Chun Li General Thread: Blue Jade

Safe to say, Chun has the best costumes thus far. She wins Ms. Street Fighter, lol

Just watched the Mad Catz cup thing. Wong played Chun. Man, he got so many EX SBKs instead of EX legs after cr. MK, wasnt funny (commentators were like, Oh no, he misjudged the range! Yeah right …).

I hope they didnt mess around on input priority or whatever it is thats causing this.

He probably did misjudge the range

I don’t think EX SBK works in any bnb. Unless he was doing stuff like cr.hp xx EX SBK I’d be inclined to believe it was input error.

Just watched the team tournament and it’s pretty obvious they were missed inputs.

I really hope Chun will be one of the best characters in SFV. I have decided to pick her as my main and hopefully that will work out as I hope.
I just don’t know how to handle charge characters well. I’ve been playing her for a few times in USFIV now, but using her moves in combo’s is pretty hard.
The only move that works without problems is lightning leggs.

However, she has great normal moves and her throw range is much better than my previous characters. I have a lot of problems against fireball characters, I can charge to counter 1 fireball but am to slow for the second, I just neutral jump and it becomes a dodging game.

Is it always that hard to change from a motion character into a charge character?

Hope? Boy she’s factually top 3 thighs are back in style.

Beta 3 to Beta 4 hitbox changes:

Spoiler

Nerfs:
-5HP bottom half of hitbox removed
-5MK hurtbox extended on both the attacking and standing legs
-2MK -1 active frame, changed into a recovery frame
-2HK hurtbox extended farther to the ground
-6HK hurtbox added to the bottom on airborne frames
-4HP hurtbox added bellow the hitbox
-3HK hitbox shrunk from the bottom
-Forward throw range reduced
-Backward throw range reduced
-VT 2MK -1 active frame, changed into a recovery frame
-LK legs 4f -> 5f start-up

Buffs:
-VT 5MK extended hurtbox on standing leg, that was exclusive to VT, reduced to the new 5MK size. (bug fix?)

Ill deal with most of it. B+hp was a bit too free to throw around at a range where most lows weren’t going to hit her any way. Not sure about the s.hp nerf but if its still only neg 3 on block ill live.

Further reduced range on throws is meh, but she has the second fastest walk speed so cant complain too much

Why did Justin do b.hp xx ex legs all the time as a punish, why not cr.hp xx lk legs, cr.lp xx sbk

Because its Justin and hes not a combo theorist. Hes always been neutral first, combos second and only picked up Chun pretty recent. Hes the king of being basic.

Search up some videos of him playing early Killer Instinct. He would do invalid combos and just stick to the neutral in a game that partly pioneered combos in fighting games. He would just stick to the lowest denominator and do short combos that couldn’t be broken even if damage wise they were hardly optimal.

Other players would sit and find optimal bnb, punish stuff before touching a character, but not him. He goes in first then maybe adds that stuff later. Thats why 3S Chun was perfect for him. That character literally does not have combos until you get super. Just buttons.

at least they did’nt nerf bhk yet again, we good

-LK legs 4f -> 5f start-up

So no more LK legs into cr. LP, SBK?

I know he plays incredibly basic during the beginning of a games life, his MK9, MKX, KI, SFxT gameplay is all mainly focused on neutral and/or extremely unoptimized. However i’m pretty sure he knows the combo i mentioned, he even did it during his stream of beta 3, though he picked chun up near the end there. Regardless, i hope he’ll stick to Chun and ends up doing well with her, the optimized stuff will come eventually i guess.

Kinda unrelated, but still related, whenever a new FG comes out, the players who are the ā€œcleanestā€, the more scientific players who know the optimized combos, counterhit confirms, specific punishes, where the holes are in certain pressure strings and know the counters, who go out of their way to dig deep and find all this stuff out, and when they play their knowledge show … but get blown up by very ā€œbasicā€ gameplay regardless.

It’s easier to emulate that type of gameplay than a solid fundamental playstyle, which you cannot really emulate.

ā€œstartupā€ the move itself is now 1 frame slower, you can still link cr.lp afterwards.

Wow, just realised, if 5Hp doesnt hit crouchers, and all the other nerfs on her good poke, what are we suppose to use now for poking? XD

your brain.

Justified, the 5hp one is a bit annoying though

Removing the lower part of the hit box doesn’t mean it won’t hit crouchers. They specifically made the game so that almost all normals now hit crouchers. There aren’t too many normals you only use on standing people anymore. You just have buttons that hit people on the ground and buttons that hit people in the air. The nuance is more focused on the length, position and safety of each one.

I guess they just nerfed the lower part of the box so she can’t stuff low normals so easily with it. Which s.mk is already good at doing.

@LockM yeah thats the difference between combo/setup theorirsts and fundamental players. The former is something that doesn’t require as much heart or personalization perform. Its just something you for the most part either do don’t do. Being in the right spots for buttons and baiting buttons is something you cant just lay on paper and do 100 percent to another player.

This is a good question although I would assume there’s enough hit stun on the first hit of c.hp where it should still combo into lk legs. The start up change won’t affect the hit stun so you’ll still be able to link c.lp after either way. They’re not going to nerf her only way to punish with meterless heavies and specials

A little butthurt about the F. HK change though, that would have been a very high reward means of crushing lows and continuing pressure in v-trigger. Hopefully the hurtbox is far enough back that the move works at the right ranges.

thebeast compiled this footage