I agree, other than Chun Li I wasn’t drawn to the other characters now I may try some more. Guy of course but I may even play around with Dudley a bit. Keep it classy.
Oh, and forget Arakune, Litche all day er day.
I agree, other than Chun Li I wasn’t drawn to the other characters now I may try some more. Guy of course but I may even play around with Dudley a bit. Keep it classy.
Oh, and forget Arakune, Litche all day er day.
[media=youtube]8aMRgufBCc0"[/media]
Here’s one vs. fuerte, hype!
It’s also the first match I played in Super :3
@ skatan milla does she still have 900 health?
I can’t confirm that, but it seems that way.
Her health increase rumour started from Akuma doing less damage to her, but that was probably due to everything being nerfed in terms of damage.
Having 900 in super doesn’t feel as fatal as it does in SFIV
thats true but i just feel she deserves 950 health more than viper n el fuerte though
niice ending!
100 health is a bigger deficit in Super though.
My gut feeling is that stand strong is recovering faster, but that would give it insane frame advantage. Maybe they did just tweak the startup animation so that it doesn’t look like she could be hitting close before it goes active at full range.
That was such an awesome ending - my main Fuerte lost, but damn that was such a great ending.
I agree, never understood why Capcom was so obsessed with giving Chun a glass jaw.
great vid Skatan. Epic ending there Also, holy cow at that Fuerte U2 damage
I’ve just watched some matches you played sh1Nd’s Rufus in regular Sf4. I feel like you were pretty even, but he had the edge of landing his Ultra time after time. You even lost a few rounds you dominated due to that. I’m very curious how that match up will go for you with Chuns U2. I think you’ll stand a very good chance then
Btw, is it correct that it’s possible to do best of 7 matches instead of best of 5? That would be awesome, giving me more time to know the opponent in random matches.
i think her kikosho will have some goo priority. for the people who jump too much and for the people who like to use chun as an aggressor rather than defensive. im more defensive. i dont know how that will play out in defense tactics. but i also heard that the new ultra doesnt do as much damage as Hosenka?
That sounds about right… Apparently her Hosenka still does some nice damage, and is still a good option to keep shotos and anyone throwing projectiles in check. As you said, Kikosho will be used mainly for more aggressive players who prefer a more landable ultra, as well as punishing poor jump-ins, amongst other things…
Didn’t someone say that they slightly improved the corner juggle for Hosenka so that it lands on more characters? Methinks I read it somewhere, or maybe they were just unfounded rumours… o_o
They both have their uses, and it really does depend on the way you play Chun-Li… Me, I like playing a decent balance of offence and defence, but I tend not to use my ultra meter at all during matches in SF4. For that reason, methinks I’ll be using Kikosho more, but at least I can have the option of Hosenka, just in case…
O-O~
You probably read that it can connect on any character in SFIV, as long as they’re standing atleast 1.5 character length away from the corner.
So the corner juggle properties for Hosenka remains unchanged in Super? Oh well, at least Kikosho more than compensates in matchups against those characters.
Yeah, that sounds like what I read (or misread XD)…
I really must start doing the corner juggle further away from the corner. Whenever I try to land it, sometimes it fails on me… =.=
Cheers for the clear-up…
O-O~
I posted a review in the Fellowship’s thread. I had the opportunity to play like 20 rounds with her during an event this weekend.
http://www.shoryuken.com/showthread.php?t=180722&p=8688310&viewfull=1#post8688310
Does anyone know if the corner unblockable vs Ryu/Ken/Viper is still in? Not those newly found “googly eyes” unblockablose, I’m talking about this: [media=youtube]LqlMBitsh40[/media]
If Kikosho startup is fast enough to combo after df+HK then landing a cornerd throw means a shitload of free damage without even needing to hitconfirm (flip hits? combo into almost unscaled Kikosho. They DP away? They’re landing into a full unscaled kikosho)
I highly doubt you can combo kikousho from a d/f RH. I think it should have 5 or 6 frames startup to combo and from the videos it does not look like that.
I’ll probably get extended playtime with the game next week, is there anything in particular people want tested?
The things I want to check:
Frame adv on st.mp
df+lk uses
c.mk changes
sbk changes
changes on legs
ex legs
st.hk
b+mk
f+mk
That’s about it I guess?
headstomp into hk or jhk