3S: Chun-Li - I'm a fighter, not a news reporter!

Absolutely nothing, that’s the point. He’s playing a numbers game on something that doesn’t ever come up. You can literally count the number of low jabs that come out in a match on one hand. Go download a tourney clip!

N

Ohnuki may be god, but it doesn’t change the fact that he’s living proof that Chun isn’t necessarily predictable (it’s the players who are).

I don’t see anyone relying in low jab into super. But low jab by itself is an insane normal that beats so much stuff. Chun has crazy priority AND speed, and this is what most people seem to be complaining about. Shouldn’t a smaller character like Ibuki or maybe Twelve get the fastest low normal in the game instead of Chun who already has so many advantages? I think THIS is what our friend brian meant.

I’m not calling anyone in particular bad players, but if those guys you’re talking about are -that- predictable then yes, they aren’t very good, sorry… It’s not as easy to do as most people think, but good Chun-Li players don’t get predictable and that’s precisely how they win.

You’re right, baiting someone into wasting a Hoyoukusen makes a big difference.

But how exactly do you make someone waste their Hoyoukusen when they can do it on reaction off a connected normal? If they see the normal doesn’t connect, they just won’t use the super and you’re back to square one. As far as I know, missed Hoyoukusens don’t happen very often in fights between good players, baiting or not. In the meantime, if Chun-Li can bait you into eating a low forward or into a parry, you lose half of your life.

Anyway, I think we’re basically saying the same thing but arguing on different sides. Chun is really strong but she’s not broken or unbeatable.

I use crouching jab now a lot because … it stops me getting thrown sometimes. hehehe - I dunno; it’s really fast i’ve noticed. You can go from that to a high attack in no time at all…

…kinda like Chun in CvS2; but in 3s; you cant combo from it … I think.

Just because it wasn’t meant by the developers doesn’t mean it’s not relevant to the discussion. The fact is that it IS in the game, it makes her better and most players will use it. Do you rule out unblockables when you consider how good Urien and Oro are?

If something is in the game Intentional or not its THERE to be discussed!

Even if it is a SKANK move!

Ayuh, I concede a victorious impasse here. Chun Li is good, but she’s nowhere near broken.

But still, count the low jabs in a tourney video. There’s like 2! (I’d bet they were option-selects, too.)

N

I’m just talking from the default-game-techniques point of view; and I don’t mind all these things, seen as I run into them time to time. :slight_smile:

I hardly use throws w/ Chun anyway (kinda like in all fighters I play really - I don’t use the throw technique often - just fight. hehe). Maybe I should; but I will implement it at a later date; seen as i’m tryin’ to learn 12 at the moment…

Yes - we should discuss SKANK-A-DELIC Kara Demons. Yes…!!

:smiley:

The thing is that those “unintentional” techniques often end up widening the gap between the characters considered as top tiers and the rest. You cannot leave them out without taking the risk of being totally off on your theory fighter.

And you’re right, you definitely learn how to implement throws into your game as they are essential to high-level 3s. Chun-Li’s kara-throw is a huge asset for her pressure game in general, and it’s a great risk/reward move.

I am not looking for victorys here. I’m only trying to understand Chun-Li and how to effectively play with her.

Anyway, I probrably won’t use the jab any differently, and I don’t think it is all that stupendous and game breaking.

On to another point.

-one of three characters with an airthrow

How much does this matter?

I use it after air-parry so they can’t air-parry my air-parry. I don’t think it is broken though. Not as broken as Sean.

Just having the option to (kara) airthrow is a huge advantage. When you and your opponent are both in the air, he’s going to think twice about parrying because your throw beats any kind of parrying. So they’re likely to throw out a move. If you can parry it, the airthrow is guaranteed no matter what the attack is -contrary to normal parry follow-ups. It’s a very useful psychological tool, not to mention the fact that many players forget about it. Sure, it’s not something that’s going to be used all the time, but it’s a good option.

I don’t think brian thinks this actual MOVE is broken, but that the sum of all those really good moves make her broken. At least that’s what I understood from his post.

About the air-throw. I never tried this before, but I am wondering if its possible. If your oppoent is spin-kicking and you parry the first hit, can you throw before the next hit?

-monkey

Yeah, but putting it that way makes it sound like this isn’t just part of the the game engine. All the characters have more than one option when they are in the air. The Super Shoto Sunshine Bros. have the hurricane, Wario has hurricane and air-fireball… Hell, Luigi has hurricane and air-throw. Tux and his brother have dive-kick (which, incedentally tear Chun up)… Alex has the T-hawk dive. Rolento has the knives, and Makoto has the Hulkamania Leg Drop. Etc. It is not as if the other characters don’t have more than one option in the air. Why is hers special?

Heh; with all those options in the air for everybody; not even the invincible Chun is safe. lol

:stuck_out_tongue:

Ha, something I was thinking about last night and I forgot to post.

Aren’t hurricanes technically the same as Air chains?

When you put them into that category, they’re actually much better, as Ken and Akuma’s set you up for a lot more damage than any normal-move air chain.

N

Quiet You!!!

We haven’t got to the part where we talk about how lame her air-chain is in real life. That comes later.

You didn’t get my point. All those options are parryable (therefore, techable). Chun-Li’s airthrow isn’t. You can’t compare having the option to delay moves with having the option to use an untechable airbone move, it just doesn’t make sense.

EDIT: Unless you’re referring to Akuma’s demon throw. In that case, it’s not parryable, but how often are you going to land it on airborne opponents?

And I actually agree with you here. The air chain is overrated.

IMO, I don’t like jumping around with Chun because a lot of priority is on the ground: back+Fierce, c.MK robotics, back+Fierce, not to mention parrying jump-ins, leading to back+Fierce xx SA2.

Stay on the ground!

This makes more sense, but still, it is not as if Ibuki and Oro don’t have this gamebreaking move. Chun Li’s broken because they gave her a move that many Chun players would have bitched about had she not been given it. (She has it in so many other games).