same as well, it seems like AA for chun need really precise and timing strict,becoz most of the time i got stuffed or busted when i try AA, s.hk works for far jumpin but lose to jump atk sumtime if too close or j.mk laura which i hate it the most,laura gives me headache,it seems like beat anything i toss as for birdie,it even worst, i can’t seem to open him up, how do u guys i mean approaching the opponent? the ways,because when people play turtle,can’t really open them out,like shotos, play her like rushdown char?
@Larthy
Yup, Cr. Hp xx LK Legs - sorry for not getting back with you sooner mate. I usually proof read the heck out of my posts, but that slipped me.
GGs to any fellow Chuns I fought, my CFN was ShinObi-Wan. Probably use that for the final release too. I need a change from Rayartz, lol
My general approach when starting a match is to do nothing and mostly take a half step forward in most cases.
Never hurts to start out with a kikouken SF4 style, but I’ve encountered several people jumping forward at the beginning of the round or doing full screen moves like Tatsu or Karin’s overhead punches, Necalli’s barrage etc.,
Something that may help you out @LordVader or others facing similar issues on approach:
Take little steps and using St. Mk or F/B+Mp for some mild harassment.
Never overlook the importance of running in behind a kikouken.
If they jumping use St. Lk (I wish J. Mp was as good as I want it to be because it’d be great for this situation)
If they stay standing Cr. Hk
If they crouch use Overhead
I play her quite aggressively and I’ll admit I ate several wake up CAs but utilize Cr. Lp into F+Hk to set up more throw attempts or catch them hitting buttons. I personally don’t get the mileage out of B+Hp many claim to have although if you know someone is waking up with buttons it’ll definitely catch them. I got the most use out of B/F+Mp on people’s wake up and I activated VT off that move so many times it is ridiculous.
B+Hk is perfect for tight jump ins but dashing forward may be your best option.
My favorite rush down I did: F+Mp VTC Cr. Hp xx Lk LLegs, Cr. Lp (D/F MK for reset), Cr. Lp, Cr.Mk xx EXkikouken xx EX LLegs.
I did it on a Ken which sent him to stun in the corner I had one more bar leftover so I like I do, N.J Hp, B+Hp xx Ex Kikouken, Cr. Mk xx Mk SBK
Sadly left him with a pixel of health but after he woke up CA’d and I jabbed him he promptly rage quit. My only rage quit since like Beta 1.
Oh and Chun vs Geif is 10-0 Chun, lol.
I personally found that LK LLegs is a solid anti air tool against him. Throw a kikouken and do Lk LLegs, it knocks him out of the air and builds meter.
St. Hk is ridiculous here too. Just wait for him to do anything and hit him.
One thing to remember is that SBK has a short charge time, at least the non EX version.
thanks for the tips shared, really appreciate it :D, but for gief,especially the gud one, sumtime they might use the armor move one,which if u throw f.mp s.hp, s.hk may got caught by his move,unless u r VT, for karins,some of them are nasty which i don’t know how to do with them lol.keep spam crossup
Ok some frame trap takeaways:
Cr.lp,st.mp is a good frame trap for mashed jabs and teaches the opponent not to mash shit after your jab. This sets up throws.
However, it still loses to late tech, in that it won’t frame trap a late tech. So another string to use is cr.lp, slight walk forward st.mp.
Those are the 2 basic frame traps I’m trying to master right now.
Another thing is I’m putting the dummy on random block and trying to teach myself to hitconfirm cr.lp, st.mp when the cr.lp is blocked, but the st.mp isn’t. I get this a lot actually from frame not even trying to frame trap people… And it’s damage that I let go cause I don’t confirm the second hit. However, it is very doable to confirm. Like easy if you are looking for it.
My problem right now is what to do after it is blocked… Just walking backwards and resetting neutral is a decent option if I’m better than my opponent or on the same level, but if my opponent is better than me then I probably want to try to maintain pressure… Probably going for instant air legs is the correct standard response here.
Of course this position isn’t going to come along super often, but when it does come along I want to maximise my pressure.
@MAGUS1234 advice to stick to using B+HK is a god send. Since I’ve been using it I’m having much more AA success.
Trading a lot. But I get pressure even on a trade, and most importantly, stop my opponents flowchart and put them in a bad position. Just baiting for the AA is a good strat since they give you a good position on a platter. My new strategy at neutral is less fireballs, more baits, more frame traps in close. Let my opponent hang themselves.
Once I have v trigger, the fullscreen fireballs are awesome. Makes people jump or block predictably and allows me to really close the gap, especially with LP and HP fireballs.
There are a number of confirmable 1 hit moves for Chun. I need to practice all of them and get very consistent so that. My pressure can become amazing.
b.hk isn’t reliable enough for my taste. You reaction time is shorter (at which point doing an air throw is better, since you can dash forward and be +1 on recovery) it has a bad hitbox and it can whiff on empty jumps so the opponent can bait it.
So yeah I either do air throw if I’m really looking for the jump or s.lk walk forward b.hp or dash under s.mp.
First off: Chun/SFV noob here. Only played till level 8 and got to around 1200LP at my max.
Biggest issue I was having was doing the overhead kick when I wanted to to MK. IIRC the overhead kick is done when you hold Down/Forward and kick? Even when I hold Down/back and MK I am still getting the overhead.
It’s cost me by taking a lot of damage when I didn’t need to. Is there anything fundamentally I am doing wrong? (I’m used to doing down/back MK+fireball with Ryu in 4, does the same apply to Chun with MK+Kicks?)
Using it to AA is a lot like staying in range for one of your pokes… You just make sure that you are ALWAYS at a range where b+HK will work, even on empty jumps. It actually doesn’t wiff much, and the reactions needed ARE kinda strong but once you get the timing down it isn’t hard to at least trade with people.
I will definitely experiment with airthrow as well though. But right now B+HK is my go to when looking for damage from the opponent.
Also, don’t forget that if you are in v trigger you can B+HK then juggle with a standalone st.hp or do st.hp xx super for serious fuck off damage.
Not something that will come about ALOT, but if you are used to using BHK as an AA then it will happen and even when it’s just BHK into st.hp it’s still a chunk
Also, something to remember is the players that have this as a pattern:
Any ground move or 2 or 3 into crossup attempt. LOTS of players use this flowchart because it works against people that aren’t used to it and against people that are pressing buttons to stop walk and dash ins and more button pressure.
Once I read that someone is this type of player I just basically bait for the AA all day because these players have it HIGHLY ingrained to do that shit all the time because it just works so much. So get that free damage into pressure
is the jump + hyakuretsu spam better suited for stick players? found it pretty difficult to pull it off consistently if at all on a DS4
S.lk is a godlike AA, I managed to even beat out Cammy divekick with it, not trade, I prefer to use it over b.hk, which just seems unreliable to me atm.
I like b+HK a lot for AA also. Just feels comfortable for me when I’m in a good spot for it and I like having an AA that does heavy normal damage. I just don’t get any satisfaction AAing with s.LK even if it’s better for far ranged jumps. It makes me feel like it’s just telling them to go and try to jump again LOL. Although I should try to mess with some of those s.LK dash shenanigans. Maybe it works with b+HK too?
I’ve seen Valle do stuff like repeated walk up c.LP over and over just to keep at advantage then throw a s.MP or throw later on.
S.lk is not all it is cracked up to be, I thought it good to but alas. People I play now time j.lk’s so that it beats it clean, characters that do not have good jumping light attacks go for it otherwise stick to b+hk.
SO on V-Trigger her FB’s all travel full screen, I tested this after someone brought it up here. This is pretty amazing actually as you can now lob a fp kiko and run in after it for basically half the match while your trigger wears off. So that kind of changed my approach when using it now, if I need to make something happen I will at least be more inclined for a random normal into activate.
You CAN dash under after that AA. It just has to hit the opponent high in the air and with them near directly on top of you.
I be doing my walking cr.lp as well. But I don’t know what exactly it sets up. You don’t get any damage from it… It DOES make people press more buttons though. It’s probably his way to make people stop turtling predictably.

Little button porn for my good friend DevilJin. b.hp beats Dhalsim’s limbs free
(yes I suck ass at hitconfirmming)
Dat b+HP vocal sounds like 3S Chuns. Ei ei ei.
So whats the hot tip on doing TK legs anyway? I couldn’t actually use TK for it, and me doing it the ol fashion way of jump, motion, too dang slow/unreliable to get a good height.
I do 236963+K.
I don’t think you’re actually kara cancelling a head stomp though, as you don’t need to end in 2 or use MK. I bet it has something to with expanding the buffer window for the QCF, as a standard TK falls out of detection by the time you reach the minimum height. MK just seems like it has a lower height restriction.
It’s definitely not kara canceling the stomp.
If it were then it would be done via negative edge. But it’s actually impossible to be kara canceling the stomp in that situation according to general streetfighter principles.

First off: Chun/SFV noob here. Only played till level 8 and got to around 1200LP at my max.
Biggest issue I was having was doing the overhead kick when I wanted to to MK. IIRC the overhead kick is done when you hold Down/Forward and kick? Even when I hold Down/back and MK I am still getting the overhead.
It’s cost me by taking a lot of damage when I didn’t need to. Is there anything fundamentally I am doing wrong? (I’m used to doing down/back MK+fireball with Ryu in 4, does the same apply to Chun with MK+Kicks?)
same SFV noob here,XD, sumtime i may have this problem, when i try mk legs it comes out OH kick instead.
Oh yeah,how do u guys frametrap? mostly using B.hp becoz is +2 on block, then c.mk or s.lp then f/b.mp? as well as c.lp then f.mp? want to know more about it xD
Unfortunately the beta is over.
I had little time with Chun-Li this weekend, but I wanted to share some matches with you.
I know I’m not good or even mediocre, but maybe you guys have some tips for me.
Also I can’t seem to land st.mp cr.mk SBK, but Jp.HK cr.mk SBK work, is the charge time too short or am I just stupid? I uses st.mp cr.mk Legs instead, but I want the knockdown from the SBK