found at least one use for st.mp > walk > st.mp. You can do cr.mk > st.mp > walk >st.mp in vtrigger at least.
Yo, did anybody catch a glimpse of Chun in character select when they were playing at PAX today? Chun looks fine as hell now, they keep upgrading her face. Kreygasm.

Yo, did anybody catch a glimpse of Chun in character select when they were playing at PAX today? Chun looks fine as hell now, they keep upgrading her face. Kreygasm.
Do you mean the Mika showcase vid with Combofiend or is there is another footage out ?
Things have gotten better. Got to level 15 chun. I’m not even going to try to play against nash in this just walk away and save myself the bs. You can have the points. I don’t think I won any against him.
…maybe cammy too…feels like an insult to my intelligence what she does and wins.
Through the frame data already given and some tested links I’ve determined the startup for a few of her specials and some other things:
-LK Lightning Legs comes out in 4f
-EX Legs comes out in 5f
-Super also comes out in 5f
-The other versions of LLs take more than 7f to startup.
-It’s possible to link st. MP -> F+MP-> LK Legs xx Super. Since F+MP goes farther than cr. MK, F+MP -> Legs xx super can be used to confirm from a greater distance.
-EX Fireball is at least +3 on hit from point blank, but when comboing it from B+HP, it can be up to at least +11 on hit (can link into st. HP).
-cr. HP xx V-Trigger Activate -> st. MP -> cr. HP xx whatever is a solid confirm into V-trigger combos. First hit of cr. HP xx activate is at least +6 on hit and leaves you point blank against the opponent.
-Meaty slide (cr. MP) can be made to be at least +4 on hit, but it’s hard to get it to hit meaty. I used it as a low profile anti-air and link into stuff from there like st. MP -> cr. MK xx whatever.
I’ve never been a fan of hers at all. Always thought she was overrated, then I had to admit she was decent. Finally SFIV came out and she was actually fun to play, as much I didn’t want to admit it. Now that trend continues with SFV this time around. She has grown on me little by little overtime and kinda liking her now.
I didn’t play Chun last night. I focused on Cammy - but I fought several Chun’s and noticed a few things.
Stop abusing D/F Hk, it is okay to throw out occasionally but if you are one of those doing it a lot - STOP
I mean if your fighting someone that can’t punish you then by all means.
However just like SF4 you can back dash - forward dash it on non-teched wake up, at least with Cammy.
Also Cammy could just wake up St. HP it out of the air.
Something that can be useful however is after LK Legs hit Cr. Mk xx HK LLegs, seems to catch snag counterhits from people trying to punish LLegs
Don’t recommend using Cr. Hk after LLegs. Admittedly my Cammy got counterhit by it but the second time he tried I blocked it and I was able to punish the sweep really hard with Cammy.
Cammy V Chun is actually a fun matchup
but as of right now I’d rather be the Chun player, haha. My Cammy needs work!
D/F HK is straight ass, I’d take it out of the game if allowed.