AE 2013 requests

Agreed.

Agreed again.

This is the first time we have ever agreed three times in a row…

A few things:
U2 damage. 400 was a placeholder I just wanted every else to chime in for the damage they would prefer. Ill update it to 380. If people think it should be changed again just contact me and give your reasoning
U1 connecting on first hit: I agree, it shouldnt be there, it negates U2 and it would be way too strong. Ill remove it. It just had a lot of votes on the FB page, and someone added it. How would you feel if I replace it with “U1 juggles everyone in the corner”?
EX SBK: Viper and Akuma are ultimately the deciding factors as to why shes not a viable character IMO. Viper and Akuma are the only characters that really control the entire match, and don’t have to fear anything that chun has really, and if she had a good ex SBK against them specifically she would be able to actually get something going in those matches.

As for Rufus, despite the match being in his favor, this match is very winnable currently.
For safejumps, all of the characters you listed arent too threatening to chun, at least not enough to warrant that big of a change in ex sbk because chun does fine against pretty much everyone on the ground, and when shes knocked down its not the end of the world like it is against Viper and Akuma. So thats why I mentioned those two specifically. Its possible the buffs to it will effect other matchups as well.

I’m gonna change the hzu buff to “EX hzu”

1 less start up frame to the Ex hzu

It’s not about DP FADC. Even a buffed EX SBK doesn’t cover the 1-3 o’clock space in front of her, and it doesn’t solve the issue of safe jump OS taking away her reversal option.

dont care

you can always block

I added a FADC EX SBK. Granted it takes 3 meters, but its still something. I am just really really skeptical about the idea of chun getting a DP motion.

Matias, Ill add your idea just tell me why youd like it.

You’re going to have to block the safe jump no matter what. The tricky part is what comes next. With no more DB charge Chun pretty much has to guess her way out of the mixup. It gives the attacker a very clear, very defined window of advantage.

With a DP motion reversal, after the safe jump Chun still has access to it. So it’s an option and as such the opponent will have to respect it - maybe do nothing if he thinks you’d throw it out. Even just that makes a world of difference in getting you out of the situation. If you play any Dudley/Ibuki/Yun it’s the same with their reversals. Watch a Kazunoku Yun match - he’ll block the jump-in but if he thinks you’re going to push a button afterwards he will throw out that EX Upkick like there’s no tomorrow.

It doesn’t even have to be a safe jump - if you’re playing the footsie game and your opponent jumps and you can’t use one of her normal AAs reliably enough you’re going to have to block the jump-in and then deal with whatever comes next.

It wouldn’t be a get out of jail free card by any means - would still need meter and would be all or nothing unless she had 3 bars. But it would be an option that changes the metagame and makes her less weak defensively while not making her too good.

fix sbk > new move

thats all im saying, capcom wont give us srk fadc

ex hzu with one less start up frame can be comboed into from CH cl.hk giving us a +hdk, from there mix ups and “unblockables” can be exploited

Sup guys, here is my list + explanation I plan on posting next week.

Kazuhiro - AE 2013 changes

There are still some stuff I want to add, but I think I pretty much covered the important stuff. Tell me what you guys think.

They are fair, and most of these have already been pitched here and in the general discussion thread.

Except for the store thing imo… It would be nice if we’re able to store Super/U1, but same thing as the upkicks… I fear they won’t bother with such a drastic change. There’s dash U1 after all.

OK about The store thing… Do you really think the modern fgc with the whole “Nerf anything that’s good” mentality would stand for that? Most people would be totally mind fucked by something like that and if we posted that our other ideas may not be taken seriously. Also, sf4 is not like st. Most of the cast in st are ridiculously good, so chun having something crazy like that fits in just fine, most of the characters in sf4 are very mediocre, and its intentional.

Mhm… yeah. I just thought about it and storing the ultra might not even make sense after all because of the fact that the ultra the need to be inputed with KKK. If she’d be able to store her ultra and activate it just by inputting K, we would be able to just do Back, fwd, back, fwd + any kick. And if they would make it so we need to activate it by pressing KKK, we would still be able to use all of our Kicks buttons as long as we’re not pressing KKK (and that would be ridiculous). It could work for the super, though.

Also, @Necrotrophic - That’s why I wish Capcom could make every characters good so that everyone has options.

It’s up. Beware that Satou dude, and see you guys in the morning.

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29831839/chun-li-balance-suggestions

please post the document, or a document that similar to it in the thread
heres the one from the FB community

I submitted my suggestions (page3)
I wish they implement them

Spoiler

Re

Let your voice be heard, fellow members of the Thigh.

I posted.

"The topic is balancing SF4. Chun-Li is already a good character so if she is buffed, other chars will need to buffed even more.

I don’t agree spining should be an anti-air. It would make Chun-Li too strong on wakeup like Deejay. "
oh my god…

That just made my day lol XD

lol @ “nerf her normals” “nerf her sweep” “she’s fine as is”

also lol @ “WTF her focus is positive on block? Shit is unfair!”

lol4yearsago

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTzv6eGnWYUaQAjLOMOn9GAz7o5IfryY0GE_HkjdoJrA_AFt48g

Give Chun a Super Jump Cancel
Remove the spinning kicks of Hosenka so the launcher can be SJC’d for continued combos like Makoto can
Hmm. imagine Hosenka SJC J. HP- land- Cl.St.Hk xx Super.

In all seriousness, I like the suggestions I’m seeing - the main trend of Hosenka Juggling, Ex SBK being more viable and a better D/f LK simply can’t be ignored by Capcom.

I would love to ask someone at Capcom one simple question:
What was the design choice to make Chun-Li’s kikouken charged base in SF4, when in a few previous games and her newest incarnation from XTk she is motion based.

Just curious who makes those decisions and why.
Her movest changes way too damn much.