What exactly is an anchor? My team is Chun Li(Hyakuretsu Kyaku) , Storm (Whirlwind), Morrigan (Dark Harmonizer (Meter Build))
“Anchor” just means the character you place last (like in a relay) and expect to end up alone should the other two go down. People stick Chun last because of her massive speed boost in lvl3 xfactor. The pressure you can put on with her is absolutely incredible. Comboing becomes very difficult, but it’s fun watching them try to push block and it’s just not good enough.
The possibility of Chun assist being more annoying that it is now makes me giggle with pleasure.
I’m struggling with this idea as well. I play Chun/Storm/Sent but I think Sent can be replaced when DHC glitch gets removed. Rocky and Dr. Doom are solid contenders for the slot, but I’m thinking Doom might be the better choice overall. What about you?
I’m thinking that I’ll keep running my main, but will also have a strong alt team(s), because there are so many characters I want to use. After about a month, I’ll decide on my best overall team.
Main: Mag/Sent/Chun (changing assist type for Sent - from drones to rocket punch)
Alt1: Mag/Strange/Chun
Alt2: Mag/RR/Chun
Alt3: Firebrand/Strange/Chun
Alt4: RR/Strange/Chun
and more… but after testing their synergy, many of these will change.
- Rotendo
More stuff from obake and co. from Portugal.
The “probably” worries me a tiny bit. Otherwise, I’m confident that a follow-up after an OTG stomp is possible.
EX SBK sounds sort of underwhelming to me at the moment.
ill use chun/storm and a really good character with a good assist.
I used the word “probably” because I felt it was my fault that I couldn’t get it to connect. I’m pretty sure that with better execution it will be possible.
I’m going to be maining Chun/Hawkeye/Nova. Hawkeye assist will work just like Taskmaster’s arrows, and I might even be able to use it to help convert after headstomp OTG. Nova has that Aegis-style assist that will help lock down people soooooo much. Chun-Li makes the perfect battery for that almost-always-guaranteed-to-punish-anything hyper of Hawkeye’s.
Thanks for all the info obake!
If all works out as we expect Chun can become a serious threat as a point char with a good assist covering her and with the nerfs on the airdashes and the otg we can now do good damage from an airthrow. I really like the possibilities we have now!
Only thing that truly concerns me with UMVC3 Chun is her airdash, essentially only having 1 way to go and being unable to block seems kind of meh to me. If they kept her one way dash and allowed at least some characters like Chun to block that would be a HUGE asset.
What do people think of her M being jump cancelled? O_O
Hello lovely: http://www.youtube.com/watch?v=2zWn_RFJ8Ag&t=7m11s
Now he doesn’t make anything huge out of it, but the potential is clearly on display.
Was about to say the same thing but you beat me to it. Looks like the stomp can be used after you fall from a j.S during combos to keep it going. The question now is…can you drag them to the ground for a level 1/3? And can we do a lengthy combo and end with this or does hit stun decay prevent it?
Wow, if exchange glitching was still there could be more possibilities. I think the stomp leads into a good way to at least call a good assist(jam session, akuma, wallbounce or groundbounce assist) to keep a solid combo going into lvl1 or 3.
Also post stomp after aircombo, you can probably stomp and put them in a reset situation similar to Wesker. It would be huge if she can throw > otg stomp. As she could constantly keep the pressure on with resets into more combos.
I still love playing chun/doom-a/wesker day 1 style strategy guide. Although severely outdated, beam assist into 50/50s and wesker+j.M unblockables are fun. With the new stomp otg you can easily drop wesker for another character which could work better for chun and your other character.
Going to be playing Ultimate around 7 PM EST tomorrow. Pulling an all-night-er.
PM me any questions you guys want me to test/answer (Try to keep it related to Chun but I will try to answer other stuff if I can.). I’ll try to have some answers for you on Saturday/really late Friday night. I’ll have to post from my cell phone via Tapatalk.
I <3 U
Here’s some stuff I’d be interested in:
-Headstomp OTG followups? (combos or mixups)
-How do her jump cancel loops feel?
-How’d they change kikoanken?
-Fireballs any better?
-Priority on LL assist?
-Air dash and/or ground dash changes?
-Uses for jc.Tensho (upkicks)
-Which new characters seem to work well with Chun?
-Do combos feel different?
-Hitstun differences?
I could go on :x
Exactly how much more annoying is legs with more priority on them?
Would you mind to check:
Try to do a Kikouanken by holding down the H button. I hope that works.
LL’s hitbox.
If you can follow up with HC after EX SBK.
Can you TK Stom Kick after a throw [dont forget back throws gets the opponent down for a longer time.
Please, do a long combo and finish with an airborne Tenshoukyaku and see it it drops.
Still double tap.
LL seems the same priority.
EX SBK has NOOOOOOOOOOOO follow ups. Zero. You can’t do anything unless you X Factor.
No ground throw follow ups.
OTG is sex. Can relaunch on mid length combos.
Air grab follow ups are suuuuppppper good. Can get an easy 400k for minimal effort. air grab xx IAD Stomp xx Legs xx Air SBK xx H Legs xx Hyper.
Can get a combo off air grab with Air Grab xx IAD Stomp xx Legs, land, crouch series, whatever.
Can air grab xx IAD Stomp xx Legs xx Stomp Stomp xx Air dash to go behind them and mix them up as they tech roll.
As expected, her Dragon Punch gives awesome mobility and chase.
Actually,preferred air followup:
Air grab xx IAD Stomp xx Air Dash j.H xx standing Light… Full combo.