SFIV Chun Li General - Fellowship of the Thigh v.2

Chun does look strong in usf4, based on what have been told about her and the direction the game seems to be moving.

On the EX Kikoken > U2 juggle discussion, I bet if your execution is good you could probably do Stuff xx EX Kikoken FADC U2.

Guys. C’mon. Look at the vid. Look at the max height Abel is launched after EX Kikoken. Have you ever hit a Kikosho on an opponent from that height? It’s not gonna happen.

On Chun in USF4, right now…I dunno. The buffs she got will make some of her good matches better. Akuma’s nerfs help her out a lot, so I think she can actually even that match out. The question is what happens to her other bad matches as well as some of the more even ones.

I think any character that has a fireball will now have to think twice about throwing a fireball against her if she has meter. So I think Seth in particular is going to get a little better. His vortex is still good though, but this is one less thing we have to worry about.

I dont see anything changing with CV or Rufus.

With Blanka (I dont consider this to be a bad matchup, but I know a lot do) you can turtle harder, cr.mk buffer ex kikoken to gain positioning.

To me it’s impossible to assess where Chun stands in USFIV. Ignoring those trickles of individual character changes, we still have yet to hear about any system changes. I’m much more anxious about that, and how she’ll fit into the new meta game. I keep wondering what will happen to her if:

  1. FADC can’t be done on block and only hit. Like Oni.
  2. Reversal window is tightened. I’ll miss mashing legs…
  3. Crouch tech is gone.
  4. No hard knockdowns.
  5. Rolling lol.
  6. etc.

Edit: Just something to think about it. Oh yeah I’ve been playing with her Super version for a few days, and df/lk did make a huge difference. That alone pushes her up to mid tier.

What do you guys think about using cr.hp as an anti air?

The reason I ask is because if you’re turtling and want to eventually put some pressure on someone, you can cancel the first hit into kikoken which allows you to go in. Sometimes it really looks like you can get the kikoken to be behind the person but for the life of me I cant get it to cross up, just wondering if anyone had any success with this.

Fireballs hit in relation to where you are standing

I messed around with cr.HP xx MP Kikoken buffer as an anti-air before. I think it has its uses in locking down your opponent after they land from the anti-air, but it’s certainly not foolproof. It’s definitely a good option to have, but at least in my experience, I don’t have a lot of success using cr.HP as an anti-air in most situations. Maybe you will have better luck.

I like doing it for that reason, with the kikoken either putting them in blockstun or hitting them most of the time (either way you’re at an advantage).
However, mind the spacing. A lot of people don’t know this, but you can be hit during your FB recovery by certain reversal DPs when they land if you do that from too close (think something like Ryu or Fei Long’s heavy or EX DPs), but if you do it far enough it’ll bait the DP/it’s guaranteed pressure. Most people won’t try it anyway because it doesn’t look possible, but if you’re ever facing someone with the tendency to mash DP just know about that if you get hit by one so you can bait it later.

Edit: I was messing around with it a little bit in training and you can even get enough charge to link into ultra if the FB hits the opponent when they land.

I actually use c.hp as anti-air quite often. It’s surprisingly effective - it hits at a nice angle and keeps Chun low to the ground. It works in a lot of situations where one of her other AAs would be too late.

I really like the hitbox of it. I feel like its similar to Ryu’s cr.mp. The only thing I DONT like is the second hit. Im not sure why its there.

-Easy focus break from a decent range and since it will be counterhit you can combo afterward.
-It’ll also catch backdashes most of the time if you’re ever going for cr. HP up close but they decide to backdash right before you do it.
-That stray hit also tends to anti-air moves that are meant to alter/delay jump-ins sometimes from my experience.

Because of the reasons Darklight mentioned the 2nd hit has helped me a lot more than it has caused harm.
Also when you do c.hp x legs and fail you have a bit more time to prepare for what to do when you get blocked than if it was just 1 hit.

I’ve been off SRK for a pretty long time, looking forward to playing again guys :slight_smile:

and you are + on hit so you can use it to frame trap with cl.hk lol

To sum c.hp up: It’s a nice button

btw, I’m getting my stream equipment today, so I’ll probably have something running maybe this weekend or beginning of next week <3

The cr.HP always whiffing on Bison (left side) happens with someone else? It just happened to me yesterday and I thought I was far from him.

IDK I don’t really like anti airing Dictator. Feels awkward and I don’t remember it ever going well, so I just go air to air instead. Blanka feels awkward too when anti airing. I know I can do it, but it just feels weird. Some other characters feel like that too. Might have something to do with hurtboxes or the jump in priority. IDK.

Far (sometimes near) s. hp and target combo j. hp and air throw are good against Bison. Far s. mk when you get comfortable with the move too, but I’ve found the first 3 as the ones I’m most comfortable with.

Holy fucking shit… I just checked my win ratio and I’m at 25%. Wow I suck at this game. I’m always a sliver away from winning too. I just want df.lk improved and already my life will be so much better.

Another quick question… how do you get out of ex hooligan throw?