Throughout the several SF4 iterations, Chun’s been “fair.” I’ve been playing fair Chun since 2008. I’m ready for her to be broken as fuck again! I need Capcom to give her the AE Yun treatment and call it a day cause she’s looking hella weak right now. Yeah Yeah, before the rest of you come out the woodwork saying stuff like “It’s too early,” or “wait till you play, things can still change” etc etc. I can only go by what I see currently on stream, and right now to me she’s not looking so hot.
I’d rather they make her OP and then hit her with the nerf bat gradually throughout the beta phases to find the right note with her. Next to Ryu, and maybe Nash, it appears they’re playing it too safe with Chun. I’m sure there’s a lot of leftover salt from the 3S days, but I don’t give a shit. Give me broken Chun and let the tears flow and the cries of scrubs be yelled. I’m ready.
I was never salty about 3S Chun. I did very well against a lot of the best 3S Chuns with Ibuki who had like 3 7 matchup vs her. Slide and c.MK can hit under back fierce and you always have parry for everything else until she gets 2 meters. She’s a very fair top tier IMO compared to other fighting games. She’s not scummy, just has good buttons and damaging super. Dealt with way more annoying top tiers in other games.
If the doom and gloom is right then we don’t have to worry about whether or not V Skill is airborne frame one because she’s still gonna be bad either way, right? LOL
Still think there’s a lot to discover with this character. I feel like anything can suddenly unlock from her V Skill or V Trigger and then people will be complaining.
I’d like to know what type of advantage air lightning legs (especially during V skill) has on block also.
When she had double fireball it was refreshing. They should of just limited it two on screen and can’t use super unless it hits the opponent. Or now since we have a v gauge her fireball would drain her meter faster.
The whole sequence between 23 second and 40 can’t be done anymore in the video below.
Spinning bird kick to over head kick.
Vtrigger lightning legs, cancelled to palm, into low kicks, into up kicks
Yeah! That B+Mk into spinning leg thingy into upkicks; where the heck did that go!?
I forgot all about it, looks awesome.
I’m still salty about D/F Lk being gone as is shown @:37
If it were SFxTk jump cancelable, talk about a great way to utilize stomps and the new Air LLegs.
Dominating the Air should be Chun’s identity in this game, launch you in some manner dish some damage and repeat.
All pre-E3 footage of Chun-Li showcased a lot of Air-to-Air juggling and beat downs.
It was like SFxTK Chun and MVC3 Chun got together.
Oh right forgot to mention. You can pretty much only do moves as you come down from V-Skill, so you cant like do V-Skill then instantly stop your momentum with air LLegs. You also pretty much want to use LK air LLegs since it seems to bring you to the ground faster.
I meant her V Skill hop not V Trigger. The V Trigger applies only to the normals, yeah.
I’m wondering what kinda frame advantage you get on air lightning legs after coming down from a V Skill hop. Like if it’s anymore than from a standard jump normal or generally good for chip and pressure.
Some/my impressions just from watching videos. I think she’s gonna have a hard time approaching/answering projectile zoning. With Kikoken being charged base and the slow startup, you’ll either have to walk your opponent to the corner/correct range or make a read and jump. I don’t think you’ll be able to use cr.mp consistently to slide under fireballs. It looks like it’s only effective right outside Ryu’s cr.mk range. Any further and it doesn’t reach far enough to tag the opponent leaving you open to a whiff punish. Her jump looks floaty (which is fine imo) and her V-Skill doesn’t start up fast enough/travels at a weird angle/lacks projectile invincibility. Wondering if Houyoku Sen has invincibility… I’d really like Hazanshu to return cause it’d be a lot stronger with the lack of focus/parry.
On her V-Skill, I like that it has an active hitbox and converts into damage, but I don’t see many practical uses around it yet. I feel they gave her something real gimmicky in contrast to all the fundamental based tools she has in this build. I saw it used as a punish at point blank range in a few instances, but I think we’d find more optimized/meterless punish if we got our hands on it. It does look fun as hell to mess with stomp shenanigans though haha. On her V-Trigger, it lacks any obvious advantage and I feel like most of it’s power lies in theory. Out of all the V-Trigger’s revealed so far, I’d say Chun’s is the weakest. It lacks the burst damage, combo extending, mobility of the others. It would’ve been real nice if they extended the extra hits to lights as well, but I’m admittedly not thinking that hard of the consequences of that so… Wondering if it causes a juggle state if you hit someone in the air with V-Trigger normals and potential followups.
I feel as if her normals lack the range she’s known for and that she needs to stay viable. Her normals in the mid range don’t feel too oppressive/impressive which could be the hitboxes not quite matching what I’m seeing should connect. I think it’ll feel right in later builds. It’s funny seeing people whiff b+fierce in a lot of videos, I guess we all really miss it and want it to see it return proper. It looks situational at the moment. On df+mk, I think it’s cute and a nice homage to Sen’enshu but as an overhead it’s really telegraphed. I agree it’s a mistake not being able to jump cancel after Houyoku Sen, since that’s what makes it what it is. It’s just SFxT Senretsukyaku now. I wonder if they’d ever consider making Spinning Bird Kick a motion command. Random but give me back Tenshokyaku, I’ve never liked EX Spinning Bird Kick as a reversal. I don’t really like EX versions of moves in general, I feel like the regular version always suffers.
Whoops I posted mostly negative thoughts, but I’m hopeful she’ll only get better in later builds. More impressions later…
Aw, so air LL is unsafe? I was kinda hoping it would be at least safe to use. Guess it’ll be one of those tools that’s kinda specific in it’s usage, like a Rufus Snake Strike sorta thing.
Maybe if we can get a list of how chun li plays and lack of range. We can get her help with the developers. It is early in the process and we can help that.
EDIT: Another thing about her v-skill relative to the other chars i noticed is that you can’t build your v-gauge using it. When i started to use other characters and then went back to Chun, i was left wondering where the hell my v-trigger was at. Pretty much every other character has some way of either building v-gauge straight from the v-skill (birdie) or preventing the opponent from doing something because they are scared of you building your gauge (nash, bison, ryu). Cammy’s is the most similar to Chuns in that you need to connect with the move but Cammy’s just feels more safer/faster and just a bit more useful. I V-Trigger is as needed as i think it’s going to be for Chun to up her game then having a way to build that V-Gauge changes a lot.
I believe Chun’s V-trigger could still utilize the multi-throwing kikouken, or multi LLegs set ups.
But have it just burn the meter faster when using specials just like Cammy.
SF5 will be playable at EVO and then the beta comes out.
I think Chun has room for being good in this game, but I definitely believe some things need to be addressed now before the game gets released.
If they help her range a little more maybe they can focus the v gauge to build up faster when she pokes. Since her vtrigger is multi hits of her pokes that would be a good way to build and earn it.
Thinking about some V-Trigger activation methods. Just a few observations from newer footage:
B+Hk is such a fantastic Anti-Air NO ONE will want to neutral jump Chun’s wake up.
Looks like a easy way to activate V-Trigger as well.
B+HK under V-Trigger looks like you can at least St. Lp the falling opponent, If that’ll juggle - why not Cr. Hp xx LLegs for a juggle. LLegs juggle on aerial opponents, worth checking out.
EX LLegs knock down leads to a safe activation before opponent can even get up.
IF - you can hide your charge with V-Trigger activation, someone jumps no your downback, Activate - land EX SBK
Kind of like Ryu and Cammy can activate then DP
I’ve decided to get a PS4 so I’ll be playing the Beta next week and spending a lot of time with Chun and Cammy.
I’ll post up what I can find out. Hopefully I get some good time in the training mode before it drops me in matches, lol!
I don’t think her b.hk is that dominant. It seems to have some decent startup time because momochi had it stuffed quite a few times (so not sure if doing it on reaction to neutral jumps to bait throws is possible like birde does with cr.mp). Also it has a blind spot that’s pretty much like cody’s b.mp, where it will connect if they hit a button or whiff if they empty jump.
At least she has some mobility to keep out of that spot.
It is from the BET event. Not exactly ‘great’ footage of Chun but like I said I noticed a few interesting things.
Capcom definitely needs to do something about that new overhead. The Sajam had the right idea but got poked out so lame and it cost him the rd. But here is the video: