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

play sfxtk then

Aw Chunner clause! Merry Xmas all. Got a PS4 from Santa, where’s SF5? :stuck_out_tongue:

Same here. I tried it but it’s hopeless.
No matter how often I try to main other characters, I always come back to Chun. :3

Well…it’s confirmed…Chun’s ultra jump speed is gone. I wonder why Capcom couldn’t just give her this buff but faster than ae2012 but a little slower than Ultra (like 37 frames instead of 35)?

Something tells me that even with all these few fixes and tiny buffs it will only put her back in the mid tier zone…a notch up but that’s it. It will look like she is top at first but through time everyone will figure her out and just lame her out.

You’d think since it was addressed that she needed a faster jump, that they would meet somewhere in the middle between 41 and 35 frames. She’s still got some nice buffs, but I was really looking forward to the new jump.

*Chun-Li

Vitality increased from 900 to 950
Jump total frames reduced from 41F to 35F
Rear Spin Kick (3+LK) hitbox expanded, start-up reduced from 12F to 10F
Yosokyaku (Jump 2+MK) hitbox expanded downward and horizontally
L, M and H Spinning Bird Kick now knock down on last hit
EX Spinning Bird Kick hitbox slightly expanded forward and downward; 5th hit hitbox slightly expanded upward
EX Kikoken now causes knockdown on hit
EX Hazanshu now has armor-break properties
Kikosho (UC2) damage increased from 330 to 365 380; invincibility increased from 8F to 9F, covering the start of active frames*

I’m assuming everyone is following this (clearly I have not), but can I say yay? The one change I was looking forward to! Chun will be very interesting to play if these changes stick. Also, not that I’m complaining, but what’s with the yosokyaku buff? Is this going to allow us to land headstomps in new and different ways? Just trying to see the significance…

The call that the 35f jump makes Chun op-ed is pretty mind-blowing to me.

The j.2MK change is going to make the neutral stomp on standing opponents more consistent across the cast at least.

That is laughable that the jump speed increase would make her OP even at 35 frames.

Capcom is making everyone’s pokes a little better so therefore Chun’s poke becomes less exemplary…they making a lot of characters moves to have better recovery therefore making Chun’s block punishes much more difficult…

So what you have now almost everyone a little better at what Chun does except for the top 4-5 tiers in ae2012 as akuma, cammy, adon, fei long, and whoever is getting nerfed.

So what’s the problem? You now have Ultra Chun with good pokes, with buffs and fixes where she would have bee really good for AE2012 but just a notch up in Ultra…maybe 2. She needs a better jump speed, if they want to take something away they can take the knockdown on the sbk. - Why was this given?

I hadn’t even considered a faster jump speed as a buff, previously. Let’s not reach here, I’ll take what I can get. Chun looks like a fantastic char in ultra, she seems balanced with the rest of the cast.

Did you even play the build? Did you play against other top players in the build?
I did and I can tell you that her jump was OP, coming from playing as Sakura for a long time I can tell you her jump was every bit as stupid as hers.
All/Most of the characters with divekicks/strong jump game are getting nerfed on that department, so why would they for some reason create the same problem again?

Stop beeing greedy and looking for easy wins through an overbuffed character, appreciate choices for a balanced game instead.

Chun having a 35f jump doesn’t make it any harder to anti-air her than a character like Blanka, Vega or Juri. Because she lacks any tools to change the trajectory of her jump, I think it’s pretty fair that she has a faster jump - maybe not 35f but certainly something faster than what it currently is. If any character is throwing fireballs at a distance where Chun can jump and punish - even with a faster jump arc, they should be re-evaluating the distance they should be throwing fireballs.

I hate the argument that Chun should not be jumping to be getting in on her opponents. If the game mechanic allows for characters to jump … then for crying out loud, why shouldn’t we be able to use it?

As for new setups … I’m prepared to do the ground work to find new tech. Currently, her set ups are too one-dimensional and predictable imo.

I agree that Chun could do with a shoto-speed jump, but 35f is incredibly stupid because it allows her to punish several fireballs in the game on reaction with a jumpin combo.

@ Skatan Milla

You said…

“Did you even play the build? Did you play against other top players in the build?
I did and I can tell you that her jump was OP, coming from playing as Sakura for a long time I can tell you her jump was every bit as stupid as hers.
All/Most of the characters with divekicks/strong jump game are getting nerfed on that department, so why would they for some reason create the same problem again?e
Stop beeing greedy and looking for easy wins through an overbuffed character, appreciate choices for a balanced game instead.”

I didn’t have the priviledge to play and don’t have the luxury to travel to any of the location sites.

And frankly, I just play a few hours here and there with a few favorites with Chun being my ultimate favorite. I can tell you I’m top 20 on the internet but it doesn’t mean crap as I play less and less now a days.

Honestly, i have every right to be skeptical and greedy as the next person and I will show my every bit of appreciation of everything when I buy Ultra.

Please read my post again if you think i’m looking for easy wins through trying to over buff a character in which I am not. TBH, I just want a faster jump than ae2012 version but NOT a 35 frame jump in ultra. Capcom could have tweaked it a little slower in the capcom cup’s revison but instead they just reverted it.

The point is that if you pick Chun in this game, it’s not because you want to play by holding up forward, and she isn’t designed around that either. I mean you could add a command throw to Chun and she would also be stronger, but nobody is requesting this because it’s not what you’re looking for when you’re playing Chun to begin with.

If they are buffing her I would rather see those buffs put in areas which accentuates her playstyle further, right now she is a footsie-character, so it would be nice to see something like EX Legs with more forward movement/bigger hitbox so that st.mp x ex legs worked on normal hit.
Or u1 working on everyone in the corner, which has been requested since before the game even hit console.

I’ve used that super link maybe once in five or so years . And yes, being at +2 on hit isn’t great, calling it “50/50” is absurd.

On the other hand, this just isn’t a good buff as it is, yeah, it slightly buffs her punish damage on some characters, but otherwise, whatever. If they buffed lk sbk so that you could actually do cr.lk, cr.lp, cr.lp > lk.sbk or at least cr.fp > mk.legs, cr.lp > lk.sbk then sure, meterless hitconfirm/counter hit setup into knockdown, woot woot etc. But since neither of those work right now, it just doesn’t give her any tools she doesn’t have.

Actually they are making hk legs +4 (seemingly) so you’ll be able to do cl.hk x legs, c.lp x lk sbk for example.

Wouldn’t that make her loop a 2 frame link? Because the +frames from hk are added to those from mk legs to give you the current advantage, so if that is the case then you’ll gain an extra frame for the loop. I’m not the first person to mention this am I? Or am I missing something, if that is the case then I doubt that frame advantage will stay or they will alter the push back on the loop to stop it been an infinite because a 2 frame link would make it OP.

I do play Chun as a footsie character and every once in a while I do incorporate using up or up forward as it depends on how the opponent plays what character and how they play their character.

Her jump attacks are scondary moves but I like her target combo as additonal follow ups, instill ground pressure on characters that do not have dp’s or just have poor anti-airs for ambiguity or mix it up when the opponent starts shutting down my ground game. I also intimidate by using the air throw. And it’s not “up forward” I use all the time to do this…I also use “up” too to do the same… In my opinion Chun is pretty 1 dimensional and really good opponents know and exploit that. So in turn, I resort to others tools.

And ofcourse i prefer her legs of any to have better hit box and/or move forward more. There’s still wonky things that happens with her legs on some characters that doesn’t happen using say Honda’s hands. I hope that they fix the U1 in the corner too but did they fix it in the Capcom Cup version? Was there posts saying that they address those annoying bugs? Please enlighten because I couldn’t attend.