Agreed wholeheartedly
I would get on but Iāve just never been a chun guy donāt know why.
I had the same exact problem, but I guess I just need to work on my sloppy inputs. Itād be nice if sbk didnāt come out on up forward though.
V-Skill whiffs over crouchers now.
Counter hit cr. mk -> cr. jab doesnāt work anymore.
Definitely saw V Skill whiffing crouchers. I heard it has faster start up now which may not be bad to catch empty jumps or certain jump ins.
I tried it a few times and got stuffed. Iāll stick to the established AAs until I have more time to experiment in training (although the next time that happens, it could have different properties again).
Cpu chun li was doing it like it was candy for some reason
This change honestly has me the most hopeful of all the changes because I think it shows that capcom recognizes the existence of IA Legs and is trying to keep it in.
I remember in beta 1 i was playing this mirror match with chun li and it was legit like a 3s match. It was so fun.
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Is it just me or does she remind anyone else of 3S Chun. Also spacing, strong buttons, dominant cr.mk, strong throw game.
Good videos genistar. Strongly considering maining her while waiting for Gouki.
@Darklightjg1 , Donāt forget N.J Hk is also way nerfed. It was my go to starter for Stun combos but now it really doesnāt matter if you do J. HP of HK
The 2nd hit of J .HP not being considered an Overhead really screwed me out of several opportunities.
F+HK doesnāt combo into St. Mp anymore in VTrigger
and I swear Cr. Hp has a slower startup
B+Hk trades too often for a go to Anti-Air
Her low health combined with damage nerfs hurt a lot; in my opinion Beta 1 Chun was better.
I spent the stress test playing Chun because I didnāt get any time with her in Beta 2, I got to Level 7 and roughly 1500LP
I felt like I had to work a lot harder for my wins versus Beta 1.
So many opponents just go freaking HAM
B+Mp and St. HP beat out those pesky Karin and Laura full screen overhead attempts. Iām sure B+Hp would as well.
Cr. Mp shuts down Lauraās fireball game, if you hit her the fireball just disappears.
They based a lot of her normals after 3S so sheās pretty much like a more fair 3S Chun in a game without universal parry. Thatās what made me instantly click with her when she was part of the first 6 debut characters. I was thinking about Cammy at first since I figured she would be another solid walk back and forth with buttons character, but Chun Liās 3S like buttons and her CC style V Trigger sold me.
Some good vids from Genistar. I hear people are up and down about Laura, so good to have Chun on the team as well.
Iāll put up some of my matches later. Only thing I miss is V Skill building V Gauge on whiff, but considering how strong b+HP is and that she only has a 2 bar Trigger itās a fair trade off. Her V Skill now works pretty differently now and does feel slightly faster. Weāll see where that goes.
I mostly use neutral j.HK as another anti air option. Releases pretty quick after you go for the neutral jump. Anti air Iām mostly mixing in b+HK against closer jumps, f+MP against further jumps and use b+HP if I know theyāre not going to empty jump. Crush Counter AA b+HP very satisfying.
Dudes do go HAM but I just block and EX SBK or V Reversal if I really have to. Otherwise just out button them and try to walk them into the corner. I feel much more comfortable dealing with HAM people in this game than in SFIV since attacks/moves with invincible properties are much more rare. People actually have to deal with shit sometimes now.
My timing must have been off because I kept having B+RH trade (or completely whiff despite being almost directly beneath a jump in) and B+Fierce kept getting stuffed. Didnāt try B/F+Strong as an AA though, so Iāll keep that in mind for the next beta. After a couple hours I eventually just settled on plain old Short as a grounded AA. The hitbox seems pretty wide, as I was able to AA far jump-ins as well as close ones (similar to beta 1 B+RH) and I never had it stuffed or traded. On a number of close jump-ins I was able to dash forward for a cross under after the Short AA and catch people blocking the wrong way when landing, though sometimes I stayed in front for some reason. The range for being able to do that must be fairly specific.
i believe the best CC combo is sHK, dash LKlegs, crLP LKspinning bird
Most of the crush counters I landed sent the opponent whirling in the air and my lack my of reaction didnāt net me anything afterwards.
What are Chunās best frame traps to net a more successful Crush Counter rate?
B+Hp I really like but I need to use it more. Same goes for J. Mp, I keep forgetting it causes juggle states.
i dont think you need to go for CC fishing or setups really
you def prob wonāt do it with sHK
bHP CC is alright i suppose since you would use it for pressure anyway as its +3 on block, you can just sweep or ex legs after
if youāre looking for moves to CH with, sMP is probably your best bet
chun is not that highly damaging
Actually, b+HP is plus 3 on hit, but only plus 2 on block.
b+HP for crush countering is best set up in neutral. The hit box pretty much stuffs all standing attacks and does decently vs late attempts to throw out a jump in. Timed right youāll catch their start up frames during the jump in and catch the CC. They have to throw out a low to stuff the b+HP on the ground which you can then mix in with your low, f+MP or s.MK.
Like Phantasy said, your best bet is just to tick with c.LP into s.MP for standard frame trapping. Thatās your main frame trap that will stuff mashing on jabs and such. c.LP to b+HP is nice as a delayed crush counter set up if you know they arenāt going to mash but may still press a button right after the point of mashing. Thereās also a sweet spot where you can set up the b+HP so that itāll blow up their attempt to tech throw. Itās tough to find though because if you get too close youāll get thrown and itās outside of your throw range.
I generally donāt use s.HK much. Not a big fan of negative on block crush counters that canāt hit crouchers. Seems best used as a way to yomi on someone trying to backdash or as a preemptive anti air. Other than that I donāt really use it. Karinās s.HK crush counter is a lot better since itās safeish if spaced right and can hit crouchers.
Itās like 3s chun and definitely hit confirmable into super. Her counter hits are something you should definitely be fishing for since she nets so much damage off of the confirm to super. Just remember to always buffer super motion and hit kick when you see the hit/CH.
The only problem Iāve been having is accidentally activating her overhead when trying to do a quick whiff punish with c.mk.
Love the comeback at 12:45, That v-skill jump crossup looks so sick