The Return of the Thigh: Chun-Li SSF4 Thread

probably why shes seen to do well versus akuma is because she can punish his teleports easily with her hk sa… i dont know, but thats the corner stone of akumas waking defense… plus she can probaly ex sa through his ground AND air fireballs, thus neutering both his keepaway game and his wakeup game… dont know if thats how it plays out but i could see it happening… akuma that cant teleport out + low hp bastard that can now get his srk baited can esily lose a shitload of hp.

just my.02

-dime

Or should you say .10!!
…You know, being Dime_x and all.
Okay, I’m done.

I hope b-mk mk fadc ultra 2 works.

I’d be more curious about hitting it off of b+mk, mk without the FADC midscreen. Seems like it could hit off of an EX Legs juggle from there at least but I have serious doubts it would reach outside the corner.

I would love Chun’s HCF-motion Kikouken back.

hmm what about that df + lk. It’s really not that reliable and too risky for an anti air, it also seems to get in the way of my dash in crouching lk a lot much like how the ol’ neck breaker over head would get in the way when you crouch towards your opponent in old SF games. Think it needs to go? I hardly use it and only throw it in for feints once and awhile.

Yes…that move is terrible. I use it for lulz sometimes but mostly it just appears for no reason if I get crossed up and I’m trying to do something else. I wouldn’t want Chun to lose a move, however useless, but I think it’d be nice if they added something new or something from past games using the same simple motion.

OR just buff the flip so that it can be used for something.

Only use for that flipkick is it puts her airborne on the first frame, I think anyway, so it can avoid Gief’s wakeup shenanigans; crossup Splash, empty jump SPD, etc.

Other than that, yeah it is crap.

As an Akuma player, I’m going to say “I disagree.”

She’s a pain in the arse for the Goblin.

Hmm I didn’t know that about the airborne thing. I’ll have to go to training mode and play with it a bit now. Normally it comes out when I get crossed up and was meaning to do c.lk, and its made me want to throw my shit more than once.

I think Chun really needs atleast one of two things; either her SFA2 Roundhouse or the old Shinkukaku back.

I’ve found a few uses for it, you can sometimes use it as a mindgame people think there is a hazanshou coming so shotos will dragon punch on reaction letting you get easy damage. Most useful is if you get the timing right it will avoid Vipers ground pounds, useful if she cancels since Hazanshou can leave you vulnerable to this. Its all pretty situational but yeah…

I was wondering if they’re going to have spinning bird kick be more useful. I don’t see much use of it. Most opponents I play barely use it outisde of the ex. Maybe the kicks are too slow.

I want the roundhouse from third strike, the one which she can jump over sweeps and its overhead. But I guess thats too OP…

Not sure whether I’m digging the new qcf motion ultra :confused:
of course it’ll be good not to be holding back all the time.
But I suck at doing qcf qcf motions facing towards the right.
I can do it facing the left…
Like I can do srk, fadc, ultra with Ryu facing left, but not the other way.
I hope I get this problem fixed by the time ssf4 comes out.
Still getting use to stick though.

Jordnuable - I had the same problem as you at one point. For me, the trick was to have two different grip styles for each side. Not in the sense that I change my hand position, but in the sense that I’m more “loose” and “free” when playing from 2p side (playing from the wrist.) When I play from the 1p side, I focus more on my grip on the stick, and I play mostly by moving my fingers and keeping my wrist still. The only time I break that rule is when I’m dashing. Just practice at it and it’ll be cake in no time. Of course, I only need to do this for motion characters. Charge characters – not so much.

Ahh, righto.
Thanks a bunch for the tips.
Will get practising just now.

I don’t have a problem with the QCF motion for Kikosho since you can buffer the direction inputs towards the end of EX legs or other ultra setup before pressing all 3 punches.

That way you only have to worry about the timing of when to press 3xP instead of having to input 2xQCF really fast like after a FADC.

If they don’t do a single thing to Chuns, I won’t complain for a second.

I’m actually a little worried about her new Kikosho ultra. Even though she had a relatively tame ultra in SF4, she still managed to be upper-middle tier. With the addition of a comboable ultra, I’m afraid she’ll be more like her OP SF3 counterpart. I didn’t play her in SF3 for that very reason.

Besides, I’m a big Hosenka fan. It’s hard to land, but it’s so satisfying when you ruin someone who gets too projectile friendly.

One of the things im hoping they go on and change is the SBK. It’s her armor breaker and it’s probably the most usless armor breaking attack in the game do to the fact you have to prime it by charging down and you can see it a mile away giving players a chance to dash cancel back. Also the Heavy version is so slow. Landing it is trivial and you can’t really combo it like the light and medium versions. And the recovery time is horrible. It needs to tavel across the screen faster and hit harder with a better recovery time.

If not then they should make the HS special an armor breaker, call it OP but when you take a look at attacks like Psyco Crusher, Tiger Knee, and Ryu’s Hurricain Kick priorities it’s really fair game, as a matter of fact if you made the HS an Armor Breaker and that was all you changed, it would make Chun Li such a threat it would put her in high tier without a needing a 2nd Ultra. Heck if they make it go through Fireballs at least i’d be greatful.