I just do backdash ultra. Way easier to me.
Hmm… I had someone quit a match on ranked and I lost 200 PP… What kind of fuckery.
Seriously, is anyone else playing online right now? I haven’t lost a match and psn keeps kicking me and I lose anywhere between 80-200 pp… Was this problem in AE?
Seems like it’s a bug. My friend reported the same for PSN… a loss of points even when he wins.
Lol psn has been doing that since 2009
Delayed wakeup unblockable on Cammy/Decapre
F.throw–>dash->st. lp ->j.mk
use the dash to see if the technical comes out or not
Looking for some input!
I’m still maining Chun in USF4 but I had planned on picking up a second character to try to cover her bad matchups. Initially I was interested in Poison but after playing her since release… I’ve come to the conclusion that she is ass. Who do you think I should look into? I’m most interested in trying out Elena, Rose, or Viper next but after them I was thinking of Rufus, Yun, Yang, Cammy, Sakura, and maaayybe Juri. But obviously I don’t want to spend all that time learning all those characters xD
Cammy covers Rufus, Viper and Blanka (I think)
I dont know how she does against Yun
Cammy/Yun is even at worst imo… at least in v2012. I think it’s still in the same area in Ultra.
Rose is really good if you’re looking for a new high tier that plays very close to Chun-Li style
Yeah I was looking at Rose but part of me wants someone that plays a bit differently to go to if my usual style doesn’t work out.
Divekick brigade (Rufus/Yun/Cammy) is still pretty strong imo
Apparently, Chun can reversal EX legs all options of Shoryu FADC. Catches backdash, punishes forward dash and focus release. Focus release hits on frame 5 so EX Legs needs to be reversal. Tough reaction, but doable with practice I guess. You could also throw or jab. Not sure if there is OS for backdash yet…
I was looking at meterless options after hsu xx rfadc, and I think overall the most damage and stun comes from cl.hp xx hk sbk. The timing for getting enough down charge after forward dash is surprisingly gentle. Has excellent corner carry and scores a knock down.
Another decent option is lk hsu > cr.lp > hp. If you hsu as soon as possible, you can catch them still standing and connect the link. Not as much damage, but it kinda looks cool.
I just do loops after hitting lvl one rfocus
cause of poisons wonky crouching hurtbox, crhp legs dont work. Have to do stmp(first hit) hklegs mk ext, crhp legs, sweep
Before that video showcasing the technique for plinking twice to get 4 quick legs inputs in, I would have thought you were crazy for suggesting to cancel the first hit of Cl. MP, but it’s actually possible! Cl. MP xx LK Legs is actually pretty easy to do right away if you hit Cl. MP + lk and plink LK~MP LK~MP. I also am a big fan of LK cancels since it leaves you close enough to throw on block and safe enough to do another frame trap. Unfortunately, many characters get hit weird crouching.
We need to make a list of char-specific and crouch specific combos. Chun has a lot of potential for crouch specific, especially in the corner.
but, anyway, we should come up with some max damage or stun combo from red focus at some point. There really should be a real combo sticky on this board. The damage scales so hard for rfc, though, it is hard to make it practical.
I have been testing Cr. MK xx Legs against most of the cast. It has less push-back than Cl.HK, so it is possible to get +7 on most of the cast. It is a safer frame trap than Cl. HK xx MK HSU, for example. Works on everyone I have tested except for Poison.
Some benefits are: Safe on block both crouching and standing, will connect on most characters standing except Poison, will connect on a lot of characters crouching. If it is used as a meaty, then they will be standing on hit. It counters stand-tech and can lead to loop on some characters. Nice low option and safe against a lot of reversals after DWU if you are going for safe-jumps.
if only more ppl were like you chutney
>mfw trying out the new and improved Akuma matchup
Woohoo I made top 125 Xbox ranked Chuns! I know it doesn’t really mean anything but its nice to see some kind of progress. Although there are many reasons why it isn’t an accurate reflection of how good/bad I am doing xD Time to continue to climb
And I’m excited because I am moving again in 3 months and then I can go get some local offline matches!
Anyways, is it just me or does Vega seem like a lot more difficult match all of a sudden? I never had a problem with him before but not anymore. Either something changed or all the decent Vega players decided to come out of hiding.
Definitely got whooped by a vega a couple of days ago. He feels a lot harder to punish and obviously he’s good at keeping chun out. Major pain.
I played a day one Vega who played me like a Ryu in a bad connection. It was so shocking to get crossed up over and over by a Vega that I couldn’t get my shit straight in time to counter. And then, to put the cherry on top, he beat me by harassing me in the corner with walk forward st. lk. Did you know that move is +2/+5 just like Chun’s strong? and it’s 5-frame start-up. (this isn’t new, just surprising to me)
Otherwise, Vega seems the same except maybe more confident because he can cross-up? I would still play him the same. You have to be careful in his cross-up range because of Cr. MP, anyways, so he’s stronger but not OP.
What Ultra do you guys use against Vega? I’ve been hard-core Ultra I against him, and now that it corner Juggles it is so much better. I feel like Ultra I really forces him to approach because he can’t build meter or threaten to Izuna dive you as much. If he uses it, he has to come for you and with Chun’s speed it is easier for her to move out of grab range focus dash and punish.
I notice some Vegas now will use Ultra W against me, so that they can punish Chun’s fireball but they will still have an invincible reversal with Ultra II. I am definitely more fearful of Ultra I Vega than Ultra II because of his potential to punish fireballs, and if you can defeat sheng-long (beat an uppercut reversal, lol) you can safe-jump (safe-hasanshu, as well) his Ultra II so… so what if he uses Ultra II? In AE, he was able to combo Ultra I off his hop kick, but that was removed which I guess makes Ultra W more viable for him in fireball matchups by default.
But yeah, when he gets Ultra W now it is slightly more awkward. Chun needs to focus on cornering him before he gets Ultra, otherwise it’s a difficult footsie battle with only very mindful fireball use and Vega can definitely out-space her and has strong ground mixups.
Malva, you make me blush! lol!