Even thicker thighs.
pls pls pls increase the range on chuns crouching medium kick and make her lvl 2 fa standard speed = 12 frames instead of the ridiculous 14 frame FA that shes got now.
also, make chuns standing medium punch recover in 10 frames(tweak frame advantage on block/hit to remain the same as is currently by adjusting block and hitstun), she should at least have ONE option for a ranged poke that isnt killed by fa since she has NO good fa breakers, nor any pokes that are safe to 11 frame FA’s.
-dime
St. MP already does recover in 10 frames apparently. I don’t think I’ve ever been punished by FA with it, but then again, I don’t know who has the quickest FA strike in the game and would punish it if I was being careless with it.
I don’t know what she’ll be getting that’s completely new besides the rumored kikousho so as long as it does decent damage and is not near-impossible to land I’d be happy with it.
-Not really a suggestion… just something I’ve been thinking about that I wanted to see what others thought:
As far as low her HP is concerned, I was wondering what people thought if she got a slightly higher overall damage output in exchange (normals, specials, etc)?
I remember Marn suggesting I main Ibuki in 3S because I play safer with her (a natural tendency with lower defense characters I suppose). But even with all the speed, mixups and blockstrings I could never quite get enough damage in with her consistently before getting smacked with a high damaging move by a character that has higher defense as well. So I never got that serious with her.
I feel like Chun deals with this problem in those type of matchups in SF4. One hit/throw and she’s most likely not even the lead anymore even if she was playing well. Even though I like the idea of not playing carelessly to stay alive, I think there should be a slightly better tradeoff than just speed for having less room for error. Boosting her HP to average would make getting hit by an ultra or something less stressful, sure, but the evil inside me would rather just want to see my opponent get punished harder for making mistakes. Plus low HP keeps me excited/on edge while playing… I’m just not a masochist about it.
That list of changes is incredible. Holy shit Ill be thinking about some of that stuff for the next week.
Tons of changes I never considered.
:china:
This is all you could think of for Bison? ;_; How would bison get to choose how far back he goes?
As for Chun-Li, she needs bigger legs. Aww yeah.
Bison can’t currently choose how far back he goes anyway. That was the point.
?
Teleporting backwards with PPP makes you go half-screen while KKK puts you at the end of the screen. By having one button to TP backwards, you are effectively losing a TP option and for what? Ease of execution D:
Unless I’m misunderstanding…
I dunno df+short kinda holds a special ironic place in my heart as one of chunli’s most useless move, and yet it was the only move that chun li did in that movie, Street Fighter: the legend of charlie nash.
I’m not sure, they really don’t NEED to do anything to her at all, She’s annoying to fight, but she’s not completely despisable, like 3rd strike.
Heh. I think it should be moved to -> or <- & lk. It’d still be pretty useless, but you wont get it accidentally since no-one uses standing lk.
As balance stands, she’s fine, she does okay against the top cast and she’s playable so long as you’re willing to put in the hard work, but if even an 8th of the changes suggested in the forum go through she’s going to lose the few good matchups she has, and gain some new awful ones. I mean a buffed Cammy or a Honda with good antifireball options would be 7-3 for the poor girl, no problem.
Of course if there’s reasonable ways to juggle into kikou-Shou mid screen then it may become a moot point.
I wonder what she might be able to get out of a wall jump that isn’t unmitigated junk. Would definately like to see them fix that.
More range on cr.MK would be handy.
Perhaps something a little better added for breaking focus fishing, although I understand her current Supers do that when you have a charge.
More forgiving headstomps wouldn’t hurt, I guess.
950 life is a better figure than 1,000 for Chun Li’s health in my opinion.
Destroy :df::lk:.
I’m amazed I didn’t say that… I was certainly thinking it.
They need to give her more air and arc to that–as it stands, she is merely falling flat from it as it were. I’m not asking for Fuerte distance, just something to make this useful. The only use I’ve found of it is getting out of wakeup DP range on shotos after doing the target combo-> footstomp x3 combo in the corner.
Chun’s super can be focus attacked. It also has a tendency to whiff the second hit if you manage to get the timing down to go through fireballs in the one frame it has invul.
The Ultra’s okay for focuses, but what sometimes happens is they dash back and it hits while their “airborne” and they fall out.
As Dime mentioned, Chun’s kinda weak vs focus attacks.
For the record, I’ve found the wall jump moderately useful for getting out of the corner. I do tend to eat some damage in the process however.
its 11 or 12 frame recovery… i get crumpled by lvl 2’s with it all the time.
also… yeah i’d MUCH rather see her get a damage buff rather than an hp buff… but i dont think that is likely to happen.
-dime
What I dont like in the list:
1 frame less on jab start up> why can ryu have a 3 frame jab and not chun? Thats stupid. Now both have 3 frame jab on start up and 1 more frame blockStun for chun (+3 vs +2). Are shoto players unable to let someone have an advantage they dont have? They have to somehow tweak it because its better than what they have?
- jump df mk for stomp> jump mk is useful and I want to still be able to charge when I do it.
- +100 stamina for viper, that too much she’s already a bad match up for chun, if she get 100 more stamina and not chun that would be too much.
Didnt read all
I use the flip kick in my arsenal. It says something about how poor her anti-air is that it’s a great option for breaking up jump in shotos. If you time it perfectly the invincibility frame can even nullify Ryu’s jumping HK.
yeah, i was waiting for someone smart to mention that one :tup:
its RIDICULOUS that people complain about her jabbing mofos out of poke strings… heres a hint guys:
MANY characters have 3 frame jabs or shorts… not just chun. the reason why chun and rog jab out of everything is because they DONT HAVE ANY BETTER OPTIONS!
shotos and people with motion based reversals need not jab out of strings when they can just mash that dp instead.
rogs jab just needs a height and range nerf, the speed is fine.
chuns is also fine the way it is, its pretty much the same as ryus… perhaps chuns has an ever so slight range advantage.
-dime
It’s useful for dodging Seth’s ultra.
You could hold db in the air instead.
Bring back her Alpha/Zero costume, nuff said!
The hitbox on Chun’s might be better, but yeah, I think it’s just the lack of other options.
That and maybe scrubs see good players do jab->jab->Fierce and go “hey, I can do the first half of that!”.