For instant air legs I usually find myself just doing a full spd motion and then hitting kick very quickly once the height restriction has been passed.
I think 236963+k is the most consistent on stick for hitting crouchers. How does one do the neutral jump version? Is it 236896+k?
What are some of the best meaties after EX Legs? Trying to figure out other ones than f.hk
Dash up back fierce, back HK isnât bad either.
Dash up slide (cr.mp) is ok - I think you can combo into back fierce on counter hit.
I know that once in v-trigger mode, you can meaty back fierce. The timing is very specific (7 active frames), but you can get a crush counter off it and then continue it with another b+hp xx st.hp xx ca or ex legs. You can play around with it in training mode and figure the best optimization of this combo.
You can meaty back fierce when you are not in v-trigger, too (I think itâs 5 active frames).
Does the F.HK meaty leave us at + frames or still at -2 ?
Depends on how late it connects. Itâs 5 active frames, so if you tag someone during backrise with the canned setup, since it takes 5 extra frames to get up, youâll most likely be +1 or +2 on block.
What moves are the best to activate V-trigger? And what follow-ups can I do with them? Iâve mostly done cr.mp into trigger into EX legs off confirmed hit but I know thereâs alot more options Iâm missing. I just donât know any other than that one Please enlighten me.
There isnât a single best move to activate. All of chunâs normals except df.mk, f.hk and df.hk can v trigger cancel. Their utility is situation dependent but the 3 best normals that she has for VTC are s.hp, cr.mp and s.hk.
S.Hp is great because it has far reach and when chun VTCs from it she takes a huge step forward allowing her to connect cr.hp or cr.lp after so you can continue into bnb combos. S.hp VTC is at least +11 on hit so you can get another S.hp after which can cancel into CA if you have meter.
Cr.mp is awesome because it hits low and has range. How plus it is depends on how far away/how late it connects. From some distances youâre +6 can get cr.mk or lk/ex legs after. From others you can get cr.lp into combos.
St.hk is a little worse than S.hp because itâs slower and hits higher so it can whiff, but it crush counters for added damage. From there youâve got dash up cr.mk combos, walk up cr.hp combos, CA or ex legs if you have meter.
Those have the most utility in neutral. Cr.hp can be VTCd to extend combos, itâs at least +7 so you can get another cr.hp after. F.mp and b.mp are good in neutral and like s.hp chun takes a step forward when she VTCs from it. They are also good to use after you connect with kikoken to get VT activated and a cr.lp combo afterwards.
Iâm pretty sure all of chunâs VTCs are safe on block or at worst -2 but Iâm not certain so be careful mashing after canceling. I havenât used the rest of her normals to VTC much but I suppose you could use them to continue pressure or to activate VT after a stray hit.
Normals cancelled into V-Trigger on block:
-st. LP: +2
-cr. LP: 0
-st. LK: ?
-cr. LK: -1
-st. MP: +5
-F+MP: +4
-cr. MP: 0
-st. MK: +3
-cr.MK: +6
-st. HP: +9
-cr. HP: +9
-B+HP: +8
-st. HK: +3
-cr. HK: +5
-B+HK: +7
This is useful for whether you want to go for a frame trap after or if a move is a lot of advantage then you can get them to respect a cr. LK starter or cr. MK since they canât mash or try to walk away. They can only try to v-reversal if they have it stocked, so the low/throw game becomes really effective here.
I pretty sure they took out the ability to hitconfirm st.hp into super now⌠Like the late cancel isnât there anymore⌠Fucking nerfs⌠I could do it about 70-80% of the time before but now I really canât do it at all.
Yeah, confirmed, the late cancel is now gone⌠Wtf nerfsâŚ
doesnât matter, we have V-trigger, still a way to confirm and end a match
St.Hpâ> V-trigger----> S.Hpâ> SUper
Um thatâs a one time thing. If your st.hp is blocked, there goes your v trigger and chance to combo.
Whereas with the st.hp confirm you can try as many times as you wanted till you hit the opponent. This is a huge nerf.
191 crying pansy bitches on eventhubs want Chun nerfed in the latest poll.
I donât have any troubles beating herâŚoh wait itâs because I know how to play her, my bad.
Theyâre saying:
Her air legs are too good (everyone can beat it easily)
VTrigger - OMG nerf nerf nerf nerf needs to be 5 bars! (Iâve always felt the trade of a crap V-reversal is a 2 bar Trigger)
Poke game too strong and safe, make her unsafeâŚ(yeah cuz Rashid is free to punish - seriously though she has a crap throw and doesnât get half the mileage out of Crush Counters that others in the cast get)
Sad part is, this is type of crap Capcom listens too.
Her legs are a bit to good. But she deserves them because of her ridiculously bad throw game where she has no range and bad damage and no followups against jab mashers.
If they nerf Chun into what I expect to happen:
Iall becomes -2 on block, still a combo on hit.
St.hp becomes -5 or has a damage nerf.
Those are the 2 biggest things I think capcom will be looking at to nerf.
I donât know if they will also buff her to slightly compensate for the nerfs, but if they simply do the 2 things I listed here, she will be a very hard to use midtier character, in other words, she will basically be unplayable and it will be better to just switch to cammy as cammy has Chun style tools but without the execution and with more damage and people donât bitch about cammy like they do Chun, because Cammys cheap shit ie her ex divekick and her v trigger divekick, both require meter.
There are a lot of ways that capcom could nerf Chun but who knows what they will actually do, I just know that Chun almost definitely will be significantly nerfed in some way, and more than likely be unplayable as a good tournament character, as a result.
The only thing that might keep Chun decently strong is if the other top tier like Ryu and Nash also get nerfed, while the lower characters donât get incredibuffed.
And yeah, Chun has bad CC range and her CC just isnât very good. One of a whole list of things that Chun is bad at. But it wonât matter. Nothing can save Chun from the nerf bat.
Oh yeah I forgot, her st.lk will also probably be nerfed in priority. They did it to her dflk in sf4 so I see it as something they might also do in sf5.
They might also nerf some of her v trigger only links.
I had a thought the other day that chuns fhk could substitute as a CC⌠It moves forward and gets bonuses on CH⌠Seems like a CC normal after all when thinking like that, and only -2 whereas most cc normals that have range either hit high or are at least -4.
The theory is actually quite workable and gives Chun a new dimension to her game. The problem is that at max range Chun canât really combo off it at all. And at less than max range it is just a really slow to startup move and is vulnerable to being CCd itself.
So I still donât know about that move although it does have applications in the neutral for just tagging random stuff and moving forward at the same time. I kinda liken it to a dash:
Chuns dash has little range and is 15 frames. Combine that 15 with a 3 frame normal and its 18 frames till Chun hits something⌠But the dash has startup time namely in the forward forward movement which can take around 8-10 frames to start. Whereas the fhk basically starts near instantly⌠So the setup time for fhk beats a dash in.
All in all I found the move useful, but not as useful as I might have hoped.
They canât nerf IALL without buffing her throw range. The plus on IALL is what makes up for her piss poor throw range IMO.
I like f+HK in neutral since if you space it right it ends up being plus on block. Itâs never as bad as minus 2 unless you do it at close range. Itâs probably her best overall hit box that can convert on hit. Once its active it beats most all buttons that I know of.
I personally use F+hk for the times most people would use st. Hk for CC
F+hk, cr.lp, st.mp, cr.mk xx mk sbk is really solid go to.
Especially when characters like Karin, Cammy, guile and Nash are more difficult to CC due to Hk whiffing over them.
Itâs also a solid meaty after ex legs/sbk
Sadly I can see the St.lk nerf just like df lk in 4âŚthat made nearly unplayable against dive kickers.
Personally the people that cry for nerfs just need to hold themselves accountable for their losses and investigate how/why they lost and learn how to deal with situations and optimize scenarios that put them in the best position.
Going HAM, which is how 60% of the people I fight online play - is not going to net results and yea Chun can look incredibly strong and unbeatable if you fight her like a dumbass.
Just donât give her nerfs that make her less fun to play. Like, donât change frame data such that it takes away combos. And realistically, what are Chuns 6-4 match ups in this game anyways? Laura, Birdie, Bison, Alex and Gief? Instead of nerfing her, look at why those characters lose to her and buff them.