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

Ehhh. I’d pick Rose or Cammy, yeah. But still, I don’t want to have to counter-pick just to win against Akuma. I want to win against Akuma with Chun.

got any match videos i can look at?

I use Rose for Akuma. Chun gets raped, its really disturbing.

I play with Chun-li and Juri and Akuma is a terrible match-up for me. The fight is more manageable with Juri, but I prefer Chun-li for this one. If I’m on the ground I usually use a backdash to avoid getting more punishment. Juri still has the option to use an EX Kasatushi (“taunt escape”) to get out or counter.

Against any halfway decent Akuma, those tactics tend not to work. Akuma has a really solid variety of option select setups off his demon flip, where he can do palm (which breaks armor and is an untechable knockdown), which owns Juri’s Kasatushi.

Then, if palm whiffs, he can do cr.LK or sweep if you backdash. The only way Chun’s backdash will get her out of trouble against an Akuma who has his wakeup demon flips down solid is if he tries to do the Demon Flip throw. You can backdash out of that. If he does the dive kick, it tends to catch you in the air as you backdash for a reset, which is not awful but not ideal.

have u tried walking forward? some of the demon flip set ups are not very effective against chun, u can walk under gouki some times… it have worked for me a couple of times to get out of the vortex…

If he does it too late, walking or dashing forward works. But if walking forward works, so would a lot of other things.

Against really good Akumas I honestly can’t see how Chun can possibly manage to escape.

You can’t be thrown for 2 frames after you have woken up. So meaty demon flip throw will not work on anyone, it has to be delayed.

Theoretically, you can block standing for 2 frames and then jump back HK. That will block safe demon palm, and escape demon throw and reset you or escape from demon flip kick.

Or you could block standing for 2 frames and EX SBK, since Chun retains charge after standing for a decent amount of time.

Another one that doesn’t beat demon flip grab but is safe from demon palm would be to block for two frames and use cl. mk, which would knock akuma out of demon flip kick.

I think if you insist on playing Chun vs Akuma, learning to time a 2 frame block on wakeup is the way to deal with this 7-3 matchup.

If you can’t consistently safe jump 3 frame shoryukens, you can’t escape with that 2 frame throw invulnerability. I’m just being realistic.

I’ve seen some impractical tactics posted up on the forums. I think it confuses new players more than helps. Even the poster or inventor if the technique doesn’t do it in a real match. It’s just something I had to put out there when new players read these things.

I do this, except instead of jumping away with that timing I do lk hazanshu.
If he does palm I block.
If he does throw lk hazanshu punishes it, and you get a combo from it.
If he does divekick you will get reset in the air, better than staying in the loop.

The problem with os’ing a jump is that if he does dive there’s a good chance you’ll eat it while grounded.
Nice that someone else has figured this out as well, I’ve been using it since June I think.

I’ve been trying to learn to do the ex sbk os but no luck yet, it’s difficult.

My thoughts exactly.

ok then ill try not to give shitty strats and such, so new players can understand better :slight_smile:

ROSE a bad matchup for Akuma? Are you kidding me? I have a better time with Chun than I do Rose… And I’m better with Rose. Wonder what I’m doing wrong.

it’s slightly in roses favor. he cant rely on fireballs but can still mix her up. if your doing better with chun against akuma have you thought that the akuma player may be bad?

Whilst it’s true that it’s difficult for beginners to grasp advanced concepts like these, I think it’s helpful to know that these kind of options exists. I’d like to think that that all players, beginner or advanced can benefit from information like this. We certainly shouldn’t encourage such an advanced technique on beginners who should be learning more of the basics before jumping into the deep end but we should encourage experimentation and application of ideas, practical or not. Whether they choose to implement them in a “real” game is entirely up to them. I’m sure the player themselves know that if something doesn’t work for them, they will cease to do them, but if they are able to successfully apply them, there’s no reason why they shouldn’t do it.

I agree Gunslinger. Can you show me that video of a safe jump on a 3 frame shoryuken, while getting the meaty on the same replay? Not even trolling, I’ve just never seen it done. If it has never been done, it is impractical, therefore useless (as harsh as that statement sounds).

Chances are, the amount of time in 2 frames you were either going to jump or block anyway. Not doing both at the same time, which is the point of the technique. But, like I said - if you can show me the 3 frame safe jump on a shoryuken (which is slightly more practical) then I will be proven wrong and you guys will be godlike.

IMO doing the option select is much, much easier than that.
Well at least for me since I play against an Akuma who’s good at the vortex twice a week offline. The palm always comes with the same speed once demon flip is activated, it can’t change it’s arc/speed in any way, same with throw. So once you’ve been subjected too it enough times you should be able to know the timing intuitively, and you can also use the demonflips speed on screen to help figure out the timing. This os is not that hard to do imo, it’s most definitely not impractical.

I use the same type of option select when I play against Makoto for example. When I play Sakura v Makoto and she’s jumping at me I os block/u1. Since the input for u1 is qcbx2 and delay the KKK, then I just time that against a regular jump.
If she does a regular jump I’ll be holding back after having buffered qcbx2, since the game allows you to keep inputs stored for quite a while. If she does the axe kick the delayed button press will come out and beat it out, while on a regular jump I’ll be in blockstun.

Ofc if she just does an empty jump the ultra will come out anyway, so it’s not a failsafe option select in any way, but it’s useful for stopping a safejump/axekick mixup, but it can also be used in neutral play.
With the os block/lk hazanshu it’s still pretty good situation if he does empty palm since you’ll reversal hazanshu him for it (the reversal window in this game is ridiculous).

It’s up to you, or anyone else, if they think it’s worth learning or not. Frankly I don’t care if nobody uses this or believes me about using it, I use it and it works good and that’s all that matters to me. I figured it out and started using it mid-game so it can’t be that impractical if no training mode was even needed to get the timing down.

Fair call. I won’t dispute that because I agree to an extent that it’s near-impossible (perhaps impossible) for any human to measure 2 frames and react accordingly, and that we shouldn’t be encouraging bad practices. I guess the point that I’m trying to get across is that knowing these sorts of things is a way to build on ideas and possibilities. Go out and try for yourself. Don’t take advices like that as surefire ways to (in this case) solve problems dealing with vortexes.

Are you able to elaborate more on this? I didn’t realise that the demon flip trajectory changes according to which option he chooses.

If he does demonflip what this is the order of speed if he does a meaty demonflip, palm/throw will connect at the same time while divekick obviously has more startup and slows down his downward speed. Since you are unthrowable for 2f on wakeup you can use that to cancel into lk hazanshu, or anything else for that matter depending on what character you use.

And if measuring 2 frames and reacting accordingly was impossible then how are people plinking 1f links?
They can do it because they’ve done it so many times that they know the timing of it very well.
The reason safejumping 4f moves, like guile’s flashkick, is so damn difficult in this game isn’t because of the timing of doing it against 1 character, too many characters have different wakeup speed so you can’t just learn that one timing to deal with it, you need to learn several different timings.

That’s the main difference, I’ve played so much against Akuma that timing this isn’t that hard for me anymore. That doesn’t mean I don’t fail occacionaly, it happens, but most of the time I nail it. And it doesn’t shut down the vortex, Akuma can bait this by whiffing his palm for example and doing os c.lp~srk or something similar. I can also say that it is difficult, but very doable, to react to either demonflip or regular jump and use the correct defensive option select against either one.