Phew, it took me a while to compile these changes and state everything in the most concise manner I could come up with. But now, we have an example to work with for what I’m trying to accomplish.
Without further ado…
Chun-Li changes, and how! Any comment which is based on speculation will be italicized.
- Backflip (D/F+Mk)
A. Removed from the game.
- It’s now easier to rush down with C.Mk, without fear of accidentally using a move with no particular purpose.
- Lightning Legs
A. Now easier to perform. In ST, you of course had the 8-16 frame window to input a kick button five times. Now, you always have 16 frames to do three inputs of a kick.
B. Priority is lowered; this is accomplished by moving her body hitbox much farther forward (to line up with the hitboxes for her head and feet), whereas before it didn’t move foward at all from her standing position (with her body hitbox way far back).
C. Damage is lowered; in ST, one hit of Lightning Legs would do slightly more than a Hard attack (it would do the equivalent of two of her far S.Lps, if you want to see for yourself). Now, one hit of Lightning Legs does damage about equal to a Hard attack.
D. Stun damage has been lowered, too; although, based on my unscientific testing, it must have been lowered very slightly. Three hits of Lightning Legs, followed by a throw or any Hard/Medium attack will dizzy in both games (and sometimes, just three hits of Lightning Legs).
The combo S.Hp XX Hk Lightning Legs is feasible from a standing position now. However, I don’t think this is practical; a lot of times, it’s too hard to get in and punish with that combo. It’s also unsafe against most any opponent with their Super, because Lightning Legs always stays out for two hits, no matter how little you mash. Thus, if you attempt the combo against someone with Super, they can punish it with a reversal super.
The lower priority makes it more plausible to hit Chun-Li out of Lightning Legs with certain moves. Since playing HDR, I’ve been hit out of Lightning Legs plenty of times by Psycho Crusher, Scissor Kicks, and even Vega’s Rolling Attack. It’s not common, but the fact is that it’s a much riskier defensive maneuver than it was previously.
- Ground Spinning Bird Kick
A. Now travels in a parabolic arc, rather than moving horizontally.
B. According to the Remix Frame Data, the startup invulnerability of the Lk SBK has been lowered. I’m a bit skeptical, I’d like to see that tested again because it’s still the same number of startup frames. It seems like a weird change to make.
C. The landing animation times have been significantly reduced; the invulnerability times have changed proportionately.
D. The number of hits per SBK has changed slightly; The LK version has five potential times it can hit during the move, up from four. The HK version has been reduced to six from its original nine.
E. There seems to be an error with the distances traveled; the MK version travels the shortest distance, while the LK version moves the median distance. However, the LK version still is the quickest version of the move, totaling at 79 frames compared to the MK version’s 84.
F. Ground SBK now has a juggle limit of five. It is perhaps the only move in the game that does.
If the frame data is correct, it’s much easier to hit Chun out of the startup of LK SBK.
The Ground SBK is unsafe on hit and block. I’m not entirely sure if it was to begin with in ST, but that’s because it was a defensive maneuver in ST. As an offensive maneuver, it’s not effective at moving through most fireballs, and it’s extremely unsafe whether it connects with the opponent or not.
The Ground SBK is no longer effective as a defensive maneuver. In ST, you could use SBK if someone was doing a meaty crossup, and they’d whiff and have to block (or duck under) the first hit of the SBK. If the opponent had a fireball, they’d probably hit you anyways, but you would make it farther away, preventing them from trying a second crossup after knocking you down.
Now, it no longer hits a grounded opponent at the beginning of the attack, most characters can just land, walk up and hit you for free. If your opponent is keen on what you’re trying to do, he’ll probably peg you with a move that knocks down so he can just set up another crossup.
4. Air SBK
A. Now can be executed by charging Down, then Up+Kick.
B. No minimum height requirement needed to execute the move. Now, Chun can do ‘break dance’ SBKs.
C. Now travels in a horizontal arc, instead of a parabolic arc modified from her jump.
D. The Air SBK can not finish prematurely in the air. In ST, if the Air SBK was performed early in the jump, Chun would finish before she landed. This allowed her to supersede the landing animation and take any action immediately upon landing. Now Chun continues the SBK until she hits the ground, ensuring that she always has her landing animation.
E. The landing animation of the Air SBK now has invulnerable frames similar to the landing animation of her Ground SBK.
The execution change, coupled with the lack of a height requirement causes this move to happen on accident frequently. It usually occurs when zoning an opponent with a crouching move, just before attempting to anti-air them with a jumping attack.
The new horizontal arc, coupled with the ‘always has a landing animation’ change, makes it much less effective against fireball corner traps. Consider this match of [media=youtube]qL1nqpbSjK0"[/media] (skip to 1:07). When Chun is cornered by someone with a fireball trap, it is extremely hard to make an escape without super meter. Chun’s only really safe option to build meter is the Air SBK, which allows her to dodge fireballs and immediately block as she lands. Now, doing this is virtually impossible.
Performing a headstomp followed by an Air SBK at the peak height of her jump can be used to avoid getting counter-attacked by Dragon-Punch type moves sometimes.
- Neckbreaker (D/F+HK)
A. This move no longer can cross up in any situation. This is accomplished by causing the move to travel a shorter distance forward.
B. Thie move can no longer hit low in any circumstance.I’m not sure how this is done, but my first guess would be that the hitbox was made to be taller.
- Well, the move is definitely a lot weaker now that it can’t cross up or hit low in any situation. Personally, though, I don’t think this harms the move’s effectiveness in the way that most people do. The move is worse because it’s now easier to reversal. When it traveled farther forward, it could cause many reversal attacks to whiff completely. Now, many things that could whiff before (Dee Jay Upkicks, Guile’s Flash Kick) can beat it cleanly.
A. The damage of each individual hit has been lowered.
B. The move now initiates a juggle hit on the third attack (out of six) instead of the last hit. This causes Upkicks to juggle for one hit only (although SBK can juggle for three hits still, because of the five hit limit on the move), and it causes the super itself to whiff at part against most of the cast:
No one is hit by all six hits of the super anymore except - ironically - Chun-Li. She can not be hit by Upkicks afterwards.
Everyone else only gets hit by 5/6 hits. The sixth hit whiffs, because the hitbox is too low.
Guile, Dhalsim, Sagat, and Fei-Long sometimes only take 4/6 hits; In addition to the sixty hit which whiffs everyone but Chun, the third hit whiffs due to the hitbox being far out from Chun’s body, combined with these four characters having narrow vulnerable hitboxes. Because of this, one would think that they could juggle these characters for two hits of Upkicks, but I’ve never been able to.
C. Because the opponent is juggled earlier, they fly farther away, making it much harder to juggle the Upkicks afterwards. In particular, Blanka is extremely hard to hit with Upkicks afterwards.
The damage nerf obviously hurts Chun; but, as a move which threatens and controls space, nothing is worse about it.
The real problem here is that the Super does inconsistent damage. Chun is the only person who gets hit by the entire Super, and the damage dealt to her is roughly equal to the 5+1 hits that the rest of the cast takes. However, the difficulty in landing Upkicks on some characters, combined with the fact that certain characters might only get hit by four hits, can cause this Super to do extremely low amounts of damage - much lower than it probably should.