It’s okay, but I’m not sure if I want to like it or really hate it at this point. I haven’t put as much time into it as SFIV. It has its own set of problems.
There’s the power up/defense up/speed up gems, yes. But it’s the assist gems that are causing the most controversy:
For example, a throw/autotech gem on a really good player who already knows how to tech hit well makes him unthrowable. Autoblock gem eliminates many setups. And so on…
While having separate sets of characters for different games is preferable, imo you can still use Chun in both games. It just takes dedication. Even ludthinks, the most loyal Chun user I know, says that juggling between SFXT and SF4 confuses the hell out of him.
In fact I am still trying to use my main and alt (Chun/Juri) as a team in SFXT. :looney:
I think I’ll just get used to the gems in time. But thanks for the info, I’m actually thinking of Yoshimitsu as my Chun Li teammate, an odd pairing that I haven’t seen anyone try before.
Man never seen a chun li thread this dead… It’s dead like the use of chun in this game, when i play, i question myself ‘am I I the only person using Chun or something’…
She’s not bad. Her weaknesses are glaring to me but her strenghts are really good strenghts.
I find it hard to believe she’s gone from such a well balanced character ST and not having any real bad match ups to being bad ass in 3rd Strike – SF4 and now this game she’s taken a turn for the worst. Really confused why they’ve changed her pedigree so much. My only guess is that Ono must not like her something.
so I’ll be breif and give my Pros and Cons of her based on my experiences of using Chun in the past and experiences in this game
(keep in mind I do main her regardless)
Pros:
She has good walk speed and dashes. But now other charaters have better – look at Julia’s Dash for prime example and Speed Gems really negate this pro.
Very good at bringing her partner in via Cross Rush - LMH(H) and its variations.
Great chains because of her reach.
St. Mp and Cr. Mp – very good pokes that can lead to launchers or further damage
Good at whiff punishing, counter hitting and punishing on block (only problem is so much crap is safe in this game)
Motion based Kikouken is a welcome return especially in this game where charge techniques seem off.
Decent Super Art but nowhere near as good her Super from SSF4 (anyone who disputes this doesn’t understand the true potential of her Super in SSF4)
+Jump canceled moveset B+MK TC and Cl. St. Hk are welcomed additions (especially with her limited combo abilities – see cons)
+Good links such as Cr. LP, Cr. Hp xx into whatever special, Cr. Lk., Cr. Lp, Cr. Mk xx HSU or Kikouken (LLegs doesn’t fully hit)
Cons:
She needs meter to make the most of her combos (EX’s and SAs) This is truly a minor Con and can basically be considered a Pro to me.
LK Hasanshu is no long considered on Overhead – This affects her upclose offensive/mixup potential greatly.
HCF Motion based LLegs – not welcomed nor needed. It limits her offensive combo potential and she doesn’t gain anything by it.
(Blanka’s Electricity is rapid tap – so why not LLegs??) At the very least they should be fireball motion
She doesn’t have the combo potential she has in SSF4. You’ll be using some of the same tactics over and over which makes you easy to read.
Back dash gets beat out way to much on wake up
Cr. MK (very ironic) is a documented fail on Capcom’s part. Half her leg passes thru the opponent. Cr. Lk actually has more range
A/As are even more situational than before (St. Mk being the only one I really rely on)
General:
She’s very good at dictating the flow of the game so as long as you feel comfortable in her shoes – I do.
Can really use any partner – so pick who you like
She can be on point or secondary – She’s my point
I feel she does her best when switch canceled from a grounded opponent versus one already in juggle state
Not many good avenues to utilize her SA – This is why I use Juri as her partner
Very simple way into Cross Art – This is important because when she leads off the Cross Art in most cases it does the most damage.
(I use B+MK xJCx J.HK – into Cross Art)
Reacts to power gems very well
Can lay on heavy chip damage with LLegs
Anyway I like playing as Chun Li period – so I’ll keep playing her regardless and will help out all who desire it.
But SSF4 Chun can kill SF X TK Chun hands down.
As for playing Both Chun in SSF4 and X TK, potentially messing you up. I’ve not had any problem just have to turn your brain off and think about which you are playing before getting in match. ALTHOUGH! I did try to Jump Cancel B+MK against a Yun the other day. I never use B+Mk in Super LOL!!!
Nice job on that write up, just what I need to know before I get the game within the next 2 weeks. So let me clarify a couple of things, her motion based attacks like LLegs and Kikouken are half-circle forward, not quarter-circle? Her LK Hazanshu is no longer an overhead, but how safe are they on block? Is her EX SBK still an effective gtfo move?
LLegs are HCF – You can extend her LLegs like in the SF4 series by tapping out more kicks. Mk being the one I use most.
*Little tip when you do a Cl.St.HK xx it into Hk LLegs but tap out Mk instead of Hk for a surprising damage increase.
Kikoukens are HCF as well – Even known you can walk forward and throw a Kikouken, I highly recommened you use an SF4 mindset when throwing them. Stick to 1/2 - Full screen when using them. Any closer you risk getting hurt. I don’t remember the frame data off hand but I swear her recovery isn’t as fast as SF4’s.
Lk Hasanshu is no longer an overhead – So traps like Cr. Lp, Cl.St.Hk xx LK HSU has lost its effectiveness because it doesn’t force your opponent to block up.
Set ups such as empty jump LK HSU aren’t as effective anymore because of the same reason. Thus it has limited her rush down.
LK Hasanshu does combo. Unlike SF4 the HSU always reset the combo counter. That is a benefit but doesn’t in my opinon reflect the cost of losing it as an overhead.
Hasanshu’s in general like SF4 are not good on block so becareful if you play someone that knows how to handle them.
EX SBK I don’t think is as good as the SF4’s series verison. It lacks the ‘pull-in’ effect – if it caught a limb in SSF4 it would kinda suck your opponent in.
It still get beat out by neutral jumps or properly timed angled attacks. Not to mention people know that is Chun’s only wake up option – especially in this game without FAs to DCB so it’ll get baited. With all that said though I land this move A LOT! LOL! Rarely use it SSF4 but people seem to not think about it in this game. So try it once – if it works try it again, if not better off blocking or Rolling forward (which I don’t use enough)
You haven’t been to the MvC3 Chun-Li section then :lol: :sad:
It’s not just Chun. It’s more of SFXT in general. JWong and Haneyama sparked interest in Chun, sure. She’s pretty good. But as it is, many are in the lolgemslolrufuslolkazuya phase of the game. Many have been burned out and are waiting on the dlc/vita version as well.
I would be lying if I said I wouldn’t want some activity back at the SF4 section, however. :lol:
Just got done playing for about 2 hours. I feel the game is just a broken mess which causes everyone to LOL at it.
What I feared before the game came out – too many gimmicks, Super Arts, Cross Arts, Pandora, Cross Assault, Gems etc., etc.,
and not enough focus on core game mechanics. Why do people love skull girls? because it has CORE game mechanics no fluffy non-sense.
The fighting is the most important thing – not how many gimmicks you can throw on top of it.
(For the record Auto Block gems are a complete joke – if you can’t block you shouldn’t win)
Alright good day online!
I’ll run back through the vids and pick them apart to see what I can do better.
but team Chun and Juri is finally out of the lab and clicking on all cylinders.
**Team Chun Li X Juri **
(can I really use the ‘x’ because they are both SF characters??? haha!)
At any rate I dub this team: The Queen’s of Corner Pressure
Average damage out: (all outputs are without gems activated)
Cross Rush combos: fairly typical team to team 300-350 Mid screen
[LIST]
[]1 Example combo: Juri’s Cross Rush - Chun Cl. St. HK xJCx Mk stomp, Mk stomp, HK
[LIST]
[]Note at the right height tack on Ex SBK when you land. - 308 damage
[/LIST]
[/LIST]
**Switch Cancel Corner Combos (depending on meter usage): 450-600 (leading with Chun) 350-500 (leading with Juri)
[LIST]
[]1 Example combo: Chun Li - J. Hk, Cl.St Hk xx LLegs -Switch cancel on extension) Juri - Cr. Mk xx Mk Senpusha Cr. Hp xJCx J. Hp, Cr. Mp xx Lk Senpusha = 468 Damage (1 Bar) - substitute Juri’s SA after Cr. Mp = 587 (3 bars)
[/LIST] X Arts: Always a good idea to have Chun Li lead most Cross Arts as you’ll likely see the most damage potential.
[LIST]
[](using character specific combos into Xart) Chun Li = 580 / Juri = 555
[](I have a gem setup with Chun that I consistently get activated throughout matches)
[LIST]
[] If the opportunity present itself with Chun Li on point = 756 damage (yes I did this one in match – really easy)
[/LIST]
[/LIST]
With all that out of the way I’m typically using 1 Bar in most combos whether it is Chun’s Ex or switch cancels for Juri
Pros:
Excellent Zoning
Quick foot work
Solid Ground and Air control
Superb punishing capabilities
Both have Jump canceling capabilities
Corner opponents very easily (highly important)
Very fast meter building (also highly important)
Chun’s reach is superb for bringing Juri in setting up Jump cancel combos
Solid options for switch cancel (use your partners!)
Can turn the tides very quickly with 2-3 bars
Cons:
Low Stamina
My opinon requires really knowing their SSF4 counterparts.
Burst damage, Know how to bait - Rush Down when required but understand when/how to retreat!
Chun Li needs meter to do her best work
Juri’s Senpusha does limit Chun’s swtich cancel combos
I respect and appreciate everyone’s opinion here, but to think that SF4 Chun is even close to SFxT Chun is bananas. There is not one top 32 Chun on the map anywhere on earth in SF4AE or more recently, 2012. Every good Chun player was broken and eventually switched. Even Sako, who could do the Fierce/Legs Loop in a match dropped her. There are literally no Chuns, because she is awful. She has none of the tools to win in that game. No SF player on the planet can win against top competition in a tournament with Chun in 2012. Think about that for a moment. Daigo, Justin, Kazunoko, Wolfkrone, Poongko–none of these guys are skilled enough to overcome the handicap that is Chun. She has footsies in a game built on vortexes, big ultras, damage and setups. I’m not sure I can think of a character represented less than Chun in that game.
On the contrary, she is not only good in SFxT, but she’s dominant. She plays differently than a lot of characters because her footsies are strong, her mobility is high, her backdash is practically a teleport and her chip damage is unfair. There are good Chuns all over in SFxT at this early stage. East Coast, West Coast, overseas I’m seeing good Chuns. Of course at the top of the heap, you have Justin Wong, who is so good with her that he makes almost everyone he fights look completely free with that character.
She doesn’t need mixups because she is content to just chip you out. You can’t block her.
It’s like bizarro world in here. You say she’s good in SF4, but there is no history to back it up. You say she’s bad in SFxT, but I haven’t seen her dominated in tourneys at all. Even when she’s lost, it’s been competitive.
Yea I don’t understand people who think she fared better in SF4. She’s not garbage in SF4, but she has too many bad matchups to be competitive at the highest level of play. Even worse, her bad matchups are top tier characters (e.g. Viper), so that more or less precludes her from winning any major tourneys.
Chun is good in SF4 until she gets knocked down. Then the game engine & mechanics eat her alive.
SFxT’s game engine & mechanics are completely different and Chun’s status is a direct reflection of that.