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

is 4f start up

and yes you can use it as an close AA. Its pretty good actually

It’s also good for catching Vipers and teleporting Dhalsims

cl.mp is her best close normal for anti-air purposes afaik, you can also use walkunder, c.mk.
I like walkunder c.mk because you can link c.lk, c.lp, st.hp afterwards <3

cl.mp is good

but st.mk is just about gdlk

I don’t think I’ve used that too much in that regard, mostly for combo extensions.

I still use fs.hk, but it isn’t as effective as a pure AA as it used to be, and I feel like I use it more for predictive hits.

Hi Malvadisco. Yeah longtime ^^. I don’t play too much those days/months/years xD. It takes time to stay tuned to the community :(.
Ultra ? maybe if i can manage better my days off.

The new chun li looks good.
I don’t think the new jump will stay though. Like skatan said it’s too cheap with her actual air normals but in the same time i would love to see if that can help her to play more in the air.
Right now, when you win an air to air battle with a button which is not HP, you end up in bad position when you land. Often you land after your opponent :frowning:

Jump lp/mp/mk could more be useful with a faster jump i think.

I’ve got a bit more Ultra info for you all.

Out of the new characters the only one who corner juggles is Hugo.

EX SBK seems better…I tried setting up situations where it usually trades or loses, such as Akuma dive kick, Yun dive kick, and Ken cross-up j.lk, and EX SBK hit cleanly most of the time. Maybe I wasn’t setting up the situation properly but it did seem to be much better.

It will take a little getting used to Chun’s new jump. It feels like they kept the first half intact and just sped up her descent.

Stomps do seem to be the same. Instant stomp forward against Hugo will still cross him up with j.lk, amazingly.

In the corner you can combo a EX Legs off EX Kikoken. If the opponent is in the corner and you charged immediately after release from near full-screen you can combo into U1, but we could already do that anyway.

I’m really liking what I see for Chun. I may be starting to believe the rumors that she may be a top tier character.

Okay so I was watching the location test stream in Socal and heard/noticed a couple more things about Chun Li when Iansanity was playing:

-HK Legs also has one more frame of hitsun added, this should make HK legs FADC dash Ultra 1 possible (it auto-times).
-Stomps are also better according to Combofiend.
-D/F+ Lk will still make her float on trade. It will not leave her grounded like it did in Super, which means trade -> dash EX Legs/Ultra 2 shouldn’t be possible on most characters midscreen.

Why would you fadc dash u1? It links from mk legs.

I tried to trade st mp into ultra on the stream today lol…

Just a fyi chun is gonna have a solid ambiguous jump in after knockdown…it wasnt too hard to adjust the safejump timing

trade st.mp? why would that even work

Spur of the moment…thought it might work like sakura or fei trade ultra

Because of cl. HK xx HK Legs. That can’t extend to MK Legs on certain characters (like shotos for example). I mentioned before that I do the FADC combo frequently to rack up stun along with the damage. As a 4f starter, being able to do that along with the auto-timing to add on a dash ultra makes it worthwhile to me.

So I played the SnakeAes/SnakeEyez mirror lol, his Hugo vs my Chun, I lost 3-2. Hugo has really scary 50/50s. Fortunately his normals have really long recovery so it’s not hard to whiff punish, but I had a hard time finding a normal that straight up beats his normals. If we pressed buttons at the same time he’d end up winning or we’d trade. Hugo’s clap has disgustingly good recovery though. I’d say ultimately matchup feels still in Chun’s favor, but not by much.

Chun’s new jump is VERY fast. It feels unnaturally fast but it’s definitely better. It’s like her frames going up are the same but as if her frames going down are greatly reduced. Headstomp timing feels different as a result but instant headstomp mixups are a little better as they benefit from her quirkier falling time. Still not something to really rely on but a good occasional mixup.

As other people have said, df+LK is definitely better. I can’t speak to it floating/being grounded on trade as I never saw it trade (which is a good thing lol).

Ultra I still drops on all the characters it used to. As someone already mentioned, it of course juggles Hugo (who is so big his head covers the life bar lol).

Contrary to loc test news on the front page, the build I played had red focus absorbing multiple hits. I could red focus all the hits of Cody’s tornado and crumple. EX Red Focus costs four bars.

I am still here and will be for another few hours. Will update periodically.

Rolento is really annoying. For those of you who played SFXT, he’s similarly annoying. His reversal is the ex baton twirl, (Patriot Circle? I forget) which has huge invul frames and is somewhat safe on block. It can be punished with EX Legs or Super but pushes too far back to use normals it seems. Ground Pogo is an overhead but it loses to jabs so it shouldn’t be too much of a problem. His Focus has deceiving range and his U2 starts up really fast. Feels like roughly the same speed as Chun’s U1. It punishes Honda’s headbutt.

Red Focus is a decent tactic to try to save yourself from chip deaths. In the build i played, while you are holding Red Focus, you CANNOT die even if you have no life, unless of course you are hit with an armor breaker. This makes for some interesting options since most moves that people use to chip kill typically don’t break armor. Other than that I still haven’t seen many creative uses for red focus.

The DP change is a little different than I thought. I thought all characters had to FADC their DP on the first hit, but that doesn’t seem to be the case for every DP. If they FADC though it really is free 3f or less punish.

Game generally feels more balanced IMO from what I have seen so far.

Honda’s U1 has WAAAAY more invincibility now. He can also link Ultra off Hands similar to how Chun can. Makoto is a damage monster now even more than before. Her juggles are nuts. Cody’s Crack Kick now crosses up downed opponents. Yun lost a lot of invulnerability on his DPs. The addition of recovery to his dive kicks is definitely helpful. Yang is much better than before, feels more like AE Yang.

try to test df.lk against rog j.hk

that used to trade a lot in super

Instant headstomp does not benefit from the new jump speed because after you headstomp it reverts back to her old (the current) jump speed.
Also don’t get your hopes up about the jump because it’s likely to get toned down/taken out.

You really think they’re gonna take it out or mess with it?

yep most likely

ppl is going to complain either way

I know they are thinking about taking it out, and I also vouched for doing it when they asked me.
However in return I pushed pretty hard for U1 juggling in the corner against all characters.

Chun should not have the fastest jump in the game, her footsie game is already one of the best, you can’t give a character like that a jump you have to react that fast to. When I played her it was just retarded fast.