I’m going to say save yourself the few weeks of mulling it over and just switch to missiles now. Cold star is a great mid screen assist, and you’ll have a better time of figuring out how to use it properly than trying to work when your opponent has air superiority. At the very least, have it in your pocket depending on matchup.
My question is how can Chun protect that assist call? Someone like Magneto has disrupter to protect Doom.
Personal favorite: Double jump, call assist, jump to the other side of the opponent.
Doesn’t that still leave enough time for a smart opponent to punish with a full screen super? It’s not like Viewtiful Joe with RR assist where RR is gone in a second.
The idea is that once you go over to the other side, they can’t attack the assist behind them. Nova, Skrull and a few other could still hit him with certain supers, but it’d be unlikely. Part of the defense is simply not being in the line of fire when Doom comes out and in prime position to punish should they let loose with a beam super. You can’t just mash it out constantly the way some players can and do, but that’s the nature of Chun-Li, you can’t do that with any assist.
I’m not saying that it wouldn’t take some outside the box thinking, because it totally would, but there’d be some serious benefit. The unconventional air dominance that comes from her being paired with missiles is a force to be reckoned with, to be sure.
The problem I have with beam is that she’d have a hell of a time confirming from it with the opponent being taken of its feet so far, so quickly. And she doesn’t mix people up with the effortlessness of a teleporter; she’s less Wesker and more Magneto. Her best mixups come from assists that provide pressure and lockdown, preferably at range.
Hmm okay I’ll try taking your word for it and try it out for a while. She does need some air control after all.
FYI; I figured posting a link to this is better than creating a thread in every forum with the info, haha:
What are your thoughts on chun changes for umvc3 2013 if we’re getting one? Any buffs or nerfs?
More hitstun on all upkicks would be nice.
ex sbk super jump height should have a hard knock down so she can combo… that would solve her air issues…
full-screen fireball and faster start-up. I don’t know what they were thinking.
less scaling on lighting legs and on hoyokosen and maybe more range. Level 3 doesn’t drop and an air variation of her level 3?
more hitbox on her stomp for otg.
make st.B cancellabe to cr.B for better mix ups.
New move? hansan-shu of course…It’ll have to be an overhead and an otg, also and closer to the sf4 version and not the mvc2 one.
A bit much but it’s needed. I feel like kikosho should be an otg… it obviously looks like one.
MvC1/TvC air demon would be nice.
That would be the air level 3 that Lud posted
What do you guys think about giving Chun 8 way airdash that’s what everyone keeps suggesting for her I just want her to be faster hue.
It would be neat. I kinda like how it was in the old vs games (horizontal). I’m still not used to her downward AD in MvC3, lol
The top priority is and must be making sure the level 3 doesn’t whiff on goddamn hit. It makes her a DHC liability.
I’d want her to have hansan-shu just for the completion factor. It feels wrong that the marvel version is missing a non-super move that she has in other games.
My biggest thing would be either larger hitboxes or more active frames. Her biggest problem for me isn’t damage or the combo execution barrier, it’s the precision needed to actually land the first hit. Most of the time when I get hit with her, it’s from me whiffing some move that really doesn’t look like it should have whiffed. Ugh, and confirming from assists should be way easier than it is right now.
My thoughts on Chun 2013:
- For God’s sake, make her cr.L a low hit!
- EX SBK -> untechable knockdown
- Stun scaling not affecting Tenshoukyaku
- Move after airborne Spinning Bird Kick
- More invincibility frames on EX Spinning Bird Kick
- Kikoanken motion switched to just hold H during a H Kikoken.
- Kikosho hits OTG
- Back and upward diagonal air dashes
- Triple jump AND triple air dash, that means she can jump three times and also air dash three times as well, just like in TvC.
- Kikoken with less startup and recovery.
- More stun on Kikoken
- Houyokusen hits farther
- Lv3 will NOT whiff on hit.
- Shichisei Senkukyaku back! (Her airborne Lv3)
- Hazanshu (hitting overhead and crossing up, also causing a groundbounce on airborne opponents)
- Speed up her ->H move
- Less recovery on Kikosho
- Bigger hitbox for Kikoanken
- Lv3 is fully invincible
- Less recovery on her ground throws and front air throw.
2 other suggestions I have:
I’d like for her EX SBK to be invincible to things like sword normals cough Vergil/Dante/etc cough
I also have said this before but I would like her to get Hazanshu as a move and also be able to do it in the air. When doing it in the air it would function like Wolverine’s divekick. That would give her a way to convert hits from superjump height.
Also: This far into the game and I STILL can’t deal with Hulk/Sentinel. Even worse when its Hulk/Sentinel/Dante. Every button I push is beaten by Hulk just spamming dat H. And Chun’s zoning game isn’t good enough to keep him out. I use Chun with Akuma assist and he gets blown up by Hulk as well. And there’s no point in doing Chun’s invincible super because his lasts going both up AND down -_- I think it’s a very bad matchup for her. It would just be so much more helpful if Tatsu assist went through drones or if Hulk’s H didn’t go above his head and behind him… Stupid hitboxes.
vs Hulk/ Sentinel = neutral jump, when they do anything, air dash and combo. Simple like that.
I was trying to do that but it didn’t work well against this one guy because he was just going ham pushing buttons all day. Anytime I would try to dash forward he would hit a button and it would beat me. Against this particular guy it was annoying because he also had Dante’s assist to control air space and if he managed to get a throw on me he could OTG with Dante’s assist and do a one-touch kill.
I dunno… I just need to fight it more I guess. I can at least handle most of the cast by now… but Hulk still bops me everytime.
You don’t air dash against Hulk. You wait for him to press buttons. If he is not pressing buttons, he is afraid of doing so, that’s when you abuse your multihits moves.
If he is hitting you, that means you ARE pressing too many buttons.
Be patient. Hulk is slow. Every thing he does is punishable ;D
xD You just said in the post above to wait until he tries something then air dash and combo. Confusing >.<
I’m just getting bummed. Lately it feels like Storm is doing all the work on my team and Chun is dead weight Doesn’t help that the most damaging combos I have with Chun require the other opponent to be hit while grounded which doesn’t happen nearly as much. Especially with Akuma assist.
What I meant to say is: You dont air dash against Hulk, unless you’re punishing him.