Chun Li General Thread: Blue Jade

It isn’t THAT bad, it has a ton of hitstun and you can get cr.mk from it.

Nobody ever blocks it, either on accident or on purpose because the hitbox doesn’t hit crouchers.

Really? This is both useful and frustrating to know.

This is the first time I’ve played Chun in an SF game and I’m enjoying her so far. Only issue I’m having is that I can’t find a solid application for using her V-Skill as an attack. It works quite well as an approach, but it only builds meter on hit or block as far as I can tell, and it seems like a pretty risky move to throw out.

Maybe it works better in the corner?

Also I have to agree with df+HK being ass. Maybe there’s some niche application for it, but I haven’t used the move in a single match so far.

Some questions:

  • how do we deal with Bipsons v-trigger headstomp teleport thing? Can we low profile with c.mp?

  • can we punish Birdies headbutt?

  • anyone tried anti airing the jaguar kick from Nash with b.hp?

I really like the kmpyj video. There are so many combos all back to back that it gets overwhelming. I’ve always wanted to make a script for looping embedded youtube videos so, I made this page that has links where you can select which combo from links below and it loops playback of just that combo.
http://www.eggscollective.org/nathan/storage/youtubePlayer/youtubePlayer.html

Lol, trying to fighting a Bison mashing Cr. Mp and Nash mashing Cr. MK/buttons is ridiculous
those buttons apparently have good hit boxes.
If I didn’t play so aggressive all the time I’d just sit back and Kikouken their faces, but that’s not me. lol

Definitely hard to go for throws and general pressure with button mashers going ballistic.

Has anyone found a consistent way to anti air with V-Skill?

Also Birdie can be blown up with J.MP xx ALegs. I haven’t come across a Birdie who hasn’t gotten mind fracked by it yet.
Feels like you are fairly safe on it. St. Lp linked, need more time to try other things. In game I know going for a throw is pretty legit.

Something clicked with it and I’m barely losing anymore, sometimes to nash or cammy. Perhaps the fear of my “Beta test Grandmaster” title lol. I’m level 18 almost 19 now, player level 4 :stuck_out_tongue:

Or maybe because you vented and shit posted so hard in the thread you got all your salt out and can think clearly now.

But good on you for keeping at it.

I’m going to post some of my thoughts and experience i had while playing Chun.
Neutral:
[list]
[] cr.mk xx hk/ex legs buffer
[
] st.hk after they block a kikouken to stop them from jumping or advancing
[] b.mp, st.mk, st.hp as pokes and counterpokes
[
] b.hk as go to anti-air, for further anti-airs use st.lk or go air to air with button of choice basically(nj.hk, j.hk, j.hp, j.mk, j.mp)
[] f.hk to go over low pokes
[
] lp kikouken to advance forward, use it when further away, mp kikouken around midrange(be really carefull about this and don’t dash forward during this range unles you are pretty sure opponent won’t jump) hp or mp kikouken close range. hp kikouken to make it harder to react to.
[/list]

Pressure:
I often check if a certain attack connects so i know i have frame advantage enough continue pressure, or atleast i assume i have advantage. Is this type of pressure legit, probably not:
[list]
[] df.mk, cr.lp, cr.mk xx mp/hp kikouken
[
] After hk legs check with b.mp or st.mk.
[] After checking with say b.mp you can release kikouken or kara lk legs(Try this only after the b.mp connected.)
[
] In corner when releasing a kikouken after cr.mk for example, link lk legs(xx super)
[] When doing a blockstring and releasing kikouken while you ave super, hitconfirm the kikouken, and link the super, it’s REALLY EASY.
[
] After hk legs do df.hk, it crosses up and you are close enough to combo st.mp, cr.mk xx…
[] if you happen to land st.hp on hit, might want to try her v-skill to get in as a surprise attack.
[
] f.hk corpse hop when people do a normal recovery
[] cr.hp(2nd hit) xx ex kikouken. A nice way to get close again while keeping charge and making you + on block.
[
] cr.lk, cr.lp, instant air mk legs
[] after mk/hk legs do instant ai mk legs, you CAN combo after this but it’s very finnicky
[
] After throw do v-skill and early lk legs to bait a dp, or any other setup, like following a kikouken with a v-skill.
[*] f.hk as a meaty, or after 1 or 2 lights
[/list]
All this shit gets blown up by reversals ofcourse, but you have to gamble sometimes.
I probably force myself too much onto my opponent and there are times where i basically throw away the match because i couldn’t stop pressing them buttons. I can’t go full lame, i don’t have it in me.

Random stuff:
[list]
[] cr.lk, cr.lp, st.mp doesn’t combo if the first hit was a counterhit, the st.mp will whiff on some characters, if not all?
[
] When pressuring in the corner keep an eye out for neutral and backjumps, catch them with st.lk, b.mp or st.hk(lk works best but does no damage)
[] If an opponent falls on a kikouken you can juggle with Super
[
] Her jumping hp SUCKS, it’s is incredibly inconsistent during both forward and neutral jumps. You have to place it very deep but also do it very early, and even then it’s finnicky. I don’t even use it anymore when i’ve stunned someone.
[] b.hp range is terrible,
[
] f.hk is amazing
[] love b.mp, st.mk and st.hp
[
] ex kikouken is GREAT in the corner, especially done from cr.hp
[] b.hk is AMAZING, though smart players might empty jump to bait the anti air and whiff punish(lol who does that online)
[
] df.mp is relatively easy to react with against projectiles, however it isn’t good against slow projectiles and very fast ones(ryu ex and v-trigger)
[] instant air d.mk is dirty as a round ender, also nice in the corner as you can end up in front when you do the j.mk early, or crossup by doing it late.
[
] d.mk pops opponent up on counterhit and allows full stomp juggle into ex legs
[] When you happen to have won an air to air situation, it is best to only go for the dash under if you hit them on your way down. In this game the air reset seems to happens fast and doesn;t pop them up as high, so you are almost always negative when goig for a dash under…unless you hit them on your way down. Then you can cross under and go for meaty,
[
] buffer j.mp in air legs
[*] use hk legs to avoid falling on projeciles
[/list]

DISCLAIMER: I’m an online warrior who tries to be decent at street fighter.

Just to be clear, the f.mp isn’t special cancellable right? You’re linking lk legs after it correct?

Do you mean jumping in with j.mp xx legs? Or some insta overhead/fuzzy guard goodness? Does the air version of legs hits as an overhead or can you crouch block it?

I’m trying to find some of these “true” one frame links, was trying to link into B+HP with something.

Nash seems to have really good block string pressure for a character with such a good OH and stun game.

Nonetheless, my biggest matchup problem today has been Birdie. Maybe it’s just me, but with the banana building his V-Gauge, being a (unblockable?) hit that activates as soon as it’s touched and doesn’t go away when Birdie is hit seems like it’s way too good to have it also stay on the screen for such a long time. I had one match that would legit come to screeching halt every time he did it bc the only way around it is jumping as soon as he does it and pushing him away from it…oh wait, that now means you are inbetween Birdie and a stationary hitbox. TBF, it can be CA’d on reaction but that’s a high price to pay for punishing such a good move.

Speaking of her Critical Art, despite being 5f (if that is correct) invincibility seems instant. I can fail a blockstring (crLP crLK I think it was), Ryu mashes out super and still super in time and get the hit. AFAIK, CAs force a normal knockdown which means after every CA she can do a Kikouken for pressure on wakeup. I usually time it by holding back (letting her walk back) and releasing when the opponent’s feet touch the ground. Afterwards I dash in df+MK or crMK/crHK. The same setup can be done after EX LLegs if the opponent chooses to not quick getup with holding DB instead. The time you have to wait is long enough that you can probably confirm if they stayed down or not. It’s worth noting, you can also fire Kikouken, activate VT and still have time to do the mixup. CA punish, Kikouken, VT is a great way to start a comeback or keep your lead.

For people having trouble with B+HK as an AA, every time I’ve pressed B+HK to AA I’ve at least gotten a trade. I would say treat it like a grab tech. When you put your opponent in a situation where you think they’re gonna jump, just wait for it while keeping track of what’s going on on the ground. A trade isn’t as good as a clean hit but it’s better than getting hit with a combo or blockstring. Also, stLP is your friend for quick jumps. Basically you want to hit this for Birdie’s jumping grab or whenever you reacted too late to a jump but still have a bit of time.

Lastly, what’s everyone been doing for fireball wars? Maybe it’s just me but rollback (as in when the online actually stutters/jumps) seems to seriously fuck up my charges for Kikouken . It doesn’t help that I have to remain stationary or walk back to release a fireball. VSkill?

He means jumping in with j.MP and canceling into air LL, it’s not overhead, but it feels safe (may not be but no one has punished me for it yet) and you can combo off of it if you do it low enough.

V skill setup in the corner, when opponent is falling to the ground in the corner. If you’re close-ish to the wall, you can v skill to wall jump baiting something, kind of a taunt, or do v skill to crossup 3x stomp (they are on the ground) to mk crossup and pressure your way out of the corner at worst. If you wall jump, it puts you further back and you v skill again - so v skill, wall jump, v skill again- it’s a bit of a gimmick, but the timing, well it’s like double hachanzu in sf4, sometimes it works (they could of course dp or something). On the 2nd v skill you will be further away so it will be like ambiguous whether you’re going to cross up stomp, or else just mk. Also, the v skill stands a chance of catching them trying to jump out. Setup like this would be too godlike if you could wall jump after stomps.

I haven’t done it in a match, but another way to use v skill more legitimately, it combos off jump nuetral hk pretty easily, though they have to be close enough.

I’ve almost lost games trying to use V-Skill as an anti-air because I think it looks cool.

https://www.youtube.com/watch?v=ldht5X3MnSo

  • F+Mp isn’t special cancellable. With VTrigger activated you can link LLegs after B/F+Mp
  • And yes, only works on big characters like Biridie. Jump in with J. MP xx AirLegs (MK verison) you can link a St. Lp after it.
    I didn’t play Chun last night to experiment, it was Ryu’s turn, so tonight I’ll fool around with it some more. But I know it only works on Birdie. I’m sure he can crouch it to avoid it. But if you’re jumping in and he’s not standing, using J. HP instead - punish da’fool no pity.

Short video of Chun’s crossup potential, not sure how viable this is in a real match, but still, some might find it interesting.

https://youtu.be/8M6LGTCPFN8

Nice video Nilo,
the first part is actually pretty viable in matches. I was using the J. Mk off V skill cross up during stress tests and following up with St. Mp Cr. Mk xx LLegs
I’ll be working with Cr. Hp not though, thanks to this.

It will lose out to those pesky wake up button mashers (not DP mashers, but normal mashers)
This issue is currently running rampant in SF5.

I mean you can link LK Legs after F+MP or B+MP. They are +4 on hit and LK legs comes out in 4f, so it’s a one frame link but it’s easier because of SF5’s buffer. The only thing you have to be mindful of for this link is how far you are from the opponent after hitting F+MP. Doing something like st. MP-> F+MP-> LK legs should get you all hits of LLs… but cr. LP->st.MP->F+MP-> LK Legs will only get you like one or two hits of LLs (but you can still cancel that into super).