I hate slide
and I always see ppl messing the loop with a random cr. hp fadc into reversal punish from his opponent lolers
I hate slide
and I always see ppl messing the loop with a random cr. hp fadc into reversal punish from his opponent lolers
I don’t know if it’s because I’m getting a little better or if I’m just running into the wrong people more often but I’ve been getting a lot of ragequits lately O_o Still nowhere near Injustice/MK/KI levels but still… it’s weird.
Anyways, I’m kind of curious to know who is everyone’s worst matchup with Chun? I think I have a 25-30% win ratio against Balrog and Blanka -_- Part of it is that Blanka benefits a lot from lag so I fall to a lot of gimmicks where I’m shouting inside “I tech’d that throw!!” Balrog… is just hard for me to open up. Lots of Balrog players seem to like to mash crouching jab so I can’t throw. I’ve recently discovered that focus attack is pretty useful in this matchup (I think lol) though so hopefully I can get better with it. I actually find I do better in both these matchups against players who seem to have better fundamentals and don’t play like a nut.
I struggle with Balrog as well… Can’t pinpoint why though. And yeah, I don’t know why but as soon as I am identified as a chun player online, people go running, whether they normally win or not. Very weird. I’ve ranted about it before. I’ve realized the best thing to do is create my own lobbies, then if they wanna quit they can and I don’t need to be kicked constantly. And if they lose? Well you signed up for this, fucker!
I have 5 characters below a 50% win rate and they’re sim, guile, gen, viper and rufus. The gen figure is skewed though in the sense that 90% of the games against gen are the same player that I only beat once in a blue moon.
I think gen will get better for chun in ultra, his focus range is being nerfed, we get dwu to help with his oki and the return of df lk should make it easier to aa him and convert that aa into actual damage with ex legs and ultra juggles.
Viper and rufus are terrible matchups so I don’t beat myself up over sucking at them too much lol.
Sim and guile i shouldn’t lose to as often as I do and it’s impatience on my part rather than chun not being able to beat them. I’m slowly dragging my guile win rate upwards but sim is a character I rarely run into so it’s difficult to get practice in against him.
I mentioned this a while ago for vs Gief and finally got a chance to test it in casuals. MK Hasanshu followed by LK Hasanshu is legit vs Gief. He can’t reversal SPD it, it seems pretty easy for Chun, and it is also safe against Lariat. In the Gief matchup, you have to constantly be mixing him up in footsies. This is a good push-back tool.
im pretty sure we have talked about how good mk hazanshu is against gief
that or im truly getting old
He can lariat it on reaction without even trying
yeah there´s that, but spaced hzu are very annoying for gief, im not saying spam that bs against him lol
People are talking about chun being top 10 in ultra… For realz? What’s really going on right now?
It’s because supposedly, USF4 with red focus and especially delayed wakeup/tactical recovery will move the emphasis of the metagame away from mixups and more towards a straightforward footsies and reads game. Nerf to shoryuken FADC’s on block will help enormously as well.
Chun-Li is one of the better pure footsies characters in the game. Rose is also touted as climbing up the tier list for the same reason. But we won’t know for sure until the game is actually out for all to play.
Why does everyone go for the leg loop or the stomp follow-up after focus when this does much more damage for less effort?
Regular SBK (pre Ultra’s knockdown buffs) = not worth it unless it kills. The position a regular SBK leaves you, in a dp-happy (or a command grab-happy) world… :xeye:
Won’t have to worry about that in ultra.
will leg loops become obsolete you think? There is a bit of an execution barrier.
Then again, it doesn’t require charge… So It has it’s uses…
I’m still mad that they’re adding knockdown to MK. One of my more reliable punishes was Cr.HP xx MK Spinning Bird > Senretsukyaku. I don’t think that’s going to be able to connect now.
Looks like it, unfortunately. On the upside we can get knockdown bnb’s like when Ryu does stuff -> c. hp -> tatsu
(changes so far, sorry for lolhubs)
Super from leg loop/other punish combos are still there at least.
You can land super off of virtually everything. I’m not shedding a tear over landing it after mk sbk, it’s scaled as fuck anyway.
Cr.HP xx MK Spinning Bird > Senretsukyaku does 502 damage. That’s pretty significant, in my opinion.
I’m just saying, that there’s many many many easier ways to land super. The move alone is 340 dmg, punishing almost everything. A simple st.mp, super=400 dmg. St.fp, super=440. Cr.fp xx mk sbk, super is not nearly as reliable IMO. But I digress, that’s just my perspective.
Rumor has it that not all strengths of SBK will knockdown. It would be alright with me if LK SBK knocked down, but MK stayed the same.
I honestly like Chun’s +2 mixups from MK SBK. Safe jab, lk legs frame trap, nemo trap, delayed throw, overheads, backdash… it would be so much stronger if Chun had more opportunities to use it.
MK SBK into super is good specifically after a double fierce confirm on someone who is focusing. It’s only scaled to 70% and totally worth it.
Front page is listing all versions having a knockdown, FWIW.