just hold up forward after the first two kicks and then immediately hit down + mk as soon as you leave the ground. im pretty sure it works on all characters but is harder on smaller ones.
To be honest with you guys, I don’t think she needs all of the things we’ve discussed.
U1 better damage and always full juggle in corner (if they could make it always full juggle even outside corner, locking them into the animation like Abel’s Ultra 1, for example, that would be goddddlikkkeeee)
df+LK reverted to how it was in Super
And a good reversal, either EX SBK with better hitbox and/or faster startup, or Tenshokyaku a command move and FADCable.
And to be even more brutally honest, if 2013 really does come around, I don’t think we’re going to get any of those things.
EDIT:
Oh, and a real kara throw would be nice. Currently her f+MK is her “kara” move but it’s so shitty that nobody uses it.
yeah svc chaos has some very neat moves for the sf cast like Somersault Slash (flash kick super with punch instead of kick) for guile, just gdlk
Unless you know something about what Capcom is about to do…which I’m still keeping hopes up for…please state it cause I don’t know what they are gonna do…
I think she does need all that I mentioned and perhaps better “kara.”
I spent a lot of time analyzing why a lot of her moves that we’ve mentioned get so easily stuffed and it’s because of her hit box to hurt box ratio in comparison is very unsafe in comparison to a lot of other characters…There’s also more I can say about how Chun can be done better but it’s just part of her character and I except them (example- crappy damage scale, floaty predictable jumps, short fireballs, etc…) But she should have exemplary anti-airs, reversals, Ultra’s that work properly…but she doesn’t…We love the charactor in which is why we support this character…Seems like Ono likes to dress as her…
I want her to have some defense buffs and some fixes that would just work on all the characters
If they add some new stages and tweak the old ones WITH these fixes I would pay for these updates…
they need to add in gems and fluorescent colors too
i’m sure this info is already out there, but i tested ultra 1 on the whole cast to see who gets a full juggle.
doesnt work on:
dudley
gouken
akuma
gen (falls out sometimes)
dan
sakura
oni
yang
cody (falls out sometimes)
deejay ( i got it to juggle once but half the time ex legs doesnt pop him up all the way so its really frustrating to time it properly)
cammy
bison
viper
abel
chun li
juri
yun
guile
feurte
balrog
fei long
t.hawk
adon
this is over half the cast! they need to fix this shit.
If they made U1 lock into the animation on juggle like Abel’s U1, that would be goddddlikkeeeee
But then it would eliminate virtually any need for U2 so I guess I could see why they won’t. A guy can dream.
well u1 would still only work in the corner. most characters have useless ultra 2s already though so whatever.
He means it going into the cinematic from the 1st hit like Bison and Abel, essentially not worrying about how it juggles at all. In that case it would work midscreen as well. Having access to free juggle U1 and super would be pretty close to 3S chun’s SA2.
If they did that, I’d be like why didn’t they just do it in the first place? But I think I already know why. I don’t think they want a dominant defensive style character who can really slow down the pace of the game when they’re in control. Not “exciting” enough or whatever. Most good defensive tools took hard nerfs over time and now characters who can alter their jump arc pretty much just go in. From Chun to Guile to Sim, you gotta be on point to deal with all that shit and the only way to to discourage people from jumping 10 times… is to hit them out of the sky… 10 times.
Despite that, it doesn’t stress me out that much and I enjoy the character. I have more trouble/worry about getting in and opening people up who block too well and it’s hard to get into a legit frametrap range or beat their delayed tech (Chun’s forward throw is easier to tech by 1 frame too). That’s frustrating to me.
… Yeah f+mk as a legit kara would do my heart some good.
yeah lets give locked animation to hosenka
but now is 22f start up
yey
and kikosho is not useless, you are just being spoiled. Hosenka is a fine utra the way it is, punisher tool
kikosho give us versatility, hosenka does not.
this is why ppl hate chun on 3-3, sa2 is to damn good compared to the whole cast.
Lock animation on 1st hit sounds great on U1…even if it hits with all the legs and not launch, that’s a great step up…
but if it’s punishing it should do full hit on all opponents as some characters just fall to the ground on 1st set of legs…
Btw, if you compare Chun with say Makoto…look at all of Makoto’s buffs and U1 and U2…no issues what’s so ever on hit…
cr. mk +6 on hit and slight increase in range.
that and cl.mp 5f start up, +2/+5 one hit instead of the bitch slap
I happen to like the bitchslap. I want to also add that it should add more stun on…70+80
A slight increase in cr. mk in range would be nice…
Hazanshu is a nice overhead for punish but not very ambigious. I use the cl neutral mk as an overhead sometimes… but the start up and recovery are horribly obvious. It would be great if it had a faster start up, and less recovery. (cl st mk overhead into st far mp to apply close up pressure)
cl.mk is 4f start up, the problem is not the recovery but the adv on hit.
and the bitch slap is not good at all, negative on hit and the push back is way too much to do anything… is special cancellable on both hits… but only the first hit is useful to cancel with LL (hard as hell tbh), in the other hand making the cl.mp one hit with the same push back on that hit is way better than the 2 hit slap imo
The bitchslap is one of the best close angle AAs she has right now. It’s startup is 4f now, so I’m not sure why you want it to be 5f. I also like ending a round with it standalone if my opponent does something REALLY dumb and is not gonna survive the 80 damage. lol
Single hit to take advantage of counter hit and positive on hit + safe on block would be good, but it would have to be cancellable later if you still want to cancel it into LLs. That’s why it’s hard now.
I’d personally keep the 2 hit and make it positive on hit (like + 3) and safe on block with less pushback, so on hit she can get extended LLs on everyone and on block only a 4 hit version before they start whiffing (would be broken if she could chip with legs and be +3 on block from a 4f and easily confirmable move).
Right now she can get HK Legs from it and link into cr jab, st. fierce for 234 damage… which is not bad. But being unsafe and having no adv on hit it doesn’t really have any combo/pressure utility that you can’t just use cl. HK instead. As a focus breaker… it’s “okay”, but hardly anyone is gonna start focus from that close and she has better options from mid to far range vs. focus.
Cl. mk as an overhead is only good for waking people up every once in a while. It’s damage during the overhead hits is ass though (40 damage seriously?). Some characters can punish it with shit like HP Dragon punch on block, but hardly anyone knows or responds that way.
cl.mp as AA does a crappy 40 dmg, aside from dudley we dont need that normal for AAs. One hit is better, more damage from counter hit, more frame adv. a 5f normal is just perfect from a cr.jab (2f gap), +8 on hit grant us a 2f link into cr.hp xx LL… but that depends on the pushback sadly
That’s one of the reasons I suggested cr. mk having that kind of hitstun buff, because it already has that gap and doesn’t need her to be point blank to fish for counter hit. Also, I was messing around with it with CH turned on and TBH, I don’t think it should be necessary to land and confirm a counter hit to do some of those links just to be getting decent damage (not even great damage). Like at the very least it should be able to link into itself and combo into FB/EX FB from farther away on hit. CH should be an EXTRA bonus like having 8 or 9 frames to link into something bigger.
cr.mk does too much pushback same goes for every other normal chun has tbh. I do not like cr.mk for frame traps, i do want cl.mp ;_;
Oh shit.
Please let it happen