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

im wondering why u2 is listed vs balrog.

Only because lately ive been having success with using u1 against him to stop all of his rush in moves. Its possible theres something im not aware of because i typically suck at this match, so if anyone wants to add some insight its welcomed.

i have never be able to land u1 vs rush punches, just cuz thats something not likely to happen when the rog player knows the chun matchup, in the other hand U2 its a given thanks to df.lk, just gdlk

isnt that the point of u1 though? to make the other character stop doing certain things? if rog cant rush punch in, he cant really do anything.

i also never think to do df.lk haha

That’s true in a sense, but the good rogs I play don’t do rush punches outside of combos, and within mid range which makes it fairly difficult to react to unless you anticipate the rush punches and buffer the ultra. I use both ultras interchangeably sometimes.

Anyone have suggestions on AAs or general tactics against Honda’s j.HP and j.MP. I just block them most of the time but don’t like to allow too many jump-ins as I know a tick Oicho setup will come in and get me at some point. I’m having trouble finding an AA that beats these moves bcuz we all know a trade with anything Honda does is in Honda’s favor. Also I’m wondering what tactics you use to avoid Gief’s knee-tick spd setup. When he scores a knockdown and times the jump well and does knee-tick spd I have trouble avoiding it consistently. Any help appreciated.

You have to anti air Honda with early st.forward. It’s the only guaranteed anti air. Low strong can work but if they do it later you can be hit for big damage. It’s not worth the risk. If they jump any closer, use df+short. If they jump in with strong out of st.forward range, they will whiff. So walk up and throw them, walk up hasan-shu, or walk up jab and do either (not recommended because it gives them time to charge).

Balrog having to rush punch is not true. Good players have fundamentals. Fundamentals include walking up and blocking, and forcing the opponent to play footsies at some point.

I’ve always used st.HP against Honda, and it works wonders for me.

Fierce only beats j.fierce and j.roundhouse. Not worth taking the risk to lose to j.strong. If they got hit by it doing j.strong, you need to play against better Honda players. But don’t take my word for it, try it in training mode. Far early j.strong vs Chun st.fierce.

ya thats what i meant by saying that they dont do any rush punch

J.rh does not work against Honda’s j.strong?

I’m pretty sure it does if you time j.rh a little earlier

Although it’s supposedly 6-4 to Chun, against highly offensive and aggressive Dictators, I find it to be a struggle… Mostly because although cr.mp beats his st.hk from poke range, it loses to his st.mk. It seems to me that the approach you should take with him is to keep him out but he gets in quite easily (via l.SK and such)… What’s your experience vs Dictator? And how would you go about fighting Andy OCR for example?

Oh, and Vs Honda, I usually take a step back and then use st.fierce. Because of the delay and increased distance it usually catches all Honda’s jump ins, but like someone said before, with his j.strong there’s a chance of an unfavourable trade.

mostly expanding on stuff magman already gave out, if you’re not sure of the ranges go into training mode and test it out.

as a honda main, and playing chun li on the side, I can say this matchup is pretty easy for chun, honda’s only advantage is high damage (obviously) and his strong jump-ins, you really need to gauge distances, timings, etc. or you’re going to die, if you can anti-air right you’ll double perfect shitty hondas all day and make the match a nightmare for all the other ones.

sweep beats farther jumpin fierce and roundhouse, loses to early j.mp but if you backdash or sometimes even just walk backwards you can escape the guess at the cost of losing ground. edit: risk is sometimes worth it as you get a knockdown and can DF HK over honda and regain all the ground you’ve lost

st.mk beats closer jumps, beats lots of things, but the range is pretty specific and it gets beat out if you space/time it wrong by just about anything - I personally like to use jump fierce,fierce TC around here, does good damage and is almost impossible to beat out unless they stick out a move that won’t hit you if you don’t air-to-air them. You can also send honda flying across the screen with an EX-spinning bird afterwards, allowing you to regain ground.

DF-LK for hella-close jumps, it does no damage but I have almost no luck beating it out as honda unless they mispaced it, stomps if you can, if not save the meter for super unless EX legs will kill him

obviously EX-bird beats almost everything except the area df-lk covers, but honda will only jump after a fireball is thrown or chun visibly loses charge. NJ.HK apparently works well too but I’m not sure at what ranges since I’ve pretty much retired my chun at this point.(see SNK vs. some chun player on the UYG channel)

I personally don’t like c.mp since it does pitiful damage and leaves you at a weird position(c.mp is great for beating out NJ fierce). also this match is free for chun and you should feel bad every time you lose it.

you can also ruin honda’s life with j.mk. beats everything in the air clean except his stop sign, and you get a good mixup situation afterwards if you need to regain some damage.

lemme ask you tho, what exactly can i do if honda decides to trap me in the corner with jab, hands? its not so much a problem offline, but online i cant just walk up and block in time to not get hit. my friend can just keep me locked there until he fucks up

honda’s j.mp stuffs / trades with most of chun’s aa options outside of df+lk or a well timed st.mk.

Could you try to air grab Honda?

Air grab isn’t always reliable in my experience… If he uses j.fierce early you’ll usually just eat it.

Hey guys! Could you help me out in the Gouken matchup? I’m pretty helpless against a turtle Gouken. And i mean the ultimate turtle Gouken. Backdashing into the corner, throwing hadoukens, countering everything and mashing ultras and reversals. I try to catch the hadouken patterns with hassantsus, but the angled ones are giving me nightmares. It seems like standing hardkick can hit me out every crossup attempt or i got hit by a mashed counter. And after a knockdown, i just struggle while i trying to escape from demon flip divekick pressure. I can’t anti air it, can’t back dash it, nor focusing it. I can deal with the long demon flips, but again, he won’t throw out any. After a failed demon flip mixup, he just heading back to the corner. So thats that… hope you can help. Have a nice one!

You can grab it though, but not, when his arm is fully extended. If you predict his jump, he can’t slap you on reaction. But it’s still risky…

Regarding Gouken:

Stop doing the crouching throw-tech/short Option Select. While I recommend this against all characters really, I have to emphasize it against Gouken and other characters with a counter move (Cammy and Fei Long’s Ultra 2 come to mind). If they know you are crouch teching, they can really abuse this. If you think they’re going to throw, do a standing throw tech.

If you want to pressure him on his wakeup, occasionally jump in and do nothing to make him think twice about using his counter move as a wakeup option.

If he does his demon flip on your wakeup, it is not as good as Akuma’s. You can EX SBK a lot of his options since they don’t come out fast enough, and he doesn’t have Akuma’s palm strike.

If you have trouble approaching because he’s turtling, focus absorb the fireballs and make sure you can Dash Ultra to punish him if he wants to keep doing it.