Chun-Li Moveset and Attributes

i’ll try that , but it seems like that’s just asking for a dp or a focus ,

I’ve been trying to find a setup as I’ve done it a few times but never in training mode

Yep this is why its impractical and not useful

Hi, back when Chun Li still had +1 after lvl 1 focus I thought an interesting way to set up this trade situation would be to lvl 1 focus dash in with LK Legs.

Since legs has 24 hitstun, a trade with a jab would give her 11 advantage.

Nice i never thought about legs.

My only concern with normal legs is it’s not safe on block versus crouch character (except point blank with the help of cr hp).

And people mash throw after a focus level 1 even versus chun li.

I have a setup though but i cannot use it.

I do cr lp on block follow by cr hp.

The best is to do that max range. Your opponent think he is safe to mash something after the cr lp on block since you are a little far but your cr hp will counter hit or trade with him.
If you counter hit, you open his guard. If you trade you have your Ultra 1

My idea is to do cr lp, cr hp xx legs on block until i get a counter hit or a trade.

A setup like that can change the way people mash cr tech versus chun li. I think about Dictator or claw for example.
Cr lp on block, walk into throw never work versus him

It can be also : Jump in hk (on block), cr lp (block), cr hp xx legs.

My trouble is i think i’m the only one chun li who cannot do cr hp xx legs… :confused:

so if i try this in real match, i end my offense with a cr hp (2 hit) on block. It’s not very cool even if Chun li is safe (-2)

upon testing last night i found a setup against ryu which was a forward throw, then wiff a f+mk then do a jump hk and it crosses up

i did it about 10 times ina row then went to test on other characters then never managed it again :confused:

i think its because you have to do it as soon as the throw ends , but its hard not to walk forward after the throw if you want to f+mk straight away

/

@cnul

i’ve been doing that you can also do c.lp x2 and you will still be in range

also legs>c.lp>c.hp>legs

if you do hk legs into mk legs you are to far away though

builds alot of emter aswell

i have a weird idea, dunno if someone have posted something like this, but from what i´ve read so far deejay (and other FB characters) get CH´ed when they throw fireballs, so idk if u know that u can link a hosenka from a fadc ch hasanshu (its not hard if u can do dash ultra), finally if the above is true (FB chars getting CHed) this set up might be very important to learn imo… just saying

i was reading an interview with nemo, mago, itabashi, hiropon, ksk and tokido.
Nemo said fireball from deejay recover 3 frames faster now.

In SSF4 it was 27 frames of recovery. So if Nemo is right, Deejay recover in 24 frames now.

Hazan shu startup is 23 frames for lk, 25 frames for mk and 26 for HK/EX

That means in reaction, Deejay is safe versus hazan shu. He will always recover in time.

But i remember someone here said now Guile and Deejay are vulnerable to focus level 1 because a counter hit focus level 1 lead to crumple

2 parts :

http://samjkim.wordpress.com/2010/12/28/gods-garden-x-4gamer-interview-ae-first-impressions/
http://samjkim.wordpress.com/2010/12/28/gods-garden-x-4gamer-interview-ae-first-impressions-22/

You wouldn’t be able to FADC it and Ultra. You probably wouldn’t have enough time to charge, and even if you did, as far as I know it is impossible to Ultra 1 after an FADC – that’s why Kikoken FADC Ultra 1 doesn’t work.

However, I managed to link sweep after Counter-hit Hazanshu, so assuming they are both still 7 frame startup, you MIGHT reasonably be able to link Ultra after a CH Hazanshu.

i really need a cam ;_;, i can link u1 from a fadc ch hasanshu, u only need to buffer the motion by doing qcb, hold a little back then push kicks, the rest works like a dash ultra, and the reason for the kiko into ultra dont work is cuz u cant use the same charge to do 2 moves, with hasanshu u r buffering the charge its different

That doesn’t make sense, because you can Kikoken xx Super. In fact, if you set the meter in Training Mode to Infinite, I’m 99% sure that you can even Kikoken FADC Super. Just not Ultra.

You both right and you both wrong ^^.

The truth is you cannot compare.

Framedata said :

super cancel = fadc
If a move is super cancelable, that means you can fadc too. (that’s why some ex moves are super cancellable)

In framedata you can read kikoken lp is super cancellable after the frame 20 until frame 21

but the starup is 14 so you wait 6 frames to make a cancel

For kikoken mp, it’s after frame 17. Same for kikoken hp and ex

To resume, 20 frames or 17 frames after you use your charge (kikoken), you activate your super (super cancel)

Now compare that with dash ultra or fadc ultra (malvadisco example)
You use your charge when you make a dash forward (15 frames or 14 frames with a focus) and you activate your ultra at the end of the dash.

Now compare that to kikoken fadc ultra 1

You use your charge for kikoken
20 frames after, you do an FADC (super cancel ability)
FADC means 4 frames lost before you could do a dash forward
Dash forward after an FADC means 14 frames.

So make the calcul. 48 frames. Do you think the game is friendly enough to let you activate your ultra 1 after that ?

i see, make sense to me :B

Ok i have a lot of things to say but i will not write a novel this time lool.


Neutral jump lk vs neutral jump mk

Neutral jump lk has a nice hitbox. By nice i mean the active frame is far front of the sprite of his legs. Plus she has no vulnerable hitbox in this active frame.
I think this move is good to deal with attack which come from above and front.

Note to myself : Try to use this move versus Zangief, T Hawk, Dudley or Sagat jump in. demon flip from akuma, etc. In fact any stupid jump in from your opponent -__-

Blockstun = 8
Hitstun = 11
startup = 3
active = 7

Neutral Jump Mk.
This move look like the LK version but in fact there is difference.
First difference is the startup. 3 for Lk and 4 for MK.

2nd difference is again about the startup. Chun li take more risk with MK cause she move her leg forward (during 1 frame). In LK version it’s not the case, she just move her leg above directly.

3rd Difference, the active frame is more lower than lk version (but same range). That mean she can hit under her. I remember in vanilla i was beating lariat with neutral jump mk sometimes.

Blockstun = 11
Hitstun = 15
startup = 4
active = 6


Neutral jump lp vs neutral jump mp

Neutral jump lp has a nice range, good hitbox above but “slow” startup (6 frames). Looks good for instant jump lp versus a far jump in.
Blockstun = 8
Hitstun = 11
startup = 6
active = 6

Neutral jump mp is the best attack to hit under you.
Note to myself, try to use that versus Cammy or Rufus when they force you to jump and punish you with a normal move on the ground under you. Or versus the godlike cr mk from Juri.

Blockstun = 11
Hitstun = 15
startup = 4
active = 3

Active frames

Sometimes in this game, with Chun Li, you have to wait because you don’t have a DP FADC.
DP means invincibilty at startup but in fact DP means too a lot of active frames.

Usually a normal move have 2 or 3 active frames.

First i thought it was to help some cancel (2in1). Exemple cr mk of Ryu which have 5 active frames in Super (not in AE)
Those 2 extra active frames (i compare to others normal moves) can, i think, help you to hitconfirm.

A lot of active frmes help you when you do a meaty and you want some good frame advantage too.

A safe slide with Blanka for exemple, etc

But what i just understand now is :

Active frames can help you to beat some invincible move.
It’s perhaps not new for some of you but i never realize it before.

Most invincible move lose this invulnerability just before they hit.
Sometimes it’s 2 frames before, sometimes it’s one frame before, sometimes it’s just when they hit.

Some example with Dragon Punch LP and HP from Ryu.
1~2f invincible but first active frame is at frame 3

Other example with Gen.
Gekiro lk 1~3f invincible. Hit at frame 5
Gekiro mk/hk 1~4f invincible. Hit at frame 7

Viper tk hp
1~6f invincible. Hit at frame 7
etc…

Invincible startup help to avoid active frames of your opponent. Exemple a wake up invincible move beat a meaty.

But what happen when it’s not enough ?

Most of the time your “reversal invincible move” trade or worst cleanly lose.

Ok, you can think it’s not good to trade a normal with a special move because a special move is better. But it’s not always the case.

What about the stun ? What about the risk reward ?
sometimes a special move don’t do a lot of damage.
Dragon puch LP = 100.

Now if i take a look on Chun li, she has normal move with some good active frames :

Close HP : 4 active frames
Crouch MP : 5 active frames
Crouch LK : 4 actives frames
Crouch HK : 4 actives frames

She has a command normal :
Back mk : 4 actives frames
Df lk : 4 actives frames

Of course Makoto is the queen with 7 frames or 6 for most of her move.
But 4 it’s better than nothing.

The idea is to use those move in some setup.

For example on your opponent wakeup.
Not as a true meaty but like a delayed meaty.

All move in this game have a startup. Most of the time it’s at least 3 frames like a throw.
Doing a true meaty can be useless in some circumstance because what you want is beat your opponent attack. What i try to say is you don’t need to have active frame right when your opponent wake up ( the definition of meaty).
Instead you just need to have active frame one frame before or the same moment when your opponent can hit you.

But it’s not only on wakeup. It can be useful to remember that in some blockstring to trade if someone mash an invincible move

I have some doubts about how chun’s mk super works: frame data says that mk super is 1 frame startup…but for some reason you can’t punish moves that are supposed to be -1 on block and not even a Shoryuken FADC (that’s supposed to be -1, right?)…the only thing I managed to punish is a lv.1 focus>dash forward from Fei Long (only with mk super…so this version is definitely different from lk and hk). Can anyone explain why?