Chun Li in AE (Arcade Edition)

^^^okay what did I miss about U1 other than the dropping issue?

she’s the same

anyone knows where can i read the AE frame data for chun?

Wow. I almost forgot about this. I guess I’ll need to memorize who does and doesn’t drop before next week so I don’t get salty. :stuck_out_tongue:

;_;

I heard something about exSBK changing in some way…that’s not true, right? O_O

I’m playing AE right now…and I’m pretty pissed about Chun :
HK & LK super are not 1 frame, I tried it against fei long lv1 focus and only the mk version punished…I don’t know why the new frame data says so.
I thought U1 now comboed in the corner on everyone (without perfect spacing or timing) and that the glitch on Rose was just a side effect of the new properties, I could have lived with that, but no…it doesn’t combo on anyone new, so I guess they changed something about Rose’s hitbox.
In an interview someone said that now her ex legs could combo with all 4 hits on more characters cause they changed their juggling hitbox…I tried a few and still got 3 hits.

The nerfs are ok, but it’s so sad to have nothing new to mess with, except the new FA stance (which I think I like), but is not a big add.

We’ve been saying that for a while. I was almost certain HK and LK super were not 1 frame when c_nul mentioned that the mook claimed they were.

We have also been saying that U1 does not combo on everyone - that it’s mostly the same - and that with really specific spacing, certain characters can fall out of it.

Maybe you haven’t been reading up (I take that for granted since I lurk these forums too much lol), but I’m pretty sure we’ve talked about that before.

Also, I believe EX SBK has changed in some regard but I’m not sure how exactly it’s different yet. It seemed less good but I can’t really pinpoint how or why it’s less good.

I will be putting in some long hours in the lab tonight.

sorry, I only read the last few posts, I thought I already read the first page of this thread ^^’.
Anyway, I wonder what makes U1 behave like that…from what I’ve seen on Rose, she always drops, but you’re saying that other characters can drop too…so, what the hell capcom? what did they change to cause this?

I didn’t notice anything different so far with ex sbk, but that move wasn’t that good to begin with so there’s no reason they should nerf it…I really hope they didn’t

I tested U1 juggle on Akuma, Seth, Rose and Gief (the characters reported to fall out right?). I fell out once vs Seth and didn’t fall out vs Gief or Akuma (actually he juggles without spacing from afar now, which is new) yet. I fell out every time vs Rose.
The thing is, is juggles weird now on the way up for each of those characters. HOWEVER, this can be a good thing because if/when the last hit connects, it leads to MORE overall damage (vs Gief at least).

The change isn’t as bad as I thought. Just can’t risk it with Rose as much now. I’m going to test df+lk now.

Wait, how does the final kick do more damage? Individual hits of the Ultra don’t scale, as far as I’m aware, so I don’t see how the last hit would do more damage if hits in between don’t connect.

God I wish I could get out of work so I could test some of these things.

Also, when you say Rose falls out, does that mean Rose falls out because the launcher whiffs, or does the launcher connect, and Rose falls out as Chun is rising (giving Rose an opportunity to punish)?

Okay. My mistake, I went back to super and realized sometimes when you do cl. RH xx EX Legs on Zangief, sometimes the EX legs will hit 3 times, but most of the time it’ll hit 4 times. So if you do cl. RH xx EX Legs (3 hits), U1 juggle in SSF4… it’ll do 493 damage total. But if you do it with 4 hit’s of EX Legs … it’ll do 533 damage total.
In AE, if you do cl. RH xx EX Legs (4 hits), U1 juggle… the total damage is 509 which I saw as more than 493 but I didn’t notice that I hadn’t landed the full 4 hits of EX Legs while I was testing SSF4. My bad.

Anyway, I tested versus every Character with U1 in AE and put it under the microscope. A few notes on what I’m about to list:

-“Juggles differently” means they will get launched, but also means a few other things: After the launcher part of the Ultra, she’ll either spin upward and hit with it 3-5 times and LAND the final kick OR she’ll spin upward and hit with it 2-3 times and MISS. I’ll note in parentheses whether it misses or not on that specific character.

-“From afar” is referring to the spacing you needed to use on certain characters who didn’t juggle from normal range in the previous versions. (Land the Ultra from far enough away so that Chun juggles with the tip of her foot and the launcher should connect).

-“Skatan’s technique” refers to using cr. short, cr. jab, cr. mk xx EX Legs and then executing the Ultra a little earlier. This causes the opponent to gravitate towards the top of Chun’s Leg during the first kick of her Ultra for some reason. Nonetheless, it leads to a guaranteed launcher on 97% of the cast (Balrog, and Fuerte being a weird exception)

-Something different in this game is another technique you can now use to juggle some characters from normal range who couldn’t be juggled from that range.
Previously, the only ways I knew that allowed this was Skatan’s technique of cr. short, cr. jab, cr. mk xx EX Legs or my technique of cr. short, cr. jab, cr. short xx EX Legs into early Ultra so they land on top of Chun’s first kick instead of in the middle. NOW you can do that from just using ANY combo into EX legs or J. HP x 2, etc. The timings tricky on some characters (i.e. do it too early and you will pass under them), but easy on other characters. I’ll note whether it’s easy or hard to time on each specific character.

Now onto the list:

Akuma: Juggles from normal range now (space so he lands right on top of the 1st kick in the corner… easy timing)
Seth: Juggles differently (Rarely misses)
Zangief: Juggles differently (Rarely misses)
Makoto: Juggles differently
Gen: Juggles differently
Oni:
-Doesn’t Juggle with launcher normally (juggles on Skatans technique , but not on cr. short, cr. jab, cr. short xx EX legs) .
-Misses sometimes from afar.
-Can juggle by spacing it so he lands on top of the 1st kick in the corner…easy timing.

Yun: Have to juggle from afar (or use Skatan’s technique)
Chun: Sometimes juggles different from afar
Abel:
-Juggles now from normal range (space so he lands right on top of the 1st kick in the corner… tricky timing).
-Juggles differently from afar (sometimes misses)

M. Bison: Juggles now from normal range (space so he lands right on top of the 1st kick in the corner)
Cammy: Juggles now (space so she lands right on top of the 1st kick in the corner). <- This is very difficult to do on her and not recommended
Dee Jay: Juggles now from normal range (space so he lands right on top of the 1st kick in the corner… easy timing)
Dudley: Juggles now from normal range (space so he lands right on top of the 1st kick in the corner… easy timing)
Hakan: Juggles differently
Yang: Have to juggle from afar (and Skatan’s Technique)
Evil Ryu: Juggles Normally (No special spacing required)
Fei Long: Juggles now from normal range (space so he lands right on top of the 1st kick in the corner… easy timing)
T. Hawk : Juggles differently from afar
Adon: Juggles now from normal range (space so he lands right on top of the 1st kick in the corner… easy timing)
Rose: Juggles Differently (Final kick always misses. Does a total of about 300 damage fter cr. short x 2 xx EX Legs if you want to risk it for a kill). You CAN juggle normally if you space the ultra juggle from afar though.

All other characters: are unchanged as far as I noticed. I tested several times and different situations and didn’t notice anything different.

… Also for df + lk, she goes airborne/reset when she trades now, so comboing after a trade is only possible in the corner.

Would someone be willing to test these set-ups for me and say if they work on Yun? I won’t be able to get the game until Friday. :frowning: :frowning:

Set-up 1: Sweep KD Dash X 2, whiff Cl. LP, Cr. LP.

Low Jab: 3 startup | 3 active | 10 total
Close Jab: 11 total
Dash: 15 Frames
Sweep: Knocks down | +45 frame advantage.

Dash x 2 is 30 frames. Close LP is 11 frames. That adds up to 41 frames. If you immediately crouch LP… the 3rd frame will whiff on frame 44, the 4th frame will whiff on frame 45, and the 5th frame will hit on frame 46. Meaty on the 3rd active frame. That is pretty darn easy to execute and there’s 2 frames room for error.

Set-up 2: Forward Throw, Whiff Far MK, Dash X 2, Cr. LP.

Low Jab: 3 startup | 3 active | 10 total
Far MK: 22 total
Dash: 15 Frames
Forward Throw: Knocks down | +55 frame advantage.

Far MK is 22 frames total. Dash x 2 is 30 frames. That adds up to 52 frames. If you immediately crouch LP… the 3rd frame will whiff on frame 55, and the 4th frame will hit on frame 56. Meaty on the 2nd active frame. This is more difficult, but you can plink the far mk to make it easier. You can be 1 frame off and still be OK.

df+LK should still be able to combo on trade with U2 from the right distance (you’d have to eye it and judge for yourself). It can be done but not always. Dash EX Legs tends to miss now though.

You can however get the full animation of U1 on rose if you go thru her projectile or your own projectile off a reflect–sucks you can’y really combo into it though.

I can’t quite get the 2nd set-up down but the 1st setup avoids Yun’s LK and HK upkicks, it counterhits the MK upkicks and it gets stuffed by the EX upkicks.
When I tried the 2nd setup I avoided the LK upkicks, counterhit the MK upkicks, but got beat by HK and EX upkicks. My timing may have been off though since I’m bad at doing standing MK right after the throw ends.

Thank you, Darklight! =) It might be easier to time the MK after the first dash and then dash again, but I’m really glad to hear that sweep set-up works. Makes me confident that we’ll be able to make his wake-up hell.

I just noticed that the vanilla unblockable setup for ryu and ken (forward throw, dash, df+hk), which was just ambiguous in super (had to be blocked the other way) is now blocked by holding away from the corner…so no point in using it anymore (probably still unreversable though).
Also the unblockable on Cammy after forward throw doesn’t work anymore :\

Dude, I was super excited to go home and download AE, but was disappointed by several things:

  • The PS3 version runs at a (slightly) different speed than the actual arcade version, which I have been playing for months. It feels slower on PS3. A lot of links which have become second-nature for me now feel different at home (ASUS monitor might have made a difference but I doubt it). Short combos weren’t really affected, but cr.HP xx Legs loop is disastrous for me now. I have to hit the buttons much later than I feel like I should.
  • The stick is too loose on my fightstick, so combined with the way I sit when I play at home (cross-legged, with the stick on my lap), a lot of my inputs weren’t coming out clean. I’d input FADC forward and get FADC back instead. So that was frustrating… I may have to start using my LE Chun TE Stick even though I don’t want to lol.
  • Playing online is still absolutely nothing like playing live and in-person. Even on full green connection it felt like playing underwater to me. I was hitting Reversals that I am 100% sure would’ve come out as reversals in live play, but didn’t Reversal online because of lag. The two solutions to this are either to add inputs (like double or triple-tapping), or to input commands earlier (or both), neither of which I want to do as I don’t want it to mess up my execution for ReveLAtions this weekend.

So, all I will really end up using Console AE for is to test shit against certain characters. I don’t think I’ll be playing much online.

Totally undestand what your talking about, on XBL it seems to run noticable faster and I was either just tired last night or started going on auto-pilot, I kept missing simple shit and EXSBK Dudes were jumping in all unsafe and just suddenly stopped firing for my last several fights but I had to get her to ‘C’ before calling it a night. Mission accomplished.