The Return of the Thigh: Chun-Li SSF4 Thread

I’m not following. Why would slower = better?

Wiz said that the timing was really easy, that you could do it really late and still get all the hits. What’s probably going on here a juggle potential thing because she did EX legs > EX legs > U2, instead of just EX legs > U2, which may well mean that the only way to get all 20 hits in a juggle is to do a single air to air hp > U2.

more damage.
not because its slower, just because.

-dime

no

this is what wiz posted about chuns ultra:

-dime

Sorry, you’re right, he said you could do it really early and still get all of the hits. I know he’s saying you “always get 20 hits”, but the next line implies he’s talking about the timing. He doesn’t mention being able to do things like EX legs > EX legs > EX SBK and still get all of the hits.

Then again, he’s talking about getting all 20 hits after back kicks, which is a luancher and 4 juggles, much like EX legs > EX legs is a laucher and 4 juggles, which would mean it has changed.

So my bad.

Simply from that Cammy vs Chun Li video, I can guarantee Seth’s ultra is lower. And it looks like Sagat’s U2 will be as low if not lower than Chun’s. And have you seen Balrog’s U2 damage?

I’m thinking that even if her U2 does sub-par damage it still will be a very big asset to her repertoire.

It’s an ultra that can be used in every match now as opposed to U1 which, while preferable in some matches, sees very little use in others. I’d take an extra 300 over 2 whiffed hits of U1 after EX legs from mid-screen or from characters that fall through even when close to the corner. Additionally, in every previous incarnation of kikoushou, it had above-average anti-air properties, and I’m thinking the current version will be no exception.

Also, just like U1, the threat of short > EX legs > kikoushou will function similarly to how U1 shuts down several options for fireball characters. Players will probably be more cautious and defensive against Chun (if they’re smart), especially when up close and personal, in order to prevent getting juggled and ultra-ed…forcing players to block low more works to our advantage since Chun has decent mix-up options.

And if that isn’t enough, I’m pretty sure that U2 will reduce the frequency of close neutral jumps to which she has very LITTLE options to deal with, especially on wake-up, and focus baiters.

Something I’m kinda worried about though is Juri’s oki…for all who haven’t seen this yet, I don’t think EX Spinning Bird is an option…[media=youtube]3pCWgyEbUQE[/media]

I know ur joking Bahn :slight_smile:

Dude, I can’t let that one slide.
Have you ever tried doing jumpback hk instant overhead to kill a Rufus player but he does wakeup ultra?

Does anyone know if ultra 1 will now juggle against everyone in the corner?

Silence in the Chun forums for info.

Just did some number crunching from the French combo video.

[media=youtube]IJUawy4YxNw&feature=player_embedded[/media]

Trying to calculate the her U2 damage and what else they nerfed.

Chun’s EX legs damage has been nerfed down by from 50 to 40 per hit. Which amounts to hell of a lot. Since its 3 per hit on average. Hitting more on certain chars. But the majority of her combo damage comes down to landing that EX legs for damage and tacking on a ultra behind it. That’s a big hit in the gut to Chun players.

Notes about ultra number of hits is down from 20 to 16. I’m not sure if that’s a change in builds or if you juggle it only does 16 instead of the full 20.

Things to note in the combo video the Kikosho was scaled down to 20% per hit. Each hit did 3 damage per hit with the exception of the last hit did 9. So going by the calculations and assuming that her Ultra only does 16 hits in the final/close to final build does 270 damage with a full ultra meter gauge.
Lets hope it hits for 20 hits non juggle at least.

So the semi good news is S.HK(100) + EX Legs(3 hits at now 40 each=120) + Kikosho(Max gauge but 80% due to scaling)=416 damage

Just for kicks. Jump-in HK into that combo above does 485.

That supposed health boost of hers better not be 1000 and not just 950. Though would be worse if they left at 900. Lets hope she got some silent buffs.

Sure there are plenty of other silent nerfs out there. Super can’t come any sooner.

Someone can double check my calculations and see if I’m wrong. Better yet if a tester could confirm any of this.

It already did in SFIV.
Boxer is kinda tricky though.

How do you juggle Viper?

its all spacing and distance form the wall

So you’ve gotten a full juggle on Viper? I’ve never been able to do it no matter how far from the wall I’ve managed to connect.

So in other words shorter damaging combos equals better damage milage?

It’s possible on every character as long as they’re 1 character length away from the corner.

eh what??? i dont really know what you’re talking about… i was referring to rufus shitty range, not his ultras aa abilities.

also you should never let anything “slide” if you see something that seems a bit off, say something… it helps everyone, if you are right.

-dime

Pretty much.

Treat it like would Boxer’s Ultra 1. Pick and choose when to follow up with Ultra to maximize damage output and not blindly wasting it on 20-50% scaling in a long combo with that started off with lights.

Though with the ease of the combo. I say build that Ultra gauge up twice in a round and land it twice.

Dime:
I’m not talking about the AA either, if you do jumpback hk as an instant overhead on his wakeup it will catch you at the end of the jump.
That’s not shitty range imo.