My only question is whether st.mk is a viable anti air when the opponent is actually using a jump attack. Have been using mostly st.lk and b.hk.
B+HK looks to be the go-to, but it only looks good as a deep jump-in AA, think V-Skill works against far jump-ins?
Why not the olâ trusty s.HK? You can get a crush counter off of it and we know you can juggle super at least. Might be able to get more stuff.
I made some suggestions for her along with my netcode feedback so far in the capcom-unity thread:
I like a lot of what she has to offer so far, but thereâs still a bit more I would like to see for her.
Anyone trying sweep as AA?
And what the damage on v trigger st.hp like?
I managed to make it into the beta yesterday! Got to play for an hour or so where I just played Chun.
She feels a bit underwhelming to me at the moment. Her V-trigger also seems a bit odd because it seems like it tries to change her gameplan from a footsie character to more of a pressure one. If that is the case, I wouldnât mind a buff to lightning legs in V-trigger. Seems like it would fit with the character and the general theme of the V-trigger if say her lightning legs did more chip on block and was neutral on block or -1 or something. Her V-trigger would then be an actual threat because of all the white life youâd lose from her chip game and then she can get a poke in with her excellent normals to take away that white health. It also feels weird to me that there is no tenshokyaku in the game. I wouldnât mind having this added in to add to her repertoire. I also think her having her jumping fierce punch be the same as her neutral jumping fierce punch just looks odd. I know they want to cut down on the difference between neutral jump moves and the other jumping moves but⌠I would like it if they gave her the same jumping fierce punch that she has in SF4, MvC, etc. It just looks better and the angle works a bit better too. Plus they already gave her a different move for her neutral jumping heavy kick and her normal jumping heavy kick.
Those are just my 2 cents so far for what its worth.
V-Trigger is really exciting to me for Chun-Li
It open up a ton of possibilities and we can net some solid damage. Personally think the damage should be buffed, however Iâve noticed the stun goes through the roof in V-Trigger with one combo you can easily get someone 60-75% stunned, add a little mix up one simple offensive push could be all you need.
With that said though, outside V-Trigger Chun seems bland. Weâve found some nice BNB, but they donât net much damage compared to others.
Chun really needs to get V-Trigger, safely activate and capitalize to the fullest. If you donât get it, activate, optimize it etc., Sheâs dead.
I know the beta is probably over for now considering they didnât bring it up today. Iâd really like to go through my notes and try to optimize what we have and throw away what is not note worthy.
I did add some notes to Capcom in the survey one of them was have Cr. Mk linkable from Cr. Lp or have B/F+Mp just be F+Mp
I think this is important for the footsie game for Chun. for Example Cr. Lp, St. Mp xx can only go to LLegs.
you canât keep a charge for SBK or Kikouken. Plus for St. Mp we really have to be up close to get our combo running.
She needs this option personally because just like to Cr,Lp to St. Hp combos in SF4, spacing requires you may only get a couple jabs.
Spacing is key and having Cr. Mk which reaches farther than St. Mp would be a big help.
Itâd be awesome to just have B/F+Mp cancelable, but her St. Lp is pretty close to the same range.
Hi guys.
Once the Beta starts up again, and you want a quick guide for Chun, give this video a try. It includes a detailed explaination on how her normals change in V.Trigger, including her basic BNB Combos.
http://www.youtube.com/watch?v=m1rvVB-c-_4
Honestly the biggest thing i want for Chun right is to build V-Guage if she lands a jump in attack after a V-Skill. Just that change would further create some incentive to make use of her V-Skill as a mobility option to get over fireballs and generally get in, as well as creating setup situations for it like fireball > vskill > xup j.MK for example. Most importantly it would allow her to build V-Skill without having to directly connect with it - which i just dont see much use outside of specific situations - and allow her to build that all important v-trigger. I feel lke it would be a fair change since using vskill as a getting in tool carries itâs own risks, such as chars having crush counter moves that reach within that space, such as Ryu and Chun s.HK and the myriad of other AA options from all the chars. You are basically commiting to a jump which is huge in a game like SF.
The way I see it, characters with these passive kind of V-Skills like Ken and Chun should be building a little, just a LITTLE V-Meter when performing them. Nothing major, just like 1/10th of a single bar. It seems hard for them to be gaining V-Meter otherwise without actually taking damage.
Chunâs V-Skill would really be fantastic if only the attacks came out just like a normal jump would.
The initial jump, which is fairly quick gives way to a little float moment before you can do anything. That floaty moment gives characters a chance to recover from fireballs, react punish etc.,
I tested in matches the effectiveness of Kikouken (thrown on wake up), V-skill into J. HP
I was actually more concerned with seeing how players responded to certain situations to test if stuff would actually work than actually winning, lol
But a Ryu I fought Parried the Kikouken and Dpâd straight thru my J. HP attempt off of V-Skill
So not only did he have time to parry, recover, but also react to what I did.
I also tried Kikouken dash up Cr. Hk and had the same results.
So I didnât find it a viable thing to try.
Real shame too because it would have lended itself nicely to some mix up opportunities.
I do agree with all you above, if she can gain meter on hit and maybe a small amount on block thatâd be great.
Youâre supposed to be rewarded for using V-Skills so it only makes sense!
Sweep isnât bad. Not great for all jump ins, but it works when spaced right against certain other jump ins.
Canât remember exactly concerning the other question. Have to watch through videos or just wait till I can get in the beta again.
V trigger only adds like 5-10 damage per extra hit, itâs mainly used for juggles and frame advantage.
The damage comes from the new links she gets, not the normals themselves. But yeah, those juggles look incredibly powerful as an anti-air, even though because the V-Trigger is so short lived I doubt weâll see many of them pulled off.
Thank You Everyone!!
Iâve really picked up a lot of great info these last few pages or so!
one quick question
Can anyone think of a situation for a surprise raw Fireball xx CA?
Thanks Again = )
Raw fireball? Not a chance, youâre better off confirming from a poke or landing a meaty fireball into a block string and confirming it into her CA. If you were in a spot where you could land a raw fireball, youâd be better off just reacting with raw CA to ensure you land it.
MAYBE it could be applicable in some scenarios, but again youâd be better off just going straight into CA in those situations. Or hell, you could probably land some form of LL or something if they were opening themselves up that much.
I was thinking the same thing
Iâll keep experimenting with it and report back.
Say SURPRISE, land the fireball then do super.
To ease your soul, Iâd recommend working on traditional confirms before going into uhâŚraw fireball territory.
Also you kinda canât atm, the servers are currently in a state of cardiac arrest whilst Capcom figure out which button they meant when they said âAny buttonâ
Well, if weâre just coming up with any possible reasons:
- Chip, only supers kill. Maybe the opponent has enough life to survive the super, but not a super and a fireball. Maybe they can react to the super flash (and reversal or something) but the fireball puts them in block stun and forces them to block the super. They can probably v-reversal the fireball to avoid the super, but letâs say they used it on v-trigger or on other v-reversals.
- Maybe to punish something that is out of range or too fast for anything else (does the fireball reduce the total damage from scaling the super?)
- Because Justin Wong would of beat Daigo if he threw a fireball first (MaybeâŚ)