AE 2012 requests for chun

For the longest time, I’ve wanted something for Chun to have something that effectively deals with dive kicks since this is where she fails quite miserably in her arsenal as a character. I was pretty shattered about reading the changes for 2012, because they were all but useless, but having said that, I tolerated it because she didn’t get the nerf bat like some characters did. I do think, however, that some of the matchups will turn to Chun’s favour, for example Fei. We now have a reason to choose U1 because everytime you block Fei’s 2nd rekka, it is a free ultra punish.

I think Chun is always going to have problems against certain type of characters no matter how many buffs she receives… Kinda like how Zangief always had trouble with characters that zones well. The d/f lk buff in Super helped her deal with divekick characters a little better, but Akuma and Rufus were still bad matchups for her and that didn’t prevent her to be a really solid character. (And a broken on in 3S)

I find it hard to believe that some people want to drop Chun completely because ‘‘she didn’t receive enough buffs’’. I mean, it’s not like she received the big nerf bat like some other characters got and it’s not like she was a bad character to begin with. I always thought Chun was a solid character for tournaments (except maybe in AE) and I believe it’s going to be the same in 2012 because of all the changes her bad matchups got. Akuma, Fei Long and the twins are all characters that gave her a really hard time in past iterations and they’re all getting nerfed somehow in 2012. Having a whole lot of buffs is not that important when, at the other side, the characters that gave you trouble are getting weaker.

wait–every 2nd? that is bad ass, You already could on his third correct? or was that Ex only. Its been so long since I actually pulled it off on a Fei player I’ve forgotten they usually just pressue with 2 rekkas on block. That is some juicy new knowledge for me. I can’t wait to do it – its just like those Yun and Yang players that didn’t know U1 would destory them while doing palm strikes. Although I think those players have caught on now.

Yeah every third hit of rekka (including ex) is punishable with u1, but no competent Fei player will commit to a third rekka unless they effectively hit-confirmed from a 2nd hit rekka, which was pretty safe because of pushback anyway. Thus, rarely is U1 very effective in this matchup … imo anyway. Now, with the impending 2012 patch, Fei players will have to think twice about hitting that 2nd rekka for a CH on block if Chun has U1 stocked. If they have committed to the 2nd hit on block, they are in trouble, irrespective of whether they go for the third hit or not. Well that’s in theory anyway.

Also Fei can do second rekka so he hits on the last frame. In this situation he will be -6 on block and be not punishable

[EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now.
[close HP]: Causes additional 1F guard stun on opponent. Push back distance from a hit has been decreased by about half. So [close HP] -> [H. Spinning Bird Kick] combo is now possible (290 damage, 400 stun).
[H. Spinning Bird Kick]: Damage and stun adjusted to 200.
[Tenkukyaku] (MK during Kintekishu): Hit box enlarged downwards so it is easier to hit crouching opponents.

looks like capcom listened to us and finally gave her some real changes…well, maybe they’re more like fixes, but I like them…I wonder if the changes of cl.HP will allow better punishes, like cl.HP xx HK legs -> MK legs -> c.HP on all characters

Chun (or characters with great long-reaching pokes) will always lose to dive kicks. That’s how it has always been man. lol

I wish Chun had a slightly faster cr.MP. :slight_smile:
Other than EX Legs buff from this set of changes, nothing much will change which is :\\.

To say in line with the older versions of herself, hahaha… I like

“[EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now”

Just what ‘tough’ combos are they talking about?
The only thing I’d consider tough is far St.MP into EX Legs – it’s not too tough, lol.

It is nice to see positive things though, nothing techincally nerfed and still interested in them fixing the ‘fall out’ of her U1.

It would appear that Capcom did listen and is tightning most of her loose screws in her engine…Love the updates so far!

So they are making H SBK useful after all…but how can you do a Close HP to H SBK? I can only do that if it’s CR HP to H SBK. Anyone know?

Has anyone experience this?- Ken, Akuma, evil Ryu and Oni (not Ryu, or Dan) during “regular” lightning Kick somehow dp’s seams to also be able to get in after about 2-3 legs hit’s. Don’t know why this happens but hope they address that too. For example- Once the kicks are in and hurting…during opponent stun they are not getting hit which in turn some how can get a dp in… During lightning kick execution on hit dp’s from shoto’s should not be able to get in.

Here’s another one- Since Ryu is getting more ball game power in 2012(great for zoning) then Chun’s air game should be better also… How does this make sense? We’ll since hasanshu got no buff’s and almost every shoto and a lot of others characters received ground buff’s. Chun should be either less floaty in the air as a better counter or better Hasanshu. Yes, Hasanshu suppose to be the counter to balls but Capcom didn’t address any buffs for this.
My pesonal experience- I can do ball, then dp on opt select on a perfect connection / danger room- I’ve been able to do a perfect counter against Chun using hasanshu way more often (70 percent) than not and I’m not that great using Shoto’s which means fairly easy to execute opt select. It’s always look like you got them with the hasanshu but the DP gets in and it’s one to the cooche fadc whatever you want!

Capcom - After target combo - Is there any room for head stomp, air throw ability or even a slighty more U2 damage?

I am extremely greatful for the new 2012 additonal changes but somehow can’t help but feel that these changes sound more like fixes (wrench tightning on a leaky faucet) then actual buffs.

I didn’t understand that too. Maybe cr.lk xx ex.legs will work on crounching Blanka in 12?

You have to charge down, stand and press hp and do up+hk finally. You should do it very quickly but it’s not impossible as it sounds. Anyway, it is the best Chun’s buff, because she needs good panish for blocked dp without ex bar using.

Yeah, I’m pretty sure the process is called charged partitioning, I learned it from the 3rd Strike online edition in one of Urien’s trials

you are not sure at all

charge partitioning =/= charge buffering

in sf4 you CAN NOT use charge partitioning. Charge buffering in the other hand is what makes possible dash hosenka (but you cant do dash kikoken). In 3s you can divide your charge in many pieces of time, thats the main difference.

Spoiler

cl.HP or c.HP? Lost in translation maybe.

I’m pretty sure that when they said close HP, they meant close standing HP. Unless the translation was wrong I do not know how else the combo listed above can be executed without charge partitioning.

I’m actually really excited for her EX legs buff. I believe this might correct some issues where characters only get hit twice if they are spaced too far out (Rose and Dudley come to mind) and will result in allowing you to get your Kikosho juggle in because they were knocked higher into the air by 3 hits instead of 2. I was getting sick of hit confirming into cr. short xx EX legs only to have the hit confirm part push them out too far and missing my ultra because of it. And as YAPPO suggested, hopefully it helps with crouching Blanka. Also glad because st. strong xx EX legs seems way more dangerous now, allowing you to actually use it from max poke range and get into ultra. No more whiffing. St. strong xx EX legs chip damage victories will be so much sweeter too. :stuck_out_tongue:

Wonder if forward dash > EX legs will be a more viable punish now for things like blocked balls, upkicks, etc. with the added range.

As for the cl. fierce xx hk SBK…I think they went about it the wrong way. Well, if it is consistent against the entire cast, that would be really nice. But personally I think they should have just adjusted hk SBK to connect fully against the entire cast after cl. RH xx hk SBK. When it connects properly against someone like Dudley, it does a solid 340 damage, 440 stun, for no meter. The problem is that it barely works correctly against most of the cast, and even on someone like Dudley, it will sometimes leave a hit or two out. So what they did instead is nerf hk SBK 70 damage and 70 stun to make a somewhat awkward combo only do 290/290 when before doing just raw hk SBK did 270/270 and had almost no room for execution error. The only reasoning I can come up with for them making this change is to help make hk SBK more usable as a punish, by giving you an option to cancel into it via a 4 frame move, instead of trying to use it raw with 22 frames of startup. But I think they should have left the damage and stun intact due to the risky execution required to pull it off. Also making hk SBK a little safer, like -3 on block and +1 on hit would give players a tiny bit more incentive to try using it, and make up a little for the damage and stun nerf. -4 and 0 respectively at the close proximity that the move leaves you is not exactly an ideal situation.

On a side note, I also can’t think of any way that the reduced push back on hit is going to benefit her outside of cancelling into hk SBK. Without a special cancel, the move is still -3 on hit, and you are just that much closer to the opponent for punishment. There will be no reason to use it for a special cancel instead of cl. hk either, as cl. hk does 10 more damage, forces stand, is easier to cancel into legs combos because it begins on a kick, and will only have a small amount more push back. I won’t complain about the +1 block stun, but the attack is still extremely unsafe on block, going from -7 to -6. Maybe it is to help make special cancels like cl. hp xx hk. EX SBK true block strings? But then again the changes say the reduced push back is only on hit. So if it’s not even close to a true block string as it is now, then that shouldn’t change in the new version.

And finally, they are really trying to push that b + mk target combo in our face. They just need to man up and admit that they made a pretty useless move. For me, it only serves to occasionally mess up what would have been a successful anti air while I was walking backwards. Sure FADC’ing the launcher into stomps is a fun and flashy way to finish someone off if you have the punish opportunity and the meter, or FADC’ing the launcher on block can lead to a sneaky throw or lk. hazanshu set up, but that stuff is just a flashy waste of meter. She has more effective and damaging ways to use her meter.

So my overall assessment is:

Strong buff (EX legs)

Useless buff (cl. hp -6 on block, up from -7. Useless because this normal should never be used on a grounded opponent without a special cancel anyways)

Mostly useless buff/possible nerf (cl. hp push back halved on hit. I doubt anyone will start cancelling it into hk SBK, and without a cancel it leaves you closer to the opponent at frame disadvantage. Also better to use cl. hk in nearly every situation.)

Mostly useless nerf (hk. SBK damage/stun -70. Nobody used it before so there won’t be much to miss. Only reason it’s mostly useless and not completely useless is because they finally gave us a way to use it, and then nerfed it anyways. I figure we will just continue to not use it. I will slightly miss the ability to do 400+ damage in the training room using no meter.)

Mostly useless buff (Target combo launcher hitbox improvement. As I understand, myself and most players don’t use this target combo due to long start up, high damage scaling, and overall better options. Not completely useless because there some players who use it, and may appreciate the buff.)

For those of you unfamiliar with cl. standing hp/hk xx hk SBK, I made a video to demonstrate.

As you can see, there is no need to charge partition or anything. You simply charge down, and then on your way to up, press hk or hp when you hit the neutral or back direction, and then continue to up or upback and press hk in one fluid motion. Of course I am describing this for application with a stick. I assume it might be a deal harder on pad. In the video, I used Dudley because it connects properly after cl. hk. The video also demonstrates how the push back of cl. hp makes this combo impossible in this version. And last, I threw in my relatively simple 408 damage combo using this technique and no meter. Messed up a couple times though. :stuck_out_tongue:

That would be me. :slight_smile:
In fact I was talking about just that specific kind of buff when using it in casuals the other day (whiff punish on the 1st hit was genius but the followup would miss sometimes). It’s like I didn’t actually pray for it, but they answered me anyway so I’m good.

EX Legs buff I hope also means it’ll connect in situations like vs a crouching blanka after a low short x 2. Maybe it’ll even connect 4 kicks on more characters?

I wonder if the new HK SBK combo means better meterless damage after stunning someone. I usually always go for j. hk, cr. hp xx mk SBK after stunning someone if I don’t want to burn meter. I’ve got another idea for the cl. HP change too, but I’ll have to test it 1st after the patch.

Also, this might not necessarily be the end of all the changes, but I don’t think they wanna make Chun’s AA/ anti-divekick game more reliable if they haven’t made a point to address it already.

Here’s thing, I want to use it more, I think it’s a useful move, but what I think it’s good for is, like you said, punishing things at mid range that I normally just punish with sweep, or far fierce, like a whiffed Ryu sweep or lp uppercut trying to hit a poke, but what it needs to be better at that is more speed or more damage/stun, whereas most of the earlier changes were to make it easier to hit confirm, which is pretty much a waste without giving it faster startup, or some crazy hitbox change I’m not aware of. A more reliable followup is a buff, but it’s a really, really tiny one.

I stand corrected, whoever was in charge at inputing the Urien trials in 3s: OE should get fired because I sucessfully executed with charge buffering…

you can do TTH from urien with or w/o charge partitioning nothing new about that either

try to do this

dash, back dash, headbutt

for that you need charge partitioning /offtopic