I don’t know how reliable it is, but I saw Cr. Mp being fairly good at avoiding deep jump-ins by sliding under them, not necessarily an Ant-Air option.
I gotta wait till Fall to play it on PC - unless I get a wild hair in the next month and buy a PS4 + a Stick…not likely
Another thing that just came to my mind was that Kikoanken done from a far safe range had enough recovery and was very slow to the point it worked out like a sonic boom. I believe you could dash or catch up to it faster at the same time shielding her. While this is not new it feels more intuitive and easier to do specially vs someone like Ryu.
The charge time was very fast compared to what it is on SFlV.
So i might have a chance to play SF5 before the beta because of the SF5 UK tour and i’m hoping to spend some quality time with Chun. I want to try to make a list of things to try and test out so i’m looking for some input on what people want to test. Any ideas? I’m making no promises for me being there though, but i would like to start culminating this list early.
how reliable her b.HK anti-air is (at least I think it was b.HK), and if she has any other good AAs
V-skill startup, if possible
aerial lightning legs are supposed to stop air momentum. I’d love to see how V-skill > legs would work for approaching or baiting out AAs
V-skill punish damage compared to the punish we saw Momochi do (which was something like c.HP xx Legs - c.LP xx SBK). V-skill into toetaps is supposed to be very good damage.
effective range on b.HP and b.MP. Considering how stupidly good these normals were in 3S and SF4 respectively it’d be nice to see them in action, they’ve seem little use so far afaik
I tested b+RH as an AA and it’s pretty strong. It was able to anti-air consistently at mid and close ranges. There are certain angles that don’t look like it would AA but it does. The one thing I can’t remember is whether it could AA Bison j.Fierce or Birdie’s j.Fierce/RH at farther ranges.
We have footage of her V-Skill that will be uploaded later. You’ll be able to judge the start up for yourself then.
Can’t answer the damage output comparison. Also depends on which combo your doing. V-Skill, Toe Taps is pretty much only good if you have meter and spend it to do EX Lightning Legs at the emd. The Momochi combo is max damage without spending any meter.
Can’t answer that question either.
Yes, as far as I know Not sure if fast supers can catch her on the recovery.
I can’t remember until I double check the footage.
See if her b+MP and/or st. MP has any significant frame advantage on hit. Like can it link into cr. MK, st. HP or super?
Also how does b+MP and st. MP differ? Someone said her b+MP is the same as Chun’s st. MP in SF2/SF4 but I didn’t see a poke that looks just like those on any of the recordings. I saw a shorter ranged poke that stabs higher into the air and I’m not sure if that’s what people are talking about, but if so, I wouldn’t call that the same.
Also, how fast does her super come out?
I did see it link into another move on one of the streams (while in v-trigger), so as of this build it should be possible. I believe it was Combofiend showcasing her when I saw it.
I played Chun Li all weekend, and I wish that I had checked out some videos from Momochi before doing so.
Here are a couple of thoughts from my experience playing her at CEO:
[LIST]
[] b.HK is really good as an anti-air as long as you can react quickly enough.
[] b.HP (palm) didn’t feel like it provided significant frame advantage. I couldn’t link anything afterwards.
[] cr.MP can go under fireballs, but it’s much closer to Cody’s slide in IV.
[] b.MP and f.MP are the same quick, long-reaching poke.
[] st.MP (neutral) provides the frame advantage on hit, so you can link normals afterwards: st.MP > cr.MK. Similar to Yang’s cl.MP in IV.
[] MP kara throw has a lot of range, but I can’t provide a range comparison.
[*] Air Lightning Legs is similar to Guy’s command Elbow Drop but has slightly more forward momentum.
[/LIST]
Overall, I’m liking the feel for V, and inputs are a little bit more strict (not like in IV). Sometimes, I had trouble cancelling normals into special moves and supers. Chun Li does appear to require more work when compared to the other characters, but I’m remaining hopeful. If there aren’t any other characters that appeal to me as the reveals come out, I’m probably going to keep playing her.
Okay, I see what move is being referenced after seeing a translation in Momochi’s E3 breakdown video (didn’t have captions/subtitles when I first saw it):
That’s the move I wouldn’t call the same because the angle and range looks different from the older versions. To be fair, I didn’t see it whiff over any crouchers, but I still have a feeling that it won’t be as gdlk as the older versions (except maybe more abusable when V-trigger is active). Probably their way of balancing out normals doing gray chip now.
V-Skill > instant air lightning legs could be super freaking good if you can cancel into her V-Skill from normals? Would be a great pressure and frame-trap tool. I didn’t even think about the application of in-air legs, that could be mad good.
Can wall jump after v-skill (maybe obvious since it already acts like a jump but still good to know)
On 2nd video around 1min, Chun does super and Bison’s c.LP is still extended. This leads me to believe it has quite fast start up.
2nd vid, 2:45. CH c.MK, c.MK combos. This could be an important confirm for mid range for confirming to super. Depending on how fast Chun’s super is, seems likely you could just do CH c.MK link Super straight. Might be useful at max range c.MK.
2nd vid 5:28. CH c.LP, c.MK combos. In general CH confirms seem to be a bigger deal in SF5.
2nd vid, 5:35. I cant tell if it’s my eyes playing tricks on me but does Llegs look safer in v-trigger? Bison might have just been slow at punishing though. Chun also does blocked EX legs and gets a CH, but again i think the Bison was pressing c.MP, so could still be even or slight negative.
General observation: seems like throw whiff is long enough that Chun is neutral jumping and is able to punish.
Vid 9 of the play list, 1:12. Chun whiff punishes a Ryu c.MK with LK(?) LLegs. I think this also shows how you can’t whiff OS your moves anymore, since Chun whiff’d her first c.MK but the LLegs still came out.
That was the first run through. I’ll have a look again and see if i notice anything else.
I’m curious about her juggle ability. I see quite a few AAs in those videos (either counterhit or V-Trigger state) that don’t reset the opponent in the air and I wonder if she can follow up with anything in those cases.
-I haven’t seen anyone use Super/CA to go through fireballs in a while and I wonder how far super can actually punish if it still goes through projectiles (her Ultra could punish fullscreen without a dash on shotos in SF4 even though a lot of Chun’s did dash-ultra anyway. In SFxT her super also could punish fullscreen and even traveled farther than the SF4 ultra, but had 2 frames more startup).
-Damn I want to see her B+MK target combo to return. I’m seeing so many whiffs that she could take advantage of.