Chun Li General Thread: Blue Jade

Yeah, that’s the thing. Damage wise, fwd sbk is only slightly more than rh legs (120 vs 140 beta3), but for stun it’s almost twice as much (120 vs 200 beta3). And the sbk also sets up a cross-up with the knockdown, so I don’t see any reason to NOT end that combo in sbk instead of legs (outside of specific stuff like doing legs into super). It’s totally worth it to end with sbk, at least in my opinion.

I think it’s funny. I posted earlier about how much easier doing Chun’s damaging combos were in SFV vs Ultra and now we see a combo with a component that is basically analogous to her 1f leg loops. I’ve spent an hour in training and haven’t pulled it off once.

I told people easy bnbs doesn’t mean there will be no difficult combos. They just changed the game back to where you can have access to a bnb without having to training mode. Which is just like every other SF not named IV.

You shouldn’t have to be a training mode fiend to get damage off your footsies. Just the optimal stuff will give you a bit more

I practiced that combo a lot and it is pretty tricky. I think it is too good not to get it down though.

Did you pull it off in beta2 or just beta3? I can’t get it to work with beta2 Chun. Two hours of attempts and not a single success. If you could only do it in beta3 then it’s probably because of the changes to her normals. According to gilley, low jab went from 3 startup and +4 on hit +2 on block to 3s/+5/+2, and strong went from 4s/+6/+3 to 5s/+6/+3, so transitioning between the two and then into low fwd definitely gained a some frames from beta2 to beta3, which might be what makes that combo possible (like how Mnszyk explained a few posts before).

If it did work for you in beta2 though then I don’t know what’s going on and I just suck.

Beta 3, just practiced dash in s.mp, c.mk xx mk bird. Also c.lk c.lp s.lp xx lk bird. Both are gonna pretty crucial for simple BnB’s into a knockdown. I don’t know how easy it will be to get down though, my success was not very high on the mp one, maybe 20%.

Awesome. Well now I don’t feel like such an idiot for not being able to do it in beta2 training.

I was thinking that a way to make it more safe would be basically an os that takes advantage of the input parsers priority system. SBKs will always come out if you have charge and go from a down to an up, regardless of what other directions are in between (like a qcf), so you could do the standard string low jab, strong, low fwd and then for the cancel you could do 2369+fwd. That way if you have charge you get the fwd sbk and all is well and good in the world, but if you messed up the buffering and don’t have charge than you’ll get fwd legs which will still combo and is only 20 damage/stun less than rh legs (Beta3). Seems like a fair tradeoff until execution becomes solid.

So sbk would override LL if you got it? Can you test that in beta 2 because that is a pretty solid safe guard if it works like that.

Yeah sbk takes input priorty over legs. That was originally one of my complaints way back in beta1, but I’ve grown to accept it, and in this instance it’s a benefit.

Oooooooo somebody said technical combos?

I’m back interested

Did anybody perfect the cr.lp - st.mp - EX Kikoken? I couldn’t do it once and that combo offers such insane damage.

Alright, I switched to beta3 Chun framedata and was able to reproduce the combo VSFTV_Kx used in that video above, but it turns out the sbk used in that match isn’t the fwd version, it’s the short one. You can tell by the number of hits in the combo which is the same as what I reproduced.

The way I got it to work was to buffer the strong right after the low jab and immediately return to a down position so you’re charging before the strong even comes out, and then on the low fwd you cancel out of the hitstop as late as possible, almost like a backwards meaty in effect.

I couldn’t get the combo to work with fwd sbk though. With that same late cancel timing off low fwd the fwd sbk would be blocked. Even so, doing the combo with short sbk still nets more stun than if you were to do the same combo and end with rh legs while doing the same damage (at least in beta3). And on top of that with the sbk you still get the knockdown, so I would say it’s still worth it.

In addition to all that, I used the 2369 motion to make sure the os worked in practice and it does, so if you don’t get the timing right for the charge you’ll still get a combo into legs.

I’m going to keep trying to get the fwd sbk to work though.

https://youtu.be/QGWbpXXXtaM

That one took some work and I only did it in training (I prefer to keep meter for ex sbk/legs). The trick, for me anyway, was getting the timing to wait at neutral for strong before moving to 6. It’s virtually the same as Rog from IV doing like a “while rising” motion normal into headbutt (which happened a lot just by accident). Like low jab, low jab, standing jab, headbutt. You just need to slow down for a fraction of a second to get the neutral before finishing the motion.

Not sure if you guys already know this, but Chun’s health was buffed. http://www.eventhubs.com/news/2015/dec/20/street-fighter-5-stamina-listings-r-mika-cammy-karin-receive-nerfs-chun-li-buffed/

Nice work.

They better give Chun some type of weakness come release. Last beta shows she’s flawless. A tool for every situation. Superior neutral, superior buttons up close, an airthrow that is active so early it might as well be a dp. What does she not have?

So many people are gonna be stealing wins with Chun man, I might as well jump on the bandwagon. Hit that disagree button folks, sometimes I hate facts too.

https://m.youtube.com/watch?v=ZZDzf_wguQU

A solid threatening reversal. EX sbk is the only real “get the hell off me” move she has (as usual), and at 5f startup even it can be easily safe jumped. Without meter there is no reason to respect her wakeup at all. The quick-tech/roll-tech/v-reversal mitigates this somewhat but that can be read like anything else. And god help you if you eat a cc sweep.

So just don’t get knocked down without meter, but if you do then be ready to deal with a meaty/throw/command-grab/low-overhead/ambiguous-crossup mixup on wakeup.

She has everything she needs, a more important question is what characters do not have what they need.

This is a more of a Pad question but was anyone getting the overhead a lot when you just want cr,MK ? It happens to me a lot and i was using a DS4.

Also, this is weird but I think that Ryu of all the characters was giving me the most trouble. There is this awkward range where you can’t really react to the fireball by an anti-fireball mean, so you either block it or get hit in the face. With the floaty jump and cr.MP being very punishable. It was hard to crack him open at that range.

Was anyone having issues against really good Ryu players?

http://i.imgur.com/B5BSVqH.png

Seriously, she’s already been nerfed more than enough (she wasn’t even that bad in the first beta) and people are still complaining. It’s never enough is it?
Yup, I guess you better pick up the character yourself so you can “steal wins” too. Give me a fucking break.

When you do cr.mk you need to input it as db+mk, that way mp [roblem ever of getting her overhead, not even when walking back and forth.

As for the fireball spacing, well you have to make a read then, that is also incidentilly one of the best ranges for ryu to throw their fireball for the exact reasons you mentioned.
Fight that range with your normals, and even with CHun her floaty jump she can still punish it with read. If you ever can reactionary jump over a projectile, Ryu can ALWAYS uppercut you, that has never not been the case. You don’t punish ryu his fireballs by jumping over them reactionary.