Chun Li General Thread: Blue Jade

Necalli felt tough for me also, between his divekick that blows up her anti-airs, charging slash that blows up fireball and his ability to close down the range at which Chun was shining at for me I had trouble mounting an offence and usually ended up on the defence and stuck in the corner. Biggest thing that blew me up was his close range game, you can’t press anything and have to hold that whilst he’s in, expending V-Meter for alpha counters is probably the correct thing to do but uh…I haven’t even used one yet, haven’t bothered with them but I will at full release. Need me my V-Trigger son.

Laura felt tough too because all she needed was that light shoulder tackle and she had a 50/50 on me, once again I’d suggest utilizing alpha counters to get her off and get back at your favoured range, but it’s a beta and I’d rather dick around and land some sweet combos whilst nothing matters.

the way you beat necalli with chun is to footsie him until you get a chance to land big damage.

Do not turtle. VSkill knocks you down and you will get rushed down, if necalli has either super or v trigger he will land a huge combo that puts you in the corner. Far away fireballs are very easy to deal with.

Dont footsie too long, low damage pokes wont kill and Necalli will eventually get in.

If you can get some fancy vtc/super combos going, this is the match to do it.This match is all about damage output on both ends. Necalli is trying to make you make a mistake and kill. Chun should dominate the neutral until she has the chance to really hurt him. Maybe corner pressure is good too, if you cant output damage. U gotta get offense going. Ex legs should be good. I dunno which is better super or using ur meter for ex legs

Necallis sweep is garbage and has less range than his cr.mk. This is the range you wanna be at.

This doesn’t mean much for a character like Chun, she’s abit too fair to stay top tier for long IMO, strong, but she’s fair

I’ve had limited success attempting to interrupt Necalli’s stomp pressure. Depending on the strength of the stomp and what he cancels from it’s not a true blockstring. I tried jabbing him out of it numerous times early on in the beta and it only seemed to work when he did a medium into rh stomp.

https://youtu.be/BHSDnFQKZCM

Also, this is how I felt at the end of that match:

https://www.youtube.com/watch?v=lSb7rvGWz0U

I don’t know if it was just the beta acting up or people legit ragequitting but I had a dozen or so 40002s at the end of matches during this phase.

its easier to do it when he does mk. if u cant interrupt, he did lk and cant follow up.

necalli will def do mk when they have v trigger or super because the damage is good

I actually had lots of trouble with necalli in the beta.
I had trouble footsieing in general. Which is weird cause I’ve always prided myself on my decent footsies.

But now after watching so many people play I realise I was making a mistake… Footsies in this game are all about dash up footsies. I was dashing up into walk range then trying to to actually footsie people… But it seems that I needed to dash in a bit deeper from closer range.

On’y a small adjustment really but it kinda sucks that dash footsies are a thing, in so far as needing to use dashes to get into footsies range, but I guess it makes sense. The stubby normals in this game make dashing forward less of a risk.

I agree. Dash in footsies are going to be amazing. Thats exactly why I was saying dont “footsie” too long. If youre doing traditional footsies vs Necalli, he will get in eventually. Add in the fact that dashing will be a big factor in footsies for this game, and he will actually be dominant in neutral, and when he gets vtrig, good luck dealing with his dashes.

As a 3S player dashing during footsies is pretty common. That’s why it’s so fun to watch shoto fights in 3S as they’re all characters with decent walk speed that can suddenly go in and out of ranges for pokes with a forward or backdash. You get very hectic footsies that can change into throw games at any moment. That exact play might not be quite as viable in SFV, but you can still use the concept it seems.

really having fun with this beta :D, even though i didn’t do well in this game, i like this SFV chun hehe, hoping it didn’t change so much in the final release, just having trouble deal with rushdown ryu,mika necalli, any1 knows how to deal with it?lol

The thing i found that works with necalli is not to jab during the stomp pressure but to jab once the stop has finished. I was using cr.lk mostly and it worked for throw attempts, untrue block strings, and most of necalli’s crap.

I’m sure the reason why Chun and Cammy are both Top 5 are their buttons. They have both such a strong neutralgame and realy good moves to stop jumping,forcing footsies battles what is in their advanatage.

Honestly, if the game ends up as the footsiesheavy game, James Chen and Combofiend talked about, will these two never leave the Top 10.

I had a lot of fun with Chun during the last beat two, I played her 1-2 hours every day to mix Cammy a bit up and she will be my sub for sure.

I think Chun’s worst MU’s might be Cammy and Birdie. I struggled against Birdie with Chun, but he wasn’t a problem with Cammy. And against a good Cammy, I had serious problems with Chun.

I mean its fair because you still need to be very good with Chun and one mistake could let a rush down character in who you can’t get off.

It’s not the , wtf damage , or the I’m doing stupid mixups I don’t know how to block myself

yeah,@quicks, u r right, one stupid mistake,got rushdown=GG, i got myself killed especially necalli, or some ryu very aggresive rushdown which i can’t deal with it,any tips? i mean for rushdown ryu, it got tricky especially in corner situation :o

But she has insane damage output, have you not seen her BnB damage? It’s pretty damn high, cr.lp - st.mp - cr.mk - h.LL does a pretty decent amount on it’s own, and we’re not even taking into account the damage potential she receives in V-Trigger either. I find myself hard pressed to call her a fair character when she can bop you for like 40% in V-Trigger without expending super. Not to mention she even has air legs pressure which has barely been developed, people are going to put this character together fully come full release and I highly doubt she’ll drop below top 3 in her current state.

Oh, and b.hp exists too, so all fairness is invalid. I fucking love this Chun-Li. She actually has some decent mix-up potential too with that V-Skill, the set-ups people may find could be ridiculous. I don’t think she lacks in any department right now maybe other than a little vitality, everything else is well rounded and then some.

Depends on how you’re letting him get into your face in the first place. Chun can shut everything Ryu has straight down when she holds the correct space. Stand just outside of his sweep range and he can’t touch you, walk in/out of that range and force him to make an error - once he commits to something(cr.mk/sweep probably) just whiff punish with a cr.mk - EX LL or your own sweep. If you stand at this distance you can also react to his jumps with b.hk/st.lk/b.mp and his fireballs with cr.mp which is fantastic for you because if you have V-Trigger you can cancel it for some beefy damage…I think? But that means we’ve shut down his jump/buttons/fireball - what else can he do? Not much. You can also threaten dash - throws from the exact range you need to be standing so Ryu has to respect your mobility and be ready to tech at a moments notice.

If you want to poke Ryu one of the best buttons for it by far is st.mk, cr.mk is always good but throwing it out too much can lead to you getting caught by something, st.mk you can press from a safe distance and Ryu can’t do much about it other than jump.

Yeah I’m not really seeing the issue with her defensively. She has 3 frame jab which is pretty much the absolute basic tool that you need to have some sort of of defensive option. Quickest button you can have and creates good pushback on hit. Her EX SBK seems to be more consistent hit box wise than it was in IV and isn’t quite as obvious to punish as a standard DP. Has access to a V Reversal that keeps them standing which is what a poking character like Chun wants any way.

SFV is designed so that all characters feel the reversal struggle now. Even if you have a good meterless reversal, if it gets blocked or whiffed the crush counter system makes sure it’s your ass when that happens. Top players that you used to see be being very forceful with their reversal games in SFIV you will notice will block more often. Won’t name names, but obvious names should come to mind. The risk is much heavier to reverse or mash on jab too long to escape situations. Backdash is probably the best option as it simply gets you out of a situation and beats throws, but if they hit that with a button its counter hit and opens you up to the same hurt as a bad DP.

I do agree with quicks and it’s something @Veserius brought up as well where if there is a character that slips through the cracks and ends up being really difficult to block, that would put them pretty high up in a meta where walking and hitting buttons honestly it supposed to be strong.

We’ll see where it goes, but otherwise it seems Chun has what she needs. Good buttons, the ability to convert off lights in a game that’s not supposed to focus on them, an EX reversal that covers a lot of situations if you have to take the risk, the safest, longest ranged overhead in the game, basically the best crush counter in the game along with Bison and her buttons are good for forcing white chip and basic throw/button counter hit setups. V Trigger also ups her bnb conversions and damage greatly and the multi hit effect shuts down armor options from characters like Gief and Laura.

Her air to air damage conversion is pretty good as well. Counter hit j.MP air to air leads to stomp x 2/3 into EX legs for big damage.

I was probably top 500 chun; I was ranked like 7000 overall. I abused the shit out of vskill stomp mixups, especially in the corner. If they were knocked down anywhere near a corner, it seemed safe to vskill them on wakeup, best they could do was block and get pushed to the corner, I’d go into up to 3 stomps, seemed dependent on space if they crossed up any or all, then do air lk to get fake crossup (sometimes) or mk to cross up (into the corner yeah), then do like cr mk (sometimes combo, sometimes block string) to ex legs to push them out or for damage. How ex legs was, no one knew how safe it was on block, and I’d be mashing throw. I swear I only missed like 3 people with that throw, out of the hundreds of matches I played.

Smart people knew to aa between the stomps though, like block the v skill overhead, block 1st stomp, then down mp or whatever. Mostly sims doing that. Maybe worth trying starting the stomps nearer the grounded can mix it up by getting 2 off before the bounce, inside them like. Vskill was mad fun.

What kind of sorcery is this? How is it even possible? I’ve seen it (link below), so I know it’s true, but I can’t reproduce it. Tell me your secrets!

https://youtu.be/iUrNEyRo228?t=4m4s

charge times are shorter in this game + full on charge wizard skills

It occurs to me that with the 2 frame buffer, you can squeeze any extra 2 frames by inputting the standing medium punch during the previous move’s recovery. i did some math, and you can get 45 frames of charging from the standing medium punch (27 frames including hit stop) followed by the standing medium kick (18 frames), and then you get like 2 frames extra from the active frames of crouching medium kick, and 2 potential frames from using the buffer. If the charge time of SBK is 45 frames, which sounds possible, than it’s just barely doable.

It’s like this:
You ask yourself how much more Dmg/Stun does the SBK do versus LLegs?

Since you are having difficulties landing the SBK it may be a better trade for consistency to just use LLegs.
keep working in the lab until you get it down.

Practicality/consistency are the most crucial aspects of developing your game plan. You definitely don’t want to drop a SBK and it not be linked.

Agreed. For me, I always link all my applicable moves into Lightning Legs, regardless of how much damage/stun it does, simply because I’m not great with charge moves (SBK and Kikoken). I feel once I get a fight stick, and with a lot of practice, my execution will be better, but It’s always better to do something you’re comfortable with and something you can rely on than try to do something you’re not and leave yourself open to be punished. That’s what practice is for, until you can land it consistently, then continue to do Lightning Legs.