SFIV Chun Li General - Fellowship of the Thigh v.2

Pretty sure you wont have charge in time for that, also if you os U1 then it’s likely to hit them when they’re airborne = fail.

Yeah, true.
But what about U2 with the new 7 frames of invulnerability?
I’d really like to test this.

I suppose that her faster jumps don’t affect her ability to store charge on air, at least for the most common uses of charge moves shortly after landing, do they?

u1 to catch backdashes is tech from vanilla

nobody use it tho (i have but w/e im nobody)

edit.

which reminds me of this little tech called double OS

too bad that delayed wake ups kill most of this stuff

the new jump deff kill most if not all the set ups we have currently. but w/e delayed wake up bs does that too, so give me a better jump and a dive kick plz

SOOOO apparently everyone else knew about this and I did not, but Super Arcade in Walnut CA is getting a loc test of USF4, Nov. 29 - Dec. 1

Word on the street is that Mike Watson is going to keep the arcade open all 72 hours of the loc test but I dunno.

Give me (and other SoCal Chuns because I know they post/lurk this board) things to test!

On my list (in no particular order):

  • Red Focus applications
  • EX Red Focus applications
  • U1 corner juggle
  • Potential safe-jump setups now that her jump arc is changed
  • df+LK
  • See if EX SBK still loses to deep jumpins / see how much it’s improved
  • Applications of EX Kikoken knocking down
  • Practicality of EX Hazanshu armor-break
  • Dramatic changes in matchups
  • Confirm/Bust rumor that Super cancels into Ultra

Anything else?

I’m going to the location test in a few hours. Don’t know how much I’ll get to play. But I can answer a few things… U1 corner juggle doesn’t seem to have changed. df+lk seems to be back to Super status.

snake if you can try to test the set ups we have

https://drive.google.com/file/d/0B9YYHbXimSrGRThXY2dqYTV2YVU/edit?usp=sharing

(i havent finished but is something)

the actual safe jump from sweep can be replaced with

sweep, whiff st.lp, deep j.hk

but the f.throw set ups are kinda f*ck`d up it seems

Ok, so if I remember correctly, a safe jump is technically when you hit someone waking up on the very last frame of your jump (frame 36 for ultra Chun) then you land with 2 frames of lag. Since that is 3 frames when you are open, that is why safe jumps don’t work on dragon punches (3 frame start).

If I remember correctly, Chun is advantaged 55 frames from sweep (?). So after sweep, whiff st. mp (19 frames) so Chun will hit on the 36th frame of her new jump arc.

I believe fthrow advantage is 45 frames, so st. lp (10 frames) whiff might be good for that.

Back-throw might just be a straight-up safe jump, but I don’t know the frames.

I might be off on her hard knockdown frames, so please correct if you have the numbers.

actually

sweep +46

f.throw +55

whiffing st.mp would leave “1f gap” meaning the jump is not perfect meaty

when you jump you are punished with 2f landing recovery and another 2 extra frames if you attack while jumping. learn the mechanics.

this new jump give us true safe jump from back throw tho can you test that snake?

something like back throw, step, jumping deep mk or hk would do

does she still have the leg loop?

Spent a few games with Chun in the location test today. Everything I found/remember…

– Legs seems to work the same, no change in hitboxes.

– U1 also seems unchanged. Rolento falls out of the corner juggle at least.

– df+lk is indeed back.

– It’s going to take some getting used to the new jump arc. I had a setup where I go for crossup j.lk after a forward throw. I tried it twice, missed it twice, having her come in front of the opponent.

– I did EX SBK, but I didn’t notice any major improvements in the move. Not to say there aren’t any, just none that I noticed in my usage of it.

– Double Ultra U2 damage is laughable, but it’s nice to have to close out a tight round or when you need to shave off a few extra pixels for whatever reason.

– EX Kikoken knocking down is nice because it gives her more time to gain ground if she’s having a fireball war. It can also be used in a combo for a quick knockdown, although I’m not too sure what the immediate benefits are in that yet.

– In the games I saw today there was much less vortex, and if the game becomes more footsie-oriented Chun will do well. However Yun still is a bastard for her. Seth maybe as well, though she can manage that one a lot better.

I wonder how her jump arc changes instant head stomps. does she fall fast enough to combo into anything after it?

Well, I’ll take your word for the other stuff but this doesn’t make sense. There is some landing penalty for some actions from an empty jump. Another jump or backdash is laggy after empty jump, but you CAN immediately attack, special, block, tech or focus. If you attack while jumping, you have a 2 frame delay before you can do anything. It doesn’t make sense to have a 4 frame lag from attacking, because safe jumps wouldn’t work even against Sagat with those numbers.

I’ll probably be at the super arcade location test, so i’ll try to answer any questions you have concerning chun .

Sorry, haven’t posted here in a while lol

That’s a good question. Also, how will our timing be for double fierce into head stomps?

sagat tu is a 5f reversal

I’m not entirely sure why malv makes that extra effort to be caustic in all his posts, it makes the chun forums kinda tiresome to read.

You are completely correct in your description. No matter the jump there are 4 landing frames where you can’t move(ie walk, dash, jump). If you didn’t do an attack in the air you can block/attack normally during those 4 frames, if you did an air move then you can’t block until the 3rd frame(srks hit on the 2nd frame), and you can’t attack until the 5th frame after the landing frames have ended.

I did instant stomps, nothing really seemed to be changed about it.

Got 1st at a mini tourney here last week. Second was a rog that I always had difficulty with. I really believe it’s closer to even in v2012, plus rogs have a few more tricks and aren’t wont to jump over fb’s (to be suckered into aa’s) anymore. Third place was a Sakura who ran it back in a long set yesterday. I found the matchup quite annoying but still doable, a la Fei Long. J. hp and tatsu loops :sad:

Leave him be, he’s the grumpy old uncle of the subforum. If you made all these tech and finds and people often ignore them, you would be grouchy too.

Facing many Adons and Seths will also do that to a poor Chun user

I heard that the change was her drop rate after reaching the top of her jump arc.