Heh, this is why I said she has potential if in the right hands. I’m not saying that it is her best groove just yet but I’ve been thinking ways to make her more formidable in S-Groove.
Chun-Li is obsessed with Level 1’s. S-groove allows you to manually control the charge of her Level 1 supers so charging becomes a No. 1 priority, always in this groove. ShadowKnife’s right. Chun sacrifices alot of offensive momentum for the sake of charging. She practically wants to avoid the face-to-close range position altogether as she is only a threat at that position when she wields a Level 1.
For characters who like to keep out (like Dhalsim & Chang), charging is easy since they are very stationary and like to remain from the Half-to-Full screen distance. But for a close range fighter to charge, they must fight for it. Continuously retreating when in need of charge makes alot their fights very fast paced. Chun-Li has excellent foot speed, a floaty a** jump and half-screen back dash. She is also armed with Dodge and Small Jump so mobility isn’t that much of a problem for her.
At the sacrifice of some of her offense, Chun-Li’s Defensive options increase IMO. She becomes more balanced out (50/50) and can fight the Full to Half-Screen positions a whole lot better (which is where Chun is usually stuck at when fighting good zoning characters like Sagat & Yamazaki or against characters where she would like to keep her distance such as Blanka & Ground-Controlling Shotos)…
-When at Full to Half Screen, it is usually safe for Chun-Li (or any character) to charge. If the opponent has a technique that can hit you, you can Dodge it on reaction and countinue charging (hopefully it’s not a grab -_-). If the opponent turtles, it makes it all the more better for you. Your gaining meter and they’re not 'cause they have to perform actions to charge and it will not be at the accelerated pace of S-Groove’s charge unless it is a fellow S-Groover. And when Chun is charged, she is now even more of a threat at the close-to-half screen range, she’s 15% stronger than she once was and she’s armed with Run, Dodge & Small Jump.
-In this groove, Low Roundhouse xx Kikosho isn’t so much of a waste of meter as in other grooves. It pushes them Full screen distance and she recovers faster that they do. So she can immediately begin charging again and gain 60%-100% meter back. Perfect for retaliation or distance anti-air.
-Ground-wise, Chun-Li can now use her Hoyoukusen defensively. Dodge > (Punch) Counter Attack xx Hoyoukusen = :evil:
-Also, charging leads to massive mind games. If the opponent does not stop her from charging, they have to deal with both the Hoyoukusen and Kikosho supers. And when the opponent is constantly trying to stop a very mobile Chun-Li they are vunerable to alot of attacks. She can also play around with her charges to the point where the charge can activate in their face so time wouldn’t be wasted trying to get in.
-Chun-Li WANTS to be in Power Condition (Red Life) so there is really no reason for Chun to exceed a Ratio 1 setting (less HP means she can get in “Red” faster). And since she should always attempt to maintain a Level 1, the 15% increase in damage from being charged makes up the majority of the other 18% a Ratio 1 charater lacks to dealing Ratio 2 damage (James Chen FAQ : R1 does 82% damage & R2 does 100% damage). She temperarely deals out near R2 damage.
-She has Neutral Small Jump Roundhouse for overall uses.
In this groove, Chunny is like Rolento. She runs away to get charged, but once near charge she can play similar to N-Groove with the exception of Roll. She does lose the RC which is a big asset but she can still fight in this groove pretty good. Instead of Chun going to the opponent, the oppenent is coming to Chun. Very fast pace and lots of mind games due to having to worry about both Dodging & Power Building.:wasted:
Please debate. What do ya’ll think?