Chun Li General Thread: Blue Jade

Should go, I’m definitely going. Let me know if you do. I’m gonna be there early on Friday, we can play some casuals.

I’m only like 80 miles away from FR so it’s easy for me to say, heh.

This beta I decided to focus on my gal and her only.
I fight really well one minute then play like garbage the next >:|
Pretty well stalled at the 1200LP mark.
One thing I noticed that Capcom really needs to fix and you all can see for yourselves in training mode.
Try this:
If you do a NJ while holding charge, you land and try to preform a EX SBK with two or three buttons it doesn’t matter regular SBK will come out.
I figured this out because I noticed in matches my EX’s on Kikouken or SBK weren’t coming out properly, after checking the replays my buttons were correct. SO I thought lag? After going to training mode and testing, there is definitely something whack. Capcom…Please!

a few VTCs I use off hit confirms:

F+Mp VTC Cr. Hp, Cr. Lp, Cr.mk xx MK SBK is so good, Cr. lp to Cr. mk linking is a weird timing (I only get it about 70% of the time). So if you have troubles linking it go for Lk LLegs instead that way if the combo does drop LK Legs will leave you at a safe distance.

Cr. Mp VTC St. Mp, Cr. Mk xx CA or St. Mp, Cr.Hp xx EXLLegs…If you want to look cool and waste two bars, St. Mp, Cr. Hp xx EX Kikouken, EX LLegs.

Cr. Hp VTC Vskill, D+Mk (x3), J. Hp, EX ALLegs (EX ALLegs is weird to hit, may be character dependent)

F+Hk and D/F Mk can offer nice resets.

EDIT

Corner only; pressuring your opponents wake up with F+Mp, if it hits:
F+Mp VTC B+Hp xx ExKikouken, Cr. Mk xx Mk SBK
F+Mp VTC B+Hp xx ExKikouken, Cr. Mk xx EX LLegs (tons of stun)

Anyone having problems doing instant Overhead Headstomp now? I skipped Beta3, only played 1 and 2 and current. On big Chars like crouch birdie or Gief, still works fine for me. But Ryu & Co, ugghh, timing got really strict, I fail it too much.

Been doing OH Stomps all my life. In SF4 wasnt hard, Hyperfighting wasnt hard, WW/CE was baby ez, but this version, almost as bad as T3 ST Chun.

one possible reason could be the removal of df for Stomp. I feel like it may have made it faster to come out when going from uf to df.

Can you make a significant conversion of a stomp overhead? havent really tried that, will get in the lab to check it out.
Anyway, I feel so dumb, I had no idea you could link a cr.HK/cr.MK from a meaty b.HP without counterhit. So you can do b.HP cr.MK hit confirm to medium SBK.
Very useful.

Its a mixup, sheenanigan tool. Mainly used after a jump in or near corner. Only conversion you can make now afaik is on big crouching characters, Counterhit Stomp, Air LK Legs.

Its just fun to do, especially in the corner since you can stomp some more (non juggles) on them after the first one and come down with cross up j. MK.

Im sure with some research, some hard to block stuff could be found. If only it wasnt so hard to do. If I whiff the stomp, Im pretty much open when I land :confused:

is it not possible to tiger knee the low to the ground air lightning legs? i cant seem to do it

Don’t just do a tk, do the motion 23692 so you can cancel the headstomp’s early frames into it.

ahhhh thank you

Some Chun Li trick, or a charge move trick I found if you don’t have a charge ready, or when you are not holding down or back for fireball/spinning bird kick

  • Hold down back + V-Trigger. After V-Trigger activation is done, you can do a fireball or spinning bird kick

  • If Vega does a super, start down charging at 8 sec (When the super activates), it gives you enough time to charge for EX Spinning Bird Kick. This works with other Charge characters. [details=Spoiler]https://www.youtube.com/watch?v=HSdc8w68fZY[/details]

Sick tech

I did not know Chun’s St. HP was super cancellable. I knew Ryu’s was and decided to try it with Chun. That would be a hell of a whiff punish/confirm since range is just about the only thing it has going for it.
I know about all the v-trigger cancel stuff but sometimes that resource isn’t there or is already popped, so I’m glad this is there.

I legit didn’t know about that lol, thanks. Now my nash f.hp and karin sweep punish are much better.

As well as rashid running kick move punish :slight_smile:

GG just now @Darklightjg1 . That was my friend you were playing. He uses Chun too. Trying to get her down.

What is the go too combo after crush counter back fierce guys?

Are ya’ll visually hit confirming it being crush counter then doing something?

GGs @“DevilJin 01” to your friend.

-I’ve deduced that EX SBK most likely has a longer charge time than regular SBK. Consistently doing charge down, up + 2 kicks or 3 kicks will get regular SBK if you charge for a short amount of time and EX SBK if you charge slightly longer. The inputs in training always read 2 kicks or 3 kick though.

Put the training options in random blocks and counterhit and try, you can confirm easy in ex kicks

I’m having trouble approaching people despite chuns approach options.

My losses all seem to come by 2 types of gameplay right now:

Crossup spam
Turtle walk backwards and stick out pokes or just do nothing, spam.

I’m using dash, df mk, v skill and jump to try to get in. But still having troubles. There’s a specific range where I don’t really know what to do:

At the range where if I dash and then do st.mk it will still wiff by a decent amount. At that range dashing isn’t the greatest and I’m dashing right into my opponents ranges and jumpins.

This is becoming a pretty big issue.

Does anyone have any decent frame traps as well?

I’m getting frame traps off but I’m not getting any real damage off of them.

I guess maybe that’s just Chun?

Decent AA Chun has in v trigger is just BHK then juggle with st.hp.
Really need some better frame traps and approach theory though.

I’m running into people being able to react to whatever I do that are turtly players, I’m trying to mixup my approaches but it just ain’t any kind of easy.

With all of chun’s tools it makes sense that her damage is low tbh.

Is he also Daigo’s friend?