So, what would you preffer - kikoken buff + more dmg (l hazanshu, ex legs, stomps dmg) or a 6 fr B+mk ?
I don’t think chun can get both - it would be too much. I left hazanshu start up on the list.
So, what would you preffer - kikoken buff + more dmg (l hazanshu, ex legs, stomps dmg) or a 6 fr B+mk ?
I don’t think chun can get both - it would be too much. I left hazanshu start up on the list.
B+mk buff with a lock on Ultra 1 is way too strong. That’s a guaranteed full Ultra 1 on pretty much any opening and completely nullifies the purpose of Kikosho (or even the point of buffing it with 20 damage in the 1st place).
I’d like it to juggle everyone in the corner just like any other Chun player who’s gone through this since Vanilla, but I just don’t think that’s feasible without a lock on because of character falling speeds (unless you could manually choose when to launch at the end). At the same time she’d end up with probably the most broken ultra in the game and the last thing I want is a shitload more mirror matches to put up with, with that as the main draw to the character. I’m also not okay with sacrificing any of the good points the ultra already has (damage and fast startup) to compensate in case anyone wants to bring that up.
I’m saying this now because it was posted in the other thread and I know it’s gonna get called out for what it is (a broken combination). She can use some help but not that much help.
Something I would like: Invincibility on U2 through the first active frame. It’s pretty disappointing to try to antiair with it only to trade in their favor + you lose ultra
Shoot, that’s not the only time it trades. Meaty attacks will blow it up sometimes for those times when you just gotta Ultra on wake-up. You feel it in your bones… you KNOW they’re gonna get greedy and attack aaaaaand… you traded. GGS
I would prefer the Kikoken buff + more dmg (l hazanshu, ex legs, stomps dmg).
As for anti-air’s, I believe that the prior****ity is to make sure that ex sbk and df lk becomes a much better anti-air first than what it is now…And if there is room, have Neutral st. mk be a better anti-air also.
I dont really care so much about using ex sbk as an anti air in a general sense, beyond what it does now, I just want it to be able to handle Akumas dive kick and Vipers burn kick. If ex sbk can deal with those, we are way more likely to see Chun in tournaments.
6f hosenka would make her one of the best characters in the game, which she ought to be, but she wouldnt be broken because if you manage to knock her down, she will still suck on wakeup because of safejumps and the option selects that sometimes to along with them.
HK hasanshu needs to break focus, people need to RESPECT chun, people dont really do that now.
but at the end of the day, if nothing else, the best idea for a buff for me personally would be to make her super qcf x2 + kick, and make her build meter more. That alone would make her really good, and you would really have to fear her footsies.
Yeah, I agree with you there on hasanshu needing to be a able to break focus…
Hi there chunners
I’d like to see the following changes
More hit stun to j.lk , stomps
Df.lk be like it used to be super
U1 fully juggles ALL chatacters
Slightly Better meter gain.
ExSBK beats akuma,cammy,etc dive kicks IF AND ONLY IF timed right
I wouldnt mind better hitstun on b+mk for easier hit confirm
I personally dont want any more than that
I dont want to see a chun bandwagon
I welcome a bandwagon if it means more players taking the game seriously, and helping in the comment/critique aspect, and also in terms of looking for and refining tech.
I think making her super qcf x 2 would make her too strong. I don’t mind the charge that much. I want players to be scared but throw out a punishable sweep occasionally without realizing you may have charge, not have them so scared they never sweep when I have super.
I’d like to see them bring back her stored super from ST still. It’s not too bad, but i’d like people scared to see Chun walking forward and setting up mind games from that. Stored ultra would be sickly broken.
Id like to see air SBK in some way shape or form. She needs some kind of get out of dodge move when she gets cornered. The only thing she has then is back throw and SBK, both are expectable.
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I think a stored super would make her stronger than qcf x2 kick because you can hide it in really nasty ways and massively whiff punish in the worst way. I wouldn’t complain though lol
There’s already a correct timing… it doesn’t mesh well with humans constantly changing up their divekick timing in the air though. I played a Rufus yesterday for quite a few matches and things just get ridiculous if he can put you in the corner because of this (and his corner carry ability is almost as good, if not as good as Fei Long’s). She shouldn’t really have to deal with this that often if she has meter to burn. Also, one of the reasons I pushed for a vacuum effect is because it’s garbage when it only hits like twice for like 60 damage and that’s a poor deterrent when people know they can eventually overwhelm the player by changing up the angle so much.
Gouken’s EX tatsu sucks people in for the full damage and is a good deterrent. Chun’s EX SBK should too imo (only problem with Gouken’s is he has like a million frames of recovery if he misses… I don’t want that lol). 'Not saying the range/area of effect of the vacuum should be huge or anything, but if somebody’s caught dead in the air and Chun has charge and meter ready, they should pay for it.
-Chun’s super and ultra 1 in this game are too powerful to be QCFx2 motions. A lot of characters basically wouldn’t even be allowed to play until the meter is used if they were motion moves.
-Not gonna happen but I was thinking: what if she kept her regular EX SBK but also got an improved version that costs 2 bars (using KKK instead of KK)? Slightly more damage and definitely vacuums in. It’s kind of funny… I think Seth is still the only character with a standalone EX move designed to cost 2 bars. 'Could be interesting if more characters had it (or something along the lines of Sagat’s Angry Scar power up to improve a specific move).
I have been mostly practicing offline with Chun. I do hope that Chun does get a few buff to make her a little more viable. Like her Hosenka (Ultra 1) being able to juggle every opponent. Earlier in the thread, it was suggested that Ultra 1 should probably go into a complete full animation after it connects with the first hit somehow. It sounds good… but, it seems overpowered. However, the damaging scaling sort of rectifies that but the Chun Li player would still get some reasonable amount of damage off of their combos if they are careful. I don’t know what to say about dive kicks… other than block or move out of range to counteract at some point. I also believe that Chun Li should have slight buff in the anti air department in some way or another…
We’ll see what happens next…
I would agree with U1
but can you provide examples of Super being broken as QCF? First, she uses her meter for a lot of her combos, and ex sbk, so her super will more than likely not show up in every match, and if it does, shes being pretty limited. If one were to play chun in such a way that getting super was the main idea, then all of the nonloop combos used would be very low damage. Sure she would be able to punish stuff a lot, but the way meter is in this game, she might be able to do it once per match
super needs to break focus btw
How about lk.SBK behaves like ryu’s tatsumaki and hk.SBK last hit knocks down
unless they buff the damage on lk SBK that would be useless
They need to buff the speed on it too really. That thing is molasses for her designated “armor breaker” and it doesn’t combo off of much that you wouldn’t use mk. or EX sbk instead.
I never really feel the need to conserve meter that much or worry about using it for other things because she builds it really fast anyway as long as she’s not being locked down. If I burn it, I never miss it because it’s going to come back. I definitely get it more than once a match most of the time even though I tend to burn it on other stuff for damage or defense. Sitting on it all day after she gets it is what’s limiting, but she definitely wouldn’t be sitting if it was QCF.
Having something that fast readily available any time she has the meter is still is bit too much of a threat to other characters’ game because now she can just walk forward with it and outpoke a lot of them (most of the pokes leading to a super confirm as well) or mix up in their face for an easy opening into super.
In addition, most of the pokes/moves other characters have that can actually contest hers are unsafe enough on block or whiff that she could also just bulldog her way in and fish for super punishes that way. She’ll be able to take a lot of real estate just through the threat of having meter (something I always thought was stupid with Rose’s U2 in SSF4). Combined with a QCF U1, that’s a nightmare. Pretty much everything becomes unnecessarily high risk for the opponent until the meter is gone (and they’re most likely dead or in a horrible position at that point if the super and ultra landed).
Those who have a bad matchup against her will get worse unless they’re significantly buffed as well and some of the even matchups will get worse and shift to her favor. The ones not in her favor present problems to her in a very different way (i.e not on the ground most of the time), but even those would shift a bit just by the nature of super and ultra being that good if they were motions instead of charge. Charge is a balancing factor for them because it makes you commit to the charge and take positioning into consideration a lot more.
I’m more for tools that help deal with the issues she truly has problems with in this game, but not by making her hyper-dominant because she can easily shut down a lot of remaining casts’ tools for about 40-50%… twice.
Having said that, I still think it makes more sense for Kikosho to get a slight damage buff for matchups where she needs to move around more, because for the most part she still has to confirm into it and scale the damage back in the first place. Just something to help close out the round more during critical moments and it doesn’t drastically change up other matchups where U1 will have better usage.
Hm… I notice that Chun Li has several moves that will cause her hit box to shrink during its active frames. That’s one aspect I like about Chun Li (like cr.mp or cr.mk for example). Should there be slight buffs around those moves… like a buff concerning their hit box range. Then, even this might be too diabolical because, Chun Li can already link and cancel into several her other special moves. Or maybe, Chun should have a little more priority in mid air on her normal moves.
… Still looking for some good ideas. Chun could use a little more say so in her normal moves, too.
Buff hitstun for:
j.lk , stomps , back+mk, c.mk
Buff blockstun for:
cl.hk
buff hitbox for
c.mk (increase range), df.lk , st.mk, exSBK, U1 (juggle never drops)
buff damage for
U2
make lk.sbk, forward+mk useful