We need the frame data for everything, can you post it?
Whoo! Buktooth post! Canāt wait to pick up the guide later tonight and read the new Chun section. I was so pleased with how indepth the section was in the first game. It made me so happy reading that (and the Wesker section). It almost made me sad reading the Spider-Man section cause it was no where near as indepth.
I agree with you though that sheās majorly assist dependent still. She has a much easier time getting in this time around but she still canāt really open people up that well without assists.
What are you running her with? I assume your old team Chun (Legs)/Wesker (Gun)/Doom (Beam) still works just as good, if not better given all 3 characters are drastically improved. Iām just wondering how much synergy she has with some of the other new characters.
EDIT:
**Buktooth took a lot of effort in making the the frame data so I will not post it to promote you all to buy the strategy guide instead. **
I apologize for this
Are all throws 1 frame in this game? And how does her meter build compare to the rest of the cast ?
Yes.
As in Vanilla, above average. Sheās a batteryā¦not really great at spending it though outside of her level 3.
Anyways Iām gonna head to the release party over at my local gamestop just to get some extra offline practice. I hope that my findings over the past few days have been helpful for you in terms of easing the wait and getting you started in training mode when you get your copies tonight/tomorrow.
Iāll be updating this section over the next week or two.
Have fun and happy Mahvel baby!
Yes thank you so incredibly much for testing everything (There are others as well.) Iām glad sheās a better character overall and I hope you enjoy Marvel as well ! Iāll still be playing Vanilla because Iām really poor haha ._. Just hopefully there is a patch for small fixes like Chunās level 3⦠>.<
One last question, what or how exactly is the degree is her L tenshoyaku?
So just picked up the guide.
L Tenshokyaku is 2 frames and leads to a 500k+ combo on hit.
2 Frames people. You realize how much crap this punishes?
The guide alludes to a fix for her lvl3 but apparently itās still buggy according to Brian?
They need to just give it vacuum properties or some shit.
Any thoughts on which assists fill that void best?
I donāt wanna use Sentinel, but Iāll do it if Chun demands it. :x
Chun Li can now punish Magnetoās cr.H into Fly cancel. That is, if Magneto actually chases her downā¦
Yes, I am pretty sure its still buggy. I have dropped a few combos on purpose to check that, and it did whiff.
Iāve been playing with her for a very long time, so I kinda know if its gonna whiff or not, so I barely miss that now, but still, its a fix Iād appreciate.
I canāt get her headstomp OTG working. Played about 3000 games with Chun in Vanilla, so Iāve got a feeling for her - but not for her OTGā¦
sigh
I wondering if sheāll be able to do her really damaging air combos into a j.S knockdown > j.2M OTG > Lightning Legs > Super? Iāll have to test this in a bit.
They pop out after j.2M unless you use an assist to hold them in place/wallbounce them.
Sorry I havenāt updated yet the post guys. I have been really busy put I expect to finish the frame data later today
Its ok, Zephil, take your time.
And thanks for what you have provided so far
hey, letās not post in frame data from the book. Iām like, right here?
Only messed with her in training mode for a few hours last night:
-lvl3 XF SBK infinite is still there
-you can do EX SBK midair and tigerkneeād
-you can combo legs midair charge down and combo into EX SBK
-I couldnāt reliable get instant stomp OTG to combo into something into super on her own.
I didnāt intend to outside of the 2 frame L Tenshokyakuā¦and that was more to illustrate the point that it punishes a lot of stuff.
Overall the guide is really well put together this time around as well. Quick question for you (and even Brian)⦠Any tips on following up a grounded throw without assists? Thatās the one sticking point for me. st.H, cr.H, Jump, Air Dashj.down + M Air Dash j.H is fine. Some how throwing super jump into the mix just screws it up. I either end up super jumping too late for it to mater or I simply canāt get the air dash to come out at a low height.
SBK Infinite is good to know. Didnāt bother to test it. Thanks.
As for mid air EX SBK combo, I would rather use regular SBK as it pushes towards the corner and I can still follow up even in the corner. I really hate that EX SBK puts you in free fall state so as you canāt act immediately after the move.
yeah Iām noticing Kikoanken comes out more consistently.
I still didnt get my copy. Iāll get it by thursday, but I have an exam on friday, so I dont know how much long Im going to play the game before that, but Im pretty sure I can come up with combos for every throw situation.
Btw, can you guys tell me what kind of invincibility her EX SBK has?
TsuKiyoMe can you please write here the data for that move from your brady guide?
Btw, Have you guys tried to use Akumaās assist? So far, his assist has been working WONDERS for my Chun because both tatsumaki and SBK track the opponents and youāll have some frame advantage over your opponent thanks to the assistās stun.
Also, when you do a Kikoushou, if your opponent in in the corner, you can hold a TK EX SBK for free chip damage. In my case, I call Akuma, then I do a TK EX, so thats more chip.
I got a lot of thing to share; Iāll put them all together in the upcoming tutorial video.