AE 2013 requests

Probably because they were trying to get The ppl who played sf2 to come back to the series, and in st it was a charge. I think st was the first time chun was legit. Dunno the tiers of pre-st sf well tho.

She was ok in WW, and close to top tier in Hyper Fighting/Turbo, because non-charge fireball and tick throw game for days.

Incidentally, CE was the first game where she was bottom tier.

I stopped reading this guy when he said Hazanshu was hard to react to.

I like that idea idea about having tenshoukyaku go back to being a dp motion.
This characters seems to lose a move or two in every game she’s in lol

Maybe its a bit too late, but do you feel like counter hit U1 should do at least 500 damage? Specifically, st.MP U1

what about b.mk being a two hitter? it would be easy to hit confirm and would deal with focus spammers

focus attacks are pretty easy to blow up with that already imo… if you see it just mash it, and youll go into the second hit and youll have plenty of time to confirm the last hit.

not really

against feis or e.ryus focus lv1 you get crumple´d

I’d have to go test it, because I’ve only recently started to use b MK a little bit, but im pretty sure if you do it fast enough you can beat them. However, I typically use b+mk in footsies range as an O/S for counter hits.

Another thing I do against focus attacks is the swedish firecracker (does anyone still call it that anymore?) anyway st.mp, ex legs, which definitely doesn’t lose to anything focus related

if you’re close enough, cr.hp xx legs

firecraker is good so is dash into ex legs

the thing is b.mk from footsie range is not good against some focus

My suggested changes on capcom-unity:

First of all, I concider Chun to be on the bottom 10 in this game, so there are quite a few changes that are needed to make her viable or even strong in the current meta. Since I have played her actively since the release of SFIV, I have seen her both during her ups and the deep, deep down she’s currently in.

  • Decreased hurbox on st.lp, cl.hk

Reason: Right now Chun gets harassed way too easy from dive kick characters, she doesn’t have a good answer to someone pressuring with dive kicks since her jump is floaty she is not allowed to meet them in the air either. Decreasing the hurtbox on cl.hk is to make it more viable as a walkunder anti air to crossup attempts at close range.

  • Bring back df+lk from Super

Reason: Chun Li does not have especialy fast recovery on her fireball, it is compare’able with Ryu’s except it’s charge. The problem with this is that Ryu has a shoryuken so someone jumping his fireball on reaction will get punished, while if you jump Chun’s you are forcing her to block since she doesn’t have anything that comes out fast enough. The way df+lk used to work prevented people from jumping in here since trading with it would end up with them getting juggled (bad trade).

  • Fix U1 juggle properties, increased damage

Reason: This has been explained many times already, but there’s no reason as to why Chun should have a corner only ultra that juggles less than 50% of the cast in most common situations. The damage increase is due to Chun having very low damage output overall.

  • c.hp 8f startup

Reason: I don’t think there’s any reason why Chun should have to do a complicated loop to get similar damage to that of other characters in the game, so therefor I’m thinking you increase the startup of c.hp so it doesn’t loop anymore but you also have to implement the below changes to make it a fair trade off.

  • b+mk decrease startup to 7f, lessen startup of followup (non cancel on block)

Reason: This move has been buffed slightly, but still haven’t become a move that is used in serious play. Making it a bit faster makes it more reliable as a whiff punish, and increasing the speed of the followup makes it more reliable against focus attacks. This will also link after c.hp at 7f, making for a nice look combo with good damage for no meter.

  • Increase damage of lightning legs.

Reason: Because of the removal of c.hp x legs loop (making it just one rep), but you don’t want to cut down on damage you should slightly increase the damage all versions of deals. This should make Chun more accesible and fun to both play with and against. I also want damage on EX Legs back to where it was in Vanilla, it’s not worth the meter as it is now, while also being her only reliable combo move from most hits.

  • Fix her wakeup hitbox

Reason: Right now she is the character that has the most unblockables against her, correct it so that she isn’t as susceptible to this anymore.

damn

Edited:

*- Increase damage of lightning legs, extended hitbox.

Reason: Because of the removal of c.hp x legs loop (making it just one rep), but you don’t want to cut down on damage you should slightly increase the damage all versions of deals. This should make Chun more accesible and fun to both play with and against.I also want damage on EX Legs back to where it was in Vanilla, it’s not worth the meter as it is now, while also being her only reliable combo move from most hits. The hitbox of lighting legs should be extended so that it become a more reliable combo move as it will not combo fully when extended from her cl.hk/cl.hp on a large part of the cast, seeing how the loop is removed I don’t see why this would be anything but a fair change?*

the thing is cr.lp being 8f would make it more of a crappy frame trap tool more than anything

Would it matter if you get better payoff from trapping with cl.hk/cl.hp x legs?

I’m not sure I agree with cr.HP being 8f startup. You make some valid points Skatan, but I think taking it away does more harm than the additions you suggested do good… hard to say though.

That said, the Capcom-Unity boards make me mad. I don’t smoke, but I feel like I need a cigarette every time I read that damn thread.

as you know trapping with cl.hk/cl.hp is not that good against blanka/rog/guile/rose due their hitboxes while crouching, waking up, etc. you´ll get far versions from time to time.

and cl.hp does have a very weird hit animation that makes the LL not hit fully on several situations.

so no, its not better

^ This plus the first hit on c.hp is only 50 damage, then the multi-hit properties of Legs causes damage scaling to kick in which is why we need to loop it in the first place to get decent damage out of it.

I’d much rather see hitbox properties improved so that you get the consistent 4 hits on all characters, and a damage increase. If you want to take the loop away make the extension push back further. Something where sweep would still hit but c.hp would whiff.

I don’t use the loop anyway so this is pretty far down on my list of must-have changes, although Legs should be buffed either way.

EX legs back to vanilla damage would be great, that much I will agree with.

Maybe you missed this part: