Chun Li General Thread: Blue Jade

I was training using either v-skill or f.hk to punish Karin’s and Rashid’s DP, because hitting s.hk is really hard on them due to landing hurtbox and forward momentum.

I really argue against the EX legs enders though. Even if it’s the lazy combo to go for, keep in mind meter is slow to build and very important.

Tbh I don’t think id use s.hk much except against big boys like Gief or Birdie

Sorry I meant on DP punishes. s.hk CC vs Karin’s DP isn’t reliable imo and the followup is hard/impossible?

But yeah, I like it vs those two and specifically if you’re looking to tag a fireball on startup.

Oh here was something I found: Necalli’s invuln DP (his fp DP) has no hitbox on his foot, therefor; you can low profile it with cr.mp meaty on wakeup. It loses to his LP DP, which only has low invuln and can be beaten with cr.jab or anything else that isn’t at the foot level, so smart necallis will use the HP as it is fully invuln. Cr.mp always loses to ex DP though.

I know what you meant. What you brought up just makes another reason why there isn’t much need to use her s.HK.

How does her walk speed make up for her throw range? A jab can punish but it doesn’t really stop people with longer throw ranges from blocking or throwing. Walking forward after jab would just sacrifice your frame advantage. I might understand your reasoning if her grab speed wasn’t changed to 5 frames, but her throw range as it stands does not pressure nor threaten given the ease of your opponent mashing jab on an advance.

I lost so many matches in beta 4 thanks to whiffing tick throws at the end of the round that would have worked in beta 3… >_>

In regard to her walk speed it’s not about “making up” for her throw range. The range is what it is. Rather, it’s about having the speed to get back into that range. To illustrate, take Bison and Chun. Bison walks a lot slower than Chun, so if all other things were equal and they were both to do a string that pushes them to twice their throw range, the Chun would close that distance far faster than the Bison, which in turn makes her throws more of a threat in that context. That’s the relationship between walk speed and throw range.

As far as eating some mashed jabs during the advance, well that’s just part of the world we live in. Nothing will ever stop some people from doing things like that. They could just as easily mash DPs during your strings as they could mash jabs. It’s the job of the person applying pressure to see that behavior and punish it appropriately (frame traps to blow up mashed jabs in this context). There’s not some Be-All-End-All approach to these situations and sadly you’re not always going to be at frame advantage when applying pressure. Sometimes (often) you give it up for the mixup.

Now having said all that, if it’s still your position that her tic throws are garbage when considering her throw range vs walk speed then you’ll just have to permit me to disagree.

SFV is a different game. They purposely made the throw ranges shorter because of the heavy emphasis on counter hitting, very few safe things or option selects from in throw techs and the white chip system.

Now that counter hits are bigger than they already were in IV, you have to take a risk when you tech throws and medium/heavy normals do 17 percent of their damage on block, there’s a different mindset you have to get into. Realize that just doing simple things like walking forward with medium and heavy normals can add to up to a landed poke or throw doing 150 to 200 damage later. Small stuff like walking back out of throw range and counter hitting their tech/backdash attempt is good too.

I love just walking up to people and making them block s.MP, f+MP, s.MP, s.HP and so on. I know it adds up later. Nice having your c.MK do like 130 or more damage later on.

Sorry for my full noobness, but I see in several post you guys use this numbers like 841236 to say stuff you do in the game. I will like to know how I can learn what this number means if there is any guide or something.

Sorry again for my noob stuff :stuck_out_tongue:

It’s just anime game notation. Specifically known as Numpad Notation. You can look at the numpad on a keyboard to figure it out.

http://dustloop.com/guides/bbcs2/systemGuide/notation.html

Thanks for this.

Uhg, that was happening to me a lot too. The other big one for me was trying to do low fwd after a low strong x VT pop. I blew super numerous times from just going on autopilot after the VT into low fwd x super without realizing at the time that it didn’t combo anymore. It’s like you KNOW about the change but in the heat of the moment it just doesn’t register.

Oh well. Here’s to screwing up a ton of stuff at launch because we’re used to how things were. God damn betas.

That doesn’t actually address the close-mid scenario where she is in the opponent’s throw range, but not her own. Since her throw ranges are lower than the other characters in the game, she doesn’t really have a way to get in on a crouch-blocking opponent or an opposing grappler, she’ll either get jabbed when she tries to close, or thrown. This doesn’t really make sense for a rushdown character. When players learn that she can’t actually threaten with throws, they’ll counter her every time.

You just have to bait people into tech throwing. Ken players are doing it already where they use their back walkspeed to shimmy out of throw range and punish the whiffed throw.

Her s.mp is plus 3 and has good priority at close range so you should be able to find opportunities to force whiffed throws and counter hit other buttons. C.lp is plus 2 and also 2 frames faster than throw start up. Throws aren’t that fast so its easier to bait throw mashing now. You’ll see others do it after the game launches.

I’m going to have to disagree with you, buddy. Any character can threaten with throws and they will not be countered every time, nor will you get jabbed every time you try. Will there be instances where you go for a tic throw and just get blown up? Of course. Will there be times when you fake a tic throw with a frame trap and get blown up? Absolutely. Sometimes things work, sometimes they don’t. Humans react differently to the same thing all the time. It doesn’t change how these fundamental concepts work though. There will always be a place for tic throws regardless of how you might feel about a characters walk speed and throw range. They’re a core part of the very idea of mixups.

I think you’re making the fact that she got a throw range nerf and the prevalence of jabs in SFV into a bigger issue than they are. Sure, her throw range isn’t as long as some other characters, but really it’s not that much of a difference. Check this out (Chun is the yellow line):

http://i.imgur.com/MhNbB22.png

The differences are negligible. I’m not saying you’ll never be thrown out of your throw because of the slight range differences, because I know it happens from time to time, but Chun having a shorter throw range doesn’t negate the fundamental concepts of a street fighter.

Chun is still a bit of a conundrum. She has many of the weaknesses she had in sf4, but not all of them. Fact of the matter is though it might not be Chun that is the conundrum, but sf5 in itself.

Right now she’s a strange mix of EVERYTHING, but little to none of her everything is is super strong.

This tends to lean towards a character that isn’t rushdown or defensive but instead is highly malleable depending on the matchup and her players own style.

This is why nothing of what she does is super powerful. They want her to be a bit of everything. And if anything about that was overpowered, then that ruling would take over.

Right now she can be played as an aggressive character or a defensive one, or just about anything in between.

You can save to super for high damage confirms, or choose to use ex meter for various other benefits.

She has a fireball for taking on characters with better pokes than her, and better walkspeed and neutral jump/v skill to take on characters that out fireball her.

Her throw points to her being offensive, her fireball points to her being defensive. It’s real,y up to the player to decide what she is, for them. Her frame traps are decent but not great, same as her keepaway.

What are required things I should know about the Queen in this entry? I know about air legs. Her v-skill is viable. Her st LK is a great anti-air and can be dash canceled into a nice combo. I played around in the beta but I’m hoping to know more.

Being able to store your charge properly to combo into SBK will be something we all need to get down ASAP. Won’t be that hard for the stuff that lets you charge early in the combo, but that ones where timing is tight will take some adaptation, especially when you never used charge characters(me).

I always struggle with charging both SBK and occasionally her kikoken. But I now seehow it opens up her value of damage potential if I can finally learn to master that SBK charge and combo into it.