Yeah and anything that gives her a more useful bnb meterless (like 6f b. mk) lets her have access to super more often, which is one of her greatest tools.
I posted this somewhere else but one of the best fixes she could ask for would be Tenshokyaku as an independent special move. LK/MK/RH/EX Versions. Make it similar to Dudley’s Jet Upper in that she doesn’t get invincibility frames until EX. That way you still get the one meter solid reversal/three to make it safe dynamic. I would rather have this than an EX SBK fix because EX SBK would still be vulnerable to late neutral jumps on wakeup as well as the dive kickers. Plus if Chun gets safe jumped she’s going to have to sit there and take it for awhile since she loses DB charge, where she could throw out EX Tenshokyaku at any time. Plus Tensho could be used in combos for more meterless damage options.
But all this is wishful thinking as I don’t really think a 2013 version is going to happen.
long time… my hopes.
SfxT chun hops in AE2013.
I’m mostly concern with her frames.
-sweep should be 5f on start up
-cr.jab should +6 on hit and crouch fierce should 6f start up(this will boost her damage potential)
-second hit of cr.fierce should be +3 on hit(only if they can manage to avoid an infinite with the 3f jabs) or just give her plus frames on block instead of -2
-somehow change cl.mp(bitch slap) to a target combo and make to the first hit plus frame on hit and block. It’s useless, not that great of a AA.
-less recovery on close st.fierce. I’m looking at 3rd strike back fierce.
-cl.st.rh -2 on block and +3 on hit. this way we can fish for more counter hit.
-more damage on the hit of cl.st.mk
-back mk should be 0 on hit and less recovery on block. Allow the upkicks follow the launch higher, and allow chun to juggles jump fierce target combos into stomp or ultra, ex legs for some stylist combos.
-U1 juggles on everyone or give U2 the same damage as U1.
-One of the hansan-shu should armor break.
-faster recovery on light fireball.
-Vanilla St.RH(not needed though)
-d/f lk back to super version or better hitboxes on her st.mk and st.fierce
-4f on cr.mk or more range
-toward mk +3 on hit
-4f start up on ex sbk(this will help the akuma seth matchup somehow.)
The imposible
-make regular sbk useable.
-vanilla backdash(not needed)
-make upkick a move by itself and preferably dp motion but 5f(just wishing here)
-shortened her jump please(it won’t happen, i know)
-full screen regular fireball
-cr.fierce rh legs needs more damge and less scaling.
-no scaling lighting legs at all.( i hate that).
I’m sure there’s more i can come up with but those are the main stuffs i’ve been wanting since vanilla… so far i’ve only gotten the back mk buffs but it wasn’t buffed enough. Thanks.
Getting df+LK buffed like it was in Super will help against characters who rely on air game against Chun - especially Cammy and Rufus.
While not realistic in the grand scheme of things, they could make Tenshokyaku a DP motion and it would be even better, but because it would fundamentally change the way Chun is played I don’t think they’ll want to do that.
Remove Close Normals, give her Command Normals instead (like Makoto) and increase hitbox on cl.HK (for better frametrap Abilities)
3rd b+HP
Better Kara Throw
c.MK Crossup or more Active Frame on j.LK
Tools everyone would appreciate I suppose.
i would love to have ST´s cl.mp with 5f start up and +2/+5 instead of the useless double bitch slap, i have been using cl.mk a lot and i would love to buff the damage on the end something like 103030 instead of 302020.
about b.hp dunno we have talked about it in the past losing the super link after far hp is something i do not want to lose.
df.mk instead of f.mk would be better too, so this way you could walk and use st.mk w/o worrying about messing up the AA.
we dont have kara that gives us range AFAIK btw
and deff cross up mk hitbox buff would be amazing
You gotta block it low AND backwards?! :eek:
I’ll take it!
lol
Ok, now it’s official
df.lk
and air hosenka
give me that
Oh it’s on now.
Fellowship of the Thigh, UNITE!
Getting a ground lock-on for U1 juggle (like Bison’s U1) would be obscenely delicious.
I’m going to stand by my original proposals. I want Tenshokyaku as a stand-alone move, EX with invulnerable startup frames.
*Incoming wall of text… *
I think the Chun community on SRK should pool ideas together for when it’s Chun’s turn on the capcomunity boards.
I’m going to assume they’ll be leaving vortex relatively unchanged and encourage others to do the same when considering changes for Chun in 2013. With that in mind, here’s some things I’d like to see…
Changes
Normals:
-D/F+LK more like SSF4 and allow for juggles. That or give her other normals slightly better AA properties.
-F+MK +3 on hit and +0 on block.
-cr.HP 6f startup.
-Level 1 FADC +1 on block.
Specials:
-EX Hazanshu breaks focus.
-EX Legs hits standardized (4x40 or 3x55).
-EX Spinning Bird hits standardized and hitbox adjusted (see: fixed).
Ultras:
-Ultra 1: Juggles all characters in corner. Consistently. No gimmicks.
-Ultra 2: Small/moderate damage increase. Currently 330; would like to see anything from 350 to 380.
Please seriously consider the following
Hosenka juggle on ALL characters.
J.lk & stomp hitstun/guardstun buffs
Longer range for c.mk
Lk.SBK faster startup, short active, very short recovery, at least +1 on block
Mk.sbk +1 on block.
Hk.sbk last hits knocks out (like ryu tastu)
All versions of LL, each hit should do more hitstun and guardstun so no getting punished for random whiffed hit against some characters. Better hitbox so that they hit all characters same amount of hits.
Ex.HSU breaks focus, more pushback on block
Mk.hsu +1 on block
Lk.hsu +2 on block (better pressure), fixed in a way jab jab lk.hsu wont get chun hit out of her hsu by opponent jab or tech throw. No pushback. (Lk.hsu -> throw/frametrap mixup gets better)
Hk.hsu, more pushback on block.
More frame advantage on block and hit for back mk & forward mk
+1 on block for close.HK (or -1 at worse
We can talk about specific buffs but I think before that we have to look at her shortcomings as a character and what can be done to fix it.
Problem #1 I think is her defense. She gets rushed down far too easily. EX SBK is easily safe-jumped, at which point she loses DB charge and access to the move. It also costs meter and can’t be FADC’d to safety. And it loses to divekicks and a lot of angled attacks. Then factor in her low vitality and it means that she can get overwhelmed in a hurry. Unless she gets something more viable rushdown will continue to own her soul.
Solution? - buffing EX SBK would help, but personally I want to see Tenshokyaku as a stand-alone move. DP input. I think this would solve the problem of her being easily overwhelmed defensively. As long as she had meter she would always have access to it so she could block a safe-jump and still throw it out. Theoretically it would also work better against divekicks, and just the threat of her throwing it out would mean that offensive-heavy characters couldn’t just do whatever they wanted to in her face.
This is the number one issue. If this doesn’t get solved any other buffs will be meaningless. They’ll make her good matches better, and maybe push a few even matches more in her favor, but her bad matchups won’t change.
Problem #2 - Low damage output. I guess? I think the idea is that it’s easy for her to open up opponents so she shouldn’t be doing tons of damage per opportunity. I can understand that but I think she needs a little more firepower. A damage buff on Legs/s.fp/c.rh could go a long way here. Hitboxes on all Legs should be fixed for consistent hits on all characters. And maybe less pushback on block for more pressure/combo options?
Problem #3 - Akuma. As long as Akuma is in this game and a top tier and this match is as bad as it is Chun will struggle in tournaments unless she gets lucky in her bracket or something. Having Tenshokyaku would help in this match but there’s still the problem that he gets to run away for almost free. I don’t really know how to fix this match without breaking either character. My best guess is to let U1 fully pass through air fireballs.
These are my main concerns. Unless this stuff gets fixed all the other issues are just side stuff.
U1 corner juggle on everyone - sure, I’d take it, but then personally I’d have no reason to pick U2 ever.
U2 damage buff - absolutely.
Hasanshu buffs - sure. EX should armor break. Plus frames on block would be nice but not necessary. I’d rather have more advantage on hit to allow for more combo potential, even if that only means that c.lk x EX Legs is guaranteed/easier. This goes together with the low damage output problem.
df+lk - sure, but hopefully we get Tenshokyaku which should serve this purpose.
Thank you. Lets look at her from the game’s general perspective. She got some stuff that sounded good on paper current version but it still leaves her with the same problems. Overall we need more damage, better reversals and move priority. Some of the stuff everyone asks for are nice and all but i think everyone is trying to be too “fair” when we can get more than just what we used to have. She will stay terrible if she doesn’t get the right tools for the way the game is designed.
I’d like a change to her stand mp. Currently the close version is a good AA against certain close jump ins but because its a proximity normal its easy to have the far version come out instead and chun takes damage. For the piss poor damage AA mp does its not worth the risk. I’d like to have access to cl mp at all times so I propse they make it activate with a neutral mp input in the same way as neutral AA st mk.
However I don’t want this to be at the expense of being able to special cancel close mp with charge moves.
I’d like to see:
neutral mp anywhere on screen = current cl mp
Back/forward mp far from opponent = current far mp
Back/forward mp close to opponent = current cl mp
A damage buff for mp when used as an AA would be nice too.
This could also be used for cl hk/hp come to think of it. It improves chuns AA game without forcing chun to give up back charge for her pokes and leaves things like far hp-super link intact.
We really have to push on the tenshokyaku as a stand alone move. They can leave u1 as it is so we do have reason to use u2. Didn’t they try to fix u1 but failed?
If by “fix” you mean “they created some horrible freakish accident in AE 2011”, then yes.
god no