Well, I guess I see what you’re saying about the Kikoanken in XF, but off of an air combo the Input for Stomp>Kicks would change to Stomp>Jump>Kicks and its hard enough to time the Yosokyoku with out it falling out.
It would effectively Make Lud’s combos much harder (and those are the combos mine are based off of D:)
I really have no idea of what you tried to tell me about Lud’s combos…
If Yosokyaku dont auto-jump on OTG, it would pretty much change all BNBs we use for her, and thats a good thing. More options to combo, more damage output too.
I like the idea. and your changes. I just want less scaling and a little more damage. If only ex air sbk was jump cancel-able or a hard knock down at super jump height that would help her with air game.
I’d still like chun to be challenging, I dont want to see everyone playing her.
I like the idea. and your changes. I just want less scaling and a little more damage. If only ex air sbk was jump cancel-able or a hard knock down at super jump height that would help her with air game.
I’d still like chun to be challenging, I dont want to see everyone playing her.
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If you give her more damage and less scaling, she’s do 1k with 1 meter. That’s not fair at all!
And I cant understand what you mean by EX SBK being jump cancelable =S
If you give her more damage and less scaling, she’s do 1k with 1 meter. That’s not fair at all!
And I cant understand what you mean by EX SBK being jump cancelable =S
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you know how if you do a sbk in the air and chun has to land no matter what after that sbk, i don’t want her to land, she should be able to use one of her jump the cancel the last frame of her sbk or something. It might look weird but that’s what i mean.
you know how if you do a sbk in the air and chun has to land no matter what after that sbk, i don’t want her to land, she should be able to use one of her jump the cancel the last frame of her sbk or something. It might look weird but that’s what i mean.
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How would that help her out?
Bringing them back to the ground is the key, dont you agree?
Maybe untechable knockdown after EX SBK, but I still think that an aerial Hazan Shu would do that and more: Mixups and a fast way to get back to the ground.
Not to mention is a new move, wich means more usage and mixups all over!
Groundbounce added to the move’s propriertie hehe
By the way, I have started the ‘buffs and nerfs’ video. It should by done by the weekend!
I like the idea. and your changes. I just want less scaling and a little more damage. If only ex air sbk was jump cancel-able or a hard knock down at super jump height that would help her with air game.
I’d still like chun to be challenging, I dont want to see everyone playing her.
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Lud, wouldn’t jump-cancelling off of Air EX SBK be unfair? If you could jump cancel it, couldn’t you just stomp>Legs and loop it? (with regards to hitstun)
Lud, wouldn’t jump-cancelling off of Air EX SBK be unfair? If you could jump cancel it, couldn’t you just stomp>Legs and loop it? (with regards to hitstun)
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I’ve had a change of heart. I’d like Chun with a backwards airdash and I’d like Kikosho to give hard knockdown properties like Nova’s ‘Super Nova’ hyper. Those two things alone would place her better within team compositions. Also her kick super as a “preferred assist THC” is kind of annoying.
her Lightning legs extend off of her air and ground normals. For example, if you press (L) 3 times, you will get a standing L and then Hyakuretsukyaku L. As a general rule of thumb, press the button no more than 3 or 4 times. in certain combos you can adjust doing kicks at the same time as calling assists to get extensions. Hope that helps.
So… I’m trying to figure a team for point Chun with anchor Strider. Some would think that the answer is obvious: Doom.
He can build meter for her with TAC’s, Plasma would help her a lot in neutral, Rocks works well too, the corner DHC with Sphere Flame does a lot of damage, safe DHC to Photon Array, crumple hard tags to Doom, and if Chun dies, Doom/Strider is a very solid shell to rely on a comeback. But, Chun already does shiet damage and getting a confirm of Plasma, the damage goes downhill, forcing me to reset the combo or go for a TAC attempt. I’ve thought of other options like…
Dante - Jam Session doesn’t work well for Chun, but Weasel Shot does. Is a decent lockdown and doesn’t scale damage that much; also the DHC to Million Dollars anywhere on the screen does great damage, safe DHC to Devil Trigger, TAC timer scan and if Chun dies Dante/Strider is a very good shell. But, neutral game is not as good as it was with Plasma, if Strider is snapped in I can’t rely much on Weasel, Jam would work a bit better for him.
Vergil - The assists would not help her that much, but Vergil/Strider is retarded if Chun dies, two anchor options and DHC to Spiral Swords can kill or make me regain momentum again. But, again… No decent neutral even with Judgement Cut assist.
Hawkeye? Since I’ve been playing Chun/Hawkeye since the first days I’ve got Ultimate, I’m used to Triple Arrow assist to not scale damage that much and countercall assists. Hawkeye/Strider is great, gives me two anchor options, but the damage would suck… DHC to Gimlet is not damaging, DHC to Kiss of Fire sucks in corner if not timed properly (the damage is still bad compared to Sphere Flame) and Hawk falls like a rock on the incoming (no options besides Gimlet or block).
You could try Dr. Strange or C.Viper. I’ve played c.viper/chun/strider and chun/strange/strider for fun. They can work. I have some matches on youtube but my i wasn’t that great with the team since i only played it for like 3 weeks.
It’s all about synergy. Doom is of course the best pick for Strider overall, and doom/strider is potentially her strongest shell. In terms of damage, confirming off of plasma beam isn’t bad good, all things considered. The reset situations and DHC options are safe and damaging. The neutral is strong and there are 2 infinites on the team.
Jam Session and weasel shot are pretty good, but dante’s overall damage is just short of me agreeing with the Dante/strider shell. Also the execution on the team is quite demanding.
Although the Vergil/Strider shell is gdlk, rapid slash is such a vulnerable assist.
In terms of optimisation, don’t try Hawkeye/Strider with Chun. Triple arrow doesn’t extend combos very well and the damage is terrible.
Viper is a great pick, but you’re better off running it as Viper/Chun, not Chun/Viper.
I’m not in love with it, but Nova/Chun/Strider can be decent. Also Chun/Modok/Strider
I’ve considered Strange/Strider too, been watching some stuff that Marvelo has uploaded with this shell and I really liked it.
I’ve never thought about MODOK, tho. Psionic Blaster could be a good assist, the Cubes TAC and his high damage stuff can help a lot. Also, he has some good stuff with Strider.
Viper is out of question for me. I can do some really basic stuff with her and I don’t have much interest for the character. I know she is top tier with great tools, but it’s not my character. lol
Nova can be an option. TACs and a decent extension with Centurion and good DHC’s with Nova Force and Speed Tackle. Does Chun work well with the Pulse assist? I’ve never tried it.