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

I’d be really interested to see a pad player do loops. I would have a very hard time playing chun the way i do on pad, personally.

I thought of using a fightstick. I don’t have one that would actually help me in the game or the money to get 1 atm. Another theory that I had (a lazy one, please forgive me lol) was carrying around a fightstick & leaning over to press buttons. I have a MK Klassic fightstick to where I have to lean over in order to play. Plus I heard that it was really no good for the game. I may be able to get one next month. If you all have any type of stick suggestions before I make my move it would be appreciated. I’m trying to find one not so heavy, like the Chun Li Limited Ed stick. Saw one on Amazon for a good price maybe I’ll make it in time to get it. I thought of just getting to new USFIV ed one or the Mad Catz Pro mainly since that’s not a guarantee. I was going to use the pads that I’ve always used for fighting games & tournaments. I have a SFXT fightpad & just a rock candy pad that always did me justice.

I like to see Capcom some how incorporate button leniency option in gamepads for basically when pressing any button that has programmed to act as 3 punches or 3 kicks before the 3rd kick or punch ( depending the character)… legs or hands would come out but if it’s the 3rd kick or punch the ex version would come out.

People always tell me chun is defensive. What does that mean exactly? I’m not good or anything but I like to try to get up in that ass when I play her. I feel like her tick throws are really good, and you can just keep getting knockdown after knockdown with that combined with EX legs safejump.

So what do people mean when they say shes defensive? That she’s good at whiff punishing? she does seem pretty good at walking back to make stuff whiff, I can’t do it with Juri as often cuz she’s so slow.

Also do you usually use far mp when it will hit them only if they try to do something? I seem to get hit by stuff when I try to walk forward enough so that I know it will be either hit or blocked.

Tick throws get extremely predictable at higher levels. Some people even joke that Chun Li’s bread and butter to hit 2 or 3 jabs and then throw. That’s a little depressing that people see it that way, but that’s a result of there being no meterless combo route 2/3 of the time (st. HP is a 1f link that whiffs over several crouching characters… woohoo!).
If you want to continue to be offensive, you’re going to have to mix it up and Chun isn’t actually phenomenal in that area. She’s pretty straight forward and her conversion is weaker than most… pretty much always needing meter to get any real damage whatsoever. Meter that’s also usually needed when you have to EX SBK just to keep people from jumping all over you.

Vs. the true offense characters (who all also seem to have an invincible reversal), it’s going to be more risky for you going in than them. Eat one reversal DP and now you’re put on your back and have to guess way harder than you could ever make them guess. Plus their payout for getting a hit is most likely going to be higher. She can be quick up close, but most of the time your threat level of converting into something isn’t very high. Cr. HP xx Legs is probably her best tool on offense, because it’s safe, builds meter and chips away at health which could lead to your opponent eventually wanting to press something, but keep in mind that it’s a 7f starter you’re using that can get stuffed.

Where Chun is exceptionally stronger is in her walkspeed and mid-range pokes that control the ground and force people to want to take to the air just to get in. She also has some of the fastest range punishes in the game (her pokes, super, ultra 1, and in some cases even reversal EX legs). These tools work out much better in a defensive or footsies-based counter-poking style where you annoy and let your opponent make most of the mistakes.

Ultra 2 does give her the ability to run a slightly better offense, but she’s still not exceptionally strong in this area like some other characters are. I see it as necessary in some matchups were you need to move around more and charge less. But in most matchups, your chances of winning go up when you play to her strengths in footsies and punishing at ranges that most other characters can’t.

^ A* post. Darklightjg1 always bringing down the truth hard. Like being god-smacked by some gospel, or some shit.

I agree with you Darklightt1 but in the same Chun Li build meter really fast so you take that into your equation. I think you can go nuts when you have enough meter to maintain pressure and put your opponent in a scary situation.
With two bar, you do a lot of damage if you guess right.
Also Chun li is the queen of Stun. She is hard to stun and can stun her opponent really fast. If she can take hit without getting stun it’s for a reason.

It’s true that versus Chun Li people want to jump a lot to get off the mixup throw/hazan shu/cr lk.
How many time i see people neutral jump to reset the situation when i get to close.
I have not really found a answer. Maybe there is no real answer and you just has to lett them jump and use this to control you range. I don’t know for now.

To finish i will say that this is when i play the mirror match that i understand how scary/annoying chun li is :smiley:

Far mp is good when you read your opponent when to get close. You walk back, they come to you and you far mp or far hk

tick throws are useful at higher levels if you balance them with frame traps though.

you can always tick, walk back, cr.mk or something. PR Balrog does something similar with rog all the time.

Tick throws tell you a lot about your opponent, too. Like, if I’m ticking for a throw and I notice he starts to mash on jab, I make a note of it, with the intention of blowing him up for it, next time. Mashy players can always be baited out for a full punishment, too, although a good player is only gonna go for that when he has the FADC already stocked.

Throws are one of the main modes of attack, in this game. It’s your answer to blocking, in that, it beats any block. Besides that, it really gets inside your opponents head when you managed to throw them a few times in quick succession. You see high-skill players do this all the time. They want to disrespect you as much as possible so that you just… give up on trying to beat them.

I find frame-traps more useful for setting up guaranteed counter-hits, more than anything, but they also work to control movement. I’m forever getting hit by Shoto cr.mk because I’m trying to jump in the middle of a block string, with just enough of a hole in it to catch me trying that fuckery.

Yeah, we get that, the problem is that Chun’s ability to blow up crouch tech and boxer tech isn’t very good, it’s worse than lots of footsie/all rounder characters, such as Ryu, Rose or Guile, and she doesn’t have a high low to back it up, like Poison or Boxer do. Many of these characters also aren’t considered “aggressive”, but they still have better offense than Chun.

Specifically, her ch games is bad because most of her close or crouching medium and heavy attacks are quite negative on block, your best options are, as you say, cr mk and also cr fp into (lk) legs, but both have issues, cr mk gives no frame advantage on block, requires meter to combo after on most characters, and is difficult to combo after on normal hit, while the cr fp legs options are very spacing and character specific. What this means is that a lot of the time Chun’s best ch option is just jab pressure, which isn’t scary at all, and barely leads to more damage than just eating an uppercut will do for the opponent. But I mean, even if her cr mk was buffed to Ryu’s cr.mp frame data/great ch hitbox and given less pushback on hit so it was easier to combo afterwards, without a low invul move, it’s still barely worth doing ch setups in this game, the risk/reward is just so shitty.

you do have followups on cr.mk, ex legs and super. Depending on the spacing you setup, you dont need to confirm it. You can do cr.hp xx legs and you can do cr.mk on some characters and it whiffs unless they crouch tech. If they dont block, you can do extended combos. This alone makes chuns frametraps at least “good” in my book.

and yeah, unless you want to use ex legs with cr.mk she doesnt have too many follow ups(I believe you can get cr.mk again, which would make for an easy confirm to ex legs). But so what? Its consistent.

Not to mention st.mp which you can land ultra with pretty easily, or go into sweep.

You really cant say that Chuns frame traps are bad.

I think robotic elf means that, Chun-Li is a real neurotic character. Like, you want to play spacing games, but all your inputs are charge motions and she has no, do-or-die invincibility options. When he was talking about counter-hits, you’re put into a strange dichotomy where, you want to have you charge already stored, and… everytime you land a successful poke, you are buffering a motion to complete, leaving you vulnerable for a short time afterwards, unless your normals are fucking baller.

That said, you cannot underestimate st.mp->kikokken. This tool is the corner-stone of intermediate level Chun.Li play. Most high-skill players want to blow through your pressure as quickly as possible. So, make your block-strings long enough to tack st.mp->fireball on the end. And, if they get wise to this; don’t do it, blow them up for their mistake afterwards.

Edit: On an un-related note. How bitch-slapped did I get for that post I made about stream monsters getting on the backs of professional players, all the time, in the Ultra main forum? Haha. God, the first response was the most predictable one in the world. Shoryuken.com. You never fail to reproduce a meme.

Also, I want to add that some characters build better meter than Chun-Li can. Elena, for instance, builds meter like she invented the concept. And of course, queen bitch-tits herself, Rose.

Pick Yun and you will never go meter-hungry again.

I wasnt sure what you could do after cr.mk, but you have very serious options after it.

I’ve only tested this on hakan so far because I gotta go soon, but after cr.mk (ch) you can hit st.hp regardless of crouching.

if you want, you can go into cr.mk again and into ex legs for something like 260

if theyre standing you can go into cr.lk st.lp st.hp for like 191.

That frame trap will even beat boxer jabs won’t it? For some reason I always tried to frame trap with mp.

I don’t know if I just imagined it, but I made anti-air cr.mp combo into cr.lk->ex.legs, one time, when I hit it late enough that I didn’t cause an air-reset. I keep trying to reproduce it, but I just end up getting a fresh counter-hit, because it’s a pretty impressive frame-trap, against shoto’s, at least, as it is.

I think Kinteshu makes RFA a much better option for closing out rounds than I anticipated before. Even if you don’t close out the round, Chun-Li really hurts when you get trapped in a corner. Like, sometimes I’ll just throw out my ultra for a tiny two hits, if it means I can knock their character back further and give me some space to work with.

Wtf is kinteshu

Meant to be “Kintekishu” a.k.a the b+mk target combo.

…Also R.I.P. to hknishino: a fellow Chun player and friend of mine from N.C.

My condolences man.

Hey, sorry to hear that, man. Always difficult to lose a friend.

O right, yeah. It’s called Tenshokyaku. It’s hard to remember all these names, sometimes. I hardly use this move anyhow. Usually I land it because it came out accidentally and then I have to make use of it, somehow.