chuns looking really good in this one she was a good character in sf4 prob top 8 for sure shes only recieved buffs whilst most of the cast has recieved nerfs, although i did read somewhere her st rh had less range and slower start up time. its the only nerf i ve read.
That was mentioned in one of the super old previews (Vegas, I think) before the finished version of the game and is likely no longer the case. From what I’ve seen in the latest previews, her standing RH looks the same.
Yupp, her standing RH seems to be in the exact same state as in SFIV. It may be one or two frames slower, but that would be hard to tell just by watching videos.
Though it looks to be just the same IMO.
I hope Dudley is one of the characters that gets hit by 4 hits of the EX legs instead of 3. /Dudley hate
Is Dudley good with dealing against fireballs? If he’s not, that’s one point for Chun already.
Dudley’s ducking goes under fireballs . He can just duck through fireballs.
^True. I think a better question would be: is it good for dealing with Chun Li’s fireballs? A lot of characters have moves that go over or through fireballs, but vs. projectiles like Chun Li’s or Guile’s, it’s harder to use those moves against them because they usually recover beforehand and sometimes have enough time to punish the move that was used to get past the fireball. Edit: Also their slow traveling speed may make it so the FB will overlap and still hit the character after his invincibility frames are done.
I’m more concerned about who will have the advantage with normals in the Dud v Chun matchup.
As a complete nobody I am guessing that her normals will be as solid as usual. Correct me if I am wrong but weren’t they the best part about her in all her SF4 match-ups?
chuns best assets in 4 are a long range cr.lk
standing hk
kikoken
st.mp
walk speed
fast jabs
a fantastic backdash.
-dime
Dime, why is st.fierce not on that list?
I get more mileage out of that poke than any other poke she has (st.strong is a VERY close second, followed by c.forward).
Just curious.
I’d say Fierce only gets honorable mention because overall, being focus crumple bait and being crouchable (by some folks), makes it slightly more risky than Strong. And strong is cancelable, so you can do some tricky stuff against focus fishers (standing strong xx ex legs buffer).
I know I was playing a good Chun and was kara focusing the shit outta standing fierce.
But I know when I’m playing Chun, except against my buddy’s Cammy (since she crouches under it), I hit that fierce like a Gief mashing 360 and 3 punches in your block strings.
pretty much, but i’ll add:
the fierce is good, really good, para. the problem besides what basara mentioned is that it is slower on recovery than st.mp and has shorter range, plus gets flatout beat by most low moves.
its really deadly to wiff because of the slower recovery, so spamming it is harder and a tad bit more suspect. also its primary use is to beat other opponents standing NOT CROUCHING moves… but so many character use primarily crouched moves.
so its weaknesses are:
focus bait
wiffs on crouchers
bad recovery when compared to st.mp
cant be canceled
range not great (but decent)
mostly useful against other standing pokes
it is most strong when in matchups where the other character specializes in standing pokes as well:
honda
dictator
sim (up close)
gief
dan
etc etc.
but yeah its a good move but i wouldnt say that it is one pof her more important moves… its a situational tool like most of her arsenal whaeras the moves that i posted are almost ALWAYS used no matter what.
-dime
Wow great points…I’ll have to keep some of that in mind…I think I still use it in some situations where I SHOULD be using st.strong.
I’d put fierce over st.hk, it’s much harder to counter poke than st.hk and they both fill the same purpose.
hmmm… thats your opinion, and you are more than welcome to it. however i dont use st.hk at a range where st.fp will hit… so to me they are completely different moves. st.fp is used to hit pokes whereas st.hk isused to hit my opponents forward movement so that i can backup and throw kikokens safely without my opponent bulldogging me… aggressive people love to get hit by far hk.
but it like st.fp can be matchup specific. i like them both with st.hk being my preferred choice and st.fp being secondary.
-dime
I abuse the hell out of standing hk. There’s no greater satisfaction for me then when that move hits. It’s literally where I get 50% of my chun fun from. It basically means that you correctly predicted an opponent trying to jump (either for offense or defense). I never use that move at the same distance I’d use fp. Use it from the furthest distance you can; it has a ton of range!
Anyways, back to the thread’s topic. I heard a while back the Chun’s sbk doesn’t leave her point blank next to someone anymore (which is good because I hate ending point blank next to people with dp’s). Can anyone confirm this, and can they also confirm if her hk sbk can be comboed? I’m also wondering if some of her command normals got buffed in some way. Mainly her downfoward lk and her foward mk. Both are practically useless to me at this point. The best buff I can think of for downfoward lk is to remove it, because When I disorient myself and accidentally hold downfoward instead of downback, that stupid move comes out instead of normal crouching lk and I usually get punished for it. I heard somewhere that downfoward lk is a situational anti-air, but I have yet to see even the almighty japanese players use it at high levels.
a PERFECT example as to how i use chuns st.hk is this video:
notice how nemo uses st.hk to keep honda from advancing, and uses that to be able to throw kikokens at honda safely. also notice how in the second round that the honda is much more aware of chuns st.hk and blocks every time he gets into st.hk range, thus allowing chun more space to do what she wants, also notice how nemo will sometimes do a roundhouse hasan shu instead of a far hk… the hasan shu is done for 2 reasons… to hit a low poke that honda might throw out in order to try to hit far hk, and also to keep honda from charging buttslam.
basically nemo uses far hk as a shield a VERY safe to throw out shield… he does get it jumped from not ranging it right (and eats a big combo because of it in the first round)… but no one is perfect, as is no strategy. however the counterplay that nemo gets in space and initiative is more than worth it… this is how i use my far hk in ANY match where my opponent is trying to bulldog the shit out of me… and i’ve never seen st.fp to work even half as good at that as far hk.
but still st.fp is definitely a very good move… but imho its no far hk:
[media=youtube]r-z26O8cWa4[/media]
feel free to tell me why i’m wrong… i dont consider myself to be a guru or infallible or anything like that… i’m here to learn like everyone else.
-dime
Reading that Zangief, Sagat, and Akuma’s Ultra 1 damage apparently got nerfed makes me wonder if Chun’s U1 got nerfed in the damage department as well.
Maybe Ultras got damage nerfs across the board?
It would be kinda ridiculous if hosenka got a damage-nerf combowise. Cold, on the other hand could be nerfed.
Makes me wonder if Viper’s U1 is nerfed as well.
any news on other changes other than ex sbk like her normals and a friend told me she got more health is that also true