My biggest problem with Chun's execution is getting accidental hazanshu when trying to stance cancel into a kick. In training mode you can clearly see qcb+p in the side inputs but pressing kick too quickly will ignore that and give you hazanshu instead. Makes it finicky to do these drive rush stance cancel juggles. Don't want to press kick too early after qcb+p but if you do it too late then you drop the combo.
Yep. Takes a long time to get used to the timings. Need to delay that button out of stance just a touch or you might get hazanshu. So it's: stance, short delay, button. I also really wish they kept hazanshu as a hcb.
F+MP confirms fairly easily into DR st. MP since you've already pressed forward once. If I remember correctly, st. LP also links into F+MP on counter hit, making for a really easy confirm into drive rush.
Pro Tip: if you are having problems with inputs reading incorrectly or not taking in SF6 - HOLD DOWN THE FINAL BUTTON INPUT Completely changed my super cancels and certain combos for me going from impossible to easy every single time.
2:13 Are my reactions that bad? Is he hit confirming into super or did he buffer? Because that shit was so fast. If he buffered and the Kim blocked wouldn't the super still come out?
Because it's not an instant micro second reaction. It's frame knowledge, predicting the Kim will throw a button in negative frames because she has been doing that during the match, and a reaction to her hitting the button all combined.
Just came along your channel after I got the game. (Played a lot more Tekken than SF.) I love using Ken, Cammy and Chun Li. Not sure who to strictly make my main. But good LAWD!!!!! The combos and set ups are wild. Nothing but respect.
Nice video! Im really enjoying chun, but find some of the stance canceling, especially from back heavy to stance a little finnicky. Could you make a chun guide for the stance/cancels and how you like to do them?
It’s really just a lot of practice. Some of the stance cancels require specific timings that can be pretty tricky to get down, especially on block. Back hp into stance is almost a reverse dp motion so that’s generally how I like to think of it.
I'd personally recommend always defaulting to entering the stance as 214HP if you're gonna be cancelling into it from 4HP. I was naturally accustomed to using the stance out of 2MK or just going for the HK stance follow up that I only entered it using 214LP. This felt impossible to link with after doing 4HP. It forced me to learn to enter the stance according to what buttons I pressed prior due to my finger positioning. Tl:Dr: cancelling 4HP into 214HP is easier than 214LP or 214MP imo.
you just have to drill it for a few hours until you get the rhythm down pat. you actually have a very generous window between cancelling into stance and doing the follow up. but yeah, don't overthink it. there's no secret trick to it just practice doing normal > serenity stance > follow up over and over and it will eventually click. then inserting it into combos is easy as you're not so focused on the inputs.
Thanks everyone. I'm able to get the move into the follow-up. It's the whole package that often alludes me. I can raw stance into lk into sbk. I can 4hp into stance into lk. But all together, especially in match, is a bit wild. Practice will hopefully make perfect though!
Would love to hear your thoughts about the character at the end of these videos! Like whether or not the thing you're working on ended up being effective or MUs
Id love to see some manon from you, Nephew! I only recently got into street fighter but your vids have been a great help with improving my game. Keep it up king
Only thing holding Chun back at the moment is her execution barrier. I imagine even for pro's doing stance cancel pressure/oki isn't developed enough but its starting to! She feels like she's never out of control. As a Chun main i saw the vision when you tried to take Mena's Blanka down with her. She deals with ball better than Juri, making Blanka play a bit more honest
Yeah. New to the game, even at beginner level she feels hard. She just doesn't have something obviously abusable at a basic level, unlike some other characters. However she is solid in most things if you have the execution. Just gotta slowly grind away and getting better.
she does have some tricky stuff but I'd argue most of it isn't necessary to play her well outside of top level play. I do think she feels very weird when you first pick her up though. unlike the other characters it's not immediately apparent how she's supposed to play, and she doesn't have anything cheap that she can spam at lower levels.
@@skbj6782 Yep, exactly. It isn't obvious how you're supposed to use her. I've been playing since SF4, but I imagine if I was a new player right now there's no way I would pick Chun. I just wouldn't know wtf I'm supposed to be doing with her.
I'm a Plat-1 Chun and my biggest problem is consistency. I can do all the combos and know the matchups pretty well but it's just being able to punish successfully everytime and confirm hits that lead into the combos
Idk if I’m completely right about this but I’m like 97% sure @3:29 when ken is doing that stepping shin kick thing you can interrupt that with chuns crouching light kick (atleast I did it a couple times)
I'm honestly getting pretty discouraged playing Chun. She's got a lot of tools, but I feel like I'm working so much harder than I need to to get the job done. I've finally decided to learn how to play a charge character, but I'm watching my opponents put out a bunch of damage for half the execution.
Other than her fireball, you don’t really NEED charge inputs tbf. SBK is a charge input, but Chun doesn’t need to charge out of her stance, which is what Nephew is doing (almost?) every time he does SBK here. If Stance Cancel -> LK/MK from stance -> SBK (no charge needed) is easier for you than a charge input you could try that instead
She's easy, you're making her complicated. Charge buffering sbk in bnbs and stance can be largely ignored until you're high plat/diamond. Focus more on footsies, walking behind fireball to start pressure, anti-airs, and checking DI. Just use legs for combo ender and punish combo is cr.hp xx hk sbk or b.hp xx hk legs. Insant Plat from just that alone. Playing her like this is very SF4 like if you ever played back then.
Agree 100% she’s the most honest character in the game. At neutral nobody is better, but other characters just skip neutral so easily especially Ken and Luke that it doesn’t matter. Got up to platinum 5 and you have to play perfect with her and make at the most like 2 mistakes. Meanwhile Ken and Luke’s make tons of mistakes and it doesn’t matter because they are always in advantageous position. It sucks.
@@jordanmartel2937 seriously it drives me nuts that Kens can basically skip neutral. When you win with Chun, you know it's because you really outplayed them, but I had a few matches with Ken players tonight that really drove home how stacked the deck is.
@@MrBones105 i see everyone complaining about ken. But i never had any real issue with ken players. They have a few gimmicks but they certainly do not "skip" neutral. If they try to i just punish. If you wanna talk about skipping neutral let's talk about Honda and Blanka. These two do skip neutral for real. Punishing them is tought and you are basicaly playing by their rules.
Great video! Got a question though, I'm having trouble chaining a combo from stance > low kick > into spinning bird kick. It feels like I don't have enough time to charge sbk. Any advice?
@@mazaroo7 wow! thats useful information. two questions: will the input in this case simply be down, up, kick? and are there any other instances of not needing to charge a move with chun li? thanks in advance!
@@johnramirez7424 1. Yeah! When I enter stance i generally hold down back tho. 2. Both sbk and fireball do not require charge from stance. I hope that helps!
As the other person said, you don't need the full charge time but you do still need the whole action so remember the down for SBK and the back for fireball. You've gotta still do down then up, you just don't need to hold down for a long time. I've seen some people struggling to get it to come out even when they learn this but when you look at their inputs they aren't holding down ever (or back for fireball). SBK still needs to be down then up. The easy way to remember is to focus on the quarter circle back for the stance. Make sure you keep holding down as you go into stance for the SBK or hold the final back input of the quarter circle back for the fireball. You have to hold down or down and back to stay in stance anyway, though it's unlikely you'll be sitting in stance without doing anything I guess. Also check out the combo trials. Some of them have stance cancels into fireball or SBK so a good way to make sure you're doing it right
Her downforward HP isn't drive reversalable, that makes her very good as you can't get her off you when she does it from drive rush. Her normals are pretty good, I think one of the main issues to me is how honest she is and her drive rush being so slow. Juri has comparable normals, maybe even better normals than Chun and has way more dirt and is faster overall with a very scary lvl2.
@nephew when you do F+MP into lightning kicks, is this a hit confirm or are you always buffering? Which lightning kicks version is it? When you anti air with Tensho Kicks, which version do you use? LK? I've been trying to use it but it often trades...
its probably light version since it cancels into super 3. the damage is worse than medium but it leaves the opponent in grab range. likely hit confirming (thats what i do) for anti airs i think either mk or hk. hk has more hits and reachers higher so might be more reliable. best to just check online for which version has air invincibility since i just go off intuition
If the the f+mp is out of range he is buffering. If it's going to hit, he is hit confirming because mk legs is punishable. In frame trap setups he used hk legs or maybe was confirming the punish counter. Her upkicks trade because they have no upper body invul (besides OD) and the stronger versions have slower start up. I think he used Lk upkicks when walking under their cross up attempts, mk when the anti air is more of a reaction than read, and hk when he read the opponents jump timing.
I started Playing SF with SF6 and I picked Chun, She's the most creative character , you can really get spicy with what you do ; your only as good as your imagination with her. She's the best Ms. LeGs.
what are you saying man her ryu and guile are basicaly the holy trinity of fundamentals. There is nothing creative about Chun li since she was created. She was meant to be this way. Linear uni dimensional character. If you wanna talk creativity Dee jay and Kimberly are what you are looking for.
@coreymckilling8565 "most people playing pc are using keys" thats just completely not true man i dont know a single player who uses a keyboard especially any high level players. people plug in a regular controller or own any sort of fightstick for the most part
ปีที่แล้ว
Does anyone have an idea how to make kikoken get out consistently on modern controls? It's always a 50% chance (lightning kicks come out instead), even though you keep holding back...
She has options, but does not really excel at anything. A lot of players just do not really know the matchup yet. I dont think shes very good honestly.
Weird thing is I took the character test on the sf6 site and it suggested chun and my friends say she fits my play style. I like her but since I play classic controls I just don’t want to learn her massive move list. Do I have to take a 2 week trip for work but after I get back should I go to labs and learn her or stick with my current main (Dee Jay)
I don't think I saw you use Chun's safe jump setups at all this video. Is there a reason you're not applying them? They've been working wonders for me (diamond 3)
Chun is rock bottom until they make her normals have less recovery and quicker to cancel into serenity stream especially from HP/HK. She's drive meter starved always.
Rock bottom is a stretch I think but I agree she relies on DR to convert stray hits safely a little too much, good news is once you convert those hits into medium spinning bird kick we don't need to spend meter to get oki though, most other characters need to drive rush the majority of their knockdowns, we get meaty throws for free.
Other than giving her more time to hit confirm into stance off 2MK, why would she need better cancel windows? If she could frame tight cancel into stance all the time she'd be pretty busted. Also like the other guy said, almost all your knockdowns should come from spinning bird kick, tensho kicks, and the occasional lightning legs. Why would she need more meter? She plays great neutral and can choose to try and get in with either fireballs or a well spaced hazanshu
5HK 2HP and 4HP combos into stance LP, LK, MK, HK. 5HK is a trueblockstring into stance LP. 4hp has 1f gap between stance LP. 2HKxxstance reduces her hurtbox during recovery. 5HPxxstanceLK/MK combos on punish counter so its a great whiff punish. Her heavy buttonsxxstance is not a problem
Out of all the weaknesses you could have talked about. You decided to talk about her normals lol. Her normals are strong af. It's the rest that is a little on the weak side.
Hope you play Chun LI more and more, seeing you pull her out for part of CEO grand finals was amazing!!
My biggest problem with Chun's execution is getting accidental hazanshu when trying to stance cancel into a kick. In training mode you can clearly see qcb+p in the side inputs but pressing kick too quickly will ignore that and give you hazanshu instead. Makes it finicky to do these drive rush stance cancel juggles. Don't want to press kick too early after qcb+p but if you do it too late then you drop the combo.
I've noticed this too. You really have to have good timing in her execution compared to other characters.
I hate it so much when that happens. They should have kept it as a halve circle input like in SF4.
I have been trying to get the simplest drive rush combo and my brain and fingers just won’t let it work lol
Yep. Takes a long time to get used to the timings. Need to delay that button out of stance just a touch or you might get hazanshu. So it's: stance, short delay, button.
I also really wish they kept hazanshu as a hcb.
This game eats inputs for sure. I can do QCB moves in practice with inputs on and they still don't come out.
F+MP confirms fairly easily into DR st. MP since you've already pressed forward once.
If I remember correctly, st. LP also links into F+MP on counter hit, making for a really easy confirm into drive rush.
Nice tip
Pro Tip: if you are having problems with inputs reading incorrectly or not taking in SF6 - HOLD DOWN THE FINAL BUTTON INPUT
Completely changed my super cancels and certain combos for me going from impossible to easy every single time.
ima try this
Haven't tested this for myself, but do you happen to know why this changes the outcome for you?
There is also Negative edging
@@vhex61You had me at edging
@@tentayeprimo6674 Jerry Maguire loves me too ;)
The transitions are clean man
Thank you for sharing this journey. I am currently on a Chun Li journey to Plat and i learn a lot from your videos!
Same
Chun Li is quickly becoming my favorite character, she's so explosive but technical.
That air throw at 11:06 was *nice*
2:13 Are my reactions that bad? Is he hit confirming into super or did he buffer? Because that shit was so fast. If he buffered and the Kim blocked wouldn't the super still come out?
the kimberly's attack was unsafe on block so he just knows it's a guaranteed hit confirm
Because it's not an instant micro second reaction. It's frame knowledge, predicting the Kim will throw a button in negative frames because she has been doing that during the match, and a reaction to her hitting the button all combined.
I wanted to learn another character but Im gonna stick to chunli and learn more about the game like neutral and stuff
Just came along your channel after I got the game. (Played a lot more Tekken than SF.) I love using Ken, Cammy and Chun Li. Not sure who to strictly make my main. But good LAWD!!!!! The combos and set ups are wild. Nothing but respect.
Nephew sub numbers have been taking some jumps recently. I’m glad to see it.
the viewers on twitch as well, his last stream had 1.3k or 1.5k viewers without any massive raids, mindblowing
I mained Chun Li for thirst reasons and stayed because of how bad ass she is and always has been
Nice video! Im really enjoying chun, but find some of the stance canceling, especially from back heavy to stance a little finnicky. Could you make a chun guide for the stance/cancels and how you like to do them?
maybe he'll read this, but if you catch him on stream and ask him he'll probably tell you as well
It’s really just a lot of practice. Some of the stance cancels require specific timings that can be pretty tricky to get down, especially on block. Back hp into stance is almost a reverse dp motion so that’s generally how I like to think of it.
I'd personally recommend always defaulting to entering the stance as 214HP if you're gonna be cancelling into it from 4HP. I was naturally accustomed to using the stance out of 2MK or just going for the HK stance follow up that I only entered it using 214LP. This felt impossible to link with after doing 4HP. It forced me to learn to enter the stance according to what buttons I pressed prior due to my finger positioning.
Tl:Dr: cancelling 4HP into 214HP is easier than 214LP or 214MP imo.
you just have to drill it for a few hours until you get the rhythm down pat. you actually have a very generous window between cancelling into stance and doing the follow up. but yeah, don't overthink it. there's no secret trick to it just practice doing normal > serenity stance > follow up over and over and it will eventually click. then inserting it into combos is easy as you're not so focused on the inputs.
Thanks everyone. I'm able to get the move into the follow-up. It's the whole package that often alludes me. I can raw stance into lk into sbk. I can 4hp into stance into lk. But all together, especially in match, is a bit wild. Practice will hopefully make perfect though!
Would love to hear your thoughts about the character at the end of these videos! Like whether or not the thing you're working on ended up being effective or MUs
U play Chun well! U showed off her moves the right way … she’s def top tier …. Good job bro
Also , you have GREAT videos man , i remember early days you with PUNK in person , respect my boi. Keep Shakin.
5:39. This is a nice punish combo
Id love to see some manon from you, Nephew! I only recently got into street fighter but your vids have been a great help with improving my game. Keep it up king
Only thing holding Chun back at the moment is her execution barrier. I imagine even for pro's doing stance cancel pressure/oki isn't developed enough but its starting to! She feels like she's never out of control.
As a Chun main i saw the vision when you tried to take Mena's Blanka down with her. She deals with ball better than Juri, making Blanka play a bit more honest
Yeah. New to the game, even at beginner level she feels hard. She just doesn't have something obviously abusable at a basic level, unlike some other characters. However she is solid in most things if you have the execution. Just gotta slowly grind away and getting better.
she does have some tricky stuff but I'd argue most of it isn't necessary to play her well outside of top level play. I do think she feels very weird when you first pick her up though. unlike the other characters it's not immediately apparent how she's supposed to play, and she doesn't have anything cheap that she can spam at lower levels.
@@skbj6782 Yep, exactly. It isn't obvious how you're supposed to use her. I've been playing since SF4, but I imagine if I was a new player right now there's no way I would pick Chun. I just wouldn't know wtf I'm supposed to be doing with her.
Man, I'm still in silver ranks so seeing you get standing LK into level 3 is crazy to me. My execution is not that good yet.
2k subs 1 day is insane keep up the good work 👍
I like watching this guy. Win or lose, his voice is always so calm
I've been saying she was Top Tier from the jump. I'm glad Nephew can see what I thought would be obviously clear.
I'm a Plat-1 Chun and my biggest problem is consistency. I can do all the combos and know the matchups pretty well but it's just being able to punish successfully everytime and confirm hits that lead into the combos
Idk if I’m completely right about this but I’m like 97% sure @3:29 when ken is doing that stepping shin kick thing you can interrupt that with chuns crouching light kick (atleast I did it a couple times)
My goal is to get to a similar skill level with execution as Nephew. Dudes an inspiration
Ive started doing combos with Chun-Li I didn't think was possible.
I'd personally suggest numbering these so we know if we missed one and should go back and watch it.
Wish you would show your losses and explain why you lost.
as an ok chun li main (plat 1), this is just so dirty. its like a different game than what i play
6MP sure is a strong button.
I'm honestly getting pretty discouraged playing Chun. She's got a lot of tools, but I feel like I'm working so much harder than I need to to get the job done. I've finally decided to learn how to play a charge character, but I'm watching my opponents put out a bunch of damage for half the execution.
Other than her fireball, you don’t really NEED charge inputs tbf. SBK is a charge input, but Chun doesn’t need to charge out of her stance, which is what Nephew is doing (almost?) every time he does SBK here. If Stance Cancel -> LK/MK from stance -> SBK (no charge needed) is easier for you than a charge input you could try that instead
She's easy, you're making her complicated. Charge buffering sbk in bnbs and stance can be largely ignored until you're high plat/diamond. Focus more on footsies, walking behind fireball to start pressure, anti-airs, and checking DI. Just use legs for combo ender and punish combo is cr.hp xx hk sbk or b.hp xx hk legs. Insant Plat from just that alone. Playing her like this is very SF4 like if you ever played back then.
Agree 100% she’s the most honest character in the game. At neutral nobody is better, but other characters just skip neutral so easily especially Ken and Luke that it doesn’t matter. Got up to platinum 5 and you have to play perfect with her and make at the most like 2 mistakes. Meanwhile Ken and Luke’s make tons of mistakes and it doesn’t matter because they are always in advantageous position. It sucks.
@@jordanmartel2937 seriously it drives me nuts that Kens can basically skip neutral. When you win with Chun, you know it's because you really outplayed them, but I had a few matches with Ken players tonight that really drove home how stacked the deck is.
@@MrBones105 i see everyone complaining about ken. But i never had any real issue with ken players. They have a few gimmicks but they certainly do not "skip" neutral. If they try to i just punish. If you wanna talk about skipping neutral let's talk about Honda and Blanka. These two do skip neutral for real. Punishing them is tought and you are basicaly playing by their rules.
The edits in this vid were CLEAN
Secret top tier or not, Chun is hella fun.
Nephews chun is so sick it makes me want to pick her up
It's really tough for me to hit confirm things in 2D fighters for some odd reason and I don't know how to react better. My struggle continues.
Great video! Got a question though, I'm having trouble chaining a combo from stance > low kick > into spinning bird kick. It feels like I don't have enough time to charge sbk. Any advice?
you dont have to charge when cancelling from stance. if you mean cancelling from the stance light kick.
@@mazaroo7 wow! thats useful information. two questions: will the input in this case simply be down, up, kick? and are there any other instances of not needing to charge a move with chun li? thanks in advance!
@@johnramirez7424 1. Yeah! When I enter stance i generally hold down back tho. 2. Both sbk and fireball do not require charge from stance. I hope that helps!
You don't need charge for fireball or sbk out of stance moves
As the other person said, you don't need the full charge time but you do still need the whole action so remember the down for SBK and the back for fireball. You've gotta still do down then up, you just don't need to hold down for a long time. I've seen some people struggling to get it to come out even when they learn this but when you look at their inputs they aren't holding down ever (or back for fireball). SBK still needs to be down then up. The easy way to remember is to focus on the quarter circle back for the stance. Make sure you keep holding down as you go into stance for the SBK or hold the final back input of the quarter circle back for the fireball.
You have to hold down or down and back to stay in stance anyway, though it's unlikely you'll be sitting in stance without doing anything I guess.
Also check out the combo trials. Some of them have stance cancels into fireball or SBK so a good way to make sure you're doing it right
song name at 1:26?
@9:30 I know Cammy felt salty as HELL after this
Her downforward HP isn't drive reversalable, that makes her very good as you can't get her off you when she does it from drive rush. Her normals are pretty good, I think one of the main issues to me is how honest she is and her drive rush being so slow. Juri has comparable normals, maybe even better normals than Chun and has way more dirt and is faster overall with a very scary lvl2.
@nephew when you do F+MP into lightning kicks, is this a hit confirm or are you always buffering? Which lightning kicks version is it?
When you anti air with Tensho Kicks, which version do you use? LK? I've been trying to use it but it often trades...
its probably light version since it cancels into super 3. the damage is worse than medium but it leaves the opponent in grab range. likely hit confirming (thats what i do)
for anti airs i think either mk or hk. hk has more hits and reachers higher so might be more reliable. best to just check online for which version has air invincibility since i just go off intuition
If the the f+mp is out of range he is buffering. If it's going to hit, he is hit confirming because mk legs is punishable. In frame trap setups he used hk legs or maybe was confirming the punish counter. Her upkicks trade because they have no upper body invul (besides OD) and the stronger versions have slower start up. I think he used Lk upkicks when walking under their cross up attempts, mk when the anti air is more of a reaction than read, and hk when he read the opponents jump timing.
I hope you keep playing her once you reach master
Shes top tier and its never been a secret. People just dont want it that easy.
He masters cahrs so quickly that theres not enough for me to learn from. lol
I’m pretty Chun is up there this game. I love using her next to Ken. Guile is fun too but I am so bad at the perfect boom timing 😢
I started Playing SF with SF6 and I picked Chun, She's the most creative character , you can really get spicy with what you do ; your only as good as your imagination with her. She's the best Ms. LeGs.
what are you saying man her ryu and guile are basicaly the holy trinity of fundamentals. There is nothing creative about Chun li since she was created. She was meant to be this way. Linear uni dimensional character. If you wanna talk creativity Dee jay and Kimberly are what you are looking for.
the editing on 1:59 got me tripping
Top tier in my heart
No ibuki... as a thirdstrike player i just picked up and ran chun hard. So... so... fun...
Tried kimberly? Target combo character. Kinda similar to what ibuku was minus the ninja Gimmicks
Your inputs are so much quicker than mine, what keyboard you using? probably a mechanical one right?
He uses a fight stick. Barely anybody plays fighting games on Keyboards
@@Mitsu852 barely nobody plays fighting games with keys.. when most people playing pc are using keys because hitboxes are a niche thing to own....
@@The_Good_Captain most people on PC plays with analog pads.
@coreymckilling8565 "most people playing pc are using keys" thats just completely not true man i dont know a single player who uses a keyboard especially any high level players. people plug in a regular controller or own any sort of fightstick for the most part
Does anyone have an idea how to make kikoken get out consistently on modern controls? It's always a 50% chance (lightning kicks come out instead), even though you keep holding back...
Omg i really struggle from people running away when I’m using chun li how do you deal with that so efficiently.
Bro same, it feels like I have to push in like they are sacred or something then I just get punished
Light Kikoken goes a long way to taking space.
Light fireball and walk behind it, looking for the jump. If they keep running away just rinse repeat until they are in the corner, profit.
Thanks my fellow players 🙏
She has options, but does not really excel at anything. A lot of players just do not really know the matchup yet. I dont think shes very good honestly.
How is she vs Blanka?
Weird thing is I took the character test on the sf6 site and it suggested chun and my friends say she fits my play style. I like her but since I play classic controls I just don’t want to learn her massive move list. Do I have to take a 2 week trip for work but after I get back should I go to labs and learn her or stick with my current main (Dee Jay)
Unless you’re competing, there ain’t no rush. You got time to learn Dee Jay, Chun Li, the whole roster.
I find it ironic that your main ( Dee jay) is just second to her in term of movelist lenghth
CEO?
Why is he so good with all the characters and I'm bad with even one? 😂
Should have used her against Mena.
i tried lol
@@NephewDork I feel ya, just giving you a hard time lol.
w I cant wait to play this game too
I keep seeing in vids that she has by far the worst fireball in the game. Didn't think so and nice to see you think otherwise.
i love to try her but she’s hard for a pad player like me :((
I don't think I saw you use Chun's safe jump setups at all this video. Is there a reason you're not applying them? They've been working wonders for me (diamond 3)
Blanka vs chin li Final Ceo ?
Fucking excellent 👌 🔥
Nephew, Punk taught you, now will you be my master? Please!
(Brazilian guy) \o
Wow
She
Is always
Top tier
That bird noise Chun makes when she uses her fireball is pretty annoying
It's called Japanese lol
lol that bird noise is just her saying the name of the move, kikoken
@@geneticjen9312chun li is Chinese not japanese
He's not talking about her saying "kikouken" fools, he's talking about the "pew" sound it makes
@@AustinBrouillard She's speaking Japanese genius, they're not saying she is Japanese
Yep she is, but she is hard to use.
No no he's just kidding guys she's low tier and hard ahahaha.....
*Cough* 👀
Dang, even at diamond Kimberly runs away and slides or teleports. Annoying play style.
Chun is rock bottom until they make her normals have less recovery and quicker to cancel into serenity stream especially from HP/HK. She's drive meter starved always.
Rock bottom is a stretch I think but I agree she relies on DR to convert stray hits safely a little too much, good news is once you convert those hits into medium spinning bird kick we don't need to spend meter to get oki though, most other characters need to drive rush the majority of their knockdowns, we get meaty throws for free.
Other than giving her more time to hit confirm into stance off 2MK, why would she need better cancel windows? If she could frame tight cancel into stance all the time she'd be pretty busted.
Also like the other guy said, almost all your knockdowns should come from spinning bird kick, tensho kicks, and the occasional lightning legs. Why would she need more meter? She plays great neutral and can choose to try and get in with either fireballs or a well spaced hazanshu
5HK 2HP and 4HP combos into stance LP, LK, MK, HK.
5HK is a trueblockstring into stance LP. 4hp has 1f gap between stance LP.
2HKxxstance reduces her hurtbox during recovery.
5HPxxstanceLK/MK combos on punish counter so its a great whiff punish.
Her heavy buttonsxxstance is not a problem
Out of all the weaknesses you could have talked about. You decided to talk about her normals lol. Her normals are strong af. It's the rest that is a little on the weak side.