Chun Li General Thread: Blue Jade

Ex legs is interesting in that all the stun from it comes on the last hit. So whenever you got someone in a combo that you know will stun them end it with ex legs.

I wonder if any other moves in this game are like that.

and gg ksabot, i got destroyed in that last match lol

Wtf is there to disagree with, sol_ronin?

I found a video that shows the goodness of which I speak.
https://youtu.be/mYjOdrSgP_A

No idea if this has been spoken about at all, haven’t looked through the thread in ages…who needs tech when the character is #1 amiryt? I’ll bop people with buttons.

Anyway, was watching Wong’s videos a little earlier to see how he’s doing with her and he had a really weird corner set-up that led to a non cross-over cross-up. The initial jump-in was a cross-up but she landed on the same side.

I had that happen to me with Ken in beta 2 but couldn’t test it much. Wonder if it’s fixed?

That’s pretty common tbh. It’s also been reported that most ambiguous crossups/non crossups can be blocked either way.

Weird, I wonder how it works? How does the game go about detecting cross-up vs. non cross-over cross-up and allow you to block either side(If it actually does).

Sadly I don’t know if that stomp mixup when done from ex legs is going to work out in the long run since it’s super easy to get out of. I did variations of it a lot during the betas and all your opponent has to do to not be put in that mixup is either back tech the knockdown (midscreen) or not tech at all (anywhere). I mean it’ll still work on people at times and it’s a cool mixup and all but I think over time as people see it happen they’ll probably opt to just take the knockdown after ex legs and deal with normal wakeup pressure instead of that ambiguous stomp crossup, particularly if they see you doing v-skill right after ex legs. I did the corner jump in stomp mixup too, but a lot of the time, in general, people just walked under me when I tried a jump in in the corner. But again, I’m sure there will be times when it’ll work perfectly, it’s just these cool kinds of setups/mixups are easier to deal with in sfv I think. I’m more of a fan of using stomps for pressure once you get in, like mixing IA stomps with TK legs and traps and tic throws, etc.

Anyway, cool tech regardless.

I have no idea. This is the kind of technical stuff that we might only get answers a while after the game is released.

This game still has different behaviours between corners, so I guess it’s caused by the same reason as in SFIV which is the camera angle.

I don’t know how it flags for crossups either:

I mostly did the corner stomp mixups from v skill

I mostly did the stomp mixups from vskill, which I think helped, their being in block stun if they managed to block the vskill; gives them less time than just a jump. It’s a lot like instant overhead stomps to crossup lk in 4. Its possible to say, block the overhead and then standing mp with chun vs chun, you have to surprise them a bit. A lot of dhalsims and giefs would jab out of it.

It’s possible they were going for a throw, thinking I was going to just land on the opposite side, but I did it a lot, and I’m pretty confident they were holding what they thought was back and still be getting hit. With the cross up label, I would be doing it, and it would surprise even me which way it would hit.

If the cross up notification didn’t pop up, this setup may actually not work if the opponent attempts to block it. Currently, this appears to be a fake cross up (which AE2012 was filled with during the vortex/ambiguous corner setup days) where your jump in attacks land on the same side but due to the way the hitboxes collide, your character will continue moving forward and land on the other side of the opponent.

Actually testing to see what happens if the opponent blocks in both directions will he useful info. If the opponent blocks forward (crossup), the character may end up walking forward and out of the setup completely. However, if the opponent blocks normal; because they will go into proximity block - it may alter the way the hitboxes collide and cause your character to land on the same side.

A couple of things to note. I believe that we do have video evidence that seems to support that these kinds of cross ups can be blocked either way.

The other thing is that proximity block now seems almost non-existent for jump in attacks.

Do you really think she`s top tier in this game? I think Birdie is badass at this point.

[quote=ā€œ4neqs, post:1861, topic:175372ā€]

From Crackfiend’s twitch

[/quote] So IALL is a thing. How do you do it? I only had a pad when the beta was out so i was able to go as crazy as i wanted. couldn't try a bunch of stuff. I dont think she will be placed as high once the game has had a month or two to set with people. Characters like birdie, karin and nash might be higher. More dirt.

Na, Birdie’s good but he’s been getting away with murder from all the stuff I’ve seen. Once people get used to him, he’ll probably be mid/High mid tier at best.

23693+fwd and 8/9,236+fwd are the two main methods. The first is generally referred to as the ā€œTKā€ method. The second is just jumping and then doing air legs really fast. Both work just fine. TK method is easier on execution but you’re always going to be moving forward slightly (from the forward jump). The other way can give you a bit more control of your forward momentum (off neutral jump) but is slightly harder to pull off. Of course you can do the TK method with a neutral jump (23682) to limit your forward momentum too but that’s super hard and requires wizard status.

[quote=ā€œKSabot, post:1865, topic:175372ā€]

Got a lot of match vids uploaded. Rather than flood this post with youtube embeds or links, here’s links to 3 forum posts I made that have the match links along with some thoughts.

Batch 1 ft. a couple of birdies I didn’t recognize, 2 vs JiBbo, 2 vs Dang and TampaBison

Batch 2 ft. 2 high rated chuns, and -Work- and Kurokiba giving me the hardbody L

Batch 3 ft. Moons, Edma, my favorite mirror match of the beta, and me guessing wrong on wakeup every time vs a good Ken

Ended up forgetting to record a lot of my matches after day 1, didn’t bother recording stuff that was on streams so none of my JWong matches made it, kinda regret not recording my matches with Nerdjosh after figuring out who he was. I didn’t play on the final day, though I wish I could have gotten back into top 50.

And not attached to the posts I made, here’s a match I uploaded earlier where I played Alucard:

[/quote]

What is your technique for the instant air lightning legs?

@MAGUS1234 @ā€œDevilJin 01ā€ do you think a player can put the pressure on off of wake up and resets using the u,qcf+k method u suggested?

On numpad input, generally in neutral I’ll just do 91236 MK.

If I’m doing it after a blockstring, I’ll do 98741236 mk, basically a full 360 starting from upforward for the maximum amount of up inputs.

841236 is the only way I can do point blank walking neutral iall. SO yes it works great if you have the execution to do it consistently. If you want to just do it from up forward you can do any easy tk method you want, I found that doing 123696321 was the easiest but again I rarely ever use that method.

Can Chun juggle air legs after she hits a jumping opponent out of the sky with a fireball?

Ayo, when are we gonna get character subforums? A thread is good and all but it feels mighty stuffed here and I often get lost trying to keep up. I’m pretty sure that SF4 and MvC3 had subforums ahead of time. It’s just a week before launch (and many have fiddled with the beta and even early copies already) but no such thing for the SF5 section. :wonder:

It’d also be nice to have a first post with all the essential info. There’s a bunch of shit in this thread and Im sure we wouldnt want it lost due to players not seeing a specific post on a certain page.