3/4 frame moves can be counterhit on startup whereas throw teching late, specifically, will block the opponents meaty strike AND tech the throw if it was a throw. So teching covers both options whereas if you press a button like a 3 frame jab you can easily be CH out of the jab and you also be thrown out of the jab.
Generally speaking it’s better to tech after blocking a jumpin or after blocking one jab. After blocking anything more than one jab it’s better to either do nothing or press a button like a jab or medium.
If you are getting up midscreen and you have the power to QR or BR then jabbing is better here as well because you can mix your opponent up as to the type of rise you do, unless they have a move that covers both rises, or they can react to the differences in rises. Once the opponent shows me they have good meaty timing I just late tech instead of pressing buttons.
I’m surprised no one ever suggested making F+MP and B+MP special cancelable. I’ve been missing that aspect of it (the equivalent of that move in older games being special cancelable) since the first SFV beta came out, but I didn’t consider it necessary to be viable given her other abilities in SFV. Now I’m like it would be really nice when thinking about having some effective conversions or more pressure added to her poking game, but I figure anyone who doesn’t play her would overreact if she ever got a buff like that.
It was pretty dumb in SFxT to have that move cancelled into easy motion safe legs, but that’s not in this game without burning meter, so I don’t see it being a big issue.
I think they don’t want any move that can reach the opponent after finishing a legs combo to special cancel, worried about the pressure i think. I assume that’s why you’re pushed just out of cr.mk range after legs combos
I’m thinking that given the history of the character, if I wanted to make a single move a figurative salt mine, adding a CC property to the st.HP would be among the top things on the list. I would already be happy with B+HP that gives a full dash in combo on crush counter. Given how short range it has and all that.
Annoying as it is, even after landing a critical art combo, Chun is still going to end up with a short stick in the damage department. Thinking of health = number of mistakes you can make, then the opponent has to make a disproportionate number of mistakes against Chun.
I’d vote for F or B+MP conversions to specials and was thinking more than once that gosh it would be nice if I could link something after this.
But first and foremost, I want Capcom to make up their mind what kind of character they want this Chun’s iteration to be and settle in with that. This hopefully before the patch launches.
Patch will launch will the epic buff of 5 button inputs for kicks instead of 4, now scrubs can mash one button harder before “unwanted” inputs come out.
and a Crouching hurt box extending all the way across the screen so everyone can hit Chun from full screen.
Low-Mid Tier was Chun-Life in SSF4, especially AE with only a Mid potential in USF4 - that is where Capcom wants Chun.
Over-nerfed and they don’t care
How can we utilize IALegs in safe pressure situations?
It’s really worthless up close.
What are the typical blockstrings that everyone is using?
I’m finding myself auto piloting the same ones over and over, which I hate - but it seems if I do others I eat a reversal
Cr.lp,throw
Cr.lp,bhp
Cr.lk,cr.lp,cr.mk xx kikoken
Cr.lp,st.mp,bmp
St.mp walk forward st.mp walk forward st.mp (hitconfirm any of the st.mp into cr.mk xx legs)
Walk up cr.lk x 2 hitconfirm
Cr.lp slight forward walk st.lp (trying to work this one in and find use for it cause it seems to have some merit for getting close)
Cr.mk x2 or 3 against people that like to walk backwards out of throw range up close.
Cr.lk,st.lp hitconfirm
A low mid char in Ultra was another beast . A Character specialist in Ultra was scarier because the game had so much room for creativity, you don’t know how much shit someone had up their sleeve. I could learn something new from every set i watched valmaster play in that game. SFV isn’t like that, the higher tiers are just simply better in every way in some cases (why would i not pick guile at this point?), there’s nothing you can mock up in training mode to get around that. I can’t get behind Capcom forcing their tier view when they also limit the creativity in the game that allows people to stay competitive with the characters they enjoy
Nah I was just wondering if Chun still have a good matchups against the Shotos like she used to in S1.
Now My biggest issue now is my unreliable anti-airs coupled with how there is an obligation to give the shotos some of the most retarded jumping attack hitboxes in the game. Lets say i am fighting Ryu and he decides to jump from mid range. Poor Chun will do her st.LK that will go through Ryu’s body while he is doing a J.HK and i eat a crap ton of damage as a result.
I have a fought a Ryu who did nothing but jumping on me 24/7 and i barley won because after a while, i just stopped trying to AA.
Now Akuma is interesting because it mostly depend on the player i am facing. If the Akuma is playing a fireball and footsies game then i can deal with them fine. Akuma will lose the footsies battle, However an aggressive Akuma that knows his shit is hard to deal with.
I find the flip to be really hard to deal with because st.LK sucks and B.HK is way too slow to deal with it. The only option that seemed viable is jump air throw but a palm will beat it. I will try to test B.HP, maybe that can do something but i have yet to try that. The damage and pressure disparity between Chun and Akuma is in his favor ofcourse but overall it isn’t a real bad matchup.
Do you guys think she still does good with Shotos in her current state ?
For me, I usually win my matches against Ryu, only because S2 nerfed him hard. But even in S1, he wasn’t that challenging for me (except for an handful of skilled Ryu players I faced). For him, he usually gets the fireball matchup (only because QCF motions are more consistant than charge motions for fireballs), so i have to rely on solid footsies and the neutral game. St lk is still my go-to AA and the only reasons why it gets stuffed is 1… Poor spacing judgement (resulting in a crossover), 2. late reaction, 3. hits me with an air-tatsu divekick. If you can throw out her lk at the right distance, and just faster than Ryu’s J Hk, then you’ll AA him consistently. But once I consistantly punish the jump ins and mix up with my BnB or throws, then you can push the match to your favor.
Ken
Ken out of all the Shotos gives me the most challenge, mainly because of his dashing v-skill. And with so many offensive weapons and links at his disposal, one wrong lapse on the defensive end could spell big damage for Chun-Li (and knowing how fragile she is as a character, you can’t afford to eat punishing combos). It’s the same as always, I try to win with her normals and trying to bait out punishable moves that could lead to chun dealing damage. As long as your reactions are on point and you play to Chun-Li’s strengths then things will go your way.
Akuma
Akuma (believe it or not) is usually the easiest shoto to play against. His very poor health and stun is one thing to be thankful for. When it comes to the flip, St lk works for some moves, but not all I find Bk hk more challenging to throw out to counter it. (and I’m pretty bad at air-throwing,). Usually what helps is the EX SBK. You don’t want to spam that as your go-to reversal for the flip, but if you pull it off once or twice, it’ll give you the breathing room you need against Akuma.
Overall, Chun-li clearly has advantages and disadvantages against shotos. With the way capcom nerfed her in S2, it’s definitely harder to combat. But she has the tools to do so.
I play both Akuma and Chun and i find both sides of the match-up really easy for some reason. Probably because the people i face don’t optimize properly or don’t know the match-up. On paper i believe Akuma would have the advantage as he can easily abuse Chun’s weak anti-air and has a decent enough ground game to compete with her. Plus he deals really good damage and Chun sucks in the damage department, so despite the 75 hp difference i feel Akuma kills with less hits than Chun.
Honor Roll Chun-Li: Keeping with the atmosphere of her origin, Chun-Li’s costume represents her as an Honor Roll student. She only has the highest standards for herself and always aims to be the top of her class.
I agree it could be shorter but i wanna see how this skirt looks like in gameplay not just static picture. If its done right its must buy for me, i really like the style.
The lowered hitbox for St lk is the reason why. now we can’t just throw it out there willy-nilly. In addition, the pushback on hit makes it harder to get the free mixup, unless you are within close range.