She can’t even beat Julio who was injured, haven’t played the game in months and use freaking Ken who is a mid tier character now… sigh :bawling:
This is sad.
She can’t even beat Julio who was injured, haven’t played the game in months and use freaking Ken who is a mid tier character now… sigh :bawling:
This is sad.
Chun sucks in season 2 and 2.5. She still has merit, but the things she wants to do, other characters are better at. She does have the only combination of long range buttons, fast walk speed, decent priority AA, fireball, reversal… but her damage and lack of mixups holds her back.
I really think one needs to make that 430 damage combo, a thing, to really get her going. Ex legs combos arent enough for her to win inless shes converting half of them into successful mixups.
Not that Chun is great, but I still believe there’s things to optimize with the new Chun.
Ricki started out late as she’s not the biggest on putting together tech. It took her a while to use the optimal techniques that other Chuns were using early in Season 1. With more Chun mains putting out what is optimal for her in Season 2, should help a bit.
Picking up another character is still important of course.
Chun’s best button = stand fierce
Start up = 11f
Active = 2f
On Block = -5
On Hit = 0
No Crush Counter properties
Balrog’s best button = stand roundhouse
Start up = 9f
Active = 3f
On Block = +3
On Hit = +7
Crush Counter move
*scratches head…
Ricki has ZERO optimization
J. Hk, St. Mp, Cr. Mk xx Sbk…really?
Especially with VTrigger and meter on hand? No
He is not going to win playing that way.
Solid footsies and spacing, great reactions but no DMG/STUN optimization
It does make me sick to hear commentators talk about how great Chun is - the proof is in the results folks. Top 8 every tourney to no top 8s.
Balrog is who Capcom wants on top, his design is awesome, powerful, in your face and has tons of great screen presence.
Chun is poking, pressure, retreat and bait just like 4. It doesn’t make for good TV
http://steamcommunity.com/app/310950/discussions/0/133260909499775036/
Battle Balance updates are included in the list as open for feedback.
Yes, due to her mobility, miss Chun Li is very unforgiving for any execution errors. Then again, I’m sort of old school gamer (Sinclair Spectrum FTW) here and personally just like it that way. When I do stupid stuff or my input is not clear, I get immediate feedback because of it which will hopefully get me to straighten up and not do that again. Probably the fastest way to learn if you ask me.
Accidentally comboing into SBK instead of Lightning Legs is actually good, since you’ll get a knockdown after that. There’s been some posts on how to take advantage of the game’s priority system to input QCF ending to up+forward which will either net you lightning legs or SBK, depending if you had the charge or not so that you’ll at least get either of them. SBK is priorized over LL, so that gets executed first if there is charge.
For a beginner, Chun indeed has very easy methods of inadvertently KO’ing herself by c.MP, f+c.MK or f+c.HK. The thing though is that those are clearly MY goofs, and valid git guds. That’s one thing that’s transferable between the characters and practising with Chun will likely improve any other character by cleaning the input.
Be careful with the V-skill jump, it doesn’t work anymore on Ultra Bronze level players from what I’ve seen. Neither do the crouched start overheads or cross-ups, as they get usually jabbed out or less commonly, blocked.
@GoofyhanD
CA’d on block of s.HP? That’s hilarious, clearly a God Tier button!
Guess it’s still unfair since it goes that far! Hey, there’s still something to nerf!
For everybody else:
I think Ricky is not doing that well since she played more aggressive Chun, which was apparently a big no no for Capcom and they made sure that does not work at Season 2. But yes, not using the V-trigger and meter at that level is a clear player error. From what I’ve seen, GO1 seems to have done best with Season 2 and defensive oriented Chun but even his results are not encouraging.
I’m baffled by Capcom. They specifically pointed out they wanted to move the game more momentum and offense based, and get surprised when all characters just do that. But then they suddenly revert it back by saying your character was not supposed to be that offensive! How does that work? Was beta testing done at all? Did I miss a memo of how the characters should be played?
The fact that Battle Balance is open to be discussed is somewhat encouraging. Perhaps there’s still some time to talk about it to them. Capcom does seem to be following the Japanese corporate policy that I’ve become too familiar with Canon and Nikon and their product goofs.
Edit:
@Rayartz
Agreed on the commentators. That’s actually the thing that gets me most salty. I did also see a video of Justin Wong cracking up on video’d one-on-one conversation after saying “Game is well balanced” in Final Round.
So… new Chun strategy.
Sorry if this strategy isn’t worldbeating or any kind of new, but it’s a strategy that I don’t see many Chuns use and I’ve just played around with it and though it certain,y needs tweaks versus certain players and matchups… it seems like a solid strategy:
St.hp v pop
Fmp v pop
Cr.mp v pop (all into whatever into super)
V trigger active (because our v pop got blocked)
Cr.lk,cr.lp,cr.mk xx super
Df+mk,cr.lp,cr.mk xx super
Fhk,cr.lp,st.mp,cr.mk xx super
This basic strategy is designed to take advantage of Chuns strengths in the meta and make her weaknesses less apparent. Before I’ve been banging my head against the wall trying to fit her square peg into a round hole… but once I used this strat it just felt VERY natural… like I’ve been missing it this entire time.
Once Chun has super she has options. First thing to remember is to NOT save for last hit/kill. That’s actually a very bad strat because you start off the next round with no meter. Nope the point of this strategy is to make as much meter as possible and then blow it as fast as possible and hopefully if everything goes well get to use 2 supers a match. But that’s not it. This strategy since it focuses on keeping Chun at arms length, means she takes less risk upclose trying to open her opponent up. No more eating jabs as you pressure the opponent in a pokestring or as they are waking up.
Now, of course this has to be tempered with common sense. If you need to use reversal then of course use it. If you need to use ex legs to punish badly spaced ryu fireballs or Nash mk scythe then do it. It’s just that we are trying to not take to much damage going in, and trying to not use ex legs… that way we can just throw all of our efforts into 1 big opening. We only get super aggressive in v trigger.
Once I have super with chun, so many things become unsafe for the opponent because of Chuns st.hp xx super or even Chuns st.hk CC:
They dash
They stick out something really dumb and get CH
They wiff something big from range (gief charged st.hp, Nash moonsault, kolin hailstorm)
Also, once Chun has super/super and v trigger she can become much more mobile with back and forward dashes since she’s basically carrying fire in her st.hp or v pop.
This chun has something sf4 Chun never had… a long range poke/confirm into super, and many ways to hit it upclose once she’s in v trigger.
The only problem really becomes the need to be very fundamental to pull this off, you kinda have to j Wong down your neutral with st.hp… and that after the super the opponent is likely to try and rush chun down since she has no reversal… but the no reversal thing is a small price to pay when she still has good AA good walkspeed and only has to build one bar to get her reversal back.
It’s not an end all be all strat but it feels more like Chun and it really seems to work in certain matchups well, like those that characters have troubles getting in on her like kolin or gief.
-edit
I mean if you think about it this chun can be played kinda like easy mode 3s Chun. You get a v pop and a random v trigger hitconfirm at least once a round guaranteed. Add to that her stellar st.hp (it’s still super good, just takes more spacing) and you basically get a Chun that can cr.mk xx super a bunch. This is how a lot of other characters already play… most notably Karin. St.hk xx v pop into super or KD… then cr.mk xx rekka confirm into CA.
But Chun will be dong more random damage than most other characters just because of her st.hp at neutral.
Hey. Have you guys tried shimmying into v-skill? Like bait out a move and then attack with v-skill to help build that v-gauge? Maybe her v-skill is too slow to use as a shimmy punish but I figured maybe that’s one place to use it? I haven’t had time to try that so I was wonderful if you guys had any success with it.
Well, I left some feedback in that thread I linked to in hopes that maybe they’ll give Chun some help before the full update is out.
-Cr. MK is -2 on block and the only move that leaves you in throw range afterward. Seems unusable in that way, but you can attempt to catch people mashing by cancelling into delayed MK or HK Legs on block and maybe they’ll start to respect it and you can get some throws in. Of course v-trigger cancel is the only way to make the legs safe on block. More of a call-out tactic than something to use consistently, but it’s there if anyone wants to try that out in matches.
Gonna call it now. Even though MOV is a massively talented player, I still think that he will get eliminated today from Chun holding him down. He is in a bad group too. Only good character match up is against Dhalsim and even then. Plus you have Gootecks as the player fodder. Predicting that MOV will get 7th and knocked out.
Discuss…
I believed that MOV is gonna get jobbed enough that i put money on it lol
I hope that MOV will make it out somehow. His talents as a player is amazing and he far exceeds Ricki when it comes to optimization.
We are also talking about a best of 3 here so anything can happen.
I believe in MOV.
And Gooby
OMG. I find it fucking hilarious that MOV’s full on Chun V-Trigger 1-bar combo does less damage than Xian’s normal Ibuki 1-bar combo. Cray cray, as the kids say.
@Dime_x
You know what? The more I think about it, the more I feel Capcom is backpedalling from the offense and momentum based game play. What they could be trying to do is diversifying the characters from the standard rush down play. If that’s the case, I’m intrigued why they haven’t communicated that to us. I was baffled why I need to start from so close the opponent to make the cr.MK in the BnB to link, but then it struck me: it’s as if they want us to combo mostly from counter hits when the opponent has closed the gap instead of us doing it. And you know what, that could work. It’s as if Capcom USA is more willing to communicate and change, but they are kept on the leash by Capcom Japan. Similar pattern happened with Canon product failures, and it wouldn’t surprise me a bit if this is the case here.
It’s weird. For first time in three months, I’m hopeful. First time Capcom’s actions make at least some sense. I could actually see myself continue playing the game and defensive Chun (which I tend to play anyways), but for that to work I really need a couple of things:
A real jump in deterrent. It doesn’t have to be easy to execute, but the damage has to be very real. I think this shouldn’t need meter. Should result in clean neutral game reset.
Increase in damage output, possibly through the return of crouching 3f punch. The normals can remain as they are damage wise, but what Capcom could do is to increase the meter build up from normals. Return of 3f punch could re-introduce some of the more damaging combos. That would actually encourage exploring and learning the harder Chun combos and encouraging to spend the meter, while the distance nerfs could still keep Chun more defense oriented.
If the game meta remains mix up and rush down heavy, a tool to break the deadlock crouch guard at the corner. If the corner carry is universally reduced, then this may not be that high priority.
I think I could make the character work with 1) and 2). 3) is needed for diversification of the character options to break up the linear and predictable play.
Then again, I could be hallucinating.
MOV is a god, holy shizzels.
M.O.V
Stay strong my Chun-Li mainers. MOV has given us hope!
Could anyone give me some tips on the instant air stomp? I’m struggling with it because either A. it comes out as Instant Air Legs, B. my input is late because i’m past the optimal height.
Seeing how MOV won his rounds with the IA Stomp, I’m wondering if anyone has any pointers or advice? I can do it if it’s a neutral jump, but I don’t get that potential mixup opportunity. Thanks.
I don’t think Chun-Li won, MOV won.
Seriously how many players can whiff punish OP Golden girl cr.HP with cr.MKxx EX legs.
It is a shame that K-brad was even able to have a competitive match with him, MOV was leagues better. That is what we have to do, be that much better than our opponents.