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

I hate it when i’m charging db for a fireball in close mid range against Dhalsim and I get hit with a yoga sniper.

Yeah, Chun can’t turtle too much in the Dhalsim matchup, Sim’s reach is too good and if you fireball war, Chun has to lose ground while Dhalsim gains ground.

I play against UTJ pretty often (among the best Dhalsims in the US, though now that he’s busy with school he plays less), and the best advice he has ever given me is, if I get a life lead, no matter how slight, get the fuck out and stay out. Run away all damn day because if Dhalsim has to rush down, you can potentially create a bunch of opportunities to punish and deal damage.

Unfortunately he’s never told me how to get the life lead to begin with, though. =P

Skatan, i try to figure out the dhalsim match up
First i agree with you it’s hard :frowning:

My first trouble is how deal with teleport / backdash on wake up.
In training i notice that if i cr lp, stand lp+mk i can option select his teleport (PPP and KKK) Chun li hit dhalsim with the tip of his forward mk. In fact she hit Dhalsim without actually hit him lol but the point is she hit him so it’s a free 80 damage if he try to escape.
It’s weird than the stand mk catch both versions though O_o

My other trouble is when Dhalsim start walking towards you and he jump forward and wait your reaction.
He has so many choices after that

  • Do nothing and land
  • Snipe you aka Jump HP
  • Teleport back -_-
  • yoga mummy

If you want to keep your charge you have to walk back. Stay crouch is not an option cause of jump hp
Jumping forward is a no no no no no xD
Start a focus is a joke :confused:

the only answer i see for the moment is block.
I try to work on something.
Move forward when he jump forward. In doing that you force him to snipe you as soon as possible.
If he wait too much his jump hp will whiff because you move forward and he move forward too.
The point is to feel the right and only moment he can do jump hp and at this moment you have to do a cr hp.
This cr hp is not in reaction, you have to guess. If you guess right your cr hp will counter hit his jump hp cleanly. It’s just 50 damage but it’s better than nothing.

If you guess wrong and he do nothing, you have to hope your cr hp move you forward enough to escape any late jump hp.

If he make the mistake to do the jump hp anyway and miss you, you have a free punish.
If he is aware his snipe will whiff, his only option is teleport back i think or yoga mummy


I also try to figure out how air teleport works if you cross down him before.
Usuallysimplayers wait than you jump towardsthem before air teleport.
So i’m wondering if you just dash dash until you reach him and cross down and you wait.
Since you make a cross down he cannot attack and i was thinking perhaps it’s also make his teleport “unsafe” if he choose to teleport after that

The point is reach him but without threat him. After that you switch side and wait.
I didn’t try yet but i suppose that mess with his teleport and he cannot run away anymore. He will teleport just near you if he try


About his back lk i looked the hitboxes

Yfrog Image : yfrog.com/f1backlkp
The hit boxe is very strange. All his leg is vulnerable (Green lined boxe) and the move has his active frame (Solid Red boxe) very low

And i made a comparaison with the stand lk of Chun li
Yfrog Image : yfrog.com/mglkvslkp

look like stand lk beat cleanly his back lk. She avoid the solid red boxe and hit the green lined boxe.
I didn’t try though

Hey cnul, about dealing with Dhalsim’s jumping mixups…

It doesn’t always work but i usually use these three options: 1 - Do nothing and block. 2 - Start a focus attack. If they do an attack into it then i dash forward and punish him when he lands. 3 - Jump at him with an attack. I can usually do this when the Dhalsim player is waiting for me to focus.

This is the strategy i use against the Dhalsim players i play and it’s effective.

st.hp is a good counterpoke against yoga sniper.
The options I mostly use are block, st.hp and j.hp~hp to deal with it.

The biggest issue in the Dhalsim matchup is that if you are playing a good Dhalsim, there will be no consistent way of getting in.
You have to play “random” to do it, using hazanshu, focus, c.hk and extremely seldom jumps.

In a fireball war with Dhalsim, you can lv1 focus st.hp and dash in afterwards to close space, or just lv1 and backdash to keep the fireball war going with slight health lead for you.
Last friday I tried a new gameplan where I’d try to play it fullscreen, it didn’t work out that well for me but atleast I learned this above.

Whiffed far hp can be punished with st.mp or c.hk reactively, though it is difficult with c.hk.

c.hp x legs works really good in this matchup as long as you’re creative with your mixups after block.

Try to get super, if you get a chance to land ex legs, go for it, but don’t waste meter on ex kikouken unless you’re running away with a big lifelead.
Super can punish almost everything Dhalsim has, so at close-mid range he becomes hampered since many options for him get removed (b+mk especially)

Learn to see the b+lk x fire/flame, b+mk x fire/flame and df+lk x fire/flame cancels and punish with u1 on reaction.

If you time a throw after blocked mk hazanshu in the corner you can throw Dhalsim b+lk.

You can HSU his Yoga fire for a clean hit. No gimmick… just an adjustment. There’s plenty of recovery frames to catch him even though the fireball is slow. It’s the fact that the fireball is slow that makes it deceptive and harder to punish. If you do it right he won’t be able to block or yoga tower or anything.

If he keeps pushing you out of the range where you can HSU him before he FBs, that’s not a range where he can “win” the fireball war because he can no longer hurt you any more than you can hurt him unless you’re impatient. So just fireball back if that’s the case. I’m pretty content with hanging back vs Sim and building meter at pretty much the same rate he is (revenge meter too because U1 punishes and kills his Yoga fire game) and then going in to steal the lead via Focus dash + HSU + meter. If you’re still nervous about the HSU you can wait til you have 2 stocks and use it in combination with Focus.

Also take note of wich fireball your Sim uses on the regular (stand back fullscreen and watch) so you can adjust (i.e. you can play around the MP and HP fireballs by throwing yours after they disappate or not worry about throwing FBs at all, but you’ll have to actually deal with lp and EX FBs in some form).

I’ve said before that once you get the lead on Sim, you don’t HAVE to do anything that requires real effort. His offensive game is REALLY bad. Just block and tech and remain patient (build meter if you want to). Anything you do offensively from that point is merely a choice on your part and if you lose the lead as a result that was an unnecessary risk that you chose. Yes it’s lame, but I think it’s the best way to fight him because it constantly forces him out of his comfort zone.

A couple of punishes to his st. FP from 2/3 screen: Focus Dash forward st. FP or cr. RH (st. strong is also possible but st. FP is better imo). It’s free!
You can use the same technique on his far st. Strong and far st. foward with focus dash -> cr. RH and it will counter hit any normal followup and even the startup of a Yoga fire (need to be a little closer than 2/3 to catch the yoga fire startup otherwise you’ll be out of range but still safe from the fireball).

A hyper defensive Sim is nowhere near as bad as a hyper defensive Akuma… and defense is supposed to be his strong point.

Whuts up guys please don’t tear me limb from limb lol (Team Vega mainer alt’ing Chun) can someone offer advice on the Dudley match? I find it to b pretty difficult against skilled players, especially when cornered… also as u guys/gals are probably familiar, jump ins are pretty much nullified …

That being said, what are the best options for this matchup? Footsies & patienc are a given, and have been working well for me so far. Offense wise I’m a little stumped, c.lk x ex legs works well but is there anything else I can do to mix it up? Thanks in advance guys and my appologies for jumping off topic - feel free to pm as to not digress further.

I’m having trouble with new El Fuerte technology. Before I could just do whatever and get out of stuff, but they have been in the lab. Can I get an experienced opinion on this match?

So if I walk up, it’s a good strategy. Only if I can beat them to the punch before they start up their “zone” mixup. You know, that zone where you can’t jump back from splashes, or if you jump back from tortilla, you get EX guacamole’d or ultra’d.

I’m starting to feel what the Chuns in Japan had to deal with, or at least a taste of it. Not so pretty, heh. Let’s talk some high level here. Nothing like, “Just rape him when you knock him down.”

vs Viper:

Since cr.mk is a safe meaty on Viper’s wake-up(except against U1), you’ll get counter-hits quite a bit if you bait the throw/crouch tech.

Well, turns out that you can Counter-hit cr.mk, standing close roundhouse xx EX legs. Massive damage, and an Ultra 2 set-up if you have it.

I think this works on all characters(I haven’t tested on all of them, it probably won’t work on Boxer or some shit), so it’s a good option for pressuring on their wake-up.

C.mk is your primary poke here. It dodges all variations of his ducking dashes, and it also makes most (if not all) of his jump-ins whiff. On offense, you can abuse the throw, dash up, target combo safe jump. It will make all his reversals whiff (I think - I’ve yet to come across a dudley who has worked around this), and you can punish accordingly. Also on wakeup, if he does not have meter, mixups starting with meaty c.mk works like a charm - his ex jet upper beats it though.

To me, the Fuerte matchup has always been just a huge guessing game. It sounds like you are jumping when really in the Fuerte matchup I almost never leave the ground - the risk of eating Guacamole and then being subject to his wakeup shenanigans is too high.

What seems to help me (I play against Kai a lot, who is well known as probably the best Fuerte in the US), is actually to dash forward on wakeup. If Chun backdashes, there’s a moment where she’s airborne and can technically be airthrown, which Kai is very, very good at.

Aside from that, other advice I have is to use cr.HP occasionally since it can double-hit to break his EX run and can also occasionally mess up his spacing if you do it on wakeup since it moves Chun forward. That, and the occasional Focus Attack.

lol ANYONE else?

How do you play gainst blanka players? I’m totally clueless against blanka and his tricks… His basics are soooo good too and blanka players often just use blanka ball and stuff omg I don’t know it’s just frustrating can someone just please tell me
My
Options against this guy?

Mashing jab stops his balls and hop, forcing him to use jumpins and pokes/slide to advance. I find playing pokewar lot more desirable against blanka than dealing with his mixups and shenanigans.

Against Fuerte there are a few things I always keep in mind:

  • Never throw fireballs, all this gives him is free punishment or at the very least a free 50/50 between tostada and splash

  • st.mp is great since it recovers fast and doesn’t lose against his sweep/running sweep, it recovers fast enough to do jumpback hk/jumpback throw against Tortilla.

  • The most important aspect of the matchup is learning to see and react to tortilla properly, jumpback hk or throw, ex sbk, backdash, hazanshu any of these options work well against it.

  • Against EX Run on wakeup Chun doesn’t really have much to deal with it aside from doing a slightly delayed throw to stay safe from u2, she can also do a stomp and if he cancels ex run into tortilla/splash you get a free airthrow, otherwise you do xup j.lk.

  • The only thing you’re working towards in this matchup is just pushing him into the corner, when you have him in the corner his options become extremely limited and you can finally footsie against him.

  • On wakeup what works for me is learning to see if he does splash/tortilla (ex sbk), regular jump (block) or cancel run into throw (late tech).
    If I played against a fuerte who was proficient at beating out ex sbk with splash I’d probably switch to focus backdash on wakeup.

  • If you’re knocked down in the corner against him, wakeup forward dash is a completely viable tactic.

  • c.hp x legs works great as pressure against him.

Thanks for the input, I’m gonna start working on this asap. I just started learning the c.mk glitch :slight_smile: interesting interesting stuff!

About Dhalsim thx guys.
Shizza,if i understand you try to stay unpredictable ?
Dhalsim players succeed to scare me to jump :frowning: and about focus,the dash forward have no range :(.
I have the feeling he always land before i can punish him

Skatan milla you do st hp in reaction to yoga sniper ?

My problem with this match up is that i have the feeling a trick can work only one time in a round so i need a lot of tricks xD

About Viper, @Ark Impulse
Be careful cr mk is not good when viper has meter (ex seismo feint into throw -__-)

Fuerte ?

If i remember close mk is nice to stop either splash or tortilla when he try to zone you and force you to jump.
Cr HP too.
If he run forward try cr hp
If he run backward try stand mk
If he Ex run forward try hazan shu lk.

What i hate is the mixup with normal sweep and special slide.
One is safe,the other is not
Both has the same animation.
And fuerte can fake a special slide with run + sudden stop + sweep so it’s look like the special slide from a run and when you try to punish you get grab :frowning:

Oooh interesting, I didn’t think about that. Could you Option select a throw/hasanshu to tech/beat it?

Do you know the frames on canceling EX Seismo? I know EX Seismo comes out in 19, but on what frame can Viper first cancel it on? The first?

C_Nul depends on what one he is using, I can often do it on reaction but sometimes I have to guess.
Not that guessing is terribly dangerous against Dhalsim in the air.

I think if you time the c.mk perfectly meaty you can tech the throw/hazanshu os

for dudley, dont forget that ex legs punishes all blocked msb except lp version.
i throw out cr.mk, sweep, and st.hp for free damage all the time. fireballs from 2/3rds screen to bait out ducking blows for a free st.hp. its not a very hard fight, play it a few more times and you’ll be standing very classy.

against fuerte, my wakeup options will always be either focus> dash back, block, or jump back rh. once you learn to read his run patterns its a simple match, just watch out for run > sweep on your wakeup as it will beat your dash back attempts.
on his wakeup you are free to pressure him if he has no meter or ultra stored. if he’s got ex i will throw him 70% of the time, st.mp> jump back rh the rest, obviously confirming to see how the st.mp goes off. be wary if he has ultra 2, online scrubs are still doing wakeup ultras.