More forward movement on normal versions of SBK (not a lot more, but a little bit) to give players an incentive to use it for screen positioning rather than going to a different combo for more damage. Having the last hit of SBK knock down would be great but I don’t think it’s likely.
Revert df+LK back to 10 frame startup rather than 12, and bring back the hitbox from Super. Aerial frames/grounded frames can stay the same because trading into U2 is stupid.
Slightly faster startup on far standing HK. They slowed this down in AE I think.
Don’t care about people dropping out of Ultras on corner juggle, because U1 is already good enough as is. BUT, if Chun connects with the launcher on corner juggle, NOBODY SHOULD EVER FALL OUT of the rising finisher. EVER. I’m looking at you, Rose.
id forgo EVERYTHING if they could make her Tenshokyaku have the ability to be used outside of that mk mk target combo like it was in Alpha. Id say DP motion with kick and EX able :f: :d: :df: :k:
Would be kinda interesting, i think tbf it would be better suited to a charge motion (obviously not for Chun) but then it would carry some restrictions and as SF4 is kinda the spiritual successor (in my eyes anyway) to SSF2T it would make sense to mimic that. Which would obviously change a few other moves and it would still be a poor to average AA.
In reality Chun doesn’t need more AA options as she has the tools to deal with most things and something easier to use would make her OP. Also adding a new move like this is a big change for an update, still its fun to see what people write here and how people judge balance in a game (well for me it is)
lol I use both of those “dumb characters” and love trade dp, which is why I want chun’s :df::lk:
back how it used to be. Tenshokyaku as a dp motion is something I’ve always wanted.
Far HK changed from Vanilla to Super, but not from Super to AE AFAIK. It was kind of fast though in Vanilla for a normal that goes that far, even with just a 1 frame difference, I can understand why they changed it.
Head stomps will come out on DF, not just D. They note that DB won’t work though.
Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
Sweep 150 stun.
Kikoken startup 9F, easier to use as AA/use in combos.
They are fixing the bug where characters fell out of the U1 juggle in AE.
The stomps change thing will definitely help limp-wristed people such as myself. I can do Seth’s setups fine, but in a real match, I just struggle with Chun’s because of the old no-diagonal thing. :lol:
Happy with the changes… now if Chun newcomers can just step up their game to represent the Fellowship instead of mindlessly mashing – all would be good with the world.
Man I just put in a bunch of time getting stomps and instant stomps down. Ah well.
So far it looks like all buffs. Is there anything else for Chun-Li? Or is that everything? It all looks good, except the +3 on counterhit on first hit of target combo. I’m not complaining, but I don’t use that unless it’s an execution error, so it doesn’t really effect me in any way. Hopefully that at least means it’s safer than -6 on block now.
Also, is it just HP and EX kikoken that are changing to 9f startup? I assume it would just be those two, because they are only 10f right now. I can’t see them changing MP and LP, which are 12f and 14f respectively, to 9f.
The blog doesn’t specify which version of Kikoken, just that Kikoken will be 9F startup. I hope it’s 9F across the board…me gusta.
The stomps change is amazing and will definitely help me out. I’m also very relieved they’re fixing the U1 glitch. Getting 150 stun on sweep is nice too. All around a good day for Chun.