Chun Li General Thread: Blue Jade

c.MP is negative 8 on block. Do it at max range only against someone who doesn’t have super stocked.

A few meaty timings mid-screen against quickrises (counterhits wakeup mashing jabs etc):

Normal quickrise:

-Forward throw -> one step forward -> st. MK/cr. HK/F+MP
-Forward throw -> TAP forward + st.HP (i.e. walk for like a millisecond and hit st. HP)
-Forward throw -> cr. MP (auto-timing and the counterhit can be linked to EX Legs or super!)
-cr. HK -> F+HK (auto-timing)
-cr. HK -> one step forward -> cr. MK/B+HP
-EX Legs -> Dash -> F+HK (auto-timing)
-V-Trigger mode cr. HK -> Dash -> B+HP (auto-timing)

Backward quickrise (throws only allow normal quickrise, btw):

-cr. HK -> Dash -> B+HP/cr.MK/cr.HK/cr. HP (auto-timing)
-EX Legs -> Dash -> F+HK (auto-timing)

…Of course this is tested on the Beta 2 version via the pc crack.

-Interesting that the EX Legs set up works for both kinds of quickrises and can be confirmed into another st. MP, cr. MK xx EX Legs (or just cr. MK xx EX Legs for backward recovery) if you want to repeat the process. If they don’t go for a quickrise on this set up, you can neutral jump HP afterward and still be meaty.

Unlike Ken/Ryu/Rashid/Dhalsim, Chun’s non-ex fireball is actually usable in block strings in SFV.

Oobviously it’s a pressure tool/getting out of pressure tool, not a footsie tool, because of the required charge, but frame data wise it’s quite good.

@Darklightjg1
So are you using EX Legs, dash, F+Hk (the dead hop) or F+Hk on hit giving you enough frame advantage to land St. Mp or on Counterhit landing St.Mp?

Just want to make sure I’m understanding you right.
Nice lab work, definitely noted.

It’s F+HK being meaty on hit. So it will counter hit stuff like Ryu or Ken’s reversal DP (non ex versions) and you can convert into st. MP if they did normal quickrise or convert to cr. MK if they did backward quickrise.

Its really odd seeing chun take that much health off dhalsim with a basic confirm.

What string are you using to apply that? We know that her fb’s are -6/-5/-4/+1 so I’m guessing you would stick with the fierce version. On top of that you would probably want to do it from range since it can still be punished up close. You would also need a string that eats enough frames to build charge while putting you at said range. Maybe like using low short, low jab as a hit confirm after a jump-in or dash in and if you see your opponent blocking follow with low fwd (4f trap) into fierce fb? I suppose another might be if you’re fishing for a CC from B+Fierce on a jump-in or something and it’s blocked you could do B+Fierce, low fwd (4f trap again) into fierce fb.

Its definitely interesting.

So I’ve been watching some Chun-Li videos and I’ve noticed her face has changed pretty dramatically in the latest build… and I think it looks terrible. She looks flatter, more doll-like, and less Chinese. I hope this new face isn’t the one we end up with.

They are -6/-5/-4 if you do them at point blank. If you do them closer to max st. MK range and they get travel a bit they are safe to maybe +1 or so. People might be able to jump them if they anticipate you cancelling but she is still better off then the shoto’s cancelling into fireballs.

I don’t know. I mean, I do notice the difference. There was a significant change between from the first teaser trailer, the first beta test, and the most recent beta test. I’ll admit she looks a lot less Chinese in the most recent beta. Definetely more whitewashed. Although her eyes show a little more “glimmer” in the third beta, compared to her faces in the other betas.

Part of me likes a bit from each. I though her face in the first teaser looks the most Chinese compared to the others. Her face in the 2nd beta test looks the most like Chun-Li, if we base it off the previous street fighter games. Finally, I feel her face in the third beta gives a little more personality instead of a bland face. That’s my opinion.

Hopefully before the game is released, Capcom can the right face for her. Each beta shows changes and improvements. Hopefully, they’ll get it right in the end.

I like the one in the older build that made her look more Chinese or even the one on the character select screen over the one in the most recent playable build.

Agreed. I actually like her character select screen the most. It’s just wierd how she looks different when I play as her. Or maybe she just looks different under different lighting.

F.HK isnt a meaty on neutral tech in this setup, its actually hopping cr.jabs. They can do neutral tech wake up standing jab and beat it out. But its still pretty good all things considered.

F.HK is just a really solid meaty even when you time it manually in other situations, because even when you mistime it you’ll still hop over wake-up cr.lps. Watch any vid of Ricky playing chun and you can see him abusing the shit out of it for this reason.

I’ve beaten Ryu’s reversal LP DP with the setup on neutral tech. Also, I re-tested the setup against the fastest standing jabs in the game (R. Mika and Necalli) and it does beat them and register as counter hit still. That would be impossible if it wasn’t meaty.
The testing method I used is to set the dummy’s wake-up action to either mash jab or do a reversal and I’ve tested it on both quickrise settings.

I’m not even sure that the model on the select screen is different from the in-game model. I think it’s just an effect of good lighting. Her face on the select screen looks different from Beta 1 to present too IMO.

I’ve also noticed they are playing around with different lighting effects. I liked the lighting effects in Beta 2 more than Beta 3. I’m a bit nervous where they are heading aesthetically but oh well I’ll play the game regardless.

But in terms of gameplay, I really like where Chun is at. She’s a bit basic… but that’s okay. She’s a good fundamental character IMO which to me is always fun. Seems like she has all the tools and little frame data fixes would be enough to tweak her if necessary. But no tenshokyaku makes me sad.

You’re right, seems i was doing a sloppy dash. I’m amazed it has enough active frames to hit both neutral and back tech. The best part about it is on back tech you can combo off of a normal hit (people holding up) as well as counter hit, and leaves you with some nice frame advantage on block. Enough for St mp to frame trap. Pretty cheap.

Is her 6HK an overhead during her V-Trigger? I saw Sabin’s matches and he didn’t seem to block them while crouching (he could be sticking out some attacks but it’s hard to tell).

Yeah it’s not, didn’t notice the counter thing popping on screen…

Highly doubt it. I think someone would have figured that out by now if it was.

Only real special property she gets in V Trigger other than hit frame advantage and white chip is her b+HP can absorb fireballs.

how long does it take for the first part of chun’s crouching fierce to hit? If ryu’s fireball string is -9 i think we can get full combos off of his negative state.

7 frame start up.