I didn’t love Chun in the other betas but something changed either with me or her and now I’m loving how she plays. To me it’s second only to that awesome feeling of playing her in 3S.
I watched a few of yours and other chuns games, you have instant air legs perfected. What kind of peripheral do you use if you don’t mind me asking and do you have any tips? You were getting them out very low.
Woshige is a top Guilty Gear japanese player, is a SFV producer and plays Chun. I think we’re to thank him for making Chun have good normals, air LL, a dope charge combo and a dank v-trigger.
Combo wise you can do your c.LP, s.MP, c.MK bnb if you’re close enough. Even if they block it you are usually 0 or plus. It’s also good to bait throw techs with less risk than neutral jumping and avoids you accidentally getting counter thrown.
You just have to get it low enough to the ground. If you can’t link c.LP it’s because it’s too high in the air. You used to be able to s.MP off of it and c.LP was super easy to link, but they nerfed the recovery a bit.
Well I just jump forward and do air legs asap and it works fine and consistent for me, I’m able to get the c.lp. I don’t see where the canceling d.mk is needed?
st.hk whiffs on crouchers so I don’t think you’ll find any.
For b.hp, all I have is double dash after mk sbk if they backrise. It they do normal recovery you have to do s.mp or cr.mk (hits meaty, can combo after) instead. I find people don’t alternate between the two yet, so just check what you opponent does first time he’s knocked down.
Yeah figured that out too. I was thrown off by the above posts thinking you needed to TK the legs, but you don’t. I couldn’t get that TK motion to work.
The original video that showed off instant legs described that you needed to do that, but people figured out later that it wasn’t actually a requirement. Some just do it out of habit and I like it since it makes me feel I’m getting the instant legs on the very first frame possible.