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

I highly recommend learning RFA > Dash U1. I mentioned this in the Facebook group but it makes Chun a threat with or without charge. It means off a frame trap into Hazanshu, in reaction to a fireball, Chun can RFA > U1. This gives her comeback potential she didn’t have before. Previously, a lot of characters could fireball after Chun starts moving forward and she can’t do a thing. With RFA we have an answer.

Yes, the timing is very weird. You can actually dash cancel the RFA into U1 which I think is easier. Or you can let it rip, wait, then dash U1. Both timings are really odd.

Thoughts after playing against people for the first time at WNF on USF4:

  • cr.HP xx LK SBK is legit. If you can do the legs loop, you can do this. I just do cr.HP xx Legs > cr.HP xx LK SBK. I don’t even bother with the second rep, although someone with better execution could still handle it easily. LK SBK’s knockback is really really solid.

  • EX Hazanshu is useful now. A lot of players like to focus Chun’s Hazanshu if she reacts late to a fireball. Now you can answer with it and make them think twice, which makes that less useful.

  • Evil Ryu is really fucking good.

  • W Ultra feels dumb to me. Outside of punish situations, the damage is so low that it’s really not worth it. Even on a raw Ultra with full revenge meter, the damage is laughable. I’ll probably stick with U1 in most situations now that it corner juggles. I’d still consider using Double Ultra against divekick characters just for the utility, but again that’s just my opinion.

  • Also, Evil Ryu is really fucking good.

I did some comparisons in damage between some combos starting from counter hit close hk and then another set starting from hk hazanshu, to represent frame trap potential and fireball reaction potential, respectively. These were tested against Chun-Li only.

526 - ch cl.hk xx HSU xx ex.rfadc > U1 (3 meter)

488 - ch cl.hk xx HSU xx ex.rfa U1 corner juggle (3 meter)

559 - ch cl.hk xx HSU > ex.LL > U1 corner juggle (1 meter)

531 - ch cl.hk xx HSU > c.lk xx ex.LL > U1 corner juggle (1 meter)

533 - ch cl.hk xx HSU > c.lp > hp > Super (full meter)

507 - ch cl.hk xx HSU > Super (full meter)

450 - ch cl.hk xx HSU > ex.LL > ex.SBK corner juggle (2 meter)

445 - ch cl.hk xx HSU > c.lk xx ex.LL > ex SBK corner juggle (2 meter)

The first combo has an advantage that it can be done anywhere on screen and does great, consistent damage. Any of the ultra 1 corner juggles can be done from virtually half screen, but going max distance comes at the cost of slightly reduced damage due to a whiffed kick during juggle (between 8-20 damage lost). I placed dummy chun with her forward extending foot touching the center stage line and it still consistently corner juggles her.

481 - hk HSU xx ex.rfadc > U1 (3 meter)

466 - hk HSU xx ex.rfa > U1 corner juggle (3 meter)

536 - hk HSU xx ex.rfadc > cl.hk xx ex.LL > U1 corner juggle (full meter)

487 - hk HSU > c.lk xx ex.LL > U1 corner juggle (1 meter)

521 - hk HSU > ex.LL > U1 corner juggle (1 meter)

542 - hk HSU > ex.LL > ex.LL > U1 corner juggle (2 meter)

502 - hk HSU > c.lk xx ex.LL > ex.LL > U1 (2 meter)

478 - hk HSU > c.lp > hp > Super (full meter)

470 -hk HSU > Super (full meter)

Once again the first combo is anywhere on screen. The ultra 1 corner juggles can be done with player chun standing on the center stage line.

I added small variations on some of these combos so that you guys can see the differences in damage compared to how comfortable are with your execution. I personally have troubles linking ex legs after hazanshu without a c.lk, so I threw both versions in anyways.

I like W ultra, and the damage seems not so bad to me… significantly better than I anticipated.

I feel Chun is more like a zoning but slowly chip away at your life type of character. With W ultra she has the utility of U1, threatening fireballs and ch mp confirms, along with that extra damage U2 to ex legs to close out a game when you aren’t in the corner. U1 doesn’t get used often enough in matches to justify using its full damage over W ultra, imo. Chun was never really a high damage character to begin with.

Uh, but with U1 fix, it can be used almost all of the time. I’ll take the extra damage tbh.

did i tell you that j.lk against cammy can be unblockable if timed right?

dunno about decapre tho, havent tested

It works as unblockable against Decapre as well. Stuffs lk scramble and lk+mk ex scramble, but lk+hk and mk+hk ex scramble still escape. I’m not as comfortable with the timing and reduced hit stun over j.mk, but overall it does limit more of her wake up options.

Trying Chun in Ultra to get away from my Cammy ways for a little and without even trying combos I was wondering if s.HP is really THAT good as an AA? It seems pretty good so far against the comp. Can’t renew XBL for a few days.

Strange…

fw jp -> hp hp -> crouch hp -> lk sbk works but won’t work for rh sbk. You need to use st hp -> fw jp hp hp -> st hp - rh sbk to connect. But, legs -> cr hp -> rh sbk works. Anyone else noticed this?

Also,
cr mp can now be blocked when opponent st blocks too. I wonder why this changed.

What?

Cr.mp wasn’t changed. You could block it standing before usf4.

Pretty sure hk.sbk doesn’t connect when cancelled from cr.hp. What character did you do it on? My guess is that maybe you missed the link and had counter hit turned on. There’s a possibility it could be some wonky hit recoil causing the cr.hp to land on it’s second active frame, but then it wouldn’t link after legs extension anyways.

?:confused:

If Meaty wont connect after canceling

Far s. hp is the standard long distance anti-air along with far s. hk. If they telegraph a jump or jump over your fireballs, you can tag them.

Malvadisco

I haven’t played sf4 in about 6 months…just trying to get back into it now…if cr. Mp could be blocked while standing previously please disregard that.

Maybe i’m rusty as hell…If you do just cr hp to hk sbk it will connect…it just won’t connect if you do a jump hp hp before it. You will have to perform a st hp instead of cr hp…

So, I haven’t played Chun in quite a while, and I was wondering, could you always use her neutral st.hk while holding back?
I was so pleasantly surprised when it happened, but then again, I might remember it wrong.

Who are you doing this on? I just attempted on 3 different characters and it doesn’t work (and I didn’t expect it to either).

Maria: St. HK has always been like that. You can walk forward or backward and it’ll still be the same when you use it. It was St. MK where you have to go to neutral to use the anti-air version.

I tried it on hakan…then the wife pulled the plug so I didn’t get to try it through out the rest of the cast…

just test it

doesnt work

and just for messing with you dark

cr.hp xx legs, cr.hp xx lk sbk doesnt work on hakan either

:stuck_out_tongue:

@‌"SnakeAes"

Do you have vids of HSU-> RF -> Ultra 1? Any particular tricks to landing it? As I recall, focus crumple to U1 often does cause a premature juggle out if done incorrectly.

You should do dash ultra so that you can Ultra immediately after the dash. The awkward part is that RFC has a LOT of hit-freeze, so you have to adjust your muscle memory to this timing. Just hold your charge and time the dash for the appropriate moment.

The hit-freeze from RFC is so long, you can walk forward and cancel Cl. RH to Red Focus and then have enough time to dash ultra.

I just slightly delay the dash after the RFA to get U1 to come out. I’m not consistent yet though.