Holy broken match making Batman!
anyone else having as much problems as I am? Bare with me as I throughouly believe points don’t mean shit but I have around 350Bp and select “same” for opponent skill. I serious had 8 out 10 fights with people well over 2 K and one B rank with 5 K
the few fights I did win were people that have about 1K and I destoried them – and they have more points than me? what the heck is going on?
I’m about to toss it and do endless all the time like I did in SF4 but at least I got to B on PS3 before I quit ranked.
Any rate I have some pretty good matches I can upload, just have to steal Bahn’s HD camera. I won’t upload crap tastic quality anymore - LOL.
BTW Bahn, what they hell is you gamertag these days? I deleted the one you use to have because you hadn’t used it for like a month.
If I can play you and some of your friends consistently; I’ll say fuck ranked all together.
Here’s my problem: sure you can do your hitbox shenanigans into whatever, but in SF4 that sort of stuff was risky and its the same thing here in SFxT. You may be able to do it against Ryu, what about other problem jump-ins and aerial approaches? Julia’s HK, Hugo jump normals, divekicks, tatsus?
Damage wise I can understand she can deliver. Just look at anything Desk does. But in neutral game it feels so yucky and feels like there is no flexibility. Granted I haven’t been playing extremely lame with her yet, I’ve just been playing a neutral game that I would normally play in SF4: throw fireballs, footsie with st.strong a bit, counter-poke whiffs, etc. Playing against Chun-li, why would stop attempting jump-ins against her? You need to give people a reason to stop jumping sporadically ie shoryus, command grabs, etc. Chun doesn’t really provide too many good answers. So jumping seems to always favor the opponent.
On a side note: EX hasan-shu is pretty fast and I believe Chun players should start looking for raw tag attempts to catch people with this move cause it’ll result in a good combo.
Anyone knows if hk extended legs after the closest far mp is positive on block?i don’t have the game yet,but was trying it with a friend and couldn’t even trade low jabs…seems like an easy frame trap
Normally legs is -1, I believe -2 for HK, however I do know extended HK legs gives enough frame advantage to link afterwards on hit. I’m unsure of the frame data on block, but considering it’s -1 normally, it’s likely it has advantage. I’ll do some testing and see what I come up with.
Keep in mind cross counters blow up lightning legs so even if it’s amazing frame advantage you still have to be careful.
Edit: Extended HK lightning legs definitely has frame advantage. I don’t have a way to record 60 FPS so I can’t say precisely how much, but I’m not sure if it’s enough to safely frame trap with s.MP. It feels like it’s +2, but again I don’t know for sure.
While your individual points are accurate in spots, I disagree with the overall tone. I think Chun is a very, very strong character in this game.
First and foremost, run away is very strong in this game once you have a lead. If you get a lead with your point character and tag/cross rush into Chun, she’ll finish the combo for 300-400 and gain positional advantage to hold your lead for the end of the match.
Matchups: The best characters in this game so far have tools that Chun just flat out blows up. Ryu cr. MK? Out poke it. Hadoken? Raw super. Grapplers get flat out frozen by Chun. I don’t know about the tekken characters, but Ryu and Ken have some problems against the strongest woman in the world. Need more experience before I can comment on Rolento, but it’s worth note that you can do a lot of the same things he can do.
You guys are talking about her high/low game. Who needs it? Her chip game is GREAT. You can just poke into legs and do chip and build meter. This is not a reaction to J.Wong, as you can look back in the thread and see that I called this pretty much from day one. St.MP xx legs is just too good, and it’s not going anywhere. And if a character slips into your range and you pushed MP, she’ll adjust to the double hitting cl.MP.
I haven’t used this too much yet, but according to the Brady guide, her EX Hazanshu is completely projectile invincible. That’s just so good.
And her anti airs are underrated. We all know what they are, but keep in mind that if you have misgivings about whether or not you’ll trade, just block until you can back dash. I think her back dash is flat out amazing.
So much of her SF4 game is just thrown out the window. No focus into frame advantage pokes. Throw game is weaker. Old block strings are worthless. Cl.HK xx lk. Hazanshu isn’t a high/low mixup. No more Kikosho.
But with the pace of this game and her new tools, I think she is a much, much better character. In SF4 you NEEDED damage, or a vortex or some broken invincibility mixup to really compete, and Chun was a footsie/poke character. In this game, it’s more footsie based, vortexes are dead and she has much better practical damage than SF4. The only thing she doesn’t have is a true invincible anti air, but if she did, she’d be flat out broken. Even her low health is mitigated by how easily you can save tag into your partner to regain life.
I just hope that too many people don’t pick her up and make her a target for the nerf bat.
Man today it’s like I cracked the Chun Li code in this game (or it may have been from watching Justin last night lol). But it feels good to be a Chun user again, was afraid I was gonna actually go a game without using her
Yeah I know its a bit negative in overall tone and adjustments are truly needed. Let’s be honest, its extremely discouraging to whiff st.strong and eat a full combo to a Ryu who just loves to jump.
That said, I don’t think theres many answers for backdash abuse for people with good backdashes. Although everyone is still figuring out how to deal with certain things in the game at the moment that OSing backdashes isn’t high on the problem solving list for this game. Again I haven’t really start playing really lame and start walking back more, abusing Chuns walk speed, and of course backdashing.
Definately use this. Only started thinking about it yesterday. Sometimes St. Lp is out of range or St. Mp takes just a bit too long to come out to punish but St. Lk has nice range and really fast. I was using it last night as a starter into Cross Rush xx EX Kikouken, St. Mp into whatever else you have in mind.
I think the fact that she requires good footsies and spatial awareness will prevent over-saturation.
Also people will mistake her for a low damage character. I’m not saying she’s high damage, but she can do very respectable numbers. Damage from pokes add up and her walk speed allows her more openings than most characters. Not to mention that in a team game your damage is half dependent on your partner, so low damage is more likely a result of weak synergy.
Hey everyone, so I’ve decided to make a Chun Li combo video, and I intend to put a ton of editing work into it to make it as awesome as possible (my previous videos don’t show it at all, but I do know my way around editing and effects somewhat)
I’d like to make this a very thorough display of Chun’s combo potential. I’d like to discuss if you all think this should be 1 video, 2 videos (pratical / flashy) or a series covering different situations.
I’d also like to discuss all different combo situations that should be covered (post launcher, post hazanshu, midscreen, corner, jump in, hit confirm, 0/1/2/3 meter, off the top of my head)
Finally I’d like to talk about exactly which combos to display, however I imagine that conversation will be better suited for the combo thread.
I’d highly appreciate any help with this, if you have something you’d like to discuss personally let me know and we can get an IM situation setup.
I would recommend just 1 video, but I’m not sure if ‘flashy’ implies impractical or not. Flashy is good, but I’d save impractical stuff for a separate video. And yea, the combo thread might be a nice place to compile the content. Lemme know if you want any help/input. Good luck!
I dunno if it’s common knowledge now, but today i did c.Lk, c.Lp, c.Hp, HK SBK, first hit cross cancel, ex fireball charge (with Jin), and i could charge it up into full super. So basicly i did a cross cancel combo into super with only 2 bars of ex meter. It did almost 500 damage.
For clarification, by “flashy” I essentially mean not the best damage, but it looks cool or shows off a different combo potential, but you’d likely never use it in a match because there are other more damaging options, or something that requires a very specific, positional or character, setup to do.
And yes, any help or input will be greatly appreciated, for sure!
So far, here is the hierarchy of categories I’ve come up with:
Mid-screen
** -Jump In**
-Solo
-Ends in Partner
-Ends in Chun Li
** -Hit Confirm**
-Solo
-Ends in Partner
-Ends in Chun Li
** -Post Launch/Tag**
-Solo
-Ends in Partner
-Ends in Chun Li Corner
** -Jump In**
-Solo
-Ends in Partner
-Ends in Chun Li
** -Hit Confirm**
-Solo
-Ends in Partner
-Ends in Chun Li
** -Post Launch/Tag**
-Solo
-Ends in Partner
-Ends in Chun Li Misc.
** -Pandora**
** -Hazanshu Starter** -Kakukyakuraku Starter
** -Meaty / Counter Hit / Trade Starter** -Air to Air / Rear Spin Kick Starter
That’s all I could think of. If you think there’s anything else to add, let me know. If not, I’ll take the discussion to the combo thread and we can start adding some combos.
Decided to change out Nina for Juri with Chun starting off, really happy I made this choice. While I really like Nina I just don’t think in the long run she’s going to have what it takes to win in higher level play. Juri is an absolute beast in this game though and I’m finding she works very well with Chun. Now it’s time to get serious and really studying matchups since I’ve finally settled on a team. As it stands I’m finding Rufus is one of the hardest characters to deal with for me in this game, he was also a real pain for Chun in sf4 as well so it’s no surprise.
Right now I’m just trying to keep him out best I can with st.hp and st.hk and alpha countering as much as I can once he gets in, I feel alpha counter’s are going to be a really big part of dealing with this matchup in the long run.
I gave up playing ranked shortly after hitting C ranked. Matches tend to be laggy and inconsistent with frame-skipping, mashers, etc. Total turn-off.
Now I am going to just spend the next month hard hitting up the lab and I am not coming out till I am satisfied.
Moki: Can you share that as a video? I can’t seem to understand how you could possibly launch into Cross Cancel off an SBK.
Because based on the context of what you wrote, you are basically saying after your combo that you went into an “Alpha Counter” which is impossible to do if you’re the one initiating the attack. Would you mind checking the terminology of the move you really performed? Perhaps you meant to say Cross Assault, which again, shouldn’t be possibly due to the fact this combo would need to be done in the corner as SBK in its normal form lacks “wall bounce” properties or a true juggle state.
“Now I am going to just spend the next month hard hitting up the lab and I am not coming out till I am satisfied.”
I just got my own copy for the 360, so I’ll probably lock myself away in training/trials this weekend too. I’m sure I’ll have to test drive the stuff I discovered in offline casuals against my friends, lol
I really need to optimize my damage/spacing off tag cancels, and not play it like it’s SF4.
Couple of observations from today’s play sessions
first off noticing a lot of Japanese players using Auto Throw Escape Gem - and these are solid pro level players
As I pondered this and teched away while blocking just like I do in SF4 I realised how I’m never getting throw attempts and 90% of the time my ‘Teching’ is only leading to me getting hit – which really doesn’t make sense, may be lag sure but what the hell?
Next "My God, STOP using Cr. HK and Cr. Mp as an Anti Air!"
It is so instinctual to do this but I never hit them; rather I get counter hit and lose a lot of health. Unless I’m the only fool with the issue; St. Mk and St. Hp are the only ones to use and you better use them early or you’ll get beat out.
as I play I’m finding more characters with wonky hurt boxes. Chun’s limb is passing thru the character up to her elbow and still not hitting? Damn I thought Cr. Hk on Bison in SSF4 is bad - the damn thing hit his knee but he just stands their grinning. Hugo, Kuma, Heihachi, Bison, Yoshimitsu are just to name a few that I’ve noticed.
I personally use d/f lk for anti air most of the time as it’s pretty much back to super status as long as you know the spacing and it leads to excellent damage opportunities. I’ve also dabbled with the Anti Throw gem. It’s very potent against characters like Rufus, it also leads to “nice assist gem scrub” type hate mail if you’re playing online.