You can punish fireballs if you do it preemptively, but on reaction its unlikely (you’ll most likely either hit the FB on the way up or eat an anti air on the way down). Its a gamble either way. A way to make it sort of safer if you do it preemptively is to cancel into air legs halfway if your opp doesn’t throw a FB. Sometimes that saved me from an anti air and sometimes I still got punished.
A more practical use of her VS is a cross up setup off a knockdown. After ex legs or short sbk (midscreen) you’re left at the perfect distance to score a cross up with her VS if your opp quick rises. You can make it ambiguous too by taking a slight step back first to not cross up. It’s also a gamble though because if your opp does a back quick rise then you’re wide open to a reversal. But against Ryu for example, on a normal quick rise cross up you’ll go over all reversal DPs (except EX), but if the Ryu delays the wakeup DP you might still eat it anyway. It really depends on the character you’re facing and what they can do on wakeup.
Ultimately though I’m not a huge fan of her VS. Seems too limited in its use. But I mean that might be a fair trade off since her VT is so strong. Who knows.
I mainly use it to set up cross ups since her jump is very high and a bit floaty. Usually go for it if the opponent forgets to tech or if I’m in a situation where I know they won’t. In general it’s just nice for allowing her to move forward across the screen without having to perform a very high jump that isn’t as good for crossing up in neutral.
For me, i think her V-skill mostly use for cross up and punish fireballs if reacts faster, but for sure her VT is good for dmg and juggle potential,not sure why still sum1 talking about her VT is trash?lol
V-skill just to cross up, avoid fireballs, and slowly build up v-gauge because it fills on wiff.
Not a fan of her v-skill. I feel that there could’ve been a better option for it, but it’s what we got, so we’ll make do with it. It doesn’t matter how good or bad the v-skill is. It’s how you use it.
HSU V-Skill would have been better.
Think of it Like a mix of Necalli’s and Cammy’s
Neutral V-Skill would be like MK HSU
F+ V-Skill woud be HK HSU
B+V-Skill would be LK HSU
but that didn’t happen, oh well.
I loved doing Kikouken on opponent’s wakeup and V-Skill with J.HP, but that was back when it was considered an Overhead, now the second hit is pointless.
So now for screen positioning purposes you can do a jumping attack into V-Skill for a nice corner carry and meterless combo with two D+Mk stomps xx LLegs, 1 bar with 3 stomps xx Ex LLegs.
Be aware it is easy to anti-air as it is heavily telegraphed; I had several Chun’s try to gimmick stomp cross me up when I was playing Ken and they just got Dp’d free for the effort.
I think st. LK and B+HK will cover a lot of your bases, but she still has several anti-airs she can use. I just don’t think it will quite as situational as SF4.
Like there were actually quite a bit of cases in SF4 where you had to choose between st. HP and st. MK vs someone coming at you from the exact same angle, but with a different hitbox/hurtbox on their jump attack. One would hit almost 100% while the other would get stuffed/trade too much.
For this game it’s been pretty much all about the jump angles from my experience.
I try to use a bit of everything. If you watch Graham Wolfe play his Vega vs Poongkos Cammy he was busting out neutral junp mk, air throws, whatever came to him it seemed like.
I mix up depending on situation between neutral jump hk, b+hk, s.lk, f/b+mp and air throw. Its definitely not as complicated as from what I’ve heard SFIV Chun can be.