I hope her new ultra is a projectile then she could use some of her setups for her current ultra without using the wall. It would make her a bit more of a threat when shes got an ultra ready. Also id like sbk to be more like a tatsu
I just had to add this because it pisses me off so much. When Chun actually does connect her ultra in corner via juggle, please make it so that she doesn’t end up being the one cornerd after the ultra finishes and she lands. This happens randomly to me, mainly against Ryu, and it sucks to be in a corner against Ryu.
Chun needs a faster walking speed, better pokes, anti air rising kicks and more HP’s. Just make her play like SS2HDR Chun and I’ll be happy I must be dreaming lol
Man, I main Bison, and I gotta deal with cMK going THROUGH people sometimes, IN A COMBO, meanwhile Ryu is hitting me with toenails then comboing into a fireball.
And as for moves for Chun Li, give her back Tenshoukyaku…I understand she can use it pretty much in her B+MK, B+MK, D,U+MK, but it just isn’t the same. It doesn’t need to have beastly priority, but it would still help (plus the ex would give her a better option than just ex SBK for wakeup)
She should have a normal jump and a useful wall jump. Might keep the current ones with a superjump command, just for laughs.
Visually, to match the rest of the cast, more defined leg muscles instead of fat thighs and cankles, plus her arms and shoulders from the Alpha games. Well, her whole Alpha body, in short. It?s stupid that everyone else is in their buffest state while Chun Li is given the spaghetti arms from SF3, which only made artistic sense in that game.
+1 for useful low forward.
I think this and full Ultra juggle guaranteed in the corner on all characters is about all she needs.
50 more HP would be nice but given Capcom’s past history I doubt it’ll happen.
Of course this is just in the current status quo. If everybody gets buffed as it seems will happen Chun might need a bit more oomph I suppose.
Needed: Full Ultra in corner plus works on ever character, increase her dmg output slightly to make up more for low health. Full Invincibility from startup to when active frames end on EX SBK.
Suggestions: Can’t think up any at the moment except EX Hazanshu needs to armor break consistently and/or possibly give it armor/invincibility similiar to EX SBK, but its not needed.
^EX SBK apparently already has invincibility during the whole startup. I think the issue is, once it wears off, her vunerable hitbox is still high so the opponent’s attacking hitbox will get to it before she gets to hit their vunerable hitbox.
If they lower it so that she can only be hit from solar plexus to the head during the move, it won’t be blatantly stuffed by some jumpins and become more useful as an AA. The opponent’ll have to bait it with an actual safe jumpin if they want to punish.
edit: Nvm I didn’t read your post thorughly enough. You want it to be invincible until she’s done attacking with it. I ain’t mad at that. Not at all.
…I still think Armor breaking HSU is too abusive if they’re going the route of only buffing characters (I don’t actually believe that btw).
Bring back the stored Super … I’m dreaming again
It would be nice if her hard kick spinning bird kick could combo like the other two. But they should tweak it so that it either knocks down the opponent or the final kick pushes them back to where she’s not right next to them. I’m talking specifically for characters like Sagat. I don’t want my cr. hp sbk punish combo to leave me right next to him. I end up being at a disadvantage because I have to play a guessing game and Sagat’s options are way better than mine. It would be nice if the hard kick version left me just out of throw range.
i used to think that a breaking hsu would be op… but after talking with ww… i no longer think so… hsu is easily stuffed by other means such as mashed cr.lp’s and srk’s on reaction.
it also pretty much loses to any standing poke plus it can easily be neutral jumped into mucho damage… its function as an overhead is laughable, alzheimers patients could block it on reaction.
so i’m all for a breaking hsu.
-dime
Slight sidetrack, people do realise that because of Ultra startups, an Ultra version of Kikou Shou/Kikosou would be a completely crappy anti-air right? If we want an anti-air Ultra, we’re going to have to get ask for [media=youtube]y4BrbISK-l4#t=00m09s[/media] or something similar. Which would actually be fairly good vs focus attacks while I’m thinking about it.
lol raging chun is cool n dem airdash games… and thats pretty much it. lol.
but yeah, i surmised awhile ago that if kikosho has the usual ultra startup of like 9-12 frames it will be horrible and only a juggle finisher… making her more like sagat… yuck… so i’m anxious to see her new ultra and how they transition it into her game.
and dafeetlee… yeah… thats sucks. o well for us… hopefully capcom gets their shit together as far as chun is concerned… she is the “ryu” of the females for chrissakes… the new movie was about her… not ryu, for crying out loud… capcom needs to show some more love to the series’ matriarch…
-dime
God it would have been so amazing if HSU broke armor. As it stands, its just focus bait against so many characters.
I would like it if HK SBK could be comboed into and result in a knockdown as well. The trade off of not having to worry about the 50/50 afterward would simply be that you wouldn’t get to link it into to super like the MK version. Very nice.
Couldnt she just pull a rufus and do air TC ultra?
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That’s what she does with one leg
if chun were to ever get a breaking hs it would need to knock down though… but only if it hit an opp that was focusing… otherwise they would remain standing.
-dime
Yes, and If her Ultra combos mid screen she will, but her TC hass a lot less priority than Rufus’s jumping heavy kick. Remember Dictator has something similar as well but it’s no where near as helpful.