AE 2012 requests for chun

ST gouki?

Sorry man. I’m bored at work and frustrated by the changes and by the complacency of fellow Chun players. I’m not sure why all of you guys are satisfied with the “buffs” but Chun did not get what she needed:

  • (no viable answer for divekicks) - In Vanilla, Rufus was a straight Chun killer because it was extremely difficult to stop dive kicks. Sure you had a couple of things but timing and spacing were tight, and even then it wouldn’t lead to anything, it would just reset the situation. But if you missed, Rufus would take 33%-50% of your life guaranteed. In Super, they realized this and gave her better AA properties to d/f LK which could lead into damage (EX legs, stomps, U2). Now you have 2 new dominating dive kick characters and they removed the d/f LK. Now we are back to getting stomped by the divekick trio. In 2012, Chun still does not have a threatening answer for divekicks and we will still be getting raped by divekicks…sure Yun and Yang are weaker but all they have to do is get in and do an extra rotation to finish off Chun since her life is so little. Chun needs d/f LK Super properties to be restored. tl;dr in bold

  • (d/f input for stomps) - I really don’t see how this is regarded as a buff. At high levels, Chuns will not be missing the input for stomps. I’m mediocre at best and I rarely miss this input. This is useless and only here to cover up sloppy play. This will not help Chun in her match ups. A crowdpleaser, faux buff if anything.

  • (cr. Roundhouse to 150 stun) - Yes, technically a buff but it is still short 50 from Super. A lot of characters got the reset button to Super but Chun did not. I don’t see why this wouldn’t be restored to 200…but even then, her buffs do need to be compared to other buffs since their buffs indirectly affect Chuns. Just take a look at Bison’s stun buff…need I say more?

  • (Back + MK +3 on CH) - This is a useless buff on a move needs to be buffed differently to make it more viable. If anything, the speed of the move should be decreased. It is 9 frames for gawds sake!!! That is the same speed as 2012’s U2! That is almost twice as long as Ryu’s sweep!! And they expect us to use this in footsies?..Gimmie a break. Really, I wouldn’t mind using this move but when I do use it and hit confirm, the second hit whiffs half the time leaving me wide open for punishment. This has happened to me so many times that I have made it a point to never use it. The buff on this TC should be that the second hit should have a wider hitbox and/or that the follow up travel distance should be further. If I hit the first part of the TC, I should expect to connect the full TC without a doubt. That is the main point of a TC. Start up on B+MK should be decreased and second hit should have a wider hitbox. tl;dr in bold.

  • (-1 start up on Kikosho - 9F from 10F) - Are you fucking serious? I truly understand that 1F makes or breaks some moves but this is not the case. This is not the way to fix an Ultra that is to be used for AA as they claim. If they wanted to fix this for use as AA they would’ve given her invincibility frames…like, you know, other AA Ultras (Ryu’s U2, Seth’s U2 in Super, Gen’s Crane U1, etc.). They are also claiming that this will help you use it better in combos? Wow! Without diving too deeply into this, the only viable ways to combo into this are: off EX legs, off TC up kicks, off AA fierce. If you are having trouble comboing U2 from these situations, then I can assure you that 1F will not make a difference. Again, this is another useless buff on a move that should be buffed differently. Give Kikosho some invincibility frames for AA use. tl;dr in bold.

  • (Fixing the bug where characters fell out of U1 in AE) - Again, as they stated, this is a bug fix and not a buff. Why would you guys be pleased by this? This should be expected but that is actually not the issue here that irritates me. What pisses me off is that they are normalizing Ultras and combos for other characters to where Ultras and combos will work as anticipated (or in some cases, above and beyond) regardless to who it is performed on (ie. Sakura’s EX hurricane combo, Balrog’s OH to c. strong, Headbutt to U1). Now Ibuki’s Ultra 1 will give her lock on animation if the ball connects (used as AA) and Dudley’s U1 will give lock on animation on aerial opponents. That’s great for them! Now I got to ask - Why the fuck does Chun’s U1 still drop certain characters?!?! Why isn’t this getting normalized? In a rebalance where they are trying to get rid of character specific fall through or whiff oddities, why is Chun’s U1 the only one I see remaining from 2.5 years ago? I honestly cannot think of another Ultra that acts in this fashion, can you? I would really like to know. Normalize the juggle on U1 against ALL opponents. tl;dr in bold

IN ADDITION -

  • With this combo normalization trend, why aren’t they giving that attention to Chun’s EX legs? I cannot stand it when my EX legs only hit twice (always seems to happen on Akuma) and I whiff Ultra because of it (lulz, that 1F will not help so don’t go there). Also, the BnB c. short x 2 to EX legs whiffs on crouching Blanka, as well as jabs to s. Fierce. With the insane buffs that Blanka is getting, they should at the VERY LEAST normalize these BnBs against Blanka. This match up in 2012 will be a nightmare now.

  • That brings me up to me next point. With most of Chun’s bad match ups getting uber buffed and Chun (in my eyes) getting nothing, the state of these bad match ups are only going to get much, much worse, which in turn will make her subpar on the tournament front. Chun is going to have severe trouble with Blanka, Bison, Yun, Yang, Fei, Rufus, Cody, E, Ryu…I can go on. You need to take a look at other characters’ buffs because that is who you are going to be playing against. Her bad matches are either the same or worse due to either opponents getting buffed or Chun receiving nothing to help with her already bad match ups. If these changes stay the same, Chun Li’s already dismal stance will turn viciously grim in 2012. **Drop Chun as your main for 2012. tl;dr in bold. **

Quickly, I might add - EX SBK definitely needs an increased hitbox (inside and up). Opponents can safe jump it, fine, I get it but if they safe jump and land in (IN!!!) my body, I had better get some block push back and chip. That shit is ridiculous. Also, I thought they fixed this but it just happened to me a few days ago - could they fucking fix the c. short x2 whiff on Bison already?! I love getting thrown or CH’ed mid-combo because my c. short whiffs Bison’s overlapping hurtbox. Sweet.

Gawd that feels better! Henry Miller was right;
“The best way to get over someone is to turn her into literature.”

I know I’m not relevant in the FGC but in case you ask, yes, I already dropped Chun.

  • Cool story bro
  • tl;dr
  • Can I have your stuff?

I’m waiting for it…

I love you guys. Don’t be satisfied with this shit!

Take care, peace.
-OHT

really OHT? i really understand the ranting coming from akuma players, but this? im not all happy about the b.mk buff nor the df.stomp tbh, im hoping that the devs give us back the df.lk at least, but until then…

in any case good luck in your endeavors :smiley:

ps. are you going to play cody? he got plenty cool stuff

Yeah don’t mind me. Just killing time at work on Friday and felt like raging out. I was just reacting to all of the forums and videos and comments saying that Chun got buffed when she really didn’t. She is almost exactly the same and that annoys me. None of her match ups changed for the better, at all. Not from Super to AE and not from AE to 2012.

I think that Akuma players are raging because they are actually tournament viable and took a couple of hits that they need to work around. Chun players are not upset because we weren’t tournament viable and we still aren’t, so nothing changed.

Don’t know about my next character…I’m at a character crisis. :frowning:

OHT! So nice to see you pop on – personally learned a lot from your Chun videos so thanks a lot!
I couldn’t help but nod my head in agreement to your words–especially normalizing U1s juggle.
I’ve complained about this many times saying – I don’t fall out of other character’s ultras why should they fall out of mine?
Have you dropped Juri as well? I followed you on XBL hoping to see some matches with her-- though I enjoyed your solid Chun matches.

At any rate best wishes man!

I’m still not sure if its her ultra or fireball that will have 9 frames. If its her fireball, that may be a drastic change to Chun…having a fireball as good as guile’s sonic boom (minus the speed of the ex boom).

And as said before in previuos threads, fix the ultra 2 dropping from ex-legs (ultra 1 is supposedly fixed). If its the ultra 2 having 9 frames…that could possible fix the ultra 2 dropping issue.

Nope. Somebody’s gotta keep rockin’ the green ranger Chun.

Anyway, I’ve got a pretty high goal to achieve with this character. I’m not complacent because I’m still fighting. I’m not gonna get discouraged just because of some tournament results in what is essentially month 2 of this game for console owners (with access to more info and the training mode). Sorry if I don’t think if what is essentially a DP is needed for Chun to bring in results.

Also, I’m not sure what all matchups you struggle with, but we’re at a difference of opinion here from the characters you listed. Most of the matchups I’d consider even remotely bad got worse save for maybe Akuma and Rufus, although one Akuma player claims that the throw nerf will mess up his safe jump setup on a few characters(including Chun), so that’s a small plus. I’ll keep my eye on the characters that I didn’t worry about that got significant buffs (i.e. NOT Blanka), but it doesn’t look like a lot of the moves got any less punishable atm.

Well, that’s very unfortunate, and I’m sorry to hear that. As what others have said, I’ve learned so much from your tuts and vids and they’re part of the reason why I stuck with this character.

I don’t think I have it in me to drop my main though, I’m too far gone. I’ve already dropped an alt or two for the time being already… all things considered, I am still at my most comfortable and at my most successful playing as her.

Obviously go with the one with the most buffs.

http://www.pinoy2dfighters.com/images/smilies/OriginalTroll.png

lol? i didnt even complain in the same vein as them AND said oh well looks like i just gotta work harder

dont rope me in with those guys

Thanks for the thanks. Yeah, I really do think that U1 thing is ridiculous. I was also saying that from Vanilla to Super “Why didn’t they fix this shit”. Oh well. Yeah I dropped Juri. I think she is great but I played her for 6 months and I couldn’t make her work for me. I went from Juri to Viper to Makoto, to Abel, to Seth to Gen…and now I just don’t know where to go.

I’m pretty sure it is for U2 only because all of her fireballs have different start ups and they didn’t address that. I think it would be weird if they made every strength FB the same start up.
For the U2 thing, I don’t think 1F will help the combo situation from connecting with 2 hits of the ex-legs (instead of 3 or 4). When that happens to me and I whiff U2, they hit the ground far sooner than 9F.

I’m glad you are still fighting the good fight. You watch out for Blanka though. Knock down Blanka balls are going to set up some nasty wake up games that Chun needs to deal with. After that, he can just run away with the life lead, especially since she is charge and that Chuns BnBs do not hit him crouching.

Thanks for the compliment. I understand the struggle to try and drop her as a main. I’ve been playing her since day one and have tons and tons of match up info that I felt torturous to throw away. But I really don’t think she is tournament viable. She will still be my back up against 360s characters because I feel that she dominates those matches but as a main, I can’t do it.

As a point of discussion, I’m now under the new belief that charge characters in general are not tournament viable in the IV series. I’m trying to remember the results of the past and I cannot think of a charge character major tournament win. I guess Nemo did in GG but wasn’t that in vanilla? I’m not sure. All else I can think of is Ross’s Honda in EVO '10 (but lost to Ryu and Akuma) and Shizza’s top 8 in EVO '10 (lost to Ricky’s Rufus??).

What do you guys think?

Shizza lost to something even worse. Akuma.

Personally I think the guess right or die mix-up in SFIV is Chun’s true enemy in this game. Cause even in her bad match-ups she can still maintain a degree of control. The problem usually occurs when they manage to get close (or get meter), then its herp derp guessing time. Rufus gets in and dive kicks you, while baiting out throws (not to mention the threat of EX jesus kick), Viper has ambiguous shit out the ass, Akuma will never let you wake up until you guess right. If it were things you could block on reaction like some older games, she’d be fine but most of it is QUICK PICK ONE. You pick wrong with low health like Chun, its usually a wrap cause characters like these don’t give a shit about good ol fashioned blocking in my opinion. The only way to fight them is to avoid the mix-up game entirely with your footsies, which is a lofty feat to achieve. The better Chuns probably know better than me, and can correct me if I’m wrong.

Let me start off that it’s great to hear from a fellow veteran regarding the ongoing Chun dilemmas we’ve faced in SFIV. I don’t think you’re really giving yourself credit as someone whose opinion is certainly valued (myself included). That being said, many of your points are certainly valid and logical. Capcom could have easily given tweaked Chun a bit further without having god-tier status like her 3S counterpart, but clearly that will remain nothing more than a fantasy.

Yes, it’s unfortunate that many of Chun’s tools don’t have an official answer against close-quarter divekick pressure, or that the effectiveness of the DF+LK has been weakened, or that she hasn’t been given a health upgrade. But you know what? There are other characters who have far greater disadvantages in comparison.

I don’t feel the group here as a whole is being complacent, but unless our collective input would guarantee additional changes, I don’t see the point in us figuratively folding our arms in protest will accomplish anything.

AE was obviously fashioned to encourage a more offensive style of play, thus making charge characters seemingly less tournament viable or appealing. However, that still isn’t enough to make me completely drop the character. I do however agree players should strongly consistent alternative choices who would be better suited against characters who are well-equipped to dominate Chun’s style of play.

I hope that theres gonna be some news after the location tests.

Well spoken, sir. Thank you for valuing my opinion. Yes, you are absolutely right. I’m in the same mindset as you that saying how we feel to whoever we need to at Capcom will accomplish nothing. They are going to do what they are going to do. I think at the very least, they would maybe take input from top Japanese players but I’m sure that they couldn’t care less about the views of the US as it pertains to this game.

Yeah, I know that the entire Chun user population isn’t as complacent as I stated. I was trying to rile some things up in here to get some response.Sorry about that. :sweat:

I also agree that the time for only maining one character in our repertoire is over. The game has essentially been the same for 2.5 years. There are just certain things that Chun can’t handle anymore. I’m glad that you will be sticking with Chun, Bahn. I would really like to see her go far. As for me though, Chun will only be used as my back up. I hope that all of you tournament goers pick up a back up for Chun’s bad matches.

Still confused on my main though. o_O

Whatever you decide, let me add my voice to those thanking you for all of your past Chun work; like others here, I learned a lot about playing the character from your Youtube channel, and you were a huge inspiration to me when I was going through frustrating times with her.

Thanks bro. Truth be told, I have been looking on using my alternates more as well. Much like you, I have gone through a bit of a character crisis. I have been considered Cody, Sakura, Bison… Guy. Soooo many choices. Lemme know what you decide. :slight_smile:

Better yet make all her normals 0 frames and all active frames. Also make all the male characters automatically KO themselves when the look a chuns thighs. And give her x-factor.

Pull a 3rd strike card – Say make her “Sorry!” taunt increase her damage output by 30%
besides taunts in SF4-series are pointless, it’d cool if they actually did something.

EDIT
Oh yeah forgot to mention. Dee Jay can now go from his Super into an Ultra? Thats exactly the kind of BS that makes me hate playing as Chun. For example in the corner useing Chun’s Super after the final back kick why couldn’t It wall bounce or juggle up for Kikosho? That’d make me care about that Ultra a little more, lol.

Cos her Super is 1+1… its fair to say Deejays Super is no where near as easy to land raw or at least unscaled, so what he can Super then Ultra, how much damage do you think the Ultra will do? Do you really think it’ll be worth the use of all his bar and his Ultra cos I think it will scale to do like no real damage… I’ll keep Chun’s super as is… An amazing punish tool

Don’t defend him!
LoL - anyway I was just saying it to say it.