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

I actually wonder if I’ll stop playing this all together once the next SF comes out and the player-base most likely shifts to that (I wouldn’t really count SFxT, but I play that as well now after the 2013 patch). I mean this is probably the game I’ve put the most time and research into by now, but besides Marvel 3 (which I just don’t play anymore) this game has probably frustrated me the most, at times, out of any fighting game I bothered to play competitively.
3S still is my first love and I still play it on the regular and I would probably play CVS2 if it had a platform to play it regularly online with good netcode (cause most older games rarely get played offline).

As far as activity on here in the Chun forums last week, well I haven’t had much to say personally. No recent matchup concerns and I’m just trying to work on smarter pressure and optimizing damage/punishes with her mid-match cause it’s the only thing I can think of right now that can help me get better results in some matchups with this character.

We won’t learn anything regarding whatever balance suggestions got sent through for her for at least two weeks, so I’ma just rock AE 2012 with the other games I play until then.

SF4 is a decent game. It may not be to everyone’s liking but it works. I don’t think it would have ever gotten as big as it did if it wasn’t. And it’s still being played by a lot of people - even though there are many alternatives now (not SF, but there’s still a better selection of 2D fighters than we had pre-SF4).

either way

ver 2013 better have something better for chun than HEY WE GAVE YOU A NEW BRAND COMBO:

cl.hp xx HK SPINNING BIRB KICK YAY!!

If by v2013 Seth truly becomes 5-5 with no arguments from any of us here, I will be happy.

I know I will. Aside from the fact that this game has a lot of competition, I would rate the game on a scale of 1-10 as a 5. I genuinely don’t like this game outside of a competitive stand point.

as for whether or not this is a good game determined by the people who play it, I wouldn’t say the amount of people who play it is a good measure. Firstly, Capcom finally realized that marketing allows a game to have a strong player base, they just thought people would magically flock to 3s. Secondly, I started with SF2:CE, and 3s came out in a time where arcades were dying, so I stopped going, and somehow, I didn’t even realize there was a sf3. When SF4 came out I asked myself if Capcom even knows the number 3 exists. The reason 3s flopped isn’t because of the quality of the game, people love that game (I dont really like it much, but I do acknowledge its good). the reason it flopped is because nobody knew about it at a time when arcades were largely irrelevant. With SF4, people knew it existed and fighting games were pretty much nonexistent in the eyes of most gamers at this point, so they wanted to get back into it.

I’m most concerned with the Viper matchup. Theres no reason Viper should be able to herpaderp all over Chun like that for free. Akuma is another one, even though I don’t usually run into trouble here personally.

akuma is not derpy like viper i agree to that

but even then akuma feels very derpy at times anyways, but thats chun fault and not akuma´s

There were a lot of things working against SF3 - it was released during a time when arcades were already starting to decline. SF2 started the fighting game boom, and there were a lot of companies trying to cash in on it, which meant a lot of fighting games out there. The fighting game player base was spread out and people were starting to burn out in general.

But SF3’s biggest problem was that if you took Ryu and Ken out of NG it more or less wasn’t Street Fighter. Yeah it had 6 buttons and was 2D, but the cast was radically different and parry changed everything. The diehards hated parry, and for the casuals there wasn’t enough Street FIghter in it to make the game register on their radars. In a lot of ways SF3 became just another SF clone. SF4 is a better “SF3” than SF3 was. In retrospect we can appreciate the game for what it is but at the time it was just too different and that’s what helped to kill it.

Also, people sometimes forget that every SF gets hated on initially. A3, CvS2, 3S, all of them. They all have well-documented problems and issues that, at the time, people bitched about. Then as time passes casuals to moderate players move on leaving only the people who really like the game and have accepted it for its flaws, forgiven it, and then come to enjoy its strengths. So the “hate” for SF4 isn’t new, although it is a bit different in that this time we actually do get rebalance changes.

If SF5 comes along and is at least comparable if not better than SF4 then I can see people making the switch. However if SF5 pulls another SF3 and tries to do something radically different, or just flat-out isn’t better than 4 I can see people sticking with 4. I’ll stick with 4 if 5 comes around and isn’t good.

Yeah I would’ve had no problem getting into 3S if it had at least a few more original SF2 characters. As a result I never got into the game, so I never really learned the parry system well, and it has taken me that much longer to get into fighting games seriously I think.

HF hardcore fans hate ST even to this day because the whole super mechanic, reason being “come back mechanics are stupid”

change HF for ST and ST for sf4 lol

Hey Fellowship, I need you guys to help me out with something, please take a look.

https://docs.google.com/file/d/0B3cQ7XOWh2ctc3ZNNTZPcXRUQTg/edit?usp=sharing

Just had something weird happen to me during a match. Abel activates random U2 at roughly 3/4 screen distance, and I activate U1 a little bit late (he might have already released) because of online timing. I get grabbed by U2.

Is this typical? I was under the impression Hosenka would always beat Abel’s U2.

http://www.youtube.com/watch?v=1sXCweQc-9g

Maybe online + doing it late has something to do with it? Very few things can beat it head to head once it’s just been released iirc. Chun U1 is dead in the water once the initial dash invincibility has lapsed.

I do use U2 in this matchup though

Well, hard to look for specific Abel U2 vs Chun U1 matches, I tried the past half hour with little luck :lol:

But it does look like response Ultra is the one thing you don’t want to do against Breathless.

http://www.youtube.com/watch?v=ERvOKMNmjyA&list=PLFFE51304CE324E0C&index=58

u2 against abel is just fine

u1 lost some uses after the buff on the EX wheel kick

So what do you guys think about the suggestions Combo/Haunts apparently sent for Chun to Japan’s dev team? (Disclaimer: I wasn’t present during the challenge capcom stream today, so if this is false, I apologize in advance)

Chun Li
Health increase to 950
Flip kick returned to Super status for anti airing
Hosenka [U1] more juggle potential to prevent people falling out
Kikosho [U2] more damage
EX Hazanshu [Her overhead flip] to armor break (Because there is no use for that move, and there’s no use for regular version either) [disagree that there is no use for the regular version it’s an overhead you can combo after but EX armor breaking makes sense.)

I like most of them, but I would’ve exchanged armor break EX HSU (was never really for it) for a faster/better b+mk because I think it would’ve been a nicer tool to play with. If EX Hsu as an armor breaker does make it in though people will have to respect her more (even to the point where regular hasanshus will become scary to focus against sometimes).
None of these are final of course, but it’s something to think about while we wait.

I would have added some kind of buff to EX SBK, but doesn’t look like anything overly stupid in those suggestions.

Surprised they didn’t know the combos out of regular HSU… plus the fact that it’s her go-to anti fireball outside of U1.

If there’s no use for Hazanshu like Combo/Haunts believe… what tools do they think Chun players use?

Oh right, her FADCable DP move and her dive kick… those must be the ones. Lol what?

Oh yeah I totally forgot about EX SBK. That’s a downer that a buff didn’t get suggested so a lot of BS interactions with it will still happen.

Did they not mention any possible nerfs?

The 1st two on the list will make it easier to actually stay alive (thank goodness).
If df/ is TRULY back to super status she’ll get not only ultra on trade, but dash EX legs again as well… I don’t remember if stomps were possible off of a trade. Regardless, that’s respectable damage and ground gained from an anti-air. I only argued for the better hitbox and startup to reduce the frequency of trades, but I’m not gonna complain if they really insist the trade -> big damage should be back (especially if no EX SBK buff is in place). Blocking a jumpin will still be a threat and she’ll definitely still have to worry about different angles/jump arcs, but at least you’ll have to worry about it less. I didn’t use it that much in super, but I’m going to test it again in super and compare how it fared against some of the most common jumpin tactics I see now in AE 2012 (like Seth’s Divekick being a PITA).

Ultra buffs will help her comeback potential hopefully.

Her regular damage is still gonna be lackluster though as she still won’t be able to convert that well meterless or from neutral. 'Gonna have to scare the shit out of people with the threat of an armor breaking EX HSU I suppose… actually st. mp xx HSU/EX HSU and just baiting with st. mp would get s lot stronger for pressure if that change takes place (I almost never use that string now, but I remember it).

ex hzu with armor breaking is nice, but ppl would just mash a jab/dp and kill it like always, losing meter to a jab is just sad.

i hope they reconsider tweaking hzu, giving the ex properties to hk hzu would be ideal as in HDK+ and armor breaking and leaving the iframes to Ex version and a wall bounce. Ex hzu w/o a buff in one or 2 frames faster start up doesnt make any real impact imo. Deff Ex sbk needs some tweaking too and the return of super df.lk is a must period.

buffing hosenka is meh, i would love an aerial move before any buff to u1. like air u1 or air sbk

Man air sbk… the possibilities.

Air SBK crossups or anti air bait.

Wall jump -> opponent tries to go after you because why tf are you wall-jumping? -> air EX SBK = stay the fuck away from me

J. HP x 2, stomp x 3 xx air EX SBK = yes please!

-So I just got done testing the super version of Chun’s df+lk vs about 75% of the good jumpins/air tactics I could think of (ones that are hard to AA without the right spacing or a specific button or having enough time to air-to-air them), and wow… that move was so good. I actually had a hard time getting jumpins to trade with it because it just flat out beat like 90% of them (even Cammy’s EX CS just got flat out beat whereas it trades most of the time in this version). And then when it did trade, the damage would still be in Chun Li’s favor if you had meter to follow it up (no stomps on trade though as far as I can tell).
Its pretty much a dedicated anti-air for any jump that doesn’t start from very far away or isn’t a deep crossup angle. Definitely not something to be taken for granted. I’m actually having doubts it’ll make it into the final build of this update fully intact.
Things like OS df+lk/throw tech would also be much more potent against Rufus standard mix up after a blocked divekick->st. lk (loses to loose normals though since it’s not blocking). It’s hands down the strongest tool she’s been given throughout these updates and I think I overlooked how much the nerf it took in AE affected her overall game.