Chun Li General Thread: Blue Jade

[quote=“J.D, post:1700, topic:175372”]

Maybe this video illustrates it better.

[/quote]

Well … that looks kinda like charge partitioning … hard to say for sure. I don’t think it is though because I notice you do have a slight pause with the cr. lk on the ones that work and not on your first 2 tests. That slight pause is giving you more charge time then the first couple shots at it for sure. Whether that is enough is difficult to know without testing. I mean you can always dash->(start charging)->cr. LK->cr. LP->spinning bird to buffer the charge also.

A real test would be charge->walk forward->immediate cr. lk holding d/b ->cr. lp->spinning bird. I feel you are thinking i need just a tad bit more charge from the partition to get it to work and that delay is actually what is making it work because that is all the charge you need for the move. The charge time is enough you can do it almost from 1 cr. MK so two lights with a bit more is probably pretty similar.

Another example would be charge->dash->spinning bird raw. That would be the ultimate proof of partitioning.

The charge I do after the walk is way smaller than a regular charge for SBK.
Sadly, I did this at a friends house so I cant correct the error you mention. I agree I do wait more on the partition than in the first 2 tests, but I think you can see how the charge that leads to SBK is way smaller than a regular one. Since I dont have the game I cant really test it right now, so I was hoping the scientists would help.

I tested it and I’m 80% sure you’re just charging extra frames. I did walk up wait–cr.lk cr.lp xx sbk and it worked, with roughly the same timing.

During the Italian Capcom Pro Tour event, where I was a staff member, I explicitly asked Combofiend about charge partitioning and he told me it isn’t in the game nor they have plan to implement that mechanic.
There’s still a chance they changed idea or that he lied (but why? wouldn’t make sense!) but I think it’s unlikely at this point

I honestly think it’s just lower charge time than we’re used to in SF games.

Just curious, can anyone do headstomp, j.hk, whatever on SRK punishes like the japanese video I posted some pages ago? I can’t do it on my cracked version, it seems like you jump higher after headstomps?

That nerf to cr.mk is gonna remove her meaty combos after ex legs and mk sbk setups. Wonder if it also kills s.mp, crmk xx sbk combos

Don’t fight the temptation. Just rise up.

Is this a mod i like this color D:

The hair really puts me off that alt, it looks weird. It’s so…still and plastic looking.

Yeah it’s like Ibuki’s hair without the cool shape. I like the little hair braids and bangs though.

good, less people playing this costume. i hope yall also dont like colors 2 & 8 from original costume.

Oh something rised up alright…

Rise up boys. It’s time.

The damage buffs for Chun Li’s white chip in the new beta (from beta 2 to beta 4)

Everything got buffed except for df+HK which is the same and air stomp strangely got nerfed 1 point of damage.

s.MP 8 >10
c.MK 6 > 8
c.MP 6 > 10
s.MK 8 > 10
f+MP 8 > 10
df+MK 10 > 12
s.HP 10 > 13
b+HP 11 > 15
c.HP 8,5 (13) > 10, 7 (17)
b+HK 10 > 12
s.HK 13 > 15
c.HK 11 > 17
f+HK 11 > 13
df+HK 13 (same as before)
V Skill 5 > 7
j.MP 8 > 10
j.MK 8 > 10
air stomp 8 > 7
j.HP 6, 6 (12) > 8, 8 (16)
j.HK/nj.HK 11 > 15

Is it just me, or did Chun-Li lose her Air MK cross up ability after headstomps?

White chip is a universal change and it’s just a percentage of whatever damage the normal is. It used to be 12% and now it’s 17%. If you know the damage of the normal, then you can easily calculate white chip this way no matter what character you play.

I’m liking this 17 percent. Really fits Chun Li’s play style well. “Oh you’re blocking? That’s cool this will add up”.

That means air stomp must have taken a damage nerf then.

According to dantarion website, chun li can late cancel her cr mk during the recovery frames. (like in 3rd strike)

She has 2 active frames and she can still cancel into a special move during 4 others frames (recovery). Ken can do that too with more frames but others characters are limited to only cancel during active frames so it’s not universal

I could stare at this all day long

Just messed around the the temp Beta.

Im having a hard time doing OH headstomps on Small, Normal croucher Characters. On Birdie its fine, even doing it lazy.

But the others, omg, hard. Wasnt like this for me b4, did them consistent.

Did they change the start up frames? Another thing that might be at fault is the missing df for headstomps. Going to straight down might take longer.