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

I was palying the other day and I fought against a fireball spamming Akuma. The guy would jump and throw fireballs all day.
When I got close, the guy used that jumping grab that Akuma has, throwing me back to the end of the screen.
I really didn’t knew what to do in this situation. Any tips ?

Great post C_Nul. I always enjoy reading what you have to offer.

I understand those risks involved. Don’t get me wrong. I’m well aware of the ramifications of not being absolutely on point with the safe jump. But just because it’s risky, doesn’t mean you shouldn’t do it. Chun has a lot of other high risk execution moves like her c.fp xx hk.llegs, c.hk. The reward for being able to hit c.hk after the hk legs is an untechable knockdown. The risk is that most people are mashing either a reversal or (even worse) an ultra because it’s a 1 frame link and extremely punishable if missed, yet we still see high level players use it because they know the reward is better than doing nothing because you fear the consequences. I also realise that smart players will choose when to take risks, and safe jumps are no different.

I get what you mean about using safe jumps against other characters with bigger startups, but I refuse to let the mechanics of safe jump slide for characters like fei and sagat just because it’s a little more difficult to land. If the possibility is there, I will attempt to go for it. If I avoid it, it just feels like I’m being lazy and relying on their mistakes rather than taking the first-in first-go approach. I guess it really all boils down to your philosophy and how you go about the game, but if I am able to dictate the game on my terms, the battle is already half-won.

On reaction, you can meet him in the air with jump target combo, j.hk (in fact any air attack but strongest attacks for damage) or air throw. All very effective ways to counter demon flip throw. I’d say go for target combo to put him in a juggle state (and follow with stomp or ultra 2 if you have it), or air throw, as that gives you an untechable knockdown.

Gunsligers you succeed to convincing me :smiley: and beyond of what i said before your option select is pretty sick. You counter hit ex chicken wing with close hk = 125 damage !!!

I bugged on the difficulty but i have to admit i’m a lazy guy :frowning:

I repost your link [media=youtube]_risK9QSrKE[/media]


That discussion give me an "idea"
I’m wondering if it’s possible to double OS.
Your option select show how some stand move of chun li can be very good.

But you cannot os stand attack+throw.

Stand lp+lk+another button = Throw

If it’s possible to do :

Safe jump HK follow by OS stand HK follow by OS stand throw

The input could be jump hk~back HK~LP+LK (like a kara)

The purpose is in the case where your jump whiff to avoid get grab.
I don’t know if it’s possible, i just thinking about this.

What i expect/hope is that the game register only your first option select when you "back HK~LP+LK"
And in the case or you miss your jump, you get grab before you actually start the HK so you still tech the throw because the game register the input LP+LK

With colors :

back HK~LP+LK

Yellow = first option select
Red = Tech the throw ONLY IF you get grab during the four frame after you land?

The unknow is did the game register your first OS or did your second OS overcome the first

If the second Os overcome the first you will Os throw versus Ex chicken wing or backdash and it’s not good so i hope it’s not the case

In the same situation we can try back HK~LP+LK versus dive kick situation (cammy, Rufus)

Again i just make supposition.

Imagine you delay your input just enough to get grab first, back HK~LP+LK will tech the throw because you input after cammy or rufus grab you. Of course i don’t say you input in reaction. You just delay enough to be 90 % sure you will get grab.
The key is wait enough to get grab

Now if cammy and Rufus choose to do a dive kick, your back HK~LP+LK become a stand HK.
And Close HK beat cleanly dive kick

If it’s possible, that can change a lot of things !!!

A Stand option select :rofl:

PS : Stand/crouch lp+lk+mp+mk = focus

c_nul!! Cl. HK … LP+LK works vs dive kick!

Do it slow enough so that you are not thrown out of roundhouse and you will still block tight counter-hits.

Do it fast enough so that roundhouse will counter-hit dive kick.

For inputs, don’t do HK -> LK+LP too fast or you will risk doing a useless kara throw. If you do it too slow you risk not teching within the tech window and could be in danger of attempting to compensate by doing roundhouse earlier than necessary.

Definitely a skill I’ll be improving!

I’m glad we’re on the same page now, and I was fighting with this OS for quite some time, but didn’t have the time to sit down and test it. However, I … like walnut shrimp, tested the dive kick situation, and you’re right Walnut. There does need to be a kind of tapping timing between the HK and the lp + lk instead of the kara method C_nul was describing.

I crouch tech with low fierce against dive kicks. Is cl.roundhouse much better? I can see it hitting some things low fierce can’t. But it’s gonna be hard to get into the habit of doing it properly.

Stand teching with cl.hk is really good against divekicks, but also difficult.
Stand teching with mk is also effective since you get a fast anti-air even if they’re not within close range.
The problem lies in learning to input it slow enough when pressured not to get a kara throw.

how do you block a cross up kunai (start of ibuki vortex)?
and what do you do after you block it?

i tried backdashing but when i did that i kept going to where ibuki landed… instead of away from her
ex.bird gets stuffed by kunai crossup =(
also, can you punish her blocked slide?

Ex-sbk does stuff kunai, but the timing is very specific.

More often than not, if you’re going to block the kunai, block normally i.e. non cross-up. You have to watch closely at when Ibuki releases her kunai. If she is doing it at the peak of her jump, it’s going to cross up. Anything before the peak of her jump, it’s not going to crossup. Anything later, and her kunai will miss.

Alternatively, (and this is my chosen method if I don’t have ex meter for ex-sbk), do a focus dash forward to escape the kunai vortex. The timing for this can be tricky as well, but spend a couple of hours in the training room and you’ll get it in no time.

I’ve never actually tried this os before, but it sounds pretty effective if it’s a fullproof counter to dive kick spams. Plus, you don’t risk executing a throw by mistake. I guess the advantage of using s.hk is faster startup.

Rather than watching where the kunai comes out, the much, much easier solution is to just block Ibuki.

This is similar to the way Dhalsim’s Yoga Fire + Teleport Behind trick works. If he does Yoga Fire then teleports behind you, if you block away from Dhalsim you will block the Yoga Fire, even though technically you are holding into the direction it’s coming from.

If you block away from Ibuki when her kunai hits, you’ll block the kunai. The tough thing is knowing which way to block - especially if the player has timing good enough so that he is right on top of you when the kunai connects. The safest bet is to just block one way once the kunai comes out, then block the other direction once she crosses to the other side.

So even after reading and rereading the strat for Blanka, I am still completely free in that match. is there any other general advice you guys could give me on avoiding his stupid gimmicks?

What are some problems you’re having?

Your goal should be to put him in the corner. All his balls are extra punishable there.

He has no invincibility with no meter. With EX Rainbow ball, he can get out of the corner.

If you know slide range, you can focus if he moves forward.

Crossup can be anti-aired with cr. mk/cr. mp, I think.

Damn man. I am shocked to hear that you having mad trouble with Blanka. Now of course, if it’s a high level Blanka – they don’t make getting pressured to the corner easy, but still.

Have you read MM’s notepad on the matchup? Pretty much everything you need to know is there.
Play smart, minimize your use of kikoken and abuse pokes.

I’d love to see footage of what you’re up against, this way we’re not giving you advice on shit you may already know.

I’ll try and get some videos up. Im mainly having trouble dealing with electricity pressure and close crossup attempts. Also it seems like nothing pressures blanka on wakeup.

@bahn I have trouble with the stupidest matchups, you have no idea

Wave, I’d honestly suggest holding down-back then reacting and tech throws during crossup attempts.

I’m fairly certain Guile will end up as a 3-7 matchup down the line.
Chun doesn’t have anything to deal with sonic boom without just doing a wild guess that’s highly in Guile’s favour to begin with.

Jump = Forbidden
Hazanshu = Focus dash c.lk, c.lp, c.mp x hk flashkick 230dmg, easily doable on reaction
Pokes = Sonic boom stuffs all of Chun’s pokes except for c.mp
Focus = Extremely risky
U1 = Works, but it is definitely possible for Guile to play in a way that you will not land it
Fireball war = Guile wins this

What this means is that unless Chun gets lucky or Guile screws up badly.
Chun does not have even 1 reliable option of getting in on him that I am aware of.

Guy’s I don’t think I know what safe jumping is since when I try to do it online, I get punished 8 out of 10 times. I’m assuming its just jumping at a safe distance?

I am starting to feel this way about the matchup too. His normals are infinitely better in super, and the recovery on his sonic booms are ridiculously fast. Chun relies heavily on getting in on guile, and does her best work when in his face, but it’s an uphill battle trying to close in on him.

Safe jumping is doing a jump in on your opponent’s wakeup so that your last active frame hits a reversal at the first startup frame. How it works, is that if someone tries to reversal you on wakeup, you will land safely and block. If he blocks or takes the hit, the jump in attack will tag him, and you can continue with your favourite bnb combo/blockstring. Just remember that safe jumps do not work against reversals that are 3 frames i.e Ryu, Ken, and Akuma’s dragon punches.

idk but when i read this it reminds me the plinked tech…

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