"Becoming the strongest woman in the world!" Chun-li Match-up Thread

Okay, here is an attempt to get us a new matchup thread with a (hopefully) better OP to make it easier for people to find information on whatever matchup they need. I’ve started with Azrael’s matchups as a base, and have been trying to tweak them or add where needed. You’ll note not every character is done yet, but that’s why I’m posting this. Feel free to contribute with any useful matchup information that I’ve omitted, and it shall be updated! General contributor credits: Azrael and MagMan.

For the purposes of this guide, a counter is something you can do to stop the move during the start up or active frames, a punish is done during recovery frames (generally after block, but also through fireballs or something like that). It’s also important to note that anything that can be punished with sweep can be punished with Hosenka (and vice versa) range permitting. A few other definitions:
Footsies range: mid range where fireballs begin to lose potency and pokes become more powerful. Roughly a third of a screen apart to c.lk range.

Disclaimer: as of now, the guide is probably more incomplete than finished. Matchups that weren’t included in Azrael’s original post that have been filled out are mostly based on my experience with them so far.

The General Gameplan

[details=Spoiler]
Basically, Chun is a footsies monster. You’re going to want to utilize that against most opponents. Most fights are going to be “what normals can this character not deal with and what range should I fight them at.” This guide will basically tell you that. It will also tell you how to deal with your opponent’s difficult tricks and what you can punish. From very far away, Chun-Li has a decent fireball but isn’t going to be winning any fireball wars with it. Her fireball is very good to walk behind to close space with an enemy when she needs to get in. To get in, Chun has a very good focus and dash (her forward dash is the fastest in the game), and her Hasanshu can be used to go over fireballs and is a quick overhead with some range.

Mid range is where Chun shines. Overall, Chun’s best poking normals are going to be (roughly in order) s.mp, s.fp, c.rh, s.rh, and c.mp. These reach the farthest and control various areas of space. Not all of her major poking normals will be useful in every fight (s.fp isn’t so good against shotos) but if you don’t know what to do, those are a good place to start. As said before, she does have a great focus, and she’s +1 when dashing after a blocked level 1 focus. You do have to be careful with most pokes against enemy focus attacks, as they eat your pokes (except s.mp which is pretty safe against focus).

Up close, Chun has a decent mix up game, especially against opponents who don’t have a good reversal. You can use Hasanshu as an overhead (be careful using it against focus as it will get destroyed), her shorts are quick and safe as lows, and she has a great throw. Some characters cannot effectively deal with her df.rh flip kick on wakeup. Chun does have some problems dealing good damage without meter. Her Ex Legs are safe on block and are the cornerstone of her offense. They deal good damage, knockdown and juggle the opponent for other combos.

As far as antiairs, Chun’s best antiair normals are going to be df.lk, s.mk, s.fp, c.rh, j.fp, air throw, and s.rh, somewhat in that order. Furthermore, c.mp and c.mk can be used to lower her hitbox and dodge some moves. Finally, Ex SBK is probably her best overall antiair, but it does obviously require down charge and meter and will get stuffed by moves that hit high and in the center.

When choosing an ultra, Kikosho is a great ultra that deals extra damage on basically anything. Hosenka can be chosen if it is particularly good at punishing moves (since it starts up fairly quickly) or shutting down opponent’s options (like fireballs). Hosenka also deals good damage, but only full combos off juggles in the corner, and not on every character in the cast.[/details]

Combos you should know

[details=Spoiler]
These first combos are bnb type things that you should also be able to combo off a jump in or focus attack:
[LIST]
[]c.lk x2 xx Ex Legs
[
]c.lk, c.lp, c.mk xx Ex Legs
[]c.lp x2, s.fp (super link possible)
[
]cs.rh xx Ex Legs
[*]c.fp xx mk SBK (super link possible)
[/LIST]

Here are some more situational combos:
[LIST]
[]antiair df.lk dash Ex Legs
[
]antiair j.fp x2, jump d.mk x3
[]antiair j.fp x2, ultra 1 (into the corner), ultra 2 (anywhere)
[
]antiair j.fp x2, Ex SBK
[/LIST]

Generally off any Ex Legs you can Ultra 1 (into the corner) or Kikosho (anywhere). Ex Legs can also juggle into Ex SBK in the corner. If the Ex SBK sends a target into the corner, you can also combo into either ultra.[/details]

Option Selects

[details=Spoiler]- cr.short, roundhouse~forward~short EX legs

  • j.fierce, HCB+taunt. Option select for double fierce/roundhouse hasan-shu
  • j.fierce. grab+fierce. Option select for whiffed land throw or jump double fierce
  • j.fierce cr+taunt. Option select for back dashers, punishes with sweep.
  • cr.jab 3K cr.short EX legs. Back dash option select killer[/details]

Vs. Abel - Ultra 2

General Strategy

[details=Spoiler]Abel is pretty easy to beat up close as long as you’re paying attention. Use standing strong or walk up jabs, they’re focus safe and beat a lot of his stuff. It will lose to his Ex Change of Direction, but you can throw him out of that on reaction. When pressuring, the only things you really have to worry about is Tornado Throw. Normal TT is throw immune but strike vulnerable (conversely, Ex TT is throw vulnerable, strike immune), meaning he’ll grab you out of shorts or jabs but you can just throw him, so you can abuse throw.

If he tries to go to the air jump fierce, standing fierce, standing or crouching roundhouse are your best options, with sweep being your best overall option. If he gets too close for sweep, standing forward, neutral jump fierce, crouching strong or roundhouse are better. You can use low forward to avoid crossup attempts.

His ultra 2 changes the game a lot, it?s going to be pretty lethal if you aren?t sitting on down charge for EX SBK, or back charge for EX Kikoken. Your other alternatives based on spacing and reactions are going to be to jump/hasanshu over him. You can cancel the jump landing frames of jump into hasanshu, so you can get away with that sometimes to go over him. If you’re close enough, you can also headstomp off U2 and land behind him safely. Just be careful when he has U2 ready. Breathless only goes about 3/4ths screen so do whatever at the end of the screen.[/details]

Counters and Punishes

Spoiler

Coming soon.

Contributions: Fake Steve

Vs. Adon ? Either Ultra

General Strategy

[details=Spoiler]Adon doesn?t have great tools to deal with up close Chun-li pressure since his DP is pretty mediocre as a DP, so you can do that when you get in, and zone with fireballs when he?s far away (beware of ex Jaguar Tooth). MP kikoken is an extremely useful tool in the match, Adon doesn’t have anything to do about it until he gets Ultra 1. Most of his options around fireball can be stopped with s.fp. His U1 is fast, far reaching, and hits hard, so stop using fireballs when he has it. Be careful of following fireballs to close space, since MK and EX Kick (as well as Ultra 1 if he has it) will go over and punish you. Your ideal range will be around where your standing roundhouse reaches. Standing roundhouse is a good move in this fight as it can stuff instant air jaguar kicks and all manner of normals from far away. Standing medium punch and fierce also work and will be necessary when Adon starts countering with his lower pokes and dash (which goes under s.rh’s hitbox). It’s hard to use focus in this fight since his s.rh is two hits from most of its length and a lot of his moves are multihitting.

Up close Adon is pretty managable with some standing and crouching jab spam, it stuffs most of his specials and normals. Sweep is very good most of the time but loses badly to Adon’s s.rh. You can use s.fp and c.rh to punish his stronger normals on whiff, and use s.mp xx legs for the others. Close up is where you have to worry about his ridiculous throw, be very quick about teching. Avoid being in the corner, since that?s where he can really turn on the pressure. If you do get in the corner, Chun’s close standing roundhouse can be used with some effectiveness against Adon. If he does close up jaguar kicks, you can go under them with some well timed c.mps. If you score a knockdown, meaty cr.mk beats many of his options, and you can throw him out of a lot of things too. Chun does have a second active frame sweep combo against Adon: cr.MK xx LK Legs > cr.LP > Sweep

Either ultra seems usable, if you have good reactions it’s probably better to use Ultra 1, since Jaguar Tooth, and grounded and air versions can be countered with Hosenka on reaction when he goes to the wall, or when he lands on whiff.
In terms of antiair, s.mk, df.lk and c.mp usually work.[/details]

Counters and Punishes

[details=Spoiler]Counter: Jaguar Tooth - standing jab, df.lk (when he goes to the wall, follow up with U2, sometimes he’s too far away for dash legs), fs (far standing) hk (when he goes to the wall), Cr.HP xx MP Kikoken (pseudo option-select) just as he comes off the wall. Timing for this is tough but if you land it, the cr.HP wins, is a reset, and nothing I tried with Adon was able to punish MP Kikoken, so as far as I know he’s forced to block, focus, or get hit.
Punish: Jaguar Tooth - Super, Hosenka[/details]

Contributions: Fake Steve

Vs. Akuma ? Ultra 1

General Strategy

[details=Spoiler]Akuma is a terrible fight. You will hate it. From far range, his fireball game is pretty standard, with the added wrinkle of the air fireball. It’s harder to Hasanshu over (still doable) and makes jumping over them a bit harder. You can still focus through, and you can also dash/walk under them from the appropriate distances. After a walk under, you can generally catch him with standing roundhouse or sweep if you’re a little closer. You can also dash ultra them. You can also try jumping at him to see what he does. If he goes for a teleport away, you get a free Hosenka.

If he comes in at you with Demon Flip, air throw or jump fierce are your better options, but you can also dash under and punish on the other side. A neutral jump fierce can beat him out of the air and combo into legs or other fun stuff.

In footsies range you mostly have to worry about his sweep and standing roundhouse which lead to his vortex. His sweep can be focus dashed through into a bnb. On Chun, his standing roundhouse will whiff on the second hit when crouching, so that’s your chance to punish, just use a bnb (it is cancelable into his U2, so be careful if he has that). Your standing strong is great, but does lose to his sweep, so don’t get carried away. Outside of sweep range, standing roundhouse is pretty powerful, his jump and own standing rh lose to it. You can punish his sweep with your own though, on a whiff or block. If he keeps trying to teleport behind you, backdash into walk up sweep works.

If you get into the vortex, you can try to get out with a well timed jump away roundhouse, but it’s pretty advisable to block and try to react from there. Also, you can also try to use lk hasanshu, instead of the jump away. This punishes the throw and lets you reset off the dive kick. Backdashing is not a good idea.[/details]

Counters and Punishes

Spoiler

Punish: c.rh - Super, Hosenka

Vs. Balrog ? Ultra 2

General Strategy

[details=Spoiler]Balrog is a tricky fight for most at the start, but it?s a pretty good fight for Chun. You can throw kikokens all day at him, being mindful for TAP and EX Rush Punches at the correct ranges. If he tries to jump over, standing fierce (close or far) antiairs him with no problem. Avoid using EX SBK since it will lose. EX Rush Punch is easily countered using a throw. All rush punches are punishable on block with super, so that’s going to be a big part of your game. If you?re going to block a rush punch and don?t know if it?s going to hit low or overhead, always go with blocking high. Overhead rush punch will lead into an ultra combo, the low sweep and consequent knockdown aren?t nearly as bad as that. Dash backwards legs is a good way to deal with rush punches and build some meter.

If he decides to just walk at you, use your standing strong, or hasanshu to stop him. Standing strong is focus safe and won’t be vulnerable to headbutt, so abuse it. In footsies range, use focus to absorb jabs and sweeps and punish him for them. Be careful about kikoken on wake up or walking behind your kikokens, it’s a good way to eat headbutt into ultra.

Up close, c.fp meaty isn’t bad, it beats armor, goes under rush punches, catches dash backs, and can be canceled into hasanshu. Off a forward throw, Chun has some great safe jump options, mostly dash forward, jump in target combo. If you land a back throw, jump in forward is headbutt safe. He?ll either miss the headbutt, get hit, or block. Aside from that, meaty df.rh is pretty hard for Balrog to deal with, but if your timing is off, you?ll get headbutted. [/details]

Counters and Punishes

[details=Spoiler]Punish: Sweep - Super
Punish: Any rush punch or tap - Super
Counter: Ex Rush Punch - Throw[/details]

Vs. Blanka ? Ultra 1

General Strategy

[details=Spoiler]Blanka can be a tricky fight, but he?s fairly manageable. Kikoken is going to be a dangerous option from around half screen due to his slide, and always dangerous when he?s sitting on meter and back charge. Blanka?s weird hitbox is going to lead to the standard short short legs whiffing on him if he crouches, c.lk, c.lp, c.mk xx ex legs will catch him every time. Be careful about jump ins and crossups, they all auto lose to electricity and up ball. You can keep him on the ground using Ex SBK to punish jump ins all day, or dodge them with low forward. After blocked balls, you can close with walk up strong punch, or if you have it, Hosenka, which is automatic after a dash or requires timing if you’re not confident in the dash ultra. Against horizontal ball, you can also jump away short.

If he’s coming to you, pokes and jumps are generally fair game, since without charge, Chun has the advantage. If he’s down, you can meaty low forward to beat upball and lightning and cancel that into legs. Of a throw, cross up short will avoid Ex Upball, which you can counter with a dash up sweep. This is a match you can win with some hardcore down backing, make him come to you and punish the stuff he does. If he chooses ultra 2, be careful about full screen fireballs since they’re punishable. Also watch out for the ridiculous chip damage it deals. You can U1 if he tries to chip you out with it.[/details]

Counters and Punishes

[details=Spoiler]Counter: Horizontal Ball - standing or crouching jab
Counter: Electricity - c.mk
Punish: Electricity - c.mk, sweep from proper range, Hosenka (can dash to punish from across screen)
Punish: Sweep - Sweep, Super, Hosenka
Punish: c.fp - Sweep, Super, Hosenka
Punish: Amazon River Run - Super, Hosenka
Punish: Horizontal Ball - Dash Hosenka
Punish: Ultra 1 - Sweep, Dash Ex Legs, Hosenka (take one step back first)
Punish: Ultra 2 - Hosenka[/details]

Vs. C.Viper ? Ultra 2

General Strategy

Spoiler

Viper is a pretty difficult fight for Chun, since a lot of Viper?s air game straight up beats EX SBK. You also should be wary about full range fireball throwing, since ex seismo beats it, and Viper gets a free super jump cancel in. Thankfully, focus attack beats flame kick even if it crosses up, so feel free to use it. Chun?s wake up pressure against Viper is aided with c.mk, which beats fp TK (but loses to Ex Seismo, so don?t do it against meter). You can beat Ex Seismo using the bnb. To get her out of the air, jump fierce is your best option. All said, she still has difficult up close mixups with throws, her overhead elbow and lows. Close roundhouse is a pretty effective option against Viper’s flame kick, especially in the corner.

Counters and Punishes

[details=Spoiler]Punish: Sweep - Super
Punish: Overhead - Super
Punish: s.hk - Super
Punish: lp or mp Thunder Knuckle - Super
Punish: Seismic Fist (whiff) - Dash Hosenka
Punish: Burning Kick (whiff) - Dash Hosenka[/details]

Vs. Cammy ? Ultra 2

General Strategy

[details=Spoiler]Cammy basically loses a poke war to Chun-Li, with the notable exception of her standing roundhouse, which seems pretty good. You can focus attack it if you see it coming. Her wakeup pressure is generally beaten by EX SBK as long as the dive kicks don?t hit right in the?swimsuit region. Cammy should overall outdamage Chun, so you?re going to have to capitalize big on opportunities and minimize your exposure. Focus attack is pretty effective against Cammy, you can absorb her standing roundhouse, or her low forwards as she fishes for Spiral Arrow cancels, and from most ranges, Spiral Arrow is 1 hit, making it a prime target for Focus punishing. If you block it, there are still plenty of ways to punish it (peep the spoiler). If you manage to land a forward throw, you can safe jump with dash forward j.lk or 1 hit j.fp. Be careful about close up Kikokens after Cammy has ultra, her Ultra 1 will go through them.

As far as anti-airing Cammy, be careful because she can delay her jump in timing with Cannon Strike, which can be the difference between a good antiair and a bad one. Reliable ways to stop her jumps seem to be standing forward, or you can dodge the attack with c.mp which will go under most of them.[/details]

Counters and Punishes

[details=Spoiler]Punish: Cannon Spike - Dash sweep, dash legs, hk hasanshu (combos into cr.lk xx legs)
Punish: Spiral Arrow - Throw, cs.rh, Ex Legs, Super, Ultra
Counter: Cannon Spike - Meaty c.mk
Counter: Cannon Strike (dive kick) - df.lk (timing somewhat difficult), s.mk, j.mk, j.fp, j.rh, focus[/details]

Vs. Chun-Li ? Ultra 1

General Strategy

Spoiler

Obviously, this match is all about the footsies. Just a couple notes on how to beat yourself here, since not everything is always obvious. Hasanshu can be beaten with standing fierce on reaction. You can counter Hasanshu FADC with your own Hasanshu. Antiair with standing fierce, forward, low strong and df.lk. Spam your standing strong, only deviating to use sweep to counter poke. If you’re gonna jump in, choose roundhouse. In footsies range, if you can get a standing strong, you can cancel into hasanshu, and repeat that ad nauseum. It’s a pretty difficult trap for Chun to get out of.

Counters and Punishes

[details=Spoiler]Punish: c.rh - Sweep, Super, Hosenka
Punish: Hasanshu (whiff) - Hosenka
Counter: Hasanshu - s.fp, Hosenka
Counter: Kikoken - Dash Hosenka[/details]

Vs. Cody ? Either Ultra

General Strategy

[details=Spoiler]Chun should be able to mostly outpoke Cody, but it?s a fight you have to be careful in because of the ridiculous damage Cody does, and the range on his focus attack. Fireball wars are generally a bad idea, since bad stone is overall pretty silly. Bad stone is also fairly hasanshu immune so it?s fairly risky to try, odds are that without godlike timing you?ll just get hit out. Bad Stone is not to be taken lightly though, as it does deal a lot of stun. It?s pretty hard to punish with ultra 1, I seem to get hit out of it halfway through from across the screen.

Cody doesn?t have great tools to deal with your rushdown, just be careful getting in, his b+mp beats all jump ins as long as the Cody isn?t asleep. Almost all of his specials are punishable with either Ex Legs or Hosenka on block, so you can make him pay for doing anything stupid. Hosenka can be a better punish choice due to the pushback on some of his moves. For antiair, Cody is beaten pretty soundly by df.lk. He should be easy to keep on the ground.

Ultra choice is pretty open here. If Cody is dumb enough to spam specials or jump ins you’ll have plenty of opportunities to use Kikosho. Hosenka is still good because it does punish all specials (again, except lk Ruffian Kick) and it does juggle Cody in the corner.[/details]

Counters and Punishes

[details=Spoiler]Punish: Sweep - Hosenka
Punish: Zonk Knuckle - Hosenka, EX Legs
Punish: Non LK Ruffian Kick - Hosenka, EX Legs
Punish: Criminal Upper - Hosenka, EX Legs[/details]

Contributions: SnakeAes

Vs. Dan ? Ultra 2

General Strategy

Spoiler

Coming soon.

Counters and Punishes

Spoiler

Coming soon.

Vs. DeeJay ? Ultra 2

General Strategy

[details=Spoiler]DeeJay has two main modes. One is the shitty Guile mode, the other is when people play DeeJay like DeeJay. Shitty Guile mode doesn’t have a lot to worry about, his fireballs are much slower than Guile’s. One thing to note is that Ex upkicks is a crazy good antiair and autocorrects really well, so don’t jump at him. Overall, you’re going to try to force him to play like a bad Guile. At long range, DeeJay can work his way around fireballs pretty easily using a short jump d+lk, so be careful for that. His fireballs recover slower, so if you have it you can dash Hosenka him.

He’s going to beat you in a fireball war so you’re going to want to close. Also, watch for Ex Dread Kicks when following behind fireballs, as it is very quick, deals good damage, and goes through fireballs. You can use your standard fireball zoning strategies to get in since his fireballs are like Guile, but slower overall. Jumping over them is a bad idea since his slide has deceiving range.

Up close, DeeJay is pretty easy to work around. If you score a knockdown, DeeJay doesn’t have a good answer to crouching meaty forward as upkicks will go above you, you can also use a crouching jab since it should hit the upkicks. Off a throw, there is a potential safe jump with dash crossup j.lk. This should even beat Ex upkicks (but you should be careful doing it against meter).[/details]

Counters and Punishes

[details=Spoiler]Punish: Air Slasher - Hosenka
Punish: Double Rolling Sobat - Standing Fierce, Super, Sweep, Hosenka (Sweep/Hosenka will not work on LK)[/details]

Contributions: SnakeAes

Vs. Dhalsim ? Either Ultra

General Strategy

[details=Spoiler]Chun vs Dhalsim is going to be about just getting in. Up close, Chun has a vastly superior game, so that’s where you want to be. You can attempt to focus his pokes and dash through them to get closer. You can sweep or c.fp long range pokes, if you land the fierce, you can combo into Ex or fierce kikoken. Standing far fierce (the low, two fist punch) is punishable with sweep or standing medium punch. His limbs are also vulnerable to Ex Hasanshu (which is invulnerable on the way up) which will score you a knockdown and an excellent chance to get in. Crossing up when you’re in is helpful, he doesn’t have good options against it and it will help to confuse teleporting, use df.rh or j.lk. It should be noted that you should not attempt any manner of jump in on him, since his b+rh knee handily beats everything. As mentioned before, up close you win. He doesn’t have good answers to shorts on wakeup (aside from ultra, be careful!). If he does ultra you on his wakeup, you can safely throw him out of it. And a big tip for new guys, if you’re ahead on life, it’s perfectly acceptable to turtle and make him come to you for damage.

As far as choosing an ultra, either is fine. Kikosho for the normal reasons, Hosenka makes Dhalsim think a bit more before sticking limbs out or bad fireballs.[/details]

Counters and Punishes

[details=Spoiler]Punish: Backdash - Hosenka
Punish: Yoga Tower - Standing roundhouse
Punish: Teleport (behind/in front) - Close standing roundhouse
Counter: Jump fierce - Dash Hosenka[/details]

Vs. Dudley ? Ultra 2

General Strategy

[details=Spoiler]Dudley isn’t a bad fight for Chun. He’s going to try and footsie you, but your footsies are much better, so it’s not bad. From far away, there isn’t much Dudley can do against you, except maybe a quick Ex MGB if he catches you doing something stupid. Closer, in footsies range, you have the better pokes, s.fp and sweep being the best of the two. If he tries to jump at you, s.fp will take care of him at most ranges. Even close up, your fireball is pretty good as long as you’re not throwing it out at dumb ranges. Chun’s fireball is slow enough to hit him out of Rolling Thunder, although it and Corkscrew Cross will go through kikoken if you’re close enough. His mp frame traps can be scary up close if you’re caught without meter, so try and keep him out. You can use c.lk to stuff all his specials that move forward (but not his ultras).

If he comes at you in the air, your best options are df.lk against deep jump ins, or a c.mp otherwise.[/details]

Counters and Punishes

Spoiler

Punish: Non-LP Machine Gun Blow - EX Legs

Contributions: SnakeAes

Vs. E.Honda ? Ultra 1

General Strategy

[details=Spoiler]This fight is pretty easy for Chun on paper, but you shouldn’t let the matchup ranking mislead you, this fight can go from easy to terrible in a heartbeat, as Honda has a fuckton of health and superior downbacking ability, so be careful. You can toss out fireballs all day, not even Ex Headbutt will get through (a warning, super will go through headbutts and hurts!). If he tries to jump over, you can keep him on the ground with standing roundhouse, neutral jump roundhouse, crouching strong, standing forward, or df.lk. You can sweep a neutral jump/floating fierce. He might try to j.mp to stuff some of your antiairs, if he does that you can meet him in the air with air throw or target combo to beat that. Use hasanshu, standing strong, and standing roundhouse against walk ups. Throw, cross up short will avoid buttslam. Cross up short will actually beat a lot of his stuff, so abuse it. Hosenka for free off blocked Headbutt. Your best pokes in the fight are s.mp, s.fp, and s.rh.

Up close you do have to be careful, HHS and Ochio Throw deal a lot of damage to Chun. Sometimes you’ll encounter a Honda who spams his butt splash, you can backdash out of it, focus the hit on the way down, or use EX SBK as he comes down. Close up you can provide pressure with throws, shorts, and hasanshu.[/details]

Counters and Punishes

[details=Spoiler]Punish: All Headbutts - Hosenka
Punish: Standing roundhouse - Hosenka[/details]

Vs. El Fuerte ? Ultra 2

General Strategy

[details=Spoiler]ELF can be tricky, but nothing Chun can’t handle. Stay on the ground, since anything you do in the air is defeated by Guacamole Leg Throw. Use your superior poking range (mostly s.mp and s.fp) and throw to win the fight, going into the air to punish his aerial attacks. You can beat non Ex run with standing medium punch. Blocked Frog Splashes will leave him very vulnerable, you can sweep in retaliation from most ranges, but be mindful of his ultra 2 on block. If you predict a body splash or slide from run, you can beat both with a focus into big damage, but it does lose to the propeller throw. You can safe jump him off forward throw with jump in double fierce.

Many of Fuerte’s air attacks do defeat EX SBK, so it’s not reliable as an antiair. Instead, your c.mk lowers Chun?s hitbox enough to be essentially jump in immune against Fuerte, it at least beats all of his command run options from the air, and there are good odds he?ll hit the foot on the way down. You can also use df+lk to hit him out of most air options, and combo it into dash legs for some good damage.

Avoid getting knocked down, it’s going to be a bad round if you spend any amount of time on your back. Your best option is probably backdash, but it’s not foolproof or super reliable so just get used to blocking. You can use EX SBK if you expect propeller throw, or try to focus a body splash or slide. Meaty slide is generally safe on block so expect the throw.[/details]

Counters and Punishes

Spoiler

Body Splash (on block) - Sweep, Ultra, Super

Contributors: Paper

Vs. Fei Long ? Ultra 2

General Strategy

Spoiler

Fei Long loses a poke war against Chun so the standard gameplan works here for the most part. Be careful about close range/walk up fireballs when he has meter, since ex chicken wing will go through them. You can os his chicken wing, stand about about max c.lk range and press cr.lk, df.lp+lk. If he does the Chicken Wing you get a juggle off the df.lk, or you get a second c.lk. You can also use c.mp and c.fp.

Counters and Punishes

[details=Spoiler]Counter: Chicken Wing - df.lk, s.mk
Punish: Rekka Punches (any/all) - Super
Punish: Sweep - Super[/details]

Vs. Gen - Ultra 2

General Strategy

Spoiler

Coming soon.

Counters and Punishes

Spoiler

Coming soon.

Vs. Gouken ? Ultra 2

General Strategy

Spoiler

Gouken isn?t too hard for Chun-Li, overall you win up close, and you have plenty of tools through fireballs without having to resort to ultra 1 in this fight. Up close, all you really have to watch out for is his counter, which is his answer to most jump ins and hasanshus on wakeup. You can defeat counter easily enough by mixing in throws, lows (be careful if he uses low counter), and meaty jumpaway roundhouse (which dodges the counter hit). His ultra of choice seems to be the Denjin Shoryuken, but either one is pretty easy to avoid provided you can tech his throws.

Counters and Punishes

Spoiler

Coming soon.

Vs. Guile ? Either Ultra

General Strategy

[details=Spoiler]Guile is a fight of patience, you?re going to have to slowly hasanshu and focus dash your way through opposition. You can also use Kikoken as a shield to absorb fireballs and walk behind it. Between flash kick and the ridiculous range on his air throw, you definitely have to stay grounded in your attempts to get in. Empty jump hasanshu can be a nice trick, you can cancel the landing frames of your jump into hasanshu, it will look like you did it in the air.

When you?re in, you definitely have more options than he does, so you can stay on him. When you get in, try to score a knockdown against him using Ex Legs, Ex Hasanshu, Sweep or Throw. If he’s going to fight a close ground war, your sweep beats most of his pokes and puts him on the ground which is a great place for him to be. Once he is on the ground, meaty df.rh and crossup short are very powerful against Guile. Off any forward throw, Chun has a safejump option in dash forward, jumping roundhouse. Guile also doesn’t seem to have any answer for meaty jump away roundhouse. You can also pressure him with walking jabs, if you see a reversal attempt, you know he’s lost charge and you can really go nuts. Your overall goal should be pushing him into a corner and keeping him there.

Either ultra is probably viable, some people prefer using Hosenka because it can punish ex sonic boom on reaction, and the other ones with decent reads or godlike reaction. You?d take kikosho for the same reason you take it everywhere else: free damage at the end of a combo. [/details]

Counters and Punishes

Spoiler

Punish: Sweep (in between hits) - Focus attack (absorb the second hit), lk hasanshu, Hosenka.

Vs. Guy ? Ultra 2

General Strategy

Spoiler

You fight Guy like you fight Cammy: down back, hard. Down back defeats his command throw, basically everything from his command run and all that good stuff. You can basically out poke him. C.mp is an effective antiair against most run options Guy has. Avoid the corner. Guy may be kinda gimpy outside of it, but his corner combos and pressure can be pretty scary.

Counters and Punishes

Spoiler

Punish: Hozanto - Super

Vs. Hakan ? Ultra 2

General Strategy

Spoiler

Coming soon.

Counters and Punishes

Spoiler

Coming soon.

Vs. Ibuki ? Either Ultra

General Strategy

[details=Spoiler]Ibuki?s normals are all pretty slow and have bad priority, so as long as you can keep her at range you should be alright. Ibuki does have a good focus attack, so you have to be careful about that. She has lots of tools for dealing with fireballs, most notably ex neckbreaker, but also her slide, and her Hien (overhead head kicky move), so fireball wisely. You?re going to want to avoid getting knocked down, as Chun?s options against a kunai vortex aren?t great, since meaty kunai beats EX SBK. Ibuki is pretty pressurable for Chun, Kazegiri (DP) is fairly vulnerable to crossups. Avoid throwing out kikokens at close range when Ibuki has U2 ready, it goes through fireballs from a good distance. Focus is good here since it will stop Ibuki’s df.mk slide and sweep. Don’t overuse sweep, since Ibuki has a good focus.

Most air to airs should work against Ibuki. If you’re getting thrown you should stick out your normal earlier.

Either ultra is listed as viable here. Kikosho will mean free damage for Chun, Hosenka will limit Ibuki’s runaway and kunai games some.[/details]

Counters and Punishes

Spoiler

Punish: EX Kazegiri - Dash under (avoids Kunai, punishable on other side), focus (absorbs Kunai), air throw, nj.fierce (juggles), Kikosho

Vs. Juri ? Ultra 2

General Strategy

[details=Spoiler]Juri is a pretty interesting fight, because she’s kind of a zoning/normals/poking character like Chun, but she’s worse at it. At far range, Juri doesn’t pose much of a threat as her fireballs don’t even go full screen. If you work your way in be careful of high fireballs which will stuff jump ins and beat hasanshu. Be careful about using focus since Juri’s dive kicks break armor and they’re pretty fast from full screen. If Juri does dive kick you can beat it out every time with df.lk or Kikosho. Furthermore, due to Chun’s fireball speed, it can be difficult for Juri to get in with dives from full screen without hitting the kikoken on her way in.

Your normals are overall better at poking Juri, but certain normals of hers will stuff/beat yours, most notably her standing medium punch, which has good priority and moves Juri forward, and her crouching medium punch. Juri has a pretty bad wakeup game, if she has meter she’s pretty free to meaties since pinwheel has garbage startup and invulnerability and her counter move has a three frame start up. With meter, you have to be more careful since Ex Pinwheel isn’t great for a wakeup move, but it has some lower body invulnerability at start up, and Ex counter has a 1 frame start up, which can get her out of trouble and start a mixup. Your better options at that point are probably block or throw, which will beat both moves. While fighting up close, all of Juri’s pinwheels are punishable by Ex Legs, and the non LK ones can be swept out of.[/details]

Counters and Punishes

[details=Spoiler]Counter: Dive Kick - df.lk, Kikosho
Punish: Pinwheel - Ex Legs (all), sweep (non LK versions)[/details]

Vs. Ken ? Ultra 2

General Strategy

Spoiler

The Ken fight is deceptively similar to the Ryu fight, but there are going to be some notable differences. First off, Ken is much stronger at mid-range footsies, and not so good at fireballs, so it’s unlikely you’ll end up in a protracted ranged fight, and more likely to fight in Chun’s more ideal footsie zone. His step kick is good, but can be beaten by far standing short, which also avoids c.mk, so it’s a good poke in this fight. Ken’s bad focus makes him vulnerable to not only standing strong, but also standing fierce. You can combat aerial EX Tatsu with cs.mp or jump away forward. As always, you have the corner unblockable (forward throw, dash, df.rh) in your bag of tricks to use against him. There is a safe jump setup for Ken off a forward through, dash jump fierce (only one hit) will create an ambiguous setup. For everything not listed here, you can generally see the Ryu section.

Counters and Punishes

[details=Spoiler]Counter: Tatsumaki - Sweep
Counter: Fireball - Hasanshu, Hosenka[/details]

Vs. Makoto ? Ultra 2

General Strategy

Spoiler

Makoto is pretty easy to keep out from you as long as you?re patient. Makoto has to come to you, so work with it. Toss fireballs, build meter, and poke her out of the air. You can use df+lk or standing forward to keep her away from you. Be careful up close, her normals (s.mp especially) have pretty ridiculous priority. It?s hard to beat Makoto in the air, as her air normals seem to be very good, so try to stay grounded against her. Don’t bother using df.rh on her wakeup carelessly, her LP shoryu tends to beat it and you’ll eat a fat juggle combo.

Counters and Punishes

[details=Spoiler]Punish: Hayate - Super
Punish: Oroshi - Super[/details]

Vs. M.Bison ? Either Ultra

General Strategy

[details=Spoiler]Bison has a crazy pressure game that gets better the more he shoves you into a corner, so don’t let him do that. Crouching strong is a good go to poke in the matchup, since it goes under his dreaded standing roundhouse and generally just beats most of the pokes. Low jabs beat most of his pokes and will stuff the startup of his scissor kicks. You can also use crouching or standing strong to defend against scissors, or sweep. You can use reversal Ex Legs against scissors as well. If he starts zoning you with the s.rh and s.mk, use Ex Hasanshu. The invulnerability will pass his leg and force him to block or get hit. You can also try a focus absorb, dash in throw. If there are gaps in his block strings, you can use c.mp after blocked scissor kicks, and then again in case he’s mashing buttons. Be careful walking backwards, his sweep is very fast. You can bait it by walking back, focusing and then backdashing. You should either absorb a sweep, backdash out of the way of a psycho crusher, or backdash for no reason. Against Psycho Crusher, you can use jn.rh as he goes under you, and punish with a combo. The improved PC means you can’t focus up close. You can use the j.fp hcb taunt option select to punish teleports on his wakeup.

In addition to jn.rh, her other good antiairs include jumping forward and short. Don’t bother trying to use Ex SBK in the fight unless you can get it pretty deep, his jumping medium kick will beat it. His ambiguous crossup can be beaten with cr.mk. You can beat Devil’s Reverse/Headstomps with air throw, most Bison’s who use Headstomp a lot can be pretty easily countered with backdash into sweep or df.lk.

When up close, Ex Psycho Crusher is a pretty good move now, so you can’t pressure him too hard when he has meter. He can also use it on wakeup to cross you up. If it seems like he did it too early, block the other way. You can use lk hasanshu to go over his wakeup crushers, while providing pressure on block, and beating a lot of his other moves. If you hit, you can combo out with bnb.

Overall, don’t panic. Be patient, block, and be willing to take some chip damage until you get to a point where you can strike out. After about three reps of Scissor Kick pressure he’ll be out of range and have to reset, and then you can try to make a move.[/details]

Counters and Punishes

[details=Spoiler]Punish: Devil’s Reverse Whiff - Dash Hosenka
Punish: st.mk (block) - Super
Counter: Headstomp - df.lk (works on follow up)
Counter: Devil’s Reverse - df.lk
Counter: Ultra 2 - air throw[/details]

Vs. Rose ? Ultra 1

General Strategy

[details=Spoiler]Rose is now a much more annoying character in Super who can go toe to toe with Chun on many levels. Far away, Rose has her fireball, which isn’t that bad. Be careful when using Hasanshu over fireballs, Rose can use her slow fireball to make you land on it. Be careful using your own fireballs, Rose can absorb them to build meter quickly, or send them back at you if you’re following behind them too closely. Ultra 1 is very useful in this matchup to shut down Rose’s fireball game, at full screen you will have to dash to get past her slow fireball.

In footsies range Rose’s pokes are overall worse than yours, but she does have some impressive ones. At very far range, her standing roundhouse reaches incredibly far, and the range on her sweep is pretty good. Closer up, her crouching strong has decent range and good priority. Be careful regarding fireballing in this range, as Rose’s slide goes under them and is very safe from certain ranges. If she slides, prepare to tech a throw. It can be risky to throw focus out in this range due to Rose’s Soul Spirals start up pretty quick and break armor.

When pressuring Rose, be wary of her Ultra 2, which starts up very fast and is very good defensively. The balls can be used in combos, and can also cross up. They can be dissipated if you can hit her (without hitting the orbs) or after a certain length of time.[/details]

Counters and Punishes

[details=Spoiler]Punish: Soul Spiral - Super
Punish: Soul Reflect - Dash Hosenka[/details]

Vs. Rufus ? Ultra 2

General Strategy

[details=Spoiler]Rufus is arguably Chun’s hardest matchup. Dive kick pressure beats Ex SBK clean and Ex Messiah trumps all wake up pressure. The best way to avoid this is to just not put yourself in a position where Rufus gets a good crack to instant air dive kick over your body. Zone with fireballs and your pokes, the best pokes are going to be standing and crouching roundhouse. Rufus is vulnerable to your ultras when using Tornado through fireball.
Use standing forward and df.lk to end approaches from the sky. You can also antiair level 1 focus, which will put him into a juggleable state (follow up with dash headstomps, or fun stuff if you’re putting him into the corner). If you can block a dive high, you can punish with Ex Legs or cs.fierce. Against his pressure, you can use jump away roundhouse (also viable as an antiair), or try Ex SBK after blocked dive.

The general plan, having taken all that, is force Rufus to come to you and knock him out of the air. He’s only scary with Ex Messiah ready, so if you can bait those out, you can rush him down hard.

You’re going to want to stay on the ground yourself, since Rufus has a bunch of tools to ruin your day, from c.fp, to jumping roundhouse, Ex Snake Strike, and now Ultra 2. As long as Rufus doesn’t have meter, you can pressure him pretty well. If he does have meter, you have safe wake up stomp mixups, and you can go under Ex Messiah with c.fp, c.mp, and meaty c.mk.[/details]

Counters and Punishes

[details=Spoiler]Punish: c.fp - Super, Hosenka
Counter: Dive kick - df.lk, s.mk[/details]

Vs Ryu ? Either Ultra

General Strategy

[details=Spoiler]The Ryu vs Chun fight is pretty fair, with both characters having good tools at all ranges and ways of dealing with the other person’s tools. At far range, Chun can engage in a fireball war, but it’s definitely a war you’re going to lose. To get in and deal damage, focus dash through fireballs, and hasanshu over others. Hasanshu on reaction is going to be pretty important, bad Hasanshu will lead to focus crumples and shoryuken FADCs. If you do throw out a Hasanshu into Focus, FADC backdash into sweep or short, Ex Legs. At maximum range (hitting only with the tip) Chun is safe from shoryu FADC punish. You can avoid landing on a fireball by cancelling your landing frames into EX Hasanshu.

Up close, in the footsies range, you’re going to want to avoid s.fp since it loses to Ryu’s c.mk. Use s.mp which is pretty safe. In the event the Ryu starts spacing out s.mp to hit your foot, you can bait and punish a whiff with sweep. You also have a safe crossup option with throw, dash, jump fierce. A neat trick to use against Ryu after a blocked level two focus, dash forward and instant overhead (jb.rh). This is only punishable by super so it’s very safe free damage if the Ryu is blocking low.

As far as fighting in the air, you can stop him from coming at you with df.lk, s.mk, jn.rh, s.fp, air throw, jump away roundhouse, or a dash/walk under.

Ryu is a matchup I am going to list as either ultra being acceptable. Full screen fireballs are punishable with Ultra 1, so it?s definitely useful, but a smart Chun with good reactions won?t have much trouble getting through them with Hasanshu and FADC through fireballs. It?s up to you.[/details]

Counters and Punishes

[details=Spoiler]Counter: Tatsumaki - Sweep
Punish: c.rh - Super, Hosenka
Counter: Fireball - Hasanshu, Hosenka[/details]

Vs. Sagat ? Ultra 1

General Strategy

[details=Spoiler]Fortunately, this matchup is a lot more fair in Super. His damage is toned down, his health is lowered, so everything is coming up Chun at this point. His zoning game is of course going to be the difficult part. High Tiger Shot is hard to Hasanshu over, and he’s going to try to get you to land on his fireballs to keep you out, you can c.fp under HTS. As always, jumping is a terrible idea between f+rh and Tiger Uppercuts. Just be patient and focus/hasanshu/kikoken shield your way in.
In footsies range, you can use our reliable friend, standing strong as a go to poke, and standing roundhouse is pretty effective since Sagat is so tall. When closer, you can bully him with jabs, throws and sweeps as long as he doesn’t have meter. After a forward throw, dash up jump in fierce is safe against uppercuts, so use that to keep the pressure on.[/details]

Counters and Punishes

Spoiler

Punish: Tiger Shot - Hosenka (you’ll need good reflexes or a good read for low Tiger Shot)

Vs. Sakura ? Ultra 2

General Strategy

Spoiler

Sakura isn’t generally that dangerous to Chun, since our pokes are better and for most purposes, Sakura is kind of like a bad Ryu. That said, it isn’t an easy fight. What she lacks in a good antiair shoryuken, her c.fp antiairs with justice, so don’t jump in on her. Your overall goal is just going to be to zone Sakura out and capitalize on mistakes. Be careful throwing limbs out there, since Sakura has a pretty good focus attack that reaches far. When you kikoken watch out for Ex Sakura Otoshi, she’ll hop over the fireball and smack you around a couple times for your trouble. If she gets in, you may have some troubles, as Chun doesn’t have great tools to deal with Sakura’s mixup game. You’ll want to watch out for her jn.rh which will beat an Ex SBK.

Counters and Punishes

Spoiler

Coming soon.

Vs. Seth ? Ultra 1

General Strategy

[details=Spoiler]Seth’s an annoying fight for most Chuns due to his mobility and attacks. It’s a fight you’re going to want to turtle against and bide your time while building ultra meter which will take away his ability to do arms or Sonic Boom. When advancing, be careful about arms and boom, use focus dashes where necessary. When he’s cornered, expect a wall jump to get out of trouble. You can use your jump neutral roundhouse effectively to keep him there. If he wall jumps at you, jump away double fierce or jump away air throw. Use the double fierce/hasanshu option select to punish teleporting.

You can treat this fight like Blanka. Get the life lead and turtle hard.[/details]

Counters and Punishes

[details=Spoiler]Counter: j.fp - j.mk
Punish: Far Fierce - Ultra 1
Punish: Sonic Boom - Ultra 1 (helps to dash)[/details]

Vs. T Hawk ? Ultra 2

General Strategy

[details=Spoiler]T Hawk can generally be fought much like Zangief. He’s a big tall target who will love your standing roundhouse. Ex Condor Spire is something to worry about, since it does go through fireballs like Banishing Flat, but unlike BF, it can be made pretty safe with spacing. Condor Dive seems irritating, since it breaks armor, but it is pretty easy to ruin with counters or on block (check the spoiler below). If Hawk does get in on you, he does have a fairly nasty wake up game since body splash ruins SBK, he of course has the SPD, and a good Hawk will be able to perform a cross up Condor Spire. If he is body splashing all over your wakeup, delayed Ex SBK can work, sometimes you get an auto correct df.lk. Focusing seems ill advised, since you’ll most likely just eat a SPD if you try to hit, dashing is risky due to the ambiguous nature of the body splash, it’s hard to be certain which way you’ll run. As with any grappler, keeping your space is vital. If backed into a corner, it’s much easier to wall jump out, due to his lack of a Lariat like Zangief.

As far as antiair against Hawk, up close you can react to his jumps with airthrow or j.fp. At mid ranges, jump towards or away forward has good priority. At far ranges, it’s best to wait and see what happens: against Condor Dive, you have options listed below to stuff or punish it. Be wary of a Dive whiff though, it’s best to backdash to avoid SPD.[/details]

Counters and Punishes

[details=Spoiler]Counters: Condor Dive - s.mk, df.lk, c.mp (will go under the dive)
Punishes: Condor Dive - sweep, standing hk, dash legs, Super, Hosenka (needs a bit of timing to full combo), Kikosho
Counter: Condor Spire - df.lk[/details]

Contributors: SnakeAes

Vs. Vega ? Ultra 2

General Strategy

[details=Spoiler]Vega doesn’t have any good tools for keeping people away, so you can really bully him once you get in close. From far out, stay out of Vega’s poke range and use sweep and crouching medium punch and kick to counter poke. On wake up, many Vegas will try to backflip out of pressure. You can use the jump, HP, HCB+Taunt option select is useful if they try to do that. From far away you can also zone with Kikoken but be careful to not get predictable or you’ll eat U1.

With no good AA options you can also utilize the J.FP mixup game, as well as cross-ups. EX SBK is a nice way to get out of throw setups from Vega’s DF+RH. With dash ultra, Chun can punish wall dive fakes. Vega’s wall dives can give you problems, but you can beat them by jumping backwards with J.MK, or jumping up with JN.RH, or just air throw. This may force the Vega player to start throwing out the attack early, which would then let you stay grounded and take care of him from there. You can also use focus to absorb hits off the wall dive unless they’re good at throwing out the Izuna Drop. If he loses the claw or mask, feel free to rush that shit down.[/details]

Counters and Punishes

Spoiler

Punish: Whiff Wall Dive - Dash Hosenka

Contributions: SnakeAes

Vs. Zangief ? Ultra 2

General Strategy

[details=Spoiler]You’re going to spend a lot of time getting Zangief’s face acquainted with your foot. Far standing roundhouse basically destroys Zangief, even stuffing non-Ex Banishing Fist and catching jump attempts. From far range you can zone with kikoken pretty well, just always be wary of the Ex Banishing Fist. Jump attempts can be stopped with s.rh as mentioned before, but also jump and standing fierce, jump forward, and sweep, with jump forward being your best option since it will allow juggle combos after.
On his wakeup, delayed df.rh or jump away roundhouse will beat basically everything he can do. Meaty low forward will dodge lariat, you will have to block afterwards.
Most Zangiefs will pick ultra 1, but in the event that he takes 2, it’s pretty important that you stay grounded when he has ultra. Note that Ex SBK is considered airborne, so he’ll try to bait it out of you with an ambiguous jump in, so just block it. If you’re close to a lariat, you can punish it with a jump in fierce (aim at the head) and lead into a combo from there. It’s inadvisable to try any fancy link combos unless you’re absolutely sure, since even the slightest error will lead to a SPD.[/details]

Counters and Punishes

Spoiler

Punish: Banishing Fist - cs.hk, EX Legs, Super, Hosenka

Thanks Paper! Contribution credit’d.

Yeah, I’m currently combing through the old characters for updated information in Super, and using MagMan’s post to augment a lot of what is already there. It’s why MagMan gets a overall contributor mention!

u2 with t hawk? i disagree.

edit: u can block those dive things and do a lot of damage. Typically I try to never be close enough to do U2 in an effective way

Would you like to give reasons for why?

Thanks a bunch ChaosHat, we’ve needed a new thread on this for awhile.

I am going to take a break from this and eat and so forth. Please feel free to chip in with matchup advice, particularly about the new characters! A lot of the stuff that is written on them are just things I remember off the top of my head about the fights, and from perusing their matchup threads about what they do against Chun.

Thanks for the support guys. Now if only we could find the people responsible for stickying things.

This is good stuff. Much appreciated here, ChaosHat.

I disagree with you on using U2 for Sim and Ibuki. Ibuki, for similar reasons with Akuma in that she has the ability to lame it out if she has a lead and for Sim - it’s difficult getting in so having the threat of U1 on your side helps.

I’ll make a note of that in the OP Solace. I think both ultras are pretty viable in those fights, I gave the edge to Kikosho for the guaranteed damage.

why ultra 2 for seth? U1 punishes sonic booms and stretchy arms, and you don’t spend much time in low short range

You’re a scholar and a gentleman, sir!

off the top of my head:

meaty c.mk beats cannon spike.
you can stomp on abel’s U2 and bounce away like a graceful toad.
j.mk beats seth’s stretchy arms in the air for free.
s.jab beats jaguar tooth clean if you are not a coward.
teleport tricks by dhalsim should be obliterated by cl.rh on reaction every time!.
if you have trouble nailing blanka with an U1 after a blocked ball, just do dash ultra. hits with the right timing.

That looks like me typing in most of the vanilla roster Match-Ups :rofl: :rofl:

Do you plan on adding anti-airs to counters/punishes?

Your other thread was really helpful for consolidating a lot of points and it had a lot of things I hadn’t seen elsewhere. I hope you aren’t offended, I’m just trying to make this the best resource it can be.

While I have you, if you have any tips for the other characters…=P

At this moment, no. Chun’s antiairs are rarely cut and dry, most characters will have a small section in the strategy part detailing what her better antiairs are, and when to use them in each match. If there are a lot of requests for it, I’ll certainly consider it though.

Against new characters I just mash st.strong and df+short when they have to jump. reeeeeeeeeeeeeeeeeel taaaaaaaaaalk

sticky, anyone?

QFT. Also, thanks for posting shit up. About time we had a new character matchup thread.