That super was only jump cancelable in 3S and CvS2 only right? Not counting marvel type games. It was really good for mix up in CvS2 more so than getting the damage from j.rh.
Iâd like to see the CA to be jump-cancelable in V-trigger at least. Adds a little bonus for actually using it with V-trigger active (since the animation uses a lot of the V-trigger time), but youâll only get the toe-taps and maybe a setup afterwards since she doesnât have meter for EX LLegs so the damage increase wonât be THAT huge.
She has different forward kicking supers with different names. The one called Houyoku Sen allows her to Superjump cancel/juggle in every game I can recall it existing in (3S, CVS2, SVC Chaos, TVC, MVC3).
The other forward kicking super, Senretsu Kyaku, doesnât allow a super jump cancel and doesnât really launch the same way at the end, but I think in certain games you could followup with something like tenshoukyaku in special circumstances.
So I think if theyâre going to go with Houyoku Sen in this game then they should allow the superjump cancel since thatâs always been a trait of the super.
Thats pretty much how you used it in 3S also. I mained Chun in CVS2 for a while (p groove lol). In 3S the idea is you wanna build 2 meters first then hit them with the first super, jump in with normal for juggle then you get a free 50 50 with uoh or c.mk to super.
This is a good compromise. The more I think about it though, the more I realize how amazing the possibility for a reset after jump cancelling her super would be in this game. Chun already seems to have a better close up offense in this game compared to some past Street Fighter games and with new mix ups and apparently less defensive options on wake up in this game, it could turn into a real deadly situation for her opponent.
Iâm just starting to follow SFV closely. Iâm assuming CA is what we call supers now? Guessing it stands for custom art or something?
And on another side note, I havenât seen any footage of Chun performing her HK auto-cross up in this game. Does she have it or is it just that itâs still fairly bad and everyoneâs just choosing not to use it often?
With V-Trigger activated Chun can Cr. LP, Cr. HP and it combos. It equated to 7 Hits, 1 hit for LP, 3 Hit for the First HP and 3 for the 2nd HP
Unfortunately Iâve not seen any footage of Chun Linking Cr.Lp, Cr.Hp without V-Trigger
If we canât do things like this outside V-Trigger. You can start to see the Custom Combo effects of V-Triggerâs activation.
J. HP TC - Going Air-to-Air seems like a bummer on the surface without the juggle state BUT
When hitting the opponent you both fall pretty fast to the ground, but Chun has several options here.
She can dash under the opponent and pressure/do nothing and respond with a potential punish or land in front of the opponent with basically the same options.
What are some options?
F+Hk into a light link, Cr.Lps or Cr. Mk (normal pressure), B+Hp xx stuff (crush counter possibilities), D/F HK for an aerial cross up, V-Skill set ups and Throws.
That is a lot of possibilities to trip up opponents off a simple Air-to-Air scenario. Weâll just have to see what works. Itâll all be Risk/Reward of course.
Iâm also wondering if Chunâs new B+HK anti-air can allow for the same mix ups?
Lastly after several viewings it doesnât appear like EX LLegs is worth using as much as SF4âs, without knowing actual game data, the damage of Cr. Mk xx LLegs is roughly 15-20% (Iâm using a loose estimation the best I can) where EX only seems to tack on 5% - for one bar. Now we do know that Ex LLegs are safe on block, but in my opinion the meter should be saved for a more damaging option or EX SBK reversals. Use meter management like 3S.
Chunâs super in SF4 is really important and punishes a lot of things, but meter was mostly used for Ex LLegs into Ultra. In this game use EXâs to top off the stun gauge or when you know itâll kill. Her Critical Art seems to important at the moment to not save meter.
What about punish combos when you want to save meter? People were doing j.HK/HP, v-skill, j.dMKx3 xx EX LLegs for a punish combo, mostly because thats what we have already seen before. Going for a grounded combo into LLegs wont knockdown, so you would have to consider that as well. Did anyone try something like v-skill, j.dMK, j.HPx2?
Yeah I knew that, I play Alpha. I also wasnât counting Marvel type games cause those game are crazy. It was SvC I was forgetting, I knew there was another game she had that super in.
D/F MK (HSU type move, I know it is from Alpha but I canât remember itâs name)
It does 2 Hits during V-Trigger. This MAY allow linking afterwards kind of like F+Mk for Juri under FSE conditions.
I just played her and I she was really my favorite so far from the current 6 character demo.
Her normals were so good and had long reach.
cr. mp slide was interesting but reach needs to be calculated and done up close. Iâm not sure if it can be used to avoid fully a projectile.
V-trigger is amazing and is a great way to deal gray chip pressure.
V-skill hop is very interesting too but I think it might be unsafe to do it raw. Combo into stomps and kicks are great damage!
Hyakuretsu and Spinning bird kick new inputs are delicious, no more inconsistencies.
She seemed very agile since I donât recall whiffing throw mixups with her unlike with other characters like Bison and Nash.
So far nobody really knows how to play the game so stuff could change around. Also there is still a lot of time for release and I could see the game changing until release.
One thing i can say for sure is that in my honest opinion this version of Chun Li has been the most fun and fluent (smooth) out of all SF games I have ever played.
Is not something I tested unfortunately but I recall i was doing Juriâs st. mp kara throw intuitively instead; Iâm not sure if that has any effect.
Again, I did not had any problems with whiffed throw mixups with Chun or Cammy.
I hope you can test it out in a few weeks when the close beta comes for ps4. I will have to wait for steam beta unless I find a local casual hosting the demo.