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Wing Chun

Page history last edited by Galdeira 10 years, 2 months ago

Wing Chun
Description: Also known as "Eternal Spring," Wing Chun utilizes a defensive style to deflect opponent's aggressive forces and redirect them back at the attacker with devastating results.
Price: 192 Astros
Class: All
Opinion: Wing Chun is a paragon of keepaway play, as the enormous range on its attacks allow it to punish attacks at nearly any distance with unmatched reliability.  While many of its hits do indeed lack speed, such a drawback is almost always a nonissue as Wing Chun plays at its best when used defensively, dominating the match by responding to every single move the opponent can make.  Wing Chun is entirely crafted to counter offensive play, but tends to suffer against similar defensive playstyles as its offense is lacking compared to other scrolls around its tier, so proper attention is required when trying to break through an opponent's defense.  With heavy damage, even without the weakest ground-hit, and huge range, Wing Chun is truly one of the first, resident masters of keepaway.
DIFFICULTY TO USE: MODERATE-
DIFFICULTY TO MASTER: HARD+

POTENTIAL: VERY HIGH


Combos:
PPPPP - [485]
KKKK - [465]
KKPP - [360]
KPP - [309]
K(K+G) - [203]
kG - [80] (48)
(P+G) - [230]
(K+G) - [210]

Breathless Gale
PPPPP
80, 80, 65, 70, 90, 110 [485]
Wing Chun's punch combo is very, very long and very, very slow. It does some pretty respectable damage as well, but the real selling point of PPPPP is the huge frontal range on pretty much all of the attacks. All of Wing Chun's punches have a rather disjointed hitbox; the actual "hit" extends further than where your character's fists are displayed. As a result, Wing Chun can play an absolutely mean anti-drift game by throwing out punches to stop a drifter in his tracks. Wing Chun also has a very solid pressure game as well, thanks to the sheer number of hits in the combo.

Wing Chun has a very nice first punch. Huge range, good speed, and decent recovery all belong to Wing Chun's first punch. However, the good news ends there. Outside of poking drifters and some pressure, Wing Chun is at a serious disadvantage when its user has problems landing its punches. Wing Chun's PPPPP combo has some debilitating recoveries outside of the first punch, resulting in easy punishment if one were to miss. As such, when poking opponents, avoid going past the first punch. The first punch obviously has the best recovery, while the second punch takes almost an eternity to recover from. The third input also has a long recovery, while the fourth and fifth inputs recover only slightly faster than the rest. Delays are subpar on all inputs.

All-in-all, the combo's main purpose is to poke the opponent and soften them up for the rest of your combos. It should be noted that the combo angles quite well, capable of angling perfectly to your character's left.

Gale Splitter
KKKK
90, 100, 125, 150 [465]
Wing Chun's kicks have the range of a cannon but are about as slow as an elephant in tar. The only redeeming quality about the quality is the absurd range on the first kick, which like the punches, extends past your character's foot. However, thanks to the atrocious startup of the move, Wing Chun's kicks are mostly relegated to the purpose of punishing larger mistakes your opponent makes, or if they get a bit too predictable in their drifting. And when they do, you should be using KKPP anyway. KKKK should only be used in the case that a juggle is not possible, or if you really want to knock someone off.

The recoveries on each attack are even worse than PPPPP's mid-combo recoveries, so be incredibly wary of missing. You cannot afford to miss whatsoever. Thankfully though, Wing Chun has some notable block and hit-stun on its kicks, making them safe in the case that you happen to get blocked. Keep in mind that the 3rd and 4th kicks can be delayed substantially.

Violent Gale
KKPP
90, 100, 80, 30, 30, 30 [360]
Wing Chun is the proud owner of the most powerful stun launcher in the game, outdamaging even the mighty Blackout's PPPK launcher. The sheer number of hits of this launcher makes it a prime candidate for a STR set, but that's beside the point.

Wing Chun's launcher is long and painful, and shares the same disjointed hitboxes seen in the rest of the scroll's attacks. The range of KKPP is simply amazing, allowing you to catch people in juggles from very far away. Since it's a stun juggle, Wing Chun's basic juggling is very easy. If your first kick lands, go immediately into a juggle. If your kicks miss or are blocked, NEVER attempt a KKPP. Wing Chun, while it has one of the strongest launchers, it is also one of the most unsafe; a blocked KKPP will literally spell doom for you.

Swift Gale
KPP
90, 65, 70, 140* [309]
* - reduced damage due to air-time attack
Originally, this combo provided a second unintentional launcher for Wing Chun; however, this  has been patched, and this combo is now simply a fence edger. Because of this, it has lost its usefulness in a 1v1.
The range on all of the attacks are also superb, sharing the same disjointed hitboxes all of Wing Chun's moves have. The final P part of the attack can be delayed substantially.


Spring Breeze
K(K+G)
90, 140 [230]
Wing Chun's two-hit knockback is insanely fast but it has poor damage. Like all two-hit knockbacks, it's useless in the 1v1.

Lychee Splitter
kG
40, 40 [80] - standing
24, 24 (48) - grounded
Wing Chun's ground hit is unique because it does two hits very rapidly, instead of the regular single hit. As a result, Wing Chun's ground-hit knocks the opponent slightly further than the regular.

And despite having two hits, Wing Chun has the weakest ground-hit in the game, sadly. Still, it can connect after a lot of Wing's attacks:

PPPPP - requires a wall
KKKK - requires a wall
KPP
K(K+G) - requires a wall
a grab - requires a wall
a counter
a juggle
a recovery kick/punch

48+ damage can add up very quickly, but keep in mind that it does almost no damage against opponents with superior ARM.

10,000 Heavenly Fists
(P+G)
[230]
Wing Chun has a very flashy grab (not to mention physically impossible) that knocks the opponent back a huge distance. It also moves you forward as well, so it's unsafe angling it on bridges. Wing Chun tends to force people to block a LOT, so grabbing is a necessity.

Nutcracker
(K+G)
[210]
Wing Chun's counter does extra damage and pushes the opponent back on the ground a little. You don't get the advantage of their back facing you, but you can at least follow up with a ground-hit. Use counters if you find that your opponent starts to become too aggressive.

Juggles:

Basic Punch Juggle (difficult)
KKPP P>P>PPPPP kG
90, 100, 80, 30, 30, 30, 48, 48, 48, 48, 39, 42, 54, 66, 24, 24 [795]
Wing Chun's punch juggle does a teeny bit more damage but is significantly harder to pull off than its kick juggle. The rule of thumb is as goes; when going for damage in a 1v1, use the punch juggle. When trying to edge, use the kick juggle.

Basic Kick Juggle
KKPP P P KKKK kG
90, 100, 80, 30, 30, 30, 48, 48, 54, 60, 75, 90, 24, 24 [783]
The kick juggle is much easier to execute but does a teeny bit less damage.

Unintentional Juggle
KP P>P KKKK kG
90, 65, 70, 48, 48, 54, 60, 75, 90, 24, 24 [648]
OR
KP P>P>PPPPP kG
90, 65, 70, 48, 48, 48, 48, 39, 42, 54, 66, 24, 24 [666]
The KP juggle is rather difficult but comes with the advantage of surprise, meaning little to no risk of panics. The punch juggle using a KP launcher is near impossible without a wall.

STRATEGY:

Wing Chun is a highly defensive scroll that can also put the pressure on the opponent whether they're hotly aggressive or even mildly so. Wing Chun can easily punish missed attacks and can easily force the opponent to stop drifting. Use the punches to make the opponent stand still, and when they start making mistakes, punish them with KKPP. Remember that your punches can act as good pressure on their own as well. Wing Chun's offensive game is somewhat lacking, but that's not to say that it's nonexistent. Wing Chun's only answer to blockers is grabbing, as it has no high blockstun attacks outside of its jump punch. If your opponent stops attacking and blocks more instead, grab them and punish their turtling. Wing Chun was once famous as a noob scroll since noobs went around spamming the launcher to no end, but this strategy hardly works; in order to use Wing Chun effectively, you must keep a cool head and know how to counter your opponent's next move.

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