If you’re talking about where she goes after landing it on an opponent, that’s entirely dependent on the momentum she had before the stomp connected. Example if you land a (hit or blocked) jumpin and then immediately do a neutral instant stomp after you land, then the momentum from the jump stomp and then pushback from the previous jumpin will carry her slightly backward instead of forward, allowing you to go for a same-side mixup instead of the typical crossup after instant stomp.
So I went back and tested with turbo on and my original post was indeed incorrect. Reason I was getting counterhit was because I was trying to dash in and do s.mp, which would lose to mashed jabs.
After throw she’s at 0 I think because the wakeup move traded everytime. After sweep she’s indeed positive and would counterhit everytime.
Edit: also I was trying to throw them on their wakeup but I forgot it is now 5 frames so I’d get counterhit. After airthrow you can hit the throw meaty though so you’re much more positive frames.
Her v-trigger completely ruins her crush counters. It makes both b.hp and s.hk launch the opponent, but the “shadow” hits eat up the free juggle state so you’re limited to only doing one extra heavy and that’s it.
Like, in the corner if you get a crush counter vs an airborne opponent you can combo v-skill (and build a full bar at that), but not with v-trigger on. Or b.hp vs grounded you can’t sweep. I think right now the v-trigger makes her frame trap game worse, though it allows her to combo from overhead and f.hk.
That is kinda weird. Crush Counters already lose a bit of effectiveness in V Trigger as you can’t build extra bar for landing them during V Trigger. This further compounds the issue there.
Guess until they fix just have to mess with other normals during V Trigger.
It doesn’t even matter if you lose anti-air crush counter combos in V-trigger, when other (easier to land) normals naturally gain juggle properties anyways. And, now you can tack on a super to many of these juggles (converting AA b+HK > b+HP > super is a sick buff)
And in V-trigger, all your normals gain frame advantage, so now you can extend combos and frame trap hard without even relying on crush counter.
As per usual we disagree heh. I’m not refering to anti air crush counters, her grounded crush counters launch the opponent and you lose on damage from that. I don’t see any reason why her s.hk should be changed to launch, unless I’m missing something this might even been unintended.
And on frame trap hard, sure you can frame trap with other stuff but…not your heavies? Which have a system mechanic attached to them to reward you for using them to frame trap?
Imo this isn’t THAT big of a deal because v-trigger opens up overhead combos (I think she’s the only character in the cast with a safe and convertable overhead?).
Well, it’s not like frame trapping with your heavies GIVES your opponent life. You can keep frame trapping with them if you like. Some combos won’t work anymore, but a counter hit, v-trigger crush counter is still going to hurt. It’s just that other buttons gain combo potential in V-trigger, while those two buttons lose it. shrug
It would be nice if they adjusted V-trigger crush counter properties to be more consistent, but even if they don’t it’s not like she’s going to drop a tier or anything.
Thanks to @gilley 's glorious hard work I can calculate these. Chun’s knockdowns are 49 frames long, so f. throw > dash is even, sweep > dash is +1, air throw > dash is +6.
Rest of knockdowns are too far to follow up with pressure, but you’re heavily positive if it’s in the corner.
CCH give more hitstop, and B.hp has a lot of active frames, so at top level, I feel like people are going to be hit confirming b.hp CCH cancel into HK legs instead of just into sweep, this works regardless of VTrigger mode status, and it does more damage/gives better oki anyway. Apparently there’s an OS because of the longer hit stop too, which would allow you to have it come out on CCH automatically, and then you can just worry about hit/block/air hit hit confirms.
St.HK in VTrigger seems just straight worse though, which sucks.
In the vein of not being all doom and gloom put forward by Lone Dragon, I’ll also point out that her air ex legs seems to do more damage than it did in the previous beta, making those two combos into it much better, and I found out that EX Bird is projectile invul for a REALLY long time, I think until the end of it’s really long active frames, which will make it really good against Dhalsim/Rashid/Akuma/Utien fireball > teleport/mixup nonsense. I don’t know if it was like that in the previous beta, it’s not something I ever thought to test.
And yeah, I rechecked throw the oki, it’s a lot worse than I remember, I’m sure she was positive previously (or I might have just been wrong).