Chun Li General Thread: Blue Jade

I honestly use Cr. Hp xx LLegs, Cr. Hk or link Cr.Mk xx EXLegs more than Cr. Lp - St. Hp combos in USF4, lol

But back to new hotness SF5 Chun
If you’re wanting to utilize D/F Hk for cross-ups the old SF4 Vanilla tech safe jump on DPs works in the corner
I recommend using B+Hp or St. Mp off of it.
You can hit link Cr. Hp (at least in the first beta), but the D/F Hk had to be placed just outside Cr.Mk range so it hits real deep.

I’m actually really surprised how successful I was at landing D/F HK in the beta test. I figured everyone would be wise to it from SF4.
Guess people just forget she can do it since 3rd Strike

Ermm,

How? Outside of a punish hitting people with c.HP isn’t easy at all lool ,you defo are not landing a jump in

Actually I am landing jump-ins especially with J. HP’s versatility, FA crumples, traps such as Cr. Lp, Cr. Hp xx LLegs good way to get counterhits or even on block pressure for meter building - I could go on but I have a feeling it’d be irrelevant, the Chun SF4 section has an entire thread dedicated to it’s utilities and execution started by Malva, if you are that curious.
Executing Cr. Hp xx LLegs is easy and hitting people with it is easy whether it is on hit or no block.

I personally miss sliding and piano LLegs. I know I’m probably in the 1% that does.

Back to the much more relevant conversation of SF5 Chun;

I Liked this fella’s pressure game; sadly it’s just a compilation - but still shows off some Chun’s aggressive side
https://www.youtube.com/watch?v=x_1xJ0xuV7g

And here I’m not sure who the Chun player is but they taking Sabin’s Sim and they handled fairly well.
https://www.youtube.com/watch?v=bWXteEXRMpw

If people would visit and help out in the SF4 Chun section that would be great :blush:

[quote=“Rayartz, post:1163, topic:175372”]

Actually I am landing jump-ins especially with J. HP’s versatility, FA crumples, traps such as Cr. Lp, Cr. Hp xx LLegs good way to get counterhits or even on block pressure for meter building - I could go on but I have a feeling it’d be irrelevant, the Chun SF4 section has an entire thread dedicated to it’s utilities and execution started by Malva, if you are that curious.
Executing Cr. Hp xx LLegs is easy and hitting people with it is easy whether it is on hit or no block.

I personally miss sliding and piano LLegs. I know I’m probably in the 1% that does.

Back to the much more relevant conversation of SF5 Chun;

I Liked this fella’s pressure game; sadly it’s just a compilation - but still shows off some Chun’s aggressive side
https://www.youtube.com/watch?v=x_1xJ0xuV7g

And here I’m not sure who the Chun player is but they taking Sabin’s Sim and they handled fairly well.

[/quote]

I can do the legs combos, been able to since the original version. But more power to you for landing a jump in with the second slowest jump in the game. I used to post pretty regular in the Chun boards if you fancy going back in history, not arguing you can’t ever land it, just that its not a eveyday thing

But I’ll miss it too

But we can agree to disagree,

IMO she plays exactly the same way , establishing good footsies

I’m personally really glad the whole piano/whatever stuff is gone. I play exclusively on pad and I could never figure out how to do the stuff, so I pretty much stuck to pokes.

Anyways, I like Chun the way she is now in V, but I would def increase her health to 950, as it stands I don’t think she should have the lowest health in the game for what she can do.

I’m feeling like Chun has trouble doing any kind of safe chip damage because all of her specials are punishable on block (the only exception I know of being ex fb). A lot of videos show people going into legs on block strings and I see very few people punishing it, probably because they don’t know that you can. I’m sure in time once people realize its so negative on block (-6/-8/-10/-3 I believe) she’s hardly going to be able to score any chip at all. At -6+, and with such little pushback, every character right now can punish legs with a medium (and in some cases a heavy, like Ken’s low fierce) into a combo for big damage. I mean I get that her neutral game is her primary focus because of her excellent normals (which leads to a lot of white life loss), and I realize she’s not the only character with this “problem,” but still. Maybe if short legs was -2~3, or like -4~5 with more pushback. At the end of the day it’s not like having safe short legs would be overwhelming or anything since your opponent has all day to v-reversal them anyway.

I don’t know, maybe this is just a case of being too used to Ultra Chun with free legs.

Yeah you’re doing too much relating her to SFIV Chun. 3S Chun players seem to have an easier time relating to her. I played her on the side in that game any way.

Everything is done with normals and you rarely need your specials other than bnb filler, reversal or to take up horizontal space with fireballs. Mediums and heavy normals do white chip so the focus is to make people block those.

Thats also the whole point of her V Trigger. Once you pop it you get the most access to white chip of any character. Lots of normals all the time basically.

If you watch my vids you’ll see I mosyly chip with head stomp legs cancel or ex legs since they are safe on block. Max range lk legs should be safeish on block also.

Yeah, the developer’s aim seems to be to use the normals for chip pressure and the specials mostly for conversion when you get an opening unless you can space it far enough away to make them safe.

Her neutral game was her focus in 4 as well, I’m not really sure why dj keeps saying that, you still heavily fished for normals and counter poked and

As for the chip argument, normals do chip damage, and add in your v trigger . you can end you blockstrings different and we haven’t even seen the best way vs eveybody yet

You read wrong. All I was saying is that she is less special move focused in 3S regarding her neutral. Which is true.

3S and SFV Chuns don’t have as much neutral focus for special moves as SFIV or other Chuns. Their neutral is mostly normal focused in comparison. SFIV Chun has a more equal focus on specials and normals in neutra or at minimum less of a disparity. People with SFIV backgrounds tend to ask about her specials more often which isn’t surprising. Her specials in IV definitely have better neutral application.

Did you play much sf4 chun?

No, but I had a friend that mained her for years and had a lot of tournament and non tournament matches with Luds Chun. She definitely places more emphasis on specials and things like focus in neutral. Obviously normals still being prioritized overall since its Chun.

There isn’t as much in between with 3S or V Chun. You can win neutrally almost entirely on the normals.

[quote=“Rayartz, post:1163, topic:175372”]

Actually I am landing jump-ins especially with J. HP’s versatility, FA crumples, traps such as Cr. Lp, Cr. Hp xx LLegs good way to get counterhits or even on block pressure for meter building - I could go on but I have a feeling it’d be irrelevant, the Chun SF4 section has an entire thread dedicated to it’s utilities and execution started by Malva, if you are that curious.
Executing Cr. Hp xx LLegs is easy and hitting people with it is easy whether it is on hit or no block.

I personally miss sliding and piano LLegs. I know I’m probably in the 1% that does.

Back to the much more relevant conversation of SF5 Chun;

I Liked this fella’s pressure game; sadly it’s just a compilation - but still shows off some Chun’s aggressive side
https://www.youtube.com/watch?v=x_1xJ0xuV7g

And here **I’m not sure who the Chun player is **but they taking Sabin’s Sim and they handled fairly well.

[/quote]

H-hello…thanks.

I’ve never really used Chun in a SF game prior to Beta 1 back in the summer, so I can’t compare previous versions all that well. I just think she’s really fun in SFV.

This I feel is the hardest thing to wrap my head around in V. White chip from normals. In all the time I’ve spent with V I don’t think I’ve ever really given any thought to how this white chip affects my game plan. The more I think about it now though, the more I realize you guys are probably right and I just need to approach V Chun differently. Poke all day, win the neutral game, then watch all that white life evaporate when you land a hit. I would still like at least one safe special that I could throw out in blockstrings though, just for those times I want to rush down instead of playing neutral. I mean, if you can’t open your opponent up to drain all that white chip or if your pressure gets broken and they recover it then it was all meaningless. Special chip on the other hand is a done deal.

Speaking of opening up your opponent to drain white chip though, I imagine over time that will become harder and harder as people learn to stop pressing so many buttons. Chun’s overhead is painfully slow and she’s no darling in the frame traps department either so I guess you’re pretty much just relying mostly on tic throws, the occasional safe jump / v-skill setup, and neutral pokes, which is where she excels I know, but against someone that knows how to play neutral and is patient it could be pretty tough to make all that white chip effort pay off.

Well regardless, since I’ve only just started to consider the white chip concept after reading some of these recent posts I probably lack perspective in everything I’ve said above. Need another beta phase.

@quicks
Not sure what we disagreed about. I just incorporate the Leg reps more into my game plan than you apparently do.
Kinda like Valmaster versus Ricky or probably even Vivitian/Y24 versus infiltration is a better comparison
You can play with it or without, SF4 Chun is pretty versatile in play style. But I think or I know we’ll agree that you definitely have to play on point with her to be successful.

@MarLonLonMilk
I take it that is you in the video? Since you bolded the text?
At any rate if it is. Yeah I think you handled Sim pretty well.
Definitely should have gone for CA at the end of the last video, but aside from that I really can’t say much having never fought Sim in SF5 yet.
Honestly he seems quite scary…which means Capcom will cut of his man-goods, lol.
I wonder how good V-Skill will be against his long reach limbs…hmm…

_
On block Chun should have a pretty easy time fishing with Cr. LP, St. Mp xx LLegs - as long as it stays combo’able
Cr. Lp’s decent range allows her to poke back pretty good after blocking a special or even a medium/hard

That was me, yes. My buddy said the same thing. I respected Sim’s projectiles way too much.

I Imagine Cr. Hp or Cr. Mp would be a simple way to get in under Sim’s fireballs, similar to Sagat’s standing Tigers.
I would have been hesitant to dash under, but it looks like Chun could get away with it.
Makes me wonder how effective Sim’s fireball game will be against dashing characters such as Ken, Karin and Laura.
Anti-Airing Sim looks like it would be shaddy business too

You’ll learn with time. This is gonna be a very neutral heavy Chun. If you want to rush you’re gonna wanna also play Necalli or Nash who focus more on special/target combo based frame traps and such. Then of course you won’t like that their neutral game isn’t as good as Chuns.

Either way nobody can block forever though and there arent’ very many frame trap darlings in this game. If you look at the frame data the frame data in this game is very modest and Combofiend said they want to make this an honest game. Usually only your light and medium normals are plus on block and Chun luckily is one of the few characters that has a plus on block heavy. Even at higher level play sometimes the basics is good enough. You employ your neutral game and eventually you’ll land a frame trap or throw and it’ll add up. She’s one of the few characters that still has a 3 frame jab and her s.MP is plus 3 on block. Not too many characters have normals that are more than plus 2.

The overhead is more for eating up space quickly and catching them if they’re sleeping. I don’t think you can combo it on regular hit unless you’re in V Trigger any ways so your payoff isn’t going to be great for landing it. Best to put it behind a fireball and start a pressure game. Her overhead even if it’s slow is pretty pertinent as it’s the only overhead in the game that’s 0/safe on block. All other overheads are unsafe so even if it’s slower, at least you can try it with no risk to yourself and gets you close to the opponent rather quickly.

My thoughts exactly! Chun’s dash seems like it’ll be crucial when playing against Sim. Even at the end of the video, you can hear me say “I should have dashed in.”

Any idea how negative cr.mp is on block?