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

Not to mention Rufus’ grab damage is pretty retarded, I have got better at reacting to his grabs/mix up stuff but at least Yun is no Rufus and Cammy’s nerf seem’s like its gonna help, head height at its lowest is nothing to get really worried about anymore

It’s funny how rufus can just dominate characters without a dp. I had bof 5 set against jwongs rufus at canada cup and he started off by frame traping with dive kick > st.lk > st.mp xx hp.gt which traps late throw techs. You would think he would give less respect and just dive kick twice to catch crouch tech but I don’t think he did that once against me. So once I proved I was just going to block he would throw me for free. It was a combination of him conditioning me and robot like execution. The only thing you can do is stick to the plan and keep him out. pretend your a run away akuma and gtf outta there. Jump back hk has it’s uses but once they catch onto that it’s target combo j.hk U1 or ex.snake strike.
I like to treat that match like I’m playing a nimble zangief. Don’t let him get close and keep him out with pokes when he gets tired of getting out poked he’s going to jump and you have to be ready with an anti air. Don’t jump in on him unless it’s a safe jump after a forward throw > dash > target combo.

I’m having some trouble against Rose’s safe blockstrings, they’re a bit silly especially once I’m cornered. The only blockstring I have no idea what to do against is safe slide, cmp xx spark I can super it but once that’s gone if I’m caught again the best i can do is ex sbk for a trade out of my favour? I am still a noob so I’m not really sure if it’s the blockstring or my play style, any help?

Tips on how to bait her u2 would be appreciated too?

AFAIK I haven’t tried it yet but a Rose player yesterday (a very good one) told me you can EX SBK between her cr.strong and drill and get a reversal, therefore beating it outright…

Like I said I haven’t had the time to try it, either the Rose player took a guess trying to help me out was just deliberately giving me bad info or it works, anyone know?

For me in general I just block the drill, and let em get away safely… If they continuously backdash you can HSU em, time it right and you get a knockdown as well… I am not great against defensive Rose’s, hence I asked the guy mentioned above for a few games and a few tips…

It’s actually very good advice. You can ex-sbk and even ultra 1 in between c.mp xx drill. All her drills are also punishable by super if you have it stocked.

Yup. Rose’s cr.MP xx Drill is not a true blockstring, but it’s a natural frame trap which is why Rose players use them - if you’re pressing buttons, you’ll get hit. But, if you have an invincible move, you win.

Hehe I got something for ya, How about Dee Jays jumping d/f lk, it seems like the craze these days for dee jay players? He does a knee and it stays active for a long time, kind of like SF2 turbo long. It’s annoying, he uses it as an offensive in case you jump at him and to keep you from advancing on him, very difficult to defend againts with a charge character like Chun, if your cornered he can mix this move up to keep you from escaping, whats worse is his recovery when he lands is gdlk it’s almost always difficult to cr.mk or cr.mp it. In my session with the guy I found that zoning him when he starts to walk forward and throwing out standing Fierce or HK is a good way to catch him but it’s not consitant especially if your online. St. MK works sometimes too. I found the best weapon againts this is cr.Hk, that sucker almost always miss even if you miss the sweep.

If he ain’t sitting on charge then you don’t have much to worry about him countering it. If he is sitting on charge it’s best to approach with caution, build U1 meter and of course, dare him to throw one more freakin air slasher.

Okay cool, I started using Ex SBK against his drills and then he went to the sparks is why I asked, but considering I can ultra his drills then maybe I can ultra his sparks too, I will have to try. I’ll throw out hsu on his backdashes a bit more too, I used to use it a fair bit but stopped for some reason.

Vs aggresive Dictator anyone? An example of what I mean is this: [media=youtube]QfROgsH3tvY&feature=related]YouTube - Uryo [Chun] vs ?? lsy9983 [Bison[/media] …It’s Uryo’s Chun vs A Bison I’d never heard of before, but Uryo gets slaughtered, It’s almost an exact mirror of what I go through vs Bison’s with deadly pressure =/.

The example for that video probably isn’t the best minus the last 30 seconds of the end of the fight. Uryo spends the entire match trying to rush that guy down. To be fair to Uryo it’s not his main and it looks like he was trying to get by on his insane execution. If your looking for a general rule of thumb for the match I would say if Bison is rushing your shit down then he’s probably on a different level then you and your going to lose regardless cause bison isn’t a rushdown oreinted character. He does better when he’s got the life lead and running away or turtling and playing footsies w/ chun.

Here’s a match where a really good bison plays to his strengths against chun and wins.
[media=youtube]n-pc1C225j0]YouTube - Kim1234 [Bison] vs hyde air [Chun[/media]

Here’s a match where that same player goes the other way and tries to come in like a madman.
[media=youtube]LquQVoWM9BQ[/media]

If you watch closely you can tell the difference in how he plays. Bison is at a disadvantage when he is forced to initiate the offence.

Some tips I would give against a Bison that is aggressive would be to learn the spacing of your normals and abuse st.mp to keep him out. If your stuck in the scizzor loop then just block.

Yeah I agree with that to some extent, for various reasons it seems as a hard match when the Bison player knows how to abuse their pokes. It might just be me, but I’m sure both Bison’s st.mk and cr.mp beat the majority of Chun’s pokes, including st.mp. I know and good Bison’s know Chun’s cr.mk goes under his st.hk so they don’t spam it as much and instead mix up their pokes. So what is a solid counter to his st.mk? I always seem to get beaten or trade.

I think generally, it’s hard enough to put pressure on him anyway as when he has meter he has so many get out jail free cards (EX PC probably the most annoying). Yeah he doesn’t have much for mix ups but he can rush down pretty with his lk.scissors-ex headstomp etc.

I have a set recorded that I will upload soon where I lost 5-0 to him. In these matches he didn’t actually rush down at all, he actually played quite defensively. Although it’s far from my best performance, I was hoping I could get a heads up on what I was doing wrong. Would be much appreciated.

Also, I wouldn’t say me and this Bison in particular are far apart in skill level. I know online is no indication of skill and should never be taken seriously, but for what it’s worth, when I was playing ranked matches I was 11200 BP and 4200 PP, that was 3 months ago. If that means anything at all lol.

[quote=“ShinSenkai, post:611, topic:106113”]

So what is a solid counter to his st.mk? I always seem to get beaten or trade.

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First thing first full Credit goes out to Magman for teaching this to us newbs.

It’s not so much about what counters st.mk as much as it is when. If bison is walking forward then you are at the advantage because he doesn’t know when you are going to stop walking backwards take a step forward and throw out a st.mp or cr.hk. To paraphrase magman it’s the psychology of having a long poke. So if he’s looking to press the action with pokes then stay out of his effective poke range (you have to know / learn what that is), and when he throws it out then punish the recovery frames with your own move. Also if he gets used to that pattern then throw out a st.lp to elict a counter poke then whiff punish.

The key to this is not playing in autopilot.

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I have a set recorded that I will upload soon where I lost 5-0 to him. In these matches he didn’t actually rush down at all, he actually played quite defensively. Although it’s far from my best performance, I was hoping I could get a heads up on what I was doing wrong. Would be much appreciated.

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Nice! post that shit up.

No egos here my friend, but leave the bp talk at home it’s like going into tiffanys and bragging about how much you spent at walmart.

Sorry, I’m kinda new to the community, still learning the rules :blush: lol… Nice analogy btw =D

But yeah, that’s a really good way of looking at it, thanks. I’ll hopefully have the matches up within the next couple days.

And if Bison abuse focus during his walk ? :confused:

I like this ^^

firecracker that shit :B

U1 corner juggle doesn’t work on Yun. Not that you would choose U1 vs Yun, but y’know.

Thanks for the help, SnakeAES, I’m having a lot better time with this match now. I hadn’t quite figured out the timing for cr.MP but it’s almost retardedly good against shoto jump-ins when you have the timing down. I quite regularly have Ryus jump at me 3 or 4 times in a row because it doesn’t look like it should work, but it’s very reliable now.

Ken’s cr.HK appears to be pretty safe on block (unlike Ryu’s against Chun) - I’ve put it down to an area of the battle that isn’t worth worrying about. Now that I can punish Ken jump-ins fairly reliably, I’m not getting to the point where he chucks out sweeps much anyway.

Is there a list anywhere of which anti-airs work against each opponent? If not, I may start one on the wiki, because it seems to me that this is a very important part of many match-ups and Chun is actually pretty strong anti-air once you know which attacks to use.

Thanks Wii, this really doesn’t look like it should work but it’s pretty good. cr.HP is pretty good against shotos at the crossup distance - if they stand and throw out anything slow it will catch it, if they focus it will break it with the second hit, and if they jump in for a crossup the forward movement makes it whiff and you can punish. Why don’t you like cr.mk though - I find cr.MP more useful against jump-ins, but is there some other reason?

Again, theory fighter here.

Ken’s sweep is -6 on block. That means you have 6 frames after blocking Ken’s sweep where he can’t do anything and you can punish. Unfortunately, Chun doesn’t have many moves that are fast enough, with enough range, to punish him for it.

On block, you can punish Super, with a pretty lenient window timing-wise. TECHNICALLY if he’s close and you think you can, you can also EX Legs for free – but only if he’s close enough to be hit by it. Just remember that EX Legs does move Chun forward a little.

I started abusing FA to a ridiculous amount against rose and it was suprisingly effective against her slide and keeping my pressure going, anyone have any idea if it’s just me catching said rose unawares or if it’s legit pressure? I think the slide was but the pressure seemed a bit too cheap, baiting u2 became a hell of a lot easier. Suggestions?