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Someone has to be mid / low tier. It’s just the way it is. If you were in the business of having slightly better balance it would be better to give chun her df+lk and st.mp back from super. Everything else is whatever imo. df+lk into stomps ftw. So basically I’m against another patch. I think the balance is pretty good.
Tenshokyaku is her spinning upkicks which are currently the finisher of the b+MK, MK, d>u+MK target combo.
If they were made into a command move, given startup invincibility and made FADC’able, Chun would instantly become top 5. It would also make U2 more viable to use since chances of landing it would be even higher.
I think even without FADC it would help her a lot, she wouldnt be so free on wakeup. The problem with SRK type moves is that I tend to play less solid with them lol
B+mk buffed to 5f startup. In SFxT it’s 6f. I want that, but fuck making its combo potential only a 1f link lol.
Not surprisingly, the current top 5 can do that. DP FADC is stupid good on risk-reward factor and added pressure potential. I don’t think Chun needs that to be viable enough to show up in more top tournament placings and she’d have virtually no weaknesses as a character with it being a command (always ready to use and not as interesting imo, that’s what those other characters are there for).
As far as it making her less free on wakeup even without FADC, buffing EX SBK would do that too. Probably even better. Right now, not only is it EX SBK easily safe jumpable (which is fair), but as someone else mentioned earlier it’s first active frames only hit on one side. I’ve had opponents simply jumpin with while I was crouching, ready to anti air, only to have it whiff and them sitting right in between it crouching and watching (now THAT’S not fair). I don’t think it should be a move people can go in between when they’re dead in the air like that, but I’m used to it after 4 iterations of the game. It’s the most vital move she has for escaping pressure but still too exploitable by rabbit-hopping mofos.
Again, not surprisingly, the other thing common amongst the top characters is their ability to alter their approach in the air, making it very confusing for any character to anti-air consistently or deal with on wakeup and EX SBK ‘should’ be the one of the few moves that acts as a hard counter to that. Instead of homogenizing the game, give her things that makes her scary in a unique way.
Other than that, I think Chun is lacking in conversion into damage from her optimal poking range, which is why buffing the startup of b+mk to 5f would be perfect imo. It would give her a nice, consistent new set of Bnbs for decent damage and an even better whiff punishing tool than it is now. Keep it as -6 on block and it’s still fair. I don’t know why they were so scared to give that to her in the SF4 series.
Elena.
No Spleen Sighs, no buys.
Sent from my thumbs, using SRK technology.
Tenshokyaku (FDAC-able) with a decent hitbox, df+lk improved, answer for divekicks (clean counter, no trades) = Happy Lexy
I’d like her to get a solid all purpose anti-air or at least something close to one, even if it trades half the time.
So I’m on board with strengthening her d/f+lk.
she already have that… learn the character
I’m assuming far :mk:? I don’t use it nearly enough :sad:
f.st.MK is good but it still loses to a lot of things, lol.
it doesnt lose that often, it trades more than anything, and if your spacing is perfect it beat almost everything, but thats the problem, the god damn spacing
a few more Characters. I would go back play it if they decide to add Hugo.
f*ck hugo
Q.
That is all.
Sent from my DROID4 using Tapatalk 2
you can play the hacked version of 3s you know?
chun only needs better anti-airs and some weird fixes…
s neutral mk- increase hitbox on leg and shrink hurtbox on leg to prevent trade on any crappy jump in’s
ex sbk - extend hitbox on startup frames to both her butt cheeks and middle torso to prevent cheezy overhead stuff and dumb jump in whiffs
df lk - increase hit box and shrink hurtbox on upper area to prevent trade in close jump ins during crouch…this doesn’t do much of any damage any ways so why not…
Anyone notices that her standard leg attacks which is suppose to be her best feature is not so great as regular moves?
all other aside- I welcome more characters but no more shotos, more music, 6 more backgrounds (each different areas of the world), tweak some old back grounds to do more - sunrise/sunset/rain/snow/lava/ wind/ debri. Provide training sessions for the ae2012/2013 characters.
I just switched back to AE after playing 3S all summer and man, if only they kept her far s. MK from that game when they made 4.
Similar motion except larger hit box so it almost never trades and the way she swings her leg around her body allowed for you to even AA people who jumped behind your head for a cross up. Not to mention she has no B+MK attack so you never had to worry about hitting that by accident.
I love both 3S and AE Chun but damn, sometimes 3S Chun spoils me…
[S]I like the SSF4 Chun. The only thing I would really like, is U2 to have less hits, since the damagescaling alot of times makes it a “whatever, here’s a little extra free damge”, but it doesn’t really scares the opponent and change the metagame, like fx U1 against fireballs (obviously).[/S]
Im a moron.
in sf4 that doesn´t matter, damage scaling doesnt count hits it counts moves, so if kikosho is the 4th move on the combo the damage is:
1st move 100%
2nd move 100%
3rd move 80%
4th move 70%
but kikosho is an ultra, sf4 count ultras and focus as 2 moves so in reality kikosho does 60% of his damage if its the 4th move in a combo. Learn the game.