Chun Li General Thread: Blue Jade

for the st.mp cr.mk SBK, u need to cancel cr.mk lately, means u have to hold quite long for cr.mk then it can be execute, this is what i understand lo

Thanks for the tip, can’t test it until the game releases on the 16th.

It looks like Sim s.HP goes clean under Chun b.HP hitbox if the viewer is correct, so I guess that’s his counter.

I got hit by some his roundhouse a couple times too.

I played Chun the whole time, got to level 18, was ranked about 4000 this time around.

The general gameplan that worked for me was to get to fwd st mp range by following a fireball. The relationship between fwd st mp and fwd st hp was the key to instilling fear of her poke game. They would block the mp, but think they were safe to do something at fwd st hp range and get popped. The usual cr hk combined with fireballs kept them from just sweeping me. it all revolved around the poke game, like to avoid getting pushed in the corner by these safe pokes, they’d make mistakes and get counterhit.

I had a cr mp game also, do the slide at max range-ish and frametrap with cr lp. I didn’t really figure out how to convert with that but it helped on a lot of characters, karin and sim. Closer cr mp was perfect for tic throwing.

Again, the v skill stomp game was godlike, especially when they were in the corner. Lauras, Mikas, Giefs, Necalis, and Cammys never blocked on wakeup or rarely, so vskill on their wakeup led to stompx3 combos and another knockdown. In the corner I could make it nearly safe on block too, mix it up so many ways between crossup mk, crossup stomp, same side mk, hit down mk early for same side stomp, wall jump bait and jail.

All Chun-Li Alt. costume colors.

MAN ALIVE, THIS. I feel your pain, buddy. I’ve played with Chun quite a bit over the betas. I’m talking over 700 matches with her and hitting the low 200s in rank at various points. I’m not saying I’m good or anything, because I know I’m not and this is just beta. There are tons of people that just beat the shit out of me and many of my wins/rank can definitely be attributed to people not knowing what to do vs Chun, but the point I’m trying to make is that I’ve put in a lot of work and time with beta Chun, and despite that I was STILL getting those input errors by the end of beta4.

  • Overhead when I wanted Low Fwd during standard Strong into Low Fwd combos.
  • Overhead when I wanted a Low Fwd after walking forward.
  • DF+RH when I just wanted a Low RH after walking forward.
  • B+RH when I wanted just RH after walking backward.
  • B+Fierce when I wanted just Fierce after walking backward.

That crap was happening to me so often that you’d think I had no idea what a command normal was. Way too often. Maybe with some of those it has to do with the gigantic input buffer SFV has. Like if you transition from holding back then go to neutral+fierce within a frame or so the parser thinks that you wanted B+Fierce? I don’t know. It could be that my execution just sucks and I need to get my shit together. That’s probably it.

was anyone hitting s.mp, c.mk SBK regularly?

EDIT: Double post derp

I cant get it around 80% of the time now.
Its actually really easy, you just need to delay the s.MP cr.MK link as long as you can. The late cancel on the cr.MK is when the leg comes back, its very easy to hit confirm.

for all you guys obsessed with doing St. Mp, Cr. Mk xx SBK Bafael gives a nice explanation and OS-ish motions so you’ll still get a hit confirmed combo.
He starts talking about it at around the 1 minute mark.

https://www.youtube.com/watch?v=EicEFEgRDA0

Chun done started something now…

That black and red agent alt

Your biggest issue is being strict on your directional inputs and execution.
Advice:
Take Ryu in USF4.

Practice doing Cr. Mp into his F+Hp, if you get fireball you’re doing it wrong. You must hit Cr. Mp let the stick essentially fall neutral before doing the command normal.

Practice st. Mp and walk forward and do another St. Mp, if F+Mp over head comes out - again you aren’t allow the stick to fall neutral.

Practice doing dash and walk back and forth, Cr. Mk xx Hadouken, if you’re getting SRK then you aren’t doing a hard down back before the fireball motion.

This will train you to force your inputs to be strict.

Take Chun in USF4 and practice dashing or walking forward into Cr. Hk, again you must have a hard down back or her flip overhead will come out.

Again with dash or walk forward and use Cr. Lk if you get the her back flip D/F Lk anti air then again you aren’t going downback.

I saw this video on the front page article that shows how to convert off slide, what I was missing this last beta.
https://youtu.be/f6EIF3WyW98

This other ambiguous stomp video from that article is actually pretty pathetic compared to what I had going on.

It’s so much better to v skill than to jump. It’s just faster and less floaty. Also it has a hitbox on the way up, it’s kind of like instant overhead stomps, way easier though to execute. And like I said, if they don’t block the vskill, air juggle stomp and then go for it again.

Another thing to note, if you stomp so deep, no need to stop stomping, like stomp when you’re low like behind them at knee level, then stomp again, while you’re still inside them. It’s only unsafe if you are stomping above them I think. So you can stomp at least twice before the regular medium kick.

I was also able to space it so the final mk crossed up. -edit missed the last part where they show that. Still hard to tell from the video just how good this really was, like crossup spaces you for the full st mp, cr mk, legs, cr lp, sbk combo.
https://youtu.be/eGgOBRTLxmE

reg. MP, cr. MK, Mk SBK

How much leeway do we have Framewise if I decide to delay MP link to cr. MK? Or can I just keep hitting the link on the 1. frame (thx to the input buffer). Id rather hit my MP, cr. MK link then delaying cr. Mk after just to get more charge time for SBK.

According to frame data it’s a 1 frame link so you can’t delay it. The trick is actually to input the s.mp sooner and use the 3 frame buffer in situations like cr.lp, s.mp / dash, s.mp / out of blockstun s.mp, meaning you start charging 3 frames sooner.

According to Dantarion’s frame data, s.mp is 15 frames and cr.mk is 22 frames (lost 3 frames from beta 2, making the combo a tidbit harder) for a total of 37 frames of charge. Afaik most charge moves are only 30 frames long (this I overhead on the momochi stream but could be completely wrong) meaning you have a 7 frames + 3 frame buffer window to do it properly. Realistically while moving the stick around the window is shorter, but still confortable enough.

I think having this combo down 100% is totally mandatory for Chun because oki is better, damage is better but more importantly she has way too many uses for EX meter that you simply can’t be wasting on every combo. Meter uses:

  • punishing pretty much anything on block (specially shoto fireballs).
  • reversals
  • super to punish a lot of stuff on block and buffer in neutral (s.hp xx super is godlike)
  • ex fireball to maintain pressure
  • air ex legs after v-skill is a good payoff for a bar
  • scoring a knockdown after lights
  • converting off many counter hits and fireball hits.

You win a few frames because of Hitstop, in USF4 it was 6 - 8 - 10 for light, medium and hard normals, iirc

nvm, didn’t read few post above, fucking facepalm.