The Return of the Thigh: Chun-Li SSF4 Thread

I know that, but so is EX bird, and the things that stuff EX bird stuff df lk, EX bird doles out more damage, and should, in theory, combo into kikosho. plus, we don’t know if there have been buffs or nerfs to EX bird (whether the things that stuff it still do, whether it sucks in), so I’ll wait until we know more.

If not, yeah, df lk becomes useful, but otherwise, meh, I’ll take one stock of EX into ultra.

Her winquote: “[…]You need to work on your stamina.”

Capcom mocking on Chun players demanding decent stamina for her? >_<

According to the videos I’ve watched :

  • Kikouken seems to have a better recovery, seems like it is a lot harder to punish it with a jump-in

  • As said before, her crouching MK seems to have more range

  • df+HK seems to have also a way better recovery, it looks like df.HK, land, cr.LK is a blockstring

  • Did her jump change ? She doesn’t look as floaty as before

  • While guarding the EX SBK, the opponent seems to be repelled farther (but I have to verify this, seen on RickySRK vs JWong)

Thank you for the videos ! Seems like Chun-li has some good buffs without making her too strong, but wait & see :wgrin:

I’ve heard some people comment that the game looks faster. Although I can’t tell the difference, maybe this is what you are noticing.

Did the range on f+MK get bigger? Really hard to tell since camera in one of the vids was very close. I looked at the range of opponents move and how much distance the f+Mk would cover.

Would be nice for kara stuff^^

chun_li1

delete, double post

I wouldn’t expect EX SBK to combo into KikoShou outside of the corner against most characters. It knocks them too far away. Antiair Fireball -> Ultra might work though.

Yeah, I noticed the game seemed faster, but still, I’m noticing things that were not possible, whether the game is faster or slower :

  • the angle of Chun-li’s jump seems to have changed

  • clearly, it is not as easy as before to punish a whiffed Kikouken

  • one of the videos (Chun vs Ryu) shows a Counter Hit after a cr.LK post df+HK on block, but I still can suppose that Ryu was trying a heavier hit (HP or HK)

So yes, everything is just speculation, but I’m pretty sure that Kikouken got buffed in terms of recovery, so did the df+HK, it is not a matter of speed, though I could be totally wrong (which would be sad :frowning: )

df+HK is +2 on block. It’s always been a frame trap. It’s only unsafe because of mashed srks.

theres no way that can be right, because the block advantage changes on how high she hits the opponent or how meaty it was if done on a waking character.

example gief and sagat, if she does one while they are just standing there it seems as if she is at minus frames on landing, cause she hits so high… i wouldnt believe what the frame data says there… its been wrong before, and i never took its listing for D/F+hk as real, i would suggest that you dont as well.

-dime

did anybody try to combo into hk sbk?

or is it still completly useless?

Hrmm. I’m not going to argue, the move does have strange properties, but I will say that beating out your opponents attacks on block doesn’t suggest any change from my experience. Hell, it could be worse and the Chun player was just faster.

[quote=chunbelievable;8183841
Here’s my match. Please know that I do not jump that much or telegraph Hasanshu either. I am really not comfortable on a square gate and ball top and I didn’t think to bring my stick with me.

[media=youtube]
UTMPFdTKT0s[/media]

[/quote]

Needs more airthrow

Something I just noticed in a screen on Gamespot, when I was checking out their SSF4 coverage…

Return of gdlk cr. forward?

It could just be my imagination, or the layout of the shot playing tricks on me, but that looks like waaaay more range than I recall her cr. forward having in vSF4.

I saw that screen last night and thought that exact same thing. We can only hope I suppose. Although I guess it’s a bit early to be speculating about this sort of stuff.

c.MK seemed very much the same to me when I played. s.MP and c.MP were still the better pokes. If only I could cancel c.MP I wouldn’t ask for a return of the godlike c.MK. Through some very spastic play on my part you can see me use it a bunch in this video. Not as a poke but as a cancel in Hasanshu. I don’t think the old “forward march” is viable but then again I wasn’t really looking for it.

[media=youtube]UTMPFdTKT0s[/media]

the animation on her cr.mk DEFINITELY has more range in the vegas videos… whether or not that translates to actual longer hitbox… cant tell.

guy is looking AWESOME for anyone that mains chun… i think there pacing will be very similar.

-dime

Hmmm…I had not made that connection at all…could you elaborate on that? This is interesting to me for sure.

well… i’d have to write up some long ass shit to really let you know aout the similarities that i’m seeing… which i dont feel like doing right now… i’ve recently posted up long ass posts and i think i’m due for NOT, doing that again for awhile…

so i’ll keep it short:

first of all i make generalizations that other people dont see, like i think that chun, gen and dictator are all very similar… alot of people would disagree though,they’d point out bnb’s, who has a fireball and who doesnt and whatnot… those are the people that would argue that ken and ryu are the only charaters that can be compared on that type of level… i get where they are coming from. but i dance to my own beat…

anywho just suffice it to say that i think both guy and chun need to poke there asses off and establish similar ranges when against fireball characters… i also see similarities in her hasan shu and guys running overhead as well as his “demon flip” move… (its bushin something or other)
also there cr.lk look to both be very ranged and i think guys is going to lead to far ranged bnb’s, just like chun. although guys might only be poke strings whereas chuns are actually combos…

basically i think that besides those similarities that i just talked about, against fireballers chun and guy will need similar ranging and movement patterns: chun will be looking to hasan shu over fireballs, guy will be looking to ball over them… both characters are going to have to move back and forth around at about the same range, to get in, and both have floaty ass jumps and fast walk speed.

basically i see there neutral games being played very similarly… i think guy will be able to play the mid range well.
once in though, the similarities stop.

-dime

Hmmm…fascinating!