Feel free to post older chun strats as they apply, but I’m interested in knowing what people come up with for the new stuff. Here’s a few things I’ve come up with:
A. New Super Combo:***
(Note, I’ve only tried this on Ryu so far. If I find that it’s drastically different against anyone else, I’ll post up here).
So, Chun’s super does less damage, and it seems you can only get about one hit with the upkicks afterwards. According to what I read on Sirlin’s article, it sounds like there are some characters she can’t tag with upkicks at all. However! I did find a combo that is a little better, if not a bit situational:
When your opponent is near the corner: Super, tag with Lk SBK.
This combo is very specific on your opponent’s distance from the corner. If they’re too close, they don’t fly nearly as far in the air as you need them to. If they’re too far from the corner, they’ll fly too far outwards (or at least, too much for my untechnical ass :/). To see about how far they need to be, Dhalsim’s stage is a good test - get your opponent about one character length past the carpet. This causes your opponent to be too far backed into the corner to fly outward, but they’re not technically pressed against the corner, so they fly all the way up as well.
Why is this combo better than the new nerfed combo? At worst, you’ll get one hit off the SBK, which makes it do comparable damage to the upkicks variation. At best, you’ll get all three hits, which does a good deal of damage more (I’d say you net about 60% damage this way).
The downsides of this combo are:
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Much harder to time: To get all the hits, you have to perform the SBK almost immediately after the super animation is finished.
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If you whiff the move, you’ll cross over to the other side of your opponent, i.e you’ll be in cornered and at point blank range. This might fool an opponent all of one time, but afterwards, it’s a pretty crappy situation to be in.
As for the strength of the SBK I chose, I’ve never had any luck landing two hits with the Mk or Hk version. If you can do it, let me know, so I can stop being a wuss and just practice more
B. New SBK
The start up time is a HELL of a lot faster, and since it goes in a curving arc now, it will hit opponents on the way down. It has very limited use as a way of evading fireballs, because the startup time is still too slow to do it on reaction to faster fireballs; in fact, if you try to do this at closer ranges, it’s slow enough to just wait a second and punish with a different attack, or even fireball it on reaction.
Also, from as much as I’ve tested, the Mk and Hk versions are frequently unsafe on hit or block. I would strongly suggest that, if you do this move at all, to just use the Lk version.
The new SBK is also harder to use as a reversal escape move, because the actual time that she stays completely invulnerable is shorter now.
The new SBK is also pretty useless as AA, mostly because the startup time is too slow for you to AA someone on reaction with it.
New info 11/27: So, I noticed that Buktooth mentioned that you could combo in Chun’s super off of her SBK if you anti-air someone with it. So, I thought I’d check out what can be done. Unfortunately, there’s not much.
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SBK / Super. Just as it was stated in the other thread, you can only get one hit off the super, so it’s kind of a bullshit combo.
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SBK / Upkicks. This is pretty situational; basically, if you AA someone with SBK and it only hits once or twice, you can juggle them for a few more hits with Upkicks. This doesn’t do a lot of damage, but it’s worth it to know for those 1/100 matches where you actually AA someone with SBK.
Overall, I can’t find an incredibly good use for SBK. The only thing I like about it is its situational use after landing a super.
C. New Air SBK+New Input
So, the new Air SBK works a lot more like…well, I don’t actually remember if Chun’s Air SBK was ever like this before, but it acts an awful lot like Ryu and Ken’s air Hurricane Kicks from Hyper Fighting, in that it goes entirely horizontal. You can also charge with a down+up motion, now. You can also do them incredibly low to the ground - low enough that her legs can actually hit crouching characters!
Here’s a few new things you can do with the New SBK - both because of the new arc and the new input:
- You can now perform Air SBKs after a headstomp…not exactly the most useful thing, but it’s neat. There are a few limited uses, though:
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If you headstomp a standing opponent, you can get enough altitude that you could activate an SBK that’s too high for some characters to reversal SRK you afterwards. This is actually kind of hard to do, but possible. I think the reason why it’s probably difficult is because Chun doesn’t actually gain enough altitude to evade some attacks. Overall, you’re a sitting duck if you use the headstomp in certain situations, so you might as well try to use it.
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It certainly does extend the amount of time she’s in the air, which can be a good thing if your opponent doesn’t suspect it, I guess.
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Also, it’s a way of building meter. Any new trick is good to know about, I suppose…
- This isn’t necessarily a new thing you can do, but now, when you’re cornered against a fireball character, you can use the Air SBK to evade the fireballs and build meter. However, it’s much harder to do this before, because the Air SBK hangs in the air, leaving you more open to counter-attack. Also, you have to execute the Air SBK at the right height; if you do it too low, you’ll get hit by fireballs anyways. If you do it too high, they will recover from their fireball in time to do something else.
Also, this method of building meter, I suspect, is no longer safe against Sagat; the threat of high fireballs will force you to do it much higher in the air, leaving you completely defenseless.
At best, it MIGHT be good for using the forward-moving version to evade and counter, effectively giving her something to escape those fireball traps. It’s worth it to look into this.
- You can perform SBK instantly off the ground, like an Instant Air Dash attack or something. IADSBK is performed by charging down, then up and wait a split second (to avoid having upkicks come up), then press kick. I’m not sure of the practical uses for this yet…it might be good for baiting shit, but I’m not smart enough to think of a situation for it. It IS a damn good runaway tool though, if you’re fighting someone where you want to keep your distance. Lastly, you can do it low enough to the ground to punish crouching attacks, but this is - in my opinion - hard to do, and can be REALLY dangerous if you whiff, since she isn’t going to fall low enough to hit her opponent.
Some other last things to note about IADSBKs:
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IADSBK will whiff characters as Chun falls to the ground, so don’t think to use it as some sort of tricky overhead.
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IADSBK has either little or no invulnerability on startup; however, as Chun-Li is landing (the animation where she lands on her hands) is COMPLETELY invulnerable - no hitboxes at all. I wonder if anyone can make use of this:
New info 11/28: So, here are my predicted matchup changes. These aren’t full-on matchup analyses, because a lot of stuff that applied in ST applies here. This is just a short list of what I think has changed, and whether or not I think the match is harder. If you want to know more about a matchup, look it up on the ST wiki, or ask NKI. In fact, special thanks to NKI for giving me most of base matchup knowledge to begin with! Without further ado:
Ryu - A bit worse now. It’s harder to build meter if you’re fireball trapped, and the fake fireball can be outright brutal. This HAS to be 6-4 Ryu.
Ken - I haven’t played a single good Ken player online that I can remember. I imagine it’ll be a little trickier now that he has a lot of the best tools from both O Ken and New Ken. Still, I don’t think it’s enough that it will change the matchup drastically - Chun just has to be more careful now.
Honda - I might be hasty saying this, but for now, my impressions are that it’s a little easier. Honda is much less scary when he finally gets in, and his Jab Torpedo isn’t really that scary versus Chun…yet. I admit it could be, but in my experience, all you need to do now is throw fireballs from 3/4 screen away instead of fullscreen, so that you can walk up and punish Jab Torpedos. So far, I’m saying 6-4 Chun.
Dhalsim - In theory, this one should be a little easier, but I’m gonna say it’s about the same. The slide noogie trap is supposed to be nerfed, but other than the damage, it seems like it’s still pretty easy to land. Maybe I’ve just sucked it up every time I’ve fought Dhalsim. Either way, both sides recieved a damage nerf to one of their most powerful offensive tools, so I’d say this one remained 6-4 Chun.
Guile - This one could be really sticky. I have yet to fight a Guile that has taken really good advantage of his new tricks. I’m predicting that this one will get a fair amount harder for Chun, but we’ll see.
Blanka - Blanka balls are safe now, but you couldn’t really punish them with anything substantial, if at all. The only thing now is that no one will be crazy enough to do a meaty Blanka ball now. Other than that, if you play the matchup properly, Blanka’s changes don’t help him, and Chun’s changes don’t hurt her. 6-4 Chun.
Zangief - This one could get a bit tougher with the new and improved Green Hand. The new hop might help a little, but other than that, I’m not sure. I need to play better Zangief players before making my decision.
Balrog - Rog’s throw has been nerfed, and unlike Sim’s, I think it’s more obvious in this case. Couple this with the less safe Jab Headbutt and Super, and I’d say this match is slowly tipping in Chun’s favor (and depending on who you ask, it already was in Chun’s favor). I wanna play more, but I’d say it’s 5.5-4.5 Chun, or 6-4 Chun at this point.
Vega - I wish I could say this was definitively easier, but I don’t know if I can. I’ve been been WallDive Thrown out of my Upkicks many times in ST, and I’ve already had it happen to me a fair amount in STHD. Also, the fact that Vega WallDives don’t knock you down doesn’t mean shit, because if you go for reversal Upkicks and the WallDive beats it, you get knocked down. Chun can still keep the pressure easy enough, but you still have to play this one as smart as ever. I’d say it’s 5-5.
Sagat - I haven’t played a really good Sagat player, and I don’t want to. This was already one of Chun’s hardest matchups, and Sagat is even more solid now. At the very least, you don’t get Tiger Uppercut’d for free when you successfully anticipate and jump over one of his fireballs from far ranges. This does help Chun close the gap, but I predict that Sagat’s new toys are going to maintain the balance of this match in Sagat’s favor.
M.Bison - I don’t think this one moved at all. The only change that even slightly matters in this case is that Bison’s neutral J.Mp can initiate juggles. I don’t honestly think any of Bison’s other new tricks help him in this match because they don’t help get Chun off his ass. This one is at LEAST 6-4 Chun, maybe 7-3.
Fei-Long - I haven’t played any great Fei-Long players yet, but I have a feeling that THIS will be the one match that changes pretty drastically. This matchup was basically good for Chun until she got cornered, because it was very hard for her to escape. Now, Fei-Long’s corner bullshit isn’t quite as scary…but he’s definitely scarier in midscreen, what with the new range for his Rekka punches. I think this will force Chun players to think twice about being hyper rushdown, but there will be a much-reduced “oh shit” factor when you get cornered. This match is already a pretty disputed matchup from everywhere I’ve seen (As high as 6-4 Chun to as low as 6-4 Fei), so I’m really interested in seeing where this one ends up.
Thawk - I think this one got a little easier. One of the biggest threats in this match overall was the fear of being knocked down by the dive. Not only can Thawk no longer do this, but his 360 loop is gone. I’m gonna wait until I play some better Thawks, but I think this one just got a lot worse for him.
Cammy - I’m conflicted about this one. The new Hoppy punch will probably make Chun think twice about throwing fireballs at close range, and the safer Cannon Drills are definitely nice. On the other hand, the incredibly safe Cannon Spike was the biggest thorn in Chun’s side during this match, and that’s gone, now. I have no idea how this one is going to turn out.
Dee Jay - I’m predicting that this one is going to get harder for Chun. Chun’s entire gameplan revolved around not rushing at all until she got her Super, but now her Super does quite a lot less damage. On the other hand, it sounds like Dee Jay’s moves are much more combo friendly. This one might not turn out as bad as I think, but it’s still at least a teensy bit harder for Chun. I’m still calling 5-5 at this point.
Akuma - This one is probably going to be really tough. He has all the tools that Ryu uses to make Chun’s life hard, along with some heavy damage combos and an invincible DP to boot. Thank god Akuma takes poor damage. Still, I’m calling 6-4 Akuma at this point.