Chun Li General Thread: Blue Jade

About the 9,236 vs 23682 legs. I’m not the greatest with execution but while the former is much easier, I couldn’t get it to link into cr.lp after I land while the latter starts in the air much lower and is comboable very easily despite being harder to do consistently execution wise. Does 9,236 still link into cr. lp or do I have retard hands?

They both link. The 9,236 timing is just tighter. And for the TK method you don’t had to end your up on 8 or down on 2. You can do 23693, much easier for those of us that aren’t wizards.

Proper cop uniform is long overdue :blush:

http://safebooru.donmai.us/posts/1611176

Yeah I’ve been doing 23693 as of late and works pretty well for the most part.

So I was looking through Chun’s hitbox data to see how her primary AA’s compare (Short, B+RH) and man alive what a difference.

http://i.imgur.com/aCp259i.png

No wonder B+RH traded so much. That also explains why it whiffs a lot when someone neutral jumps right in front of her; no horizontal extension whatsoever. Other than the small chance of getting a VT juggle I really don’t see any reason to use B+RH over Short, at least with the beta3 hitboxes anyway. Takes twice as long to come out and is super vulnerable being nearly surrounded by hurtboxes except at the tip. Maybe they’ll tweak it a bit for launch.

I still like b+HK. More damage/stun than s.LK and get more juggle potential possibilities when in V Trigger. It’s better vs cross up attempts than s.LK also. I only use s.LK for far ranged jumps.

Do you have a pic of the hitbox data for her b. hp? I find it can lead to some devastating damage and trades a lot less often than b. rh, but is far less reliable than st. lk which for me stuffed like 95% of all jump-ins.

You have a link for the rest of the hit boxes?

http://watissf.dantarion.com/sf5/boxdox/#null

Beta 3 chun is C91

Her b+HP is definitely pretty disjointed. Probably is her most disjointed normal. If you space it far enough away should work well as AA and looks like it will stuff the majority of standing normals even though that was already pretty obvious. It’s definitely meant as a counter poke for sure.

I like that they give specific values for how disjointed the normal is. Will have to go through all of them.

i use st.lp instead of st.lk. Seems easier to use as an anti air and if we do get a read with those its best to go for an air throw. the range is like full screen.

St. Lp and B/F+Mp worked fairly well for anti air’s too

for B+Hk it is almost like they need to shift that top box the right a bit.
I wonder how the box was in beta 1?

I remember it not really trading in Beta 1 and honestly hoping they wouldn’t mess with it (i.e. my post stating that’s how an anti-air SHOULD be). I’ve given up hope for things like that a while ago.

Capcom just wants to watch the world burn jump in constantly.

I went through and compared her VT hitboxes to the normal ones.
-s.hp, s.hk, df+hk, and cr.hk all have more range
-s.lk has better anti-air priority
-s.mk is nerfed with an extended hurtbox on her standing leg
-cr.hp has its second hitbox shifted up
-f+hk hitbox is lengthened farther down
-j.lk is the only air normal that’s changed; the hitbox on the leg is removed
-specials have no changes
-A lot of grounded normals have more active frames, replacing recovery frames. Exact amounts:

[details=Spoiler]–lp: +3
–f/b+mp: +1
–hp: +2
–lk: +1
–mk: +1
–cr.lp: +2
–cr.lk: +1
–cr.hk: +1
–b+hp: +2[/details]

I think she has a lot of good options for AA and A2A. One j.mp counter hit juggle should do enough damage to scare someone from jumping for a bit.

Sounds like meaties are really strong once she hits V Trigger.

To be honest I didn’t really find air throw all that great. I mean it’s a fine option and all, but it’s no Gief air jab spd. According to Dans mined hitboxes it’s range is even less than a grounded throw (.8 grounded, .72 air). Maybe it seems like it has longer range than it does because your opponents hitbox is extending into it during their jump, sort of like a reverse kara. I don’t know, maybe there’s more to it. Either way, I personally only used effectively like a half dozen times, and those were to stop Vega’s from flying around like they owned the stage.

http://i.imgur.com/aZ27i27.gif

lol ok, thanks for the tips :D, just i having hard time dealing with gud sim players with the nasty teleport cross up which i can’t react yet, for air grab surely u need to jump back abit to throw right? Becoz sim cross u up

is a gud option when dealing with opponent who like to jump alot or vega that use monkey jump :smiley:

I go for it because its basically a 5 frame start up anti air that has no height restriction. That damage and stun is good also. Its not something you’ll use vs very late jumps, but with the changes to air throws in V its pretty viable.