Chun Li General Thread: Blue Jade

Good to see the ia legs having real ingame aplication, and it isn’t braindead spammable, it being negative on block and requiring a bit of conditioning to make it work is good enough. It’s a more damaging option than walking back to bait out throws, but also gives up your turn if blocked. I think it’s a nice tradeoff, hope it stays in in its current form.

TK legs don’t have to be finished with down. I used them as a 9, 236 + MK input throughout beta 3. They’re +1 on block when done at the lowest height, I’ve tested this.

Ah that’s right Mk, never did use that one I only really used lk since it was easier to aim.

[POINTLESS SEMANTICS]

Does that really qualify as “TK” legs though? Isn’t the whole concept behind TK motions being like a QCF+U? I mean, if you’re starting with the jump and then doing the motion for the move isn’t that just doing the move normally? I’d think it’s just early air legs at that point, which explains those low neutral jump air legs you did on occasion since you can’t get those with regular TK motions.

[/POINTLESS SEMANTICS]

That actually brings up an interesting point I think. If you want forward momentum pressure you can do either the normal input (starting with 9) or the TK input, but if you want to stay neutral you do the normal input (starting with 8).

I mean I suppose if you were some kind of input wizard you could still do the TK method and stay neutral (23682+K), but I don’t think that’s for normal human beings. I think speed wins out over dexterity in that situation (just hit up and then do legs).

You just have to hit down at some point during the motion. I used to do 9,236 also, but I tend to get them more consistently when i TK then motion to down.

I don’t think you can “tk” non ex legs because the minimum height req is too high for inputs to be saved, just do uf or u then legs fast that is all there is to it. Either way if it is actually +frames consistently it is probably something that won’t be in too long, I just can’t see them letting something like that fly. She already has f+HK which does basically the same thing but with the logical draw backs that incur with a move that beats lows and throws.

They already nerfed it a bit so you cant link s.mp off of it anymore. Have to go for c.lp

From what I’ve heard they’ve also nerfed f+HK. Doesn’t low crush/avoid throws as well as it used to.

From my testing, F+HK hasn’t actually changed other than the damage being reduced by 10 (the SF5 nerf classic). I’m thinking it’s a placebo because perhaps someone got hit out of it during the startup and they weren’t aware that was always a thing.
I’m not sure what it’s losing to now that it didn’t work against in the same manner from beta 2.

Possible. Either way it’s not a move you can just blindly throw out like some people make it out to be. hella long start up and any good standing normal will blow it up.

What is her fhk on block during regular state and v trigger?

I think frame data is the same on block in V Trigger, just the block stun lasts longer.

It’s normally negative 2 on block so pretty safe.

I’ve never been a Chun player, but I’m thinking of maining her in SFV. In the past I’ve always played shotos and I’m looking for a new way to play the game. Any tips for beginning Chun players?

hi @methodone89, welcome to here, u mean the basic combos?here is it. :D,hope u understand hehe

Thanks for her basic combo’s! I was actually looking for her basic tools and basic way of playing her not combo specific, which moves are safe on block and which moves are a good AA, what move to use as a poke etc(eventhough all this can change once the game launches). I never played a charge character before and was hoping to get some info on how to play Chun, how long do you need to charge a move, what’s the best moment to release ( I see people playing her like it’s nothing, throwing Kikouken like they’re hadoukens, but once I pick her she’s hard to master) I know you can better hold down+back when charging so you can go for an SBK or Kikouken and have more options , other than that I’m completely blanc… in USFIV she has her hazanshu which I like, this move isn’t a special move in SFV but in footage I could see people do a similar move. I like the fact that her lighting legs are now a qcf move instead of pressing kick often, other than that all her specials are charge based.

I might sound like I don’t know what I’m talking about and for the most part that’s true, but I had quite some fun and experience playing Sagat(shoto) in previous SF games, he’s not in SFV and now I have to change my main. I’m chosing between Cammy and Chun, Cammy has all circle motion moves and will probably be easier, but I like Chun a lot.

Am I the only one who wants the old kneekick back? aka cl.hk
I love that move :smiley:

I feel ya on the close HK, but Necali has it now and he doesn’t seem like the kind of guy to give it back.

While I certainly will miss doing certain strings with it (like the low jab, close rh, short hazanshu / legs trap) I’m glad it’s gone. Mind you, I’m not specifically glad close rh is gone, but rather that proximity normals themselves are gone. Throughout SFs history the standard 30 normals per character meant so many normals just didn’t get used. Even among the pros there are buttons that you just never see because they have no real use or aren’t quite as good as a different button. With SFV cutting out over a third of the standard normals (no close or jump-in) it means you’ll have far less “useless” buttons.

With Chun, even without getting into her great command normals, there is not a single grounded normal she has that isn’t useful:

Jab: checking, quick punish starter, combos, AA
Low Jab: checking, light hit confirm, quick punish starter, combos
Short: AA (cross under setups), combos
Low Short: checking, low light hit confirm, combos
Strong: combos, traps (F/B+strong, B+fierce, etc)
Low Strong: avoiding fireballs (+stuffing Lauras shield), VT setups
Fwd: neutral
Low Fwd: neutral, combos
Fierce: neutral
Low Fierce: combos, VT setups
RH: neutral, CC setups
Low RH: neutral, VT juggles

It’s basically the same story with her air normals too, though I personally don’t particularly use air jab/short:

Air Strong: air-to-air, CH juggles
Air Fierce: hits twice at right height, good vs armored moves, good mixed with air fwd for ambiguous cross ups
Air Fwd: cross up
Air RH: good jump in timed early due to vertical range

And that’s just the basic stuff, there’s plenty more to them. The point is, while I will miss certain normals, I accept their loss if it means we get more focus on what we have being useful.

@methodone89, no problem :D, Here is the examples of her normals as @xaaz posted,for her AA, st.lk or b.hk if close jumpin,s.hk works for far jumpin too but sumtime is not safe, for pokes–> f.mp,s.mk,s.hp, all version Llegs is unsafe on block unless EX legs, use SBK for combo ender sumtimes for dmg, b.hp is really a gud CC(try use to it,:D),for her V-skill usually just for cross-up and dodge hadoukens but situational,close works well but not too far or too predictable,will eat a DP instead. for charge a move, i think is 2 secs for IV,faster i think for SFV, now for SFV,chun hazanshu change to senenshu,not really useful becoz it can’t go through fireball but safe on block,hehe

@LordVader thanks for the info and effort. I will dive deeper into chun’s moves and skills. I have time to go through this threat so I’m doing that right now. I will play some chun in USFIV to get used to the charge moves. Thanks for the help, it’s much appreciated.

@methdone89, no problem hehe, good luck and enjoy ur training with chun, may the force be with u :slight_smile: