I had been meaning to test it for a while, but it appears that Cammy’s throw is still more range than Chun’s… which doesn’t make sense numerically unless there’s some missing information. Even though they said her throw range got buffed, it doesn’t really feel the same as throwing with the characters that are supposed to have similar range.
That’s the one thing I’m really eh about with Chun. Nerfing IALL to minus 2 should have automatically called for a decent throw range. She doesn’t have gdlk frame traps that let her always stay right next to the opponent so it’s ridiculous that they figured she should have to get into a super telegraphed range for late teching to throw. Which also gives people more incentive to just walk backwards and punish a throw whiff if they believe you will throw them
I believe Chun still has the worst throw range in the game, lower than Cammy.
And she has more pushback on her normals, so her throw game is crap; unless you’re in the corner you can literally just walk back against Chun and she’ll never throw you, all she can do is confirm c.LK into EX legs.
What really kills her for me is the complete lack of anti-air (even well-timed b.HK will trade with jump-ins a lot) and increased pushback on normals; those two things make me feel like i’m playing an unfinished character.
Yeah, Chun is too high maintenance now for the reward you get. I wanna keep using her but day after day the desire to keep doing so is decreasing.
Like every time I look for a match I just don’t feel like using her that much. Nerfs or not, she is certainly not as much fun as she used to be.
I miss being able to press with IALL and get to do the MK SBK all time. I miss the extended time on V-trigger as it is easily the most fun character in the game.
i just got the game in nov, before the update i was running through everyone. now after this update i just cant do that much damage after air legs, people are just not scare of her damage anymore lol. the medium air legs is good to connect the bnb, but it’s hard to confirm on hit and they have to be crouching. I main chun li, but right now I am trying out balrog as secondary and man he does crazy damage with one bar and v trigger, like 350 and you can confirm with the low low target combo to a high low mix up on the corner, to another high low mix up for the stun for a game over.**** is broken lol.
Chun already had to put in work when she was high tier in Season 1 and now you can just play Rog and run through people’s lifebars with stuff that’s more damaging and opens people up faster than anything Chun has. While also equipped with buttons that are nearly as good or arguably better since he has more crush counter conversions.
If anything playing this crappy iteration of Chun is good for improving defense and fundamentals. Lets just hope defense and fundamentals actually matter in the next patch lol.
Combofiend, "We wanted to make Chun offense in SFV because in 4 she was just too defensive and characters abused her"
SFV is an offensive minded game
Capcom nerfs Chun’s abilities to go Offensive and even to be defensive at moments with Anti/Airs
Chun now no longer what Capcom originally planned for her.
That’s what ticks me off the most. Making her Offensive, “kick for every situation” (again a quote from peter) is what they originally intended her to play like.
Fast forward to present, they’ve reversed the original game plan for her design.
They changed too much.
I like to use this simple drag racing philosophy. If you want your car to run faster you make ONE change and see if it had any effect in a positive manner. You don’t make 10 changes and see what happens, because then you don’t know what actually helped or hurt.
St. Lk is a perfect example of this.
SOLID anti air from range like St. Mk from SF4
Led to a mix up opportunity which was NOT broken, it was a risk you could easily get hit with a reversal. You risked jumping, her reward is anti airing you
So what does Capcom do?
Change the frames making it slower
Change the hit box and hurt box
Change the push back on hit
They had ZERO clue that this key fundamental button would now basically be useless.
I personally can’t anti air reliably with it anymore online, even with practice
Again I say they changed WAY to much to understand/predict the outcome of their adjustments.
They cater to pros and a vast majority of pros don’t like Chun-Li. Poof is that no one comments on her being overly nerfed. But Ryu, Nash and Mika are always mentioned.
So if I see Rog - I Pick Laura - Go Zap Zap - Win
Peace I’m out
yep this is super annoying. Hopefully Capcom Japan sees that the usage for the character took a nosedive and reduces some of the nerfs. Like there is no reason for air legs to be punishable on block if you don’t execute them perfectly, considering how often even pros dropped the input completely in season 1.
I hate how even my asshole friends who doesn’t play her are saying " oh yeah… She is still top tier…". Despite how much i explain to them what has changed but nothing, sites like Eventhubs and general personalities on the FGC has riled up so much hate against Chun and they want to keep this perception that she is still top tier somehow.
I play against this dude that i always use to beat easily and i do st.MP into EX legs VTC combo and he goes like **" OMFG… What are you doing Capcom ? I can’t believe you buffed Chun-Li !! " **
Yes I’m highly interested in seeing what they do.
I’m hoping they can make me see her in a new way - I mean I’m optimistic, Valmaster changed my logic of Chun in SF4
Same with Y24 and Vivitian but they never went to tournaments.
How exactly does stomp to air legs works? I just don’t understand the timing. Is it a link or is it a cancel?
Am I supposed to special cancel the first stomp into legs or am I supposed to link the legs cause I very rarely can get this shit to come out. Perhaps it is the height restriction on legs that is messing it up.