Try to do it with LK SBK for late cancel practice first. I can get the combo to work w/ LK SBK. MK SBK its still impossible for me. Either doesnt come out or comes out too late and wont connect.
Its just stellar. Frame traps so many things⦠Buttons, throw mashes, jumpouts etc. my tickthrow game has skyrocketed since i started using that blockstring.
Ive also finally started to get a decent flowchart/gameplan going:
Neutral = dash in buttons. Preferably dash in cr.lp,b+mp or cr.lp,throw mixup but dash in st.mk is also ridiculous when you dont have range to dash in jab.
Also use lots of v skill at neutral into varying amounts of movement. J.mk for reach or lk air legs for less range and some air to air properties⦠Makes zoning chun harder when you are using v skill, fireball and dashins. Using v skill for crossups more as well. Using more instant air legsā¦these things are gross.
Oki = any knockdown into dash up throw/cr.lp mixup
If they try to tech throw or jump, my meaty cr.lp, st.mp, cr.mk hits them and i do good damage. If they just sit there then they get thrown. Reversals are a problem of course as are back rolls after ex legs and stuff. But if chun baits a reversal, shes doing good damage.
Ive also been trying to get more out of meterless combos. Not trying to hitconfirm into ex legs all the time unless my opponent is close to dizzy or doesnt back roll out after ex legs. Ending in hk legs more often since the damage differencial between hk legs and ex legs is only 12-14 damage (jabs do 20 damage) but im still using ex legs to guess cr.mk hits since its safe⦠Seems like better meter use to me.
Chun in v trigger is so good. God i love her. And better fireballs in v trigger is a godsend. using less ex legs as confirms means i have more meter for ex fireballs and stuff as well.
One of the bad things i will say about chun is that right now it seems like every fireball character outfireballs her, and every non fireball character outpokes her. Which does cause some frustration.
-edit
Cr.lp, b+hp is stellar but lacks range. The only time im using these sorts of strings is at neutral after i dash in. At that range most of my dash in cr.lp will be near max range and at that range following up with b+hp usually wiffs.
So the cr.lp, b+mp string is mire functional for me. It also allows me the most followup options. I can just back away quickly, i can do another b+mp, i get charge from b+mp, and it just jails people so well that it forces respect. Some oppone ts have taken to using reversals against the B+mp⦠Thats how much i abuse it.
I like that they are there so you can be optimal, but theyāre not required just to play. Fits more in line with Alpha and 3S. Your bnbs are basic like they should be, but if you wanna get optimal you still can also. I wanna just Rose c.MPx2, spiral arrow sometimes.
I find it strange that Capcom talks about lowering the execution barrier yet we have tight combos like this for Chun Li. The st.mp,cr.mk->SBK is not as hard as say leg loops in SF4 but definitely way harder than any combos Iāve tried in SF5 so far.
Right. The difference is that like other SF games you can get away with doing things that are nowhere near as optimal and still win the neutral game. Youāre not gimped for damage because you canāt do optimal tight timing bnb. Thereās something for everyone.
I have pretty good execution, but I havenāt even practiced that Chun SBK combo and Iām sure I could still bop a lot of the people that have with just basic stuff and buttons. If youāre in the right spot hitting the right buttons doesnāt matter what bnb youāre doing as long as it damages and you keep yourself in a good position. Thatās how SF should work.
Justin Wong isnāt even doing the right basic bnb stuff and would probably still whomp on most Chun Lis online.
I tried to tell people this before the game came out. Input leniency is what leads to difficult stuff since you abuse the input leniency to create things that arenāt normally possible. Most of SFIVās executions are really just exploits of input leniency. Things that were intended to make the game easier.
I was able to figure out what was it I was doing wrong.
You can delay the st.MP cr.MK link also. I thought there was only one timing to link those two but I was wrong. You can delay that link considerably giving you time to charge.
For the late cancel on cr.MK I was only trying it with super, so I thought you couldnt do it, but doing it with the SBK is the way to go. You can see Chun Liās leg come back before you make the input and it works.
I only have it down to 50% consistency but Iām getting there. Its not quite 3s late cancel, a lot tighter, but it does give you good time to do it.
I think this can be used as a mixup with your cr.mk. Block string into a hit confirmed SBK seems possible.
Also, linking your super after a hit confirmed fireball is a lot more useful than I thought for footsies.
You can confirm it from 60% of the screen, so when you have those long range fireballs in V trigger itās even more useful.
Another hit confirm Iāve been using is back fierce into fireball. It gives you ages to see it and cancel into super, Iād say it gives you a hell of a lot more time than it did in 3s.
The problem is that fireballs are charge moves, so setting it up is less convenient than in 3s, however, Iāve found it incredibly useful against obvious tick throws where I can hit confirm into super.
Iām loving this version of Chun so far. Iāll post anything interest I see or find in the lab.
V trigger f+HK leads to silly combos on hit. Same for f+HK done as a meaty or a CH in non v trigger. My combo is fhk, cr.lp xx lk legs cr.lp xx SBK
Ex kikoken is awesome in blockstrings and allows Chun to repressure.
HP kikoken is good up close as it comes out quicker than the others.
Cr.lpx2, cr.mk xx whatever is a good combo for v trigger. Especially if you have super. Cr.lp x2, cr.mk xx legs xx super.
Chuns throw game combined with forward throw into mixups can stun people easy. If in that set of actions itās best to cancel anything into ex legs on hit for the stun.
Chun can keep people blocking for good lengths of time when she has them in high stun like with her ex kikoken and v trigger in general.
st.lk is THE anti air. It covers just about every air option save for some small space behind the head that b.hk covers, itās quick and it has a great hitbox.
I could be wrong since I didnāt spend that much time with Chun but cancelling into super directly from a normal without doing legs first always does more damage.
nvm, guys, does any1 here having problems dealing with birdie,laura or grappler type char? especially birdie,i canāt really do well,any1 here mind to share the ways or tips here?T_T
All chuns moves have more blockstun when in v trigger, but seem to have the same frame advantage. However chuns light attacks have no more blockstun because they only hit once⦠So itās harder to discern a point to press buttons for the opponent.
Tbqh Chun feels like a complete character once in v trigger. She can link off her df mk and her fhk without CH
And she gets actual streetfighter bnbs like cr.lpx2,cr.mk
Iāve been doing much better with r now that Iām dashing all over the place and abusing her movement. And using lots of v skill into lk legs and instant lk legs.
Yeah, once I read that they nerfed her throw range, I figured that Capcoms intent was to make Chun much more of a rush down character this time around instead of the button queen archetype sheās always had. Most of my losses were because I was trying to stick to that mid range area and stuff shit but once I got up into people asses, I had a much better time(I mean I guess you could make that argument for alot of characters in this). I definitely agree on the utility on f/b mp. that button is terrific for keeping people from trying to jump out of pressure, especially since st. roundhouse take a million years of startup. It is kind of galling that fucking Birdie of all people is basically the buttons king and stuffs her shit at that range, but it makes sense considering his up-close is virtually non existent.
I think the only reason that Birdie is the āking of buttonsā is because he is basically a big body character in a SF game like Hugo. When your hurt box is that big you have to have good buttons or youāll just get bullied around. Chun has much better walk speed and hurt boxes on buttons are large in this game so you can weave in and out to deal with him. Her s.HP is definitely a very long ranged button that is now only neg 3 on block and moves her hurtbox backwards quickly which makes it effectively safe to throw.
b+HP is another reason why she doesnāt need much more range than she already has as it stuffs all standing normals when placed correctly and anti airs pretty decently too. Itās a move designed to take advantage of long buttons in those matchups where a character may actually have longer buttons than you.
Oh no, Iām definitely not complaining about him or having any issues with him, I understand why he is the way he is. but I personally havenāt been getting much mileage out of connecting B.hp versus b. mp to stop people from people jumping up. Iāve just been getting mileage using b.hp purely for crush purposes.
I mainly use b+HP to stop abuse of popular standing buttons. Beats them all clean and if you get them during their start up frames free crush counter/v gauge boost.