Yep all safe jumps and OS work in XTk as well as backthrow setups
even if someone rolls out you are still safe so Chun can’t take any damage
one better though score a knock down switch cancel (chun coming in) do deep J. Hk, Cl.St.Hk for nasty setups and resets.
Chun’s Anti Air game could certainly benefit from a quicker startup D/f Lk
and for far away jumps St. Hp fails too much, characters seem to pass right through her hand –
so the hit box on both St. Hp and Cr. Mk need to be fixed to match SSF4’s
I don’t see too many buffs coming her way nor do I really forsee any nerfs…no legit ones anyway…
• Close MK - Block stun during boost combos increased by 5F (-6F on hit / -10F on block)
• Close HK - Cannot jump cancel on block
• Far MP - Arm hurt box activates 1F faster
Push back on block for boost combos reduced
• Far HP - Push back on block for boost combos reduced
• cr. HK - Push back on block for boost combos reduced
• Angle Jump HP - Mid air hit causes knockdown
• Kakusenshu - Hurt box changed
Hit box enlarged
Damage 60->70
• H. Kikouken - Block stun increased by 2F
• EX Hyaku Retsu Kyaku - Only first hit reduceds mid air combo count
Hit stun for all hits changed to same as H. version Special move meter gain
• Kikouken: whiff 15->5 / on hit 40->20
• Hazanshu: whiff 15->10 / on hit 40->30
• L Spinning Bird Kick: whiff 15->10 / on hit 10×4+20(60)->8×5 (40)
• M Spinning Bird Kick: whiff 15->10 / on hit 5×6+20(50)->8×5+5×2 (50)
• H Spinning Bird Kick: whiff 15->10 / on hit 5×8+20(60)->8×5+5×4 (60)
• Hyaku Retsu Kyaku: whiff 10->0 / on hit 10×n->8×n
Has anyone noticed her CR.MK IS NOT FIXED WTF -.- is the far mp change a buff and what about angle jump HP? -.- should we spam capcom with that cr.mk video.
Jump Hp (air to air) causes knock down? Yeah cuz I guess it did that in SSF4 right? WRONG, it caused a juggle state
more importabtly:
Cl. St. Hk - cannot jump cancel on block…
I’m done with this game gents, see you later.
The most viable mix up tool in Chun Li’s arsenal has been taken away from her for absolutely NO reason, what is the reasoning behind this?
Capcom is stupid and I am seriously done with this game. I feared they’d do something completely dumb and they have.
Bring on Assassins Creed 3 multiplayer
Needing the cl.HK jump cancel is disappointing. I’m not sure why they nerfed her so much though many people (especially in Japan) consider her top tier in vpthe current version.
Any thoughts on viable strategies for v. 2013?
Edit: why is kakusenshu buffed? Maybe it’ll be more useful with the hitbox/hurt box change?
cl.HK sucks but they did it with several other characters just on block but its still saddening. Kakushenshu has a hitbox buff and tad bit more damage. Only thing I like is more hit stun on her kikoken…and 1frame faster startup for her hitbox for stmp.
I’m sorry man!
I haven’t been on the SSF4 side in months! I stepped away to learn this game and it looks like I’ll probably be stepping away from this game when the patch comes around. Guess I’ll focus more on DOA5.
On a side note however, just saw Kazuya’s nerf 'Mist Step - Removed invincibility to standing attacks’
Gentlemen Anti-Rog, Anti-Dudley and Anti-Vega, Anti-Julia tech I found will apply to Kazuya now.
See him mist step? Mash B+Mk, keep quiet about this or they’ll nerf her B+Mk, it stuffs so many moves it is ridiculous.
If anyone is interested I can type up a list or feel free to find them and probably more on your own.
Nothing is sweeter than taking away an opponents move set and in reality by taking one away you limit other options as well.
Can I jump? Nope I get Anti-Aired, Can I use this move to go thru fireballs? Nope I get bitch slapped
so what should I do? stand in the corner and cry as Chun Li works my ass!!! MWAHAHAHAHA!!!
Has anyone experimented with using f.MK as a frame trap? I messed around with it today and j.HK, f.Mk is almost good. It will trade with a shoryuken but only if the shoryuken is well timed. If your opponent’s reactions aren’t on point, you’ll get a clean hit. With the changes to hitbox and hurt box coming in v. 2013, it might be a viable tool.
Holy Cow!! I came back from TTT2 and saw the list of the character changes! Poor Chun Li, Jumping HP and Cl. St. Hk got nerfed! Whyyy??? Seems like Jin need another partner!
Hmmmm… what if Chun’s J.Hp, which will cause a knock down in ver2013, actually caused a ground bounce…drooooool XD
Otherwise it’d make no sense for J. Hp, for the first time ever in Chun’s life, to cause a knock down with no possibilities of following it up.
Considering it has caused a juggle state since Street Fighter 2 and in the Alpha series, 3rd Strike, SF4-era; ground bounce please and thank you!
Just saw this on Eventhubs a question posted to Ayano:
“I totally agree with making throws stronger in general, but wouldn’t doing that also make the SF side characters stronger?** Chun-Li** and Rufus are** already highly capable characters, with their weak points being that their throw games were pretty bad**. If you make throws in general stronger, than that’d make them even better! Please make sure you think about that before releasing the update.”
I do not know who the individual is that wrote it, but this is why we get bogus buffs and head scratching nerfs.
Her throw is weak or ‘pretty bad’ in this game? Damn I must really be doing some wrong.
Sadly enough this is the misinformed cry baby morons that Capcom listens to when it comes to balancing suggestions.
Any Chunners alive? No? Then it’s time to transform this to a Pikachu Thread HAHAHAHAHA!
No serious how do you guys deal with Juri and Jack-X? Got some troubles with those!!
Against Juri, hmmm…well. I don’t want to spill the beans on how to beat up my partner but here are a few things to think about:
First off establish what kind of Juri you are playing. I play her burst rush style just like Chun Li, but some people will just zone with her. (again like Chun Li)
Juri’s big advantage against you is that she can store fuhajin and fire them in three different direction. A smart Juri player will store particular fuhajins based upon the style of character and this can also make her particular tough at guessing 'Does she have one stored or not?"
Things to remember against Juri:
Dive Kicks highly punishable on block and if you are playing a dive kick happy Juri. When you see them jump back after a block string or N.J for no reason odds are a dive kick is coming. A REAL Juri player won’t dive kick mindlessly
Senpusha on block is punishable and many Juri’s will do this but again REAL Juri players will likely cancel a special that isn’t hit confirmed with a LK/HK Fuhajin store
Things to remember as Chun Li against Juri:
Do NOT jump. Mk and Hk Fuhajin will Knock Chun out of the air and that would be the best case scenario for Chun because Juri has some sick A/A skillz
Don’t Spam Kikouken - just use your walk speed. Inch in and block - poke.
LK Fuahjin goes under fireballs, Kasatushi parry can allow Juri to cross you up, retreat, or N.J.xxDive Kick or they can just Dive kick
Look at those options! Kikoukens are NOT smart
Pressuring Juri
Can be tricky but consider Juri’s options and testing your opponents willingness to just block is very easy with Chun Li thanks to her back dash.
If a Juri likes EX Senpusha (many will use this to swtich cancel, even me) on wake up or Kasatushi, punish the best you can.
This match up is considered 5-5 in SSF4 I’d venture to say the same for SFxTk, due to my familiarity with both characters I usually best the player I’m facing because I can focus on that individuals playstyle versus just fighting the character on screen.
Best advice I can give is patience, when in doubt block
Here are a few videos I have posted awhile back. Just pay attention to what I’m doing with Juri and how I’m using her in Switch Cancels etc., think about how you’d counter it or react.
[media=youtube]rYZvoDsGfMs[/media]
[media=youtube]Yxud0xAoHq8[/media]
Forgot to mention Jack-X
that is what happens when I get to talking about my girls.
I treat Chun and Juri like they are my daughters, one is a cute chinese gal with the best intentions and the other is a sultry-psychotic korean
so you could imagine, lol!
In all honesty I never faced a Jack-X that played like he had a game plan or knew what to do with him.
vice versa I don’t have the best clue how to face him, considering he takes up half the damn screen.
This is how I treated the match up and had good success:
With Chun:
I basically held down/back hard because of his Viper esque seismo - never tried hasanshu over it and never felt safe to jump in.
I would reversal HP kikouken after blocking his seismo and dash in behind it; be ready with St. Hp or St.Mk for jump ins.
His low jump arc made D/f Lk difficult.
push him to the corner and keep him there, back out to prevent roll outs especially beacuse if he gets ahold of Chun she’s in for a major hurt.
His options felt very limited when backed against the wall, which is where Chun and Juri do their best work together - and extremely well at pushing opponents to the corner as well, XD
Chun is a punishing character, she won’t beat anyone with brute force. Play her smart and use your partner to the fullest
Latest notes on 2013 balance patch and thoughts
**Chun-Li
**• Far standing MP: the hurtbox on Chun-Li’s arm now comes out 2 frames faster, and the pushback on block for a Boost Combo has been decreased.
• Ryuseiraku: damage has increased from 150 to 190.
• Hazanshu: hurtbox when landing has been increased.
Bullet 1: Nerf - very minor. I suppose the activation of her Hurtbox could make it slightly easier to counter poke her? But really as fast as St.Mp comes out and the nice hitbox that is has this nerf is more confusing then anything. I felt it was better than SSF4s St. Mp so this may actually make it the same.
Bullet 2: Why can’t they just say “Air-Throw” - Buff, Sure it is a buff – but who air throws? I Suppose it’ll be more relevant with the ignorante property nerf of J. Hp (if that stays with the prior balance change listtings, only time will tell)
This could however have a plus side if you were to utilize Air Throws in combos. Not something I really did but a 40 damage increase may be worth trying to find uses for it outside of just air-throwing in air-to-air situations.
Bullet 3: Nerf - You could already throw, jab and block HSU on reaction so this nerf could potential be troublesome to Chun players if it is now easier to punish her movement. If it makes it too much easier to punish then I fear it could potentially render the special useless
I mean consider this: Ibuki could already command grab Chun’s HSU with her Raida and the Ibuki player only needs to understand how/when Chun players use HSU. Shakes head These SFXTK engineers just can’t get LK HSU to be an overhead.
Just my thoughts but the St.Mp and Air-throw are pointless
HSU has me concerned
Unless I’m mistaken Hurtbox has always been the attackable properties for a characters body while the hitbox is the damaging portion of the extended limbs.
With that said ,If these all three ended up being buffs, HSU would be great threat with a bigger hitbox.
So this update could either make her better or break her in a bad way.