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

There aren’t a lot of of unblockables on Chun compared to say Ibuki or Rufus and of all the videos I just looked up and set up (and most are a pain in the ass to record and get right), only Seth’s corner unblockable followed by a cr. lp is one she can’t escape.
All the others she can get out with cr. mk (most of them she can also just EX SBK because they take too long to set up to be meaty or legitimately bait it). I don’t think unblockable setups are a huge issue for Chun being knocked down tbh as opposed to just having to block a safe jumpin and being forced to take a mixup. Usually if I see a button pressed before a crossup, I’m going to try cr. mk or EX SBK. I know you can focus dash out of a few of them too, but I don’t really feel the need to do that that often.

Cr. mk works well for quite a few crossups designed to bait EX SBK as well I’m seeing (the ones that aren’t actually meaty) and I usually figure these out mid-match after having my EX SBK baited and they go for the same setup again.

I think we might have discussed this before but I forgot - do you guys plink when you crouch tech using a different normal? I know this is pretty common practice with certain other characters (crouch teching with cr.MP for example at certain ranges), but I was wondering if any Chun players do… or if it’s even useful to do at all for Chun.

and you can jump from most unblockables too… or crouch or just be in neutral.

seth´s unblockable… and is a 5-5 mu. Yeah right.

Pretty sure Sakura’s unblockable on her is inescapable too, since it’s a safejump as well (a real one).

I don’t think the update will come out until at least the end of this year if not next year. …Just what I heard.

I’ve been on a major losing streak lately. Chun is a character that requires excellence and I haven’t been giving it to her.

For the one I’ve seen (forward throw, st. lk, j. mk), Chun’s cr. mk escapes it and you can block or tech a followup jab/throw afterward (you can also pop out an EX SBK afterward if you were charging, but it’s extremely tight timing to try and beat something like a followup jab or throw). If you know of any others, I can test those as well. I think it’s good to see them so I can be familiar with when someone’s actually going for an unblockable vs. a fake crossup or just a safe jump crossup… or just making something up (like I do sometimes when I’m playing other characters).

There’s one I figured out in the corner with Rufus on Chun on a whim some time ago, but I can’t remember how to do it anymore. It was something like forward throw, small step back, whiff jab then jump forward divekick (I think… ‘having trouble reproducing it and now I wish I wrote it down since I assumed it was already known but can’t find a video of it. Maybe it is known though and I’m just not looking in the right place). Anyway, if you know about it or see some setup like that similar to what I described, it’s unblockable if you stand block it but thankfully you can crouch block it since Rufus’ divekick isn’t an overhead (Okay so it’s not unblockable in the strictest definition, but you get the idea).

I haven’t tried in a while but going from my crappy memory I’m pretty sure the unblockable is forward throw, c.lp, j.hp or mp sho, j.hp (if they don’t tech st.lp, j.hp again) OR c.hk, c.lp, j.hp.

something that is bothering me right now, have anyone tried kara SBK from cr.mk??

should be worth to explore imo

Random thought. for people that late tech cr.lk > cl.hk is an amazing frame trap. Cr.lp has to much block stun to frame trap late throw techs.

yeah i have been using this and delayed cr.lk chains

cr.lk, cl.hk is better for catching fast tech than delayed, for delayed you’ll have more success with c.lp into walk feint b+mk (confirm) or c.hk.

I think kara c.mk x ex sbk is too difficult to do consistently, at least for me.

cl.lk, cl.hk is actually better against people that tech fast than those that late tech.
The best way to deal with late tech is just walking back and doing b+mk confirmed, or walking out and then in and throwing.

Malva: It’s too difficult to do that kara consistently, at least for me.

im pretty sure its not easy to do, but i wonder if the whole hurtbox being smaller would help the shitty Ex SBK

I use cr. LP cr. HP as a frametrap with 3 (or more if you delay it) frames in between.
Leads to the legs-loop and is safe on block, which cl.HK is not.

that is a 4f gap frame trap

not 3f

and cr.hp doesnt force stand.

The other thing I hate about c.hp is that it’s only 50 damage and then you go into a multi-hit move. Ouch damage scaling. You have to loop it just to get decent damage out of it.

cs.hk does more up-front damage so you can get ~250 without having to do any loops.

-Skatan I can’t produce an unblockable using j. hp in those setups. I can make the 1st setup an unblockable using j. mk in place of j. hp (in which case Chun can use cr. mk to escape still). Trying different timings for a while, the closest I could get with j. hp in those setups is making it hit Chun if she attempts to block it as a crossup, but then it’ll whiff if Chun just stands neutral or blocks normal (and she can jump out as well). I tried to cr. mk under it anyway and it doesn’t seem like I can, so if there’s a timing to make it a truly unblockable, it’s probably inescapable.

-SnakeAes, the only thing I can think of off the top of my head is to tech while using cr. hp vs. something like Rufus divekick pressure maybe, or tech along with cr. mk vs. people with a good kara throw who like to hover right outside of cr. lk range and then kara throw after you whiff cr. lk. 'Not a really stellar application, or even all that reliable since they can alter their spacing to blow it up.

-cr. hp x hk legs~mk legs is surprisingly good for a post-stun combo. If you have no meter at all, you can do nj. hp, cr. hp x hk legs~mk legs and gain a full EX bar to follow up with EX Legs (and then ultra if you have it). It’s probably the most damage you can get starting with no meter after stunning someone without risking doing the loop and it’s relatively easy if you don’t have trouble doing cr. hp x Legs standalone.
I’ve been doing j. hk/nj. hp, cr. hp x mk SBK this whole time out of habit after stunning someone, but outside of tacking a super onto the end of it, doing cr. hp x hk leg~mk legs, ender instead will net more damage, so I’m going to make a conscious effort to do that more.

-Yeah cr. lp -> cr. hp is a 4f gap on block but it’s pretty decent for late teching as well and no less risky than cr. lk -> cl. hk vs. people who won’t respect it and mash out light attacks. At the very least, if you cancel into legs you’ll get the chip damage, extra meter and be near them at neutral frame advantage or better so it’s good pressure against more patient opponents if you’re trying to coax them into making a mistake.
It sucks that cl.hk x legs is a bit harder to pressure with on block because of it’s tendency to end up whiffing more at the tail end of it, leaving Chun open for a punish. Going for cl. hk on Balrog is damn near worthless when he’s crouching. Ugh.

az im sure you know that multi hitting moves are counted as a single move with no penalties when scaling kicks in.

i was testing and i wasnt landing ANY unblockables from any character, really idk why ppl say that chun is so easy to make unblockables on. And the ones that look like an unblockable cr.mk was working wonders… but then again i couldnt replicate any unblockables from the YT vids i have seen so far.

But in return i may have found another unblockable

against fucking cammy, yes another one.

Casuals earlier… hope to get better now that there’s an established place/time for me here.
Growing old takes away playing time for most people :looney:

Jesus Christ, EX SBK can’t even kill via chip damage. That hitbox… :arazz:

Hey Guys! Haven’t posted on SFIV forum in like years. I just got back into it and I really love it. Lol Injustice is complete crap compared to SFIV. I had a question about Chun-Li and wanted to get your guy’s input. I main her and fei.

Fei is considered top tier and I’m not sure where Chun is considered (maybe upper mid). I don’t want Chun to become broken with buffs, but I want her (and all characters) to be on as close a level playing field as possible while still retaining their unique fighting styles.

Here’s my question: The one thing I’ve noticed between Fei and Chun that really bothers me so far is that Chun doesn’t have a reliable anti-air. Her st. far hp rocks for distance jumpins but honestly even that is losing to certain character jumpins like Rose’s foward jump hp :frowning:

Would Chun be overpowered if she was given her upkicks from SF II as a reliable anti-air? I think it’s an anti-air that you have to charge down for a couple seconds first. I know it’s in the game right now as a part of that nearly useless string (which sucks because it’s a cool looking move).

My view is that this definitely wouldn’t overpower her seeing as she has to charge down for it. Lol I actually want her to have a dp type anti-air but then she’d lose her uniqueness. I guess I really just wish she had more reliable anti-airs for more specific ranges.