Putting the Tenshou Kyaku as her target combo is uh I dunno, you can't use the Tenshou as an anti-air anymore like that!I changed Hienshu into Hazanshu, and got rid of the Crane Leg Drop and made it her two-hit df+MK backflip kick from SFA,leaving the df+SK cross-up drop kick in place.Hmmmm leaving Kikoken on the charge command for now
Charge motion for the projectile, please - for those of us who use the keyboard it's the preferable version.
Loona said, April 14, 2014, 10:57:41 pmCharge motion for the projectile, please - for those of us who use the keyboard it's the preferable version.a Charge move is hard on a keyboard? I use a keyboard and it's the easiest to do on a keyboard compared to anything else. In fact, the only motion I find hard to use on a keyboard is full circle motions.
It's possible she will. All characters will be subject to rebalancing. Once we get to start testing characters they will probably lose and/or gain more moves.
I personally would like it if she had Tenshokyaku, Spining bird kick, kikoken, HyakuretsuKyaku and whatever the flipping leg slam is called, always erks me when she doesn't have them all.
Would it be a poll that allows all options to be chosen? That may work. Still could end up with too many or even too few come testing.Memo: A lightning leg that slides across the ground? That's pretty much what her offensive comeback mechanic is.Whiplash- Me too but there are reasons she doesn't always have them all =p
Just No Point said, April 15, 2014, 01:13:16 amWhiplash- Me too but there are reasons she doesn't always have them all =phonestly the only two debatable moves are the slam and tenshokyaku. Both have valid reasons for being in the game. But having everything could end up giving her more options then the rest of the characters. I don't see why we can't code them all and just remove whichever one turns out unnecessary.
My plan is to put the sprites for everything in the sff/air. I'll focus the coding on what we're going to use but create boot camps for the moves that are not coded. So the coding will be available when needed. The idea is to also help users create their own Street Fighter games. The hope is to have plenty of options that are just for fun outside of a balanced game.
OK, first of all, boooooooo charge motion Kikoken. It's dumb and half-circles totally work on keyboards you guys, I use a keyboard! And you can I dunno include an easy .cmd or something with only quarter circle motions for Kikoken and Hazanshu!I would say to get rid of Tenshokyaku in the final release (and then give Spinning Bird Kick the D, U + k command it stole) because Chun-Li's general gameplay style has evolved to basically be: great speed, amazing normals, bad anti-air. So I'd advocate the same here. And that still leaves the possibility of adding Tenshokyaku as a target combo and stuff!FeLo_Llop said, April 14, 2014, 09:08:39 amThese are the things that are missing in CvS2 Chun Li:Spoiler, click to toggle visibiltyThere's quite a few other SFIII normals that aren't in CvS, but they're not really gonna have a huge impact on gameplay. Of the two here, the c.MK is not really worth converting IMO. The angled jumping HK, however, has this as its equivalent in CvS2:the two separate hit nature of this is pretty significantly different gameplay-wise.Balthazar said, April 15, 2014, 12:22:24 amSo does she have the required sprites for her Senen Shuu?Yup.Memo said, April 15, 2014, 01:10:17 amwhat you guys think of this as an EX move?Chun li moveing fwd with the specialhttp://i.imgur.com/N19dutP.gifI don't think it's really necessary; as of SFIV her EX Hyakuretsukyaku has launched the opponent upwards for juggling. Either adding or exchanging that with the ability to move forward does not seem particularly useful.-Whiplash- said, April 15, 2014, 01:11:59 amI personally would like it if she had Tenshokyaku, Spining bird kick, kikoken, HyakuretsuKyaku and whatever the flipping leg slam is called, always erks me when she doesn't have them all.I can only remember two games off the top of my head where she had all of them at once. And they're both by SNK.
Besides, EX Hyakuretsukyaku in SFIV also included a slight jump forward for easier comboing. It already kinda moves forward, so hah.
Jmorphman said, April 15, 2014, 03:58:34 amOK, first of all, boooooooo charge motion Kikoken. It's dumb and half-circles totally work on keyboards you guys, I use a keyboard! And you can I dunno include an easy .cmd or something with only quarter circle motions for Kikoken and Hazanshu!I never said it was hard to do, I just like it more, but that's probably my bias as a guile main honestly using the half circle motion doesn't bother me.QuoteI can only remember two games off the top of my head where she had all of them at once. And they're both by SNK. True enough, that's what erks me, it's like for some reason Capcom doesn't want to give her all her moves, I can understand for balance issues but then I don't even understand why they bother to make the leg slam. But I digress, yeah, going the sf4 route is a good option.
So, SFV footage. Chun Li's got a whole lot of new looking normals and animations. At the risk of necro would it be worth considering some of these for her in this?Of note:- new punch normal chain (short three hit combo, special cancelable)- new low double sweep that leads into Tenshokyaku- new air special- new Revenge move (no new sprites per se, but a new concept for a super)- new charge/activation animation- that noodle bowl