Thank you so much Darklight
I will post everything I found with my ~1hr of playtime later. Ofc it is mostly basic stuff, but I donāt feel like typing out paragraphs with a phone atm.
That range
It seems crLK also combos after LLegs at close range but the starter was weird so it needs testing
Didnāt seem you could cancel it though. 3S style cr. LK. Probably + on block for ticks.
- Couldnāt get b. MP / f. MP -> cr. MK to combo push back on hit is just to far unless maybe some characters are crouching.
- st. MP seems to be the upclose move to use to go into cr. MK. Possibly + on block.
her kara throw is kind of a clothes line. So thatās pretty cool.
So yeah I messed up. I was using s.mp to kara and f+mp to link when it was the other way around lol. Good to know
Iām picking up what capcom is putting down. Chun kinda works like a 3s chun? Kara throw and in v trigger she gets cr.mk xx super confirm.
V trigger looks to make moves like f hk and st.mp do more as well. So she looks super reliant on v trigger thatās probably where most of her power lies. The thing to find out is what is good in v trigger and what is good when not in v trigger.
Thereās also the fact guns v trigger is going to have to directly deal with other characters v triggers, so the juries still out on how strong it could be, especially with other characters perhaps running away from it and dealing with it like that.
Still havenāt seen anyone try out her normals and stuff in v trigger though. That will be very important to see.
Yeah she definitely has a very 3S Chun feel. Lot of similar normals and the cancelable c.mk makes me feel really at home.
I also got the same feeling that they wanted her to be reliant on her V Trigger. Shes kinda fair for the most part until she gets it. Which is very much like Sadira in KI who isnāt an amazing character other than her movement game until she pops instinct and then is nearly the gameās biggest threat.
Wait is crMK not cancellable? I donāt see why crMK would be special cancellable but canāt be canceled into super. Unless you just mean V trigger allows her to crMK and visually confirm then input super
Iām more in favour of seeing V-Trigger cancel/Crush Counter stuff at the moment. Crush Counter really interests me because itās like a well thought out Focus Attack mechanic that isnāt ruining the depth of neutral, but rather increasing it.
I wonder if her st.mp should let her move forward just a little for stuff to connect. I only had like 5 minutes of the beta so i was only able to feel out how the combos work. It seems like literally youāre playing juri but you have to wait a little for the combos to work. So basically slowing down.
So cr.mk xx super only works with v trigger?
Nooo, heās talking about HIT confirming c.MK into super through the use of the double hits to see whether it hit or not. You can cancel c.MK into super without V-Trigger but im pretty sure you cant hit confirm it.
Though tbh it was a lot harder than i thought trying to hit confirm c.MK in v-trigger. I think it might be doable but would need more time to train at it.
Depending on how fast the hits are, it would basically be the same as hitting someone with 2 hits as a confirm like crLKx2. Nonetheless, does crMK into LLegs not work at max range? Iām assuming thatās the reason we would be doing raw crMK into super instead of LLegs in between.
non-ex LLegs are unsafe.
Oh yeah thereās that. Wasnāt thinking
Not sure if any of this was posted before but you can hit confirm super off of her b+hp and it seems like you can sort of do it with c.mk although the timing is very tight. I was able to get about 20 min of training mode and when she activates v-trigger she turns into 3s Chun/yun. Easy hit confirms into super because of the extra hits, Kara throw gets scary because if you try to tech she can do: f+rh, c.lp, s.mp, c.mk xx super for 50% or more. She can also link off of her overhead into c.jab in v-trigger which leads to more damage.
Alright, hereās all the stuff I found out with my small amount of training time. I didnāt get a chance to test any of this out in real matches, so Iām not sure how applicable some of these are against real people.
[list]
[] Kara throw with b.MP (I saw some people say f.MP works as well, but I donāt remember lol)
[] Can perform a pseudo TK air LL, seems decent for chip and baiting/stuffing certain anti airs; not much grounded recovery
[] b.HK is fast with a decent aa hitbox, seems like it has a very small or nonexistent grounded hitbox however.
[] st.LK is a very fast, low damage aa akin to shoto st.lk; looks to function better at ranges where b.HK would whiff/lose
[] st.MK will most likely be one of the go to pokes; beats certain lows at the right ranges
[] st.HK is pretty slow; doesnāt look as good as it is in SF4 (which isnāt saying much)
[] f.HK can go over some lows (airborne?); great in VT because it links into cr.LP on hit. If airborne (seriously, can someone confirm this?) will be amazing in VT since she will be able to play 3S shenanigans with b.MP kara throw, and when they go to tech you can hit them with f.HK, cr.LP xx MK LL into super.
[] st.LP seems pretty good mostly due to walkspeed; good for tic throws
[] st.MP is her go to combo starter; links into itself, lights, and cr.MK
[] b.MP Iām not too sure about; seems pretty slow and isnāt special cancelable, basically a gimped version of her SF4 st.MP
[] st.HP is the normal you want when you want to control a lot of horizontal space and get nicely rewarded; very slow however
[] b.HP is no longer the god palm; good for frame traps and her go to normal for VTC combos
[] cr.LK has great range/speed; not special cancelable
[] cr.MK is the tits; nice range/speed; as I mentioned earlier, in VT you can play 3S and safely confirm into super without risking punishment by using LL; top 3 normal and probably best midrange poke
[] cr.HK I gotta be honest, not too much of a fan; slow, easily whiff punishable, and basically no reward on hit due to no hard knockdown
[] cr.LP is amazing; quick startup, special cancelable (combos into LK/MK LL and LK SBK), and I think it links into st.MP for a more SF4 style combo approach
[] cr.MP is pretty good if you space it correctly, otherwise youāre going to get rekt; doesnāt travel very far at all and has horrendous recovery, but is safe at max range and goes under projectiles; abuse this in VT
[] cr.HP is her punish starter as it allows you to go into the momo combo (cr.HP xx LK LL, cr.LP xx whatever); otherwise it seems pretty useless
[] df.MK is very meh without VT, as it is kinda slow and doesnāt give much advantage on hit (may be punishable on block but Iām not sure); beast in VT as it allows you to combo off into cr.LP and it seems pretty safe on block
[] j.MK is her crossup; hitbox isnāt that great and not the easiest to combo out of, but it is good because ofā¦
[] d.MK and the fact that it can crossup and is cancelable into air LL! I foresee some dirty setups being created once we get more lab time, I was on my way there but got booted in the middle of trying to find some
[] j.HK is basically how it is in SF4; annoying hitbox and angle that will give characters with poor aa options some trouble
[*] j.HP TC is what you want to use when you think your jumpin is going to hit/be blocked, since it gives you the most frame advantage and easiest confirms.
[/list]
Later on Iāll post my thoughts on her v skill and specials, but I think sheās in a good place right now balance wise. Of course this doesnāt matter as she will be changed and other charcacters will be added that give her trouble, but I digress.
cr.MK is super cancelable without VT, but when in VT it gives you what seems like ~8-10F extra to hit confirm. She doesnāt have the extra cancel window on her normal cr.MK like she does in 3S which makes hit confirming it basically impossible on a consistent level.
I like how we were thinking the exact same things lmao.
Which normal is the sliding punch?
D+MP I believe.