Glad Chun kind of lost some of the stuff she had in her last version. She was OP. She lost B/F Strong link into Light legs which was 132 damage easy confirm. That and she also could combo on counter-hit into light legs on anything but sweep, st.HP and cr.LK.
I agree with DJ even without the tick throw shes still got a good thing going for her up close. In the corner you can get a CH b.HP with a reset of cr.L, dash under and get a nice little mixup after of either a st.MP, throw or jump forward headstomp instant overhead.
It’d be fun if she still had counter-hit headstomp into juggle. I thought I had done it today but after testing it in training I see that’s not the case.
It was the same startup as EX. Legs. One frame more start-up than light legs in 1.02 I think it was 5 frames. I think its either 1 frame slower in this version or they increased the recovery by one frame on a couple of her moves from her 1.02 version.
Not sure in this version anymore but headstomp outright makes Birdie’s CA whiff on wake-up.
otori
1023
After air throw, dash timing is perfect for meaty/throw if they quick recover.
F. throw you’re negative unfortunately.
Still looking for:
- V-trigger conversion combos. Best I have is crap like s.mk VTC sweep or b.hp VTC cr.mk xx hk legs.
- V-trigger juggles. Again, best I have is b.hk, j.hp.
You can OS lightning legs on CC b.HP. If you time the cancel a bit late then you will cancel into HK LL on CC but not on hit or block. Feels like choiversal timing on the cancel.
otori
1025
ROFL everything is so unsafe in this game that EX legs is completely OP for punishing anything on block. Forward momentum + fast startup.
You can punish 90% of fireballs strings on block.
otori
1026
In the end I think Chunli is OK, not the strongest but not the worst character. Bad points are low damage, health and stun, poor VTC conversion and very meter dependant. Good points are best buttons in the business (CC move that + on block is pretty nice), good walkspeed, good fireball (I actually could zone Karins, Mikas and Birdies decently) and EX legs.
That works for me since I’d rather not play the strongest character that’s going to get put in the nerf vortex any ways. These days being the strongest just means you might not be the strongest next month. Especially with all of the theory going on in the beta where everyone sucks because one thing gets changed.
She’s still basically the same character with even some improvements after the changes. Since everyone else got nerfed, one of her best buttons is now a crush counter and her V Skill can be used to build V Gauge she has much more ways to get her V Trigger. Her V Trigger is still definitely one of the strongest in the game as it improves her bnb game greatly and makes her a much stronger threat during air to airs.
EX legs is really really good. It’s a good panic move just like EX legs was in 3S, except now it’s much easier to combo into and execute.
I also remembered to try out b+HP in V Trigger and yes, it does absorb fireballs when in V Trigger (only regular, not EX/multi hits)
Last minute theory here. LK legs actually pushes her forward slightly unlike in 1.02. I think it is 5 frames now on startup which might help get a good mid-range punish that can be canceled on the first hit into her CA.
I wish i had more time to play this beta, piss poor timing deciding to get a puppy.
I used this same setup. Except I activated VT so that I could do OH, crMK, or f+HK and get good damage off any of them. It was a great way to gain momentum or keep your advantage. Kinda pisses me off that they took away her hard knockdown from this and EX LLegs. Don’t get me wrong, she has amazing normals and I still love her (despite this being the only game I’ve played Chun in) but I feel they wanted to make her strictly a mid range character.
It finally hit me that one of the reasons I was doing so bad against this one Birdie was bc he never was forced to block. A friend (Cammy/Karin) told me that to beat Birdie you have to stay on him but Chun always pushes characters out after combos and can never set anything up. I’ll admit part of the reason I lost was bc I had forgotten the matchup (not jabbing him out of his leaping throw) but you really notice the small amount of health she has when your opponent is constantly coming at you with high damage moves and you can’t force them to hold back (pun intended).
I ended up just punishing what I could, poking, tick grabbing, and AAing with B+HK. Around my last few matches I started using f+HK after AAing with B+HK and it seemed to work pretty well. Her fireballs are pretty lackluster but I think they’re good to throw in block strings sometimes. IMHO, her crHP (2) no longer being EX/Super cancelable really hurts her ability to stun. She’s still a really good character but it feels like she’s lacking pressure. IDK and Im definitely kinda talking out my ass right here bc I havent tried everyone, but it’s as if Chun is made to be the mid-range queen which is cool but when everyone else seems to have good options to close the gap and fight from afar, she feels handicapped (for lack of a better word). I saved a bunch of my fights on PS4 so I’ll definitely be analyzing them bc she’s still my favorite in SFV.
I mean it’s kind of expected for Chun to be the mid range queen in every game she’s in. 3rd Strike is probably the far end spectrum of that where she has very little setups or even combos, it’s just she’s the absolute best in the game at the absolute basics and that’s what keeps her top tier. Which is absolutely amazing in a game where there are unblockable projectile supers, activation supers that give you 0 frame normals and 100 percent stun combos. Sounds like a recipe for disaster for a basic character, but her basics are just THAT good.
There just has to be a good balance between the neutral game and the rush game and hopefully they can find that balance. Yeah, sometimes I get rushed down hard by a Nash, R.Mika or Ken and go “well damn Chun Li can’t do that”, but when you think about their possible neutral struggles it puts it a bit more in perspective.
It just makes me wish they didn’t dock throw damage and stun down. In situations where my throw would have stunned in beta 1, I only got close to stunning in beta 2. If I put a really good offense in I could still stun, but I really had to work for it and keep people in block stun to keep their stun meter from going down. Which eventually opens you up to getting DP’d if you keep them in block stun for too long and they have a DP.
We’ll see where it all goes. I think her V Trigger is still key to taking her offense and ability to close out matches to that next step and I think having arguably the best crush counter in the game is a big buff to help her get to it a lot earlier. I also found myself using V Skill more often to approach and build meter with. I V Skilled a couple times even when I didn’t need to just to keep myself mobile and get those last bits of meter for V Trigger faster.
I think it’s safe to say that no one’s mastered the V Trigger for any character yet and each characters strength should improve dramatically when optimized. Maybe the only exception being Cammy who’s V Trigger is pretty straightforward and to the point. That’s why I think Karin is really interesting as she has the most complicated V Trigger in the game. It will be a year after the game releases before all of the options are completely optimized for hers.
unfortunately I worked all last night and did a double shift today. So barely any time with chun. She is still my favorite. Sure she isn’t as flashy fun as karin. But I enjoy having a character about solid basics.
She still has her instant divekick legs tho. C’mon she’s still really good. Her dominant normals make me feel like my opponent doesn’t really get a fair chance sometimes.
I dont get why they made the second hit of j.hp non overhead, it’s a signature move and what’s the point of using it if we cant mix high low anymore?
I think somebody might have already mentioned this for the 1st beta, but I’ve never actually seen it, but you can indeed negate single hit fireballs with Chun’s V-trigger B+HP.
If you time it well, you can also cancel that into HP kikoken to negate EX (2 hit) fireballs without spending any meter.
Another v-trigger specific thing (which is a bit unfortunate) is that the additional hits from jump in attacks won’t hit overhead. Maybe this is to prevent unblockables or something, which makes sense, but I think outside of v-trigger that her 2nd hit of j. HP should still be overhead. There shouldn’t have been any issue with letting her have that.
The startup of LK legs is still 4 frame (punishes Vega’s LK roll free). EX Legs and Super are still 5 frames startup too. It’s just some of the normals that you could previously link out of have less frame advantage on hit due to more recovery.
otori
1035
So b.hp is indeed cancellable. Never understood this post or got it to work:
I got legs regardless of hit/block/CC.
Just to add, from my testing LK legs is -6 on block.
LK Legs may be -6 on block… it’s easy to punish if you’re not careful, but Super is definitely still 5f startup. It can punish anything listed as -5 on block and can be linked into from normals or CH moves that are +5 on hit. I tested it on quite a few punishable moves.
I mentioned the v trigger bhp fireball absorb thing. I know i heard it from somewhere way back during season 1. Damn I didn’t even think about cancel into fireball for ex. Thats nice.
First part of Karins rekkas absorb projectiles also.
amrraed
1038
My only real problem with Chun-Li is that the front part of her dress clips into her legs way too much. If you are just walking forward and backwards, you will notice that. I hope that Capcom fix a lot of the clipping issues in the game in general but Chun’s is the most noticeable one.
USf
1039
Man, I wish I was in the beta to try out Chunners. I still can’t make up my mind between PC and PS4 all due to the stick issue. My PS3 stick doesn’t work on PS4 so I’m having to make a decision. 
_Mirage
1040
http://videogamesnewyork.com/ps3-to-ps4-controller-converter-p4-wh/
Bought it myself and it works like a charm. I can do my Guilty Gear and FFF (C.Viper) combos. Saved me the couple hundred dollars I would have spent on a PS4 stick.
In case it matters, the stick I’m using as a Qanba Q4RAF.