The Return of the Thigh: Chun-Li SSF4 Thread

That is the same exact range cr.mk has now, it hits at about the middle of her foot.

Dude I am very much with you that Chun and Gen are very similar characters regardless of a fireball or not. Not so much Guy though. Personally I see him as a rush down character very much like Cammy and Fei. His Bushin Grab can apply pressure from a distance like Cammy’s Hooligan or Fei’s Chicken Wing. All 3 have advancing specials and kick counters/anti airs. This is not to argue with you as you said, you dance to your own beat, but I see a bunch more similarities in Guy, Fei adn Cammy than I see any relation to Chun and Gen. That’s just me though.

Hello you chun mainers, i don’t know if this has already been posted here but, df+lk (Useless Flip Kick) is pretty useless, right? Well, counter hit UFK launches on hit. Which means, UFK> Kikousho.

Let’s pray it works.

LOL now the problem is landing it…its hitbox is a travesty.

If anyone finds a use for this, when you couldn’t have just landed Kikosho anyway, I’ll be amazed!

((But kudos to you for thinking out of the box!!!))

Well, it’ll be a reason for people to stick that move out now and then. Right now it’s ABSOLUTELY useless.

You’re welcome :slight_smile:

Can’t wait to try Kikousho out. It’s gonna be sweet :slight_smile:

does anyone know if her stomp can be performed using downfoward now? That would be a godsend to me because I use a square gate and it’s extremely frustrating trying to jump then immediately jerk the stick directly down when there’s no real notch for down. I always screw up and I see her stupid air mk come out instead of stomp.

The build I played at CES, headstomp was still directly down. I know that because I use an octo-gate and kept hitting the corners for looking for the down notch and the move didn’t come out. You might want to switch up gates, it was a god send to me when I changed over. Only problem is I can’t play for shit on a square gate nowadays. Which means if I don’t have my stick at a gathering then I a screwed.

I just noticed that in the official jap SSFIV site, there’s a screenshot showing a rival cutscene with Chun and Juri. That means… is Juri Chun’s second/new rival, or is Chun-Li a rival to Juri?

I wouldn’t be surprised. Chun is like a rival to three quarters of the cast already. I bet if Gouken started stealing batteries from Walmart Chun Li would start an investigation and be a rival to him.

i’d just like to thank chunbelievable for kicking my ass online a few minutes ago haha

Joke of the night. I laughed so hard.

:rofl: That made my day. I wouldn’t be surprised if Chun was kicked out of Interpol for taking matters into her own hands so much…now that I think about it, Chun could easily be mentally ill. Always chasing after ‘Bison’ and ‘Shadaloo’ to get ‘revenge’, using her status as an ‘Interpol agent’ to run around and beat people up…

Sorry, I’m bored at work so I wanted to offer my two cents, even though I know it’s probably too late. I haven’t looked at anyone’s suggestions for changes except for the cut and paste list from Dime (and that list seemed kind of incomplete) so forgive me if I repeat someone else’s suggestions. But here is my list of problems with Chun that should be corrected or at least looked at (and some fun suggestions):

  • Fix Ultra juggle in the corner so it combos on all opponents. Most obvious.

  • EX HS should be air controllable.

  • EX HS should be two hits (same damage, same stun) to help combat Chuns lack of answer for FAs. Seems like this is fitting for a vast majority of EX specials (i.e. ryu’s FB, DP, Abel’s wheel kick, etc.)

  • Remove d/f short. It is a useless move and gets in the way of ambiguous cross up, c. short combos. If not remove, change hitbox and juggle properties to allow j. fierce,fierce or stomps or jump short to landing mind games (similar to 3S Super to SJC whatever)

  • B+MK, MK should always combo if first hit lands (sometimes second hit will get blocked by opponents at max distance, even hough the first kick hit). Increase the speed between the two kicks to fix the far distance combo problem and to help Chun combat the opponent FA problems that she now has.
    Change hit properties on second hit of B+MK, MK to allow juggle options aside from up kick (similar to 3S Super to SJC whatever)

  • Extend range on her c. forward. That is her trademeark move. Although it is pretty good now, it should be a bit better.

  • Her close OH (cl. forward) should be +/- 0 frames on hit.

  • Super should have more invincible frames on start up to properly go through fireballs instead of hitting them once and getting knocked back into the fireball. Maybe a little more forward motion on the first dash forward of the Super animation. Plus, all kick verisons should travel the same distance. No need for a shorter distance Super.

  • All versions of SBK should hit crouching opponents for block strings (except for small characters), and all be -2 frames on block. Currently, short and RH SBKs are completely useless.

  • The upkick part of the b+mk target combo should be its own move for deep only AAs and divekick AAs (extremely similar to the ST version). Currently, Chun has no answer for dive kicks (Rufus, Cammy, Juri?) which is why those matches are lopsided to begin with. You could even go as far as removing SBK in place for this move.

  • EX Kikos should travel full screen to help against turtling.

  • Far standing short should be special cancelable.

  • Forward + MK is not useful right now. Suggest it to cover more forward distance when activated (like Ken’s but nowhere near as extreme), or have better frames on block.

  • Air Stomps should have an added command of D/F + forward (MK)

  • (cool suggestions but not happening) - offer an A2 mode Chun (press start to select) (complete with blue tight suit) that uses FB motions instead of charge motions for kikos and ultra.

  • Gomen ne taunt should have 1 active hit frame for 1 point of damage. :wink:

That’s all I got for now. I know I’m forgetting something. Will edit later.

i think her new fireball ultra has that sorted
i cant wait to try it out :smiley:

I disagree. Just because she’s getting a second Ultra that juggles, doesn’t mean the first one shouldn’t be fixed so that it’s consistent.

IN SF4 I had plans to have Chun li as my main considering that’s who I used most since the last time I touched a Street Fighter game.

It pissed the shit out of me that it took 2 weeks for me to do Kikoken and Spinning bird kick, and a month for her ultra. I was forced to switch to somebody else. I think that the timing on her moves is awkward. I cannot dish out a kikoken or spinning bird kick without holding the proper button down for more than two seconds. It makes it extremely difficult to use quickly in battle. Alsi her hundred kicks move is glitched or something because when I tap hard kick it doesn’t come out unless I do a light or medium first other wise she’ll just hard kick.

Her ultra needs revamping. It seems a bit funny when someone flies off from it. Defintely those specials need work.

Or you can now just not use it at all. Her second ultra has easier execution and looks to have better combo application and possibly even serve as an antiair.

No. I’m not going to give up being able to punish fireballs at full screen or Blanka’s reversal on hit just because her Ultra II can juggle mid screen. The entire supposed point of multiple Ultras is to have choice, and hopefully even different play styles. Just going hey “one of them’s good, let’s not worry about balancing the other one” negates that choice.

I agree. I think that Ultra 1 will still be the best choice against honda, blanka and maybe sagat. Chunners are lucky to have two interesting ultras