yep, but who knows if we can use it to land u1 or u2 it may be good, right?
It has pretty good advantage on hit, so I feel optimistic. It would be amazing if she could combo into stomps in the corner. That’s a lot of meterless damage, and confirmable off a lot of attacks.
I don’t believe this is correct.
j.HP>HP target combo counts twice towards scaling because they are separate button-presses - Those first two hits take away 100% damage, meaning cr.HP counts for 80% and MK SBK counts for 70.
I don’t remember if Supers count twice against scaling like Ultras do, but even then best case, Super is scaled 60% if you do j.HP~HP > cr.HP xx MK SBK > Super
ultras and focus are 2 moves for scaling effects, super is that combo is 60%, either way is good dmg is you manage to land it
i do prefer raw hzu>super or cr.lk bnb into super
But I said for if you break focus armor, and striking focus armor doesn’t count toward scaling. It’s something around 50% damage, which can practically be a death sentence vs. some people.
edit: even at 60% scaling, I guess it’s still a good amount to take on… it’s like 34 dmg difference?
SO here is a character specific combo, that so far I know works in the Chun mirror:
MK HSU -> LK Legs -> St. HP.
For execution, buffer 4 kicks for LK Legs while striking with HSU, then plink LK + LP at normal timing. Not too hard, really because LK and EX legs have very long buffer windows compared to MK & HK legs.
While testing this combo, I was also able to get 2nd active frame hit of legs… and combo into sweep. Something to look into further during Ultra (summer break). It’s a 2 frame link, so probably one of those frames leads to the 2nd active frame combo.
Probably works on other characters with similar hit-reels… like Abel, Sagat, Gen, Guile & twins perhaps.
This potentially opens up some pretty good theoretical combos, since FADC after legs is + 6… like FADC into CL HK or FADC into loops with LK legs as the starter.
you have some very crazy ideas
i like that
From the Japanese USF4 launch
I wonder if she has a Paypal… so we could all chip in and give her gym membership and sandwich money
lol… like doing that helps repair the FGC’s image of not being inclusive to women. Oh boys… When will you learn to stop kicking yourselves in the balls? Just embarrassing xD
What’s wrong with boys tbh?
Next alt costume for her should be a police outfit imo, complete with handcuffs and all that.
I’m really starting to dig Chun, but for the life of me, I can’t figure out what I’m supposed to do when the opponent jumps in deep on me. I can anti-air from all the other ranges, but when they jump right in front of me, I can stop them because her anti airs seem too slow. Any help?
EX Bird in some cases, and c. mp can also help. When in doubt just block.
Yeah, now I’m really running into a problem where I can’t seem to anti-air ANYTHING. It doesn’t matter what distance, I can’t do it. I’ve never played a character like this before. Even if the move comes out in time, I trade. She’s gotta have SOMETHING that AA’s consistently.
So lets talk Ultra:
The juggle state of SBK in the corner seems usefull, maybe even Ultra 1 on 1/3 screen like with exSBK before?
Has anyone thought of good uses for Red Focus?
st. HP and st HK aren´t Focus cancable, are they?
And MP has probably not enough Hitstun…
Am I missing something?
far s. mk (and far s. hp) for the most part. But that’s the quirks of the character in SF4. She’s not like a shoto where you have lp/mp shoryuken; her anti-airs are almost all situational.
Yeah, I see that. Thanks for the advice. I like far s.MK, but I’m an idiot and sometimes hold forward or back and get the wrong moves and the wrong time, lol. Is close s.MK any good for stopping jump ins?
Yes, cl. MK is good as an anti-air. It comes out in 4 frames and reaches pretty high above her head. Low damage, but gets people off you from close range jumps. Other good anti-airs for close range are to walk under and Cr. MK, or Cl. HK. St. MP and Cl. HP also have pretty good priority. You have to play around with the jump-ins you are trying to beat…
If your reactions are fast you can neutral jump HK on reaction… it’s probably 7-8 frames? Fast enough… or if you are just expecting a jump you can neutral jump and observe what happens… Jump back HP is decent, and so is jump forward HP if you are very confident.
close s. hk and close s. hp for when they are very near. Neutral j. hk and air throw are a few things to consider, too.
So lets talk Ultra:
The juggle state of SBK in the corner seems usefull, maybe even Ultra 1 on 1/3 screen like with exSBK before?
Has anyone thought of good uses for Red Focus?
st. HP and st HK aren´t Focus cancable, are they?
And MP has probably not enough Hitstun…Am I missing something?
I believe EX leg or EX SBK after regular SBK sets up for either ultra as well.
Doesn’t seem to be long-winded RF/RFADC Chun combos yet. As with the old games, it looks like she’s better off spending the meter on EX’s or even Super. Not sure which one of her normals can be RFADC