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

Don’t mean to bust your bubble, but Rose can pretty much cull your focus game with soul spirals. I haven’t come across to many good Rose players who abuse slide to any degree that warrants a focus-oriented gameplan because it is unsafe to just throw it out there. It’s a good meaty attack, and good to catch jump ins, but should be used sparingly.

Thanks I thought as much, he was really slide heavy and i was having trouble so I thought to try it out, it worked better than I thought too good to be true I guess. Ah wells back to mixups.

EDIT: Apparently according to the guy I played I caught his spirals before they went active so it is viable, it did net me a ch crumple at one point. I don’t intend to be as focus oriented in future it was more to test the waters to see where it’s useful. Any input on that?

Well if he is using slides all game, then by all means, abuse the crap out of focus as much as you like. There are plenty of ways to counter slide, and focus is obviously one way to deal with it. You can use c.lp and c.lk to hit confirm into ex legs, which would be my option of choice, or even punish with super if you have it. It’s just risky to be using so much focus when he starts wising up to it and starts to use soul spirals.

P.S. If you catch the spiral on it’s startup, you will get a fa crumple. I’m not entirely confident of throwing a focus out to hit them on startup since I’d be merely anticipating them. Maybe you’ve played this guy a lot and know his patterns and are able to read him well, but I certainly can’t predict when Rose players will throw out spirals at will. Or it’s something I’m not seeing.

Hey ebhz.ash you’re from the UK right? Which Rose player you play against? Was it Doable Polecat, just wondering like cos I’m looking for a good Rose player to get MU exp against and he’s the best I know of… Its just he uses Chun as well so I normally avoid him cos I know he’ll prolly just mirror me. So was checking to see if it was him and if he mirrored you?

Yeah I can read this guy pretty well as we play each other almost too much, i’ll try your method a fair bit as well as it’s a lot less risky and would help my game more rather than getting focus heavy.

@Wh1ppet: It’s Vecayse, he’s on NE and now he plans to stick with her in AE he should be playing her more, if you hit him up on there he won’t say no. Oh and call me Jake, it’s simpler.

I’ll quote you that’s even easier lol… Yeah I know Vecayse sort of, played a few times… Thought he’d switched to Viper? Anyway cool… Maybe I’ll see you around!

Not new but I haven’t seen it posted in this thread so I thought I’d mention it…

Can punish Honda’s standing RH with super ON HIT, so if you have super and Honda gets you with hands charge your Super and if he ends it with st.RH you get a free super punish regardless of if it hits or is blocked…

Like I said this isn’t really new (well not as far as I know anyway, I’ve known about it for a while) its just not been posted in this thread as far as I can find…

He was playing viper but he had a couple of sets on Rose and found out that the nerf for U2 wasn’t so bad so he’s sticking with her. He apparently has too much fun on her.

If you know your spacing well, you could charge focus just outside of where Soul Spiral can hit you from, then smack Rose with a crumple during recovery.

I’ve done it a few times, but mostly on accident lol.

EDIT:

Also, I don’t know if it was in this thread, but has anyone else tested reversal U1 against Bison’s s.HK? I don’t believe that it’s true but I haven’t had the opportunity to test it myself.

I would have to do that sparingly against his rose as well once he has meter, he didn’t hold back on the ex spirals.

Found an interesting button versus Akuma on his wakeup. I remember Nemo posted a long time ago that you can do cl. LK to him on wake and if he does a reversal fierce dragon punch the first hit will connect but the rest will whiff. So you can use it to sort of bait out a DP from point blank range and even build up charge to punish it with and ultra.
Well it seems that cl. MK is even better for this: not only does it make her lean even farther back and is less strict than using cl. LK, but it’s also good for applying overhead pressure as well. You can do it as a stand-alone OH or cancel the first hit into hasanshu amongst other things.

It’s listed as -4 on block, but done right on wakeup, it actually puts her out of range so Akuma can’t punish her.

This only works on Akuma’s MP and FP dragon punches so keep that in mind. I tried it versus other characters’ reversals and the only one that was somewhat successful was that it stuffs and trades with Juri’s EX Pinwheel.
Ken’s DP has more range than Akuma’s so all hits of his fierce DP will connect, and every one else’s DP seems to knock down on the first hit.

hmm…very interesting

can’t they grab you?

^I tested a couple of different timings for it:

They won’t be able to grab if you time it so that the first hit of cl. MK still connects. Fierce and strong DP still whiff.

If you time it so that the first hit of cl. MK whiffs though, you’ll still be able to get the rest of the DP to whiff if they go for that, but there’s a very tight window that they can grab before the 2nd hit connects. They have to either be holding forward or standing neutral to grab. Back grab won’t work.

Just a suggestion.

Maybe we should include a video link for each match-up that shows just about the right way to approach the matchup. I know we have sf4tube and youtube and stuff, but maybe just for a quick reference.

All my friends told me to use more kikoken when i play chun li.
Nemo Recently said that Chun li is always good in Arcade Edition with her Kikoken.

How do you guys and girls, practice you kikoken game ?

Do you learn to use the kikoken at the right time ?
Do you know when you are safe after one (if your opponent jump/focus/attack/pass through) ?

I ask you those questions because i fear to use kikoken. I fear to be punished.
I remember too several months ago, Alioune a sagat player in Vanilla was practicing his range versus Ryu.
He recorded Sagat doing a low tiger shot and he picked Ryu to try to punish him in reaction with a jump. At this moment he show me the distance where he his safe to use tiger shot (he did this “training” the day before his challenge versus daigo, fuudo and eita in France).

I’m not used to see people train generally but now i rethink about that.

I think about kikoken also beacause i saw a old video where Nuki do a close kikoken versus RF Sagat.
RF Jump in reaction and Nuki dash forward, he cross down and punish RF ith cr lk, ex legs and ultra.

If it was me, i will stay in guard but apparently Nuki was aware he has priorty and time to do dash forward in this case.

And you ? How do you practice your Kikoken ?

I have practiced what to do against jump-ins if I used Kikoken in a block string. It’s good to be aware of your options.

I like to cancel Jab into HP Kikoken. I love HP Kikoken; it’s very insteresting. I think of that fireball as a poke, like Ryu’s fireball. I think everyone should be aware that her legs move back when she uses it to avoid lows, such a Sim’s st. hp.

In the corner (after a hasanshu, for example), Chun can integrate two Kikokens into her pressure and be safe from jumps. I believe this is very good as it allows her to continue pressure indefinitely with many variations. I like Hasanshu > cr. lp xx mp kikoken > st. mp xx hp kikoken… there are lots of options you can cut off and ways of getting back inside by playing with the strengths.

In fireball wars, I use all strengths of Kikoken. HP Kikoken will not hit the opponent, but it’s the fastest and will buy extra time if used smartly. MP Kikoken allows Chun to move forward if the opponent hesitates. In my opinion, the point of a fireball war is to built Ultra 1 and Super meter while getting hit with as few fireballs as possible. I mostly throw EX Kikoken if I’m actually winning a fireball war for some random reason.

For zoning, I personally think mp kikoken is the best since I am very comfortable with it and it has the fastest recovery.

Where I am at now is realizing that, yes, Chun is a footsies character. Yes, she can zone with her pokes and kikoken. And, yes, she has a good offense without charge because of her speed, range, and frame advantage. But following behind a fireball is a strong way inside when her opponent leaves themselves open to it.

I’ve been a Chun who always hid behind a fireball, and I’ve been a Chun who never hid behind a fireball. I think it’s time to just realize that following behind kikoken is not a perfect way in–it doesn’t make Chun invincible–especially against characters who have anti-fireball offense, but it still makes Chun stronger and it makes their options more manageable.

I think that it’s just important to know when it’s appropriate to throw a LP fireball to follow into your opponent. Backing off to full screen too much will make your game weak, so I don’t think it should be abused, but if done at the right time, I think it’s a strong method of getting damage.

I like to use MP Kikoken after scoring a knockdown, especially if the opponent is in the corner or near the corner, to continue pressuring.

Also, anti-air Kikoken dash forward EX Legs, Ultra 2 is one damn sexy looking combo.

Hey there Chun boards! I recently switched to Chun (again) and I feel like I’ve finally found the character I’m meant to play.

(History of myself incoming, skip this paragraph if you don’t care lol) Back in vanilla I played Akuma at first, switched to Abel because he was more fun, switched to Chun because she was a little better and still really fun but got discouraged when an acquaintance had a much better Chun than I, switched back to Abel, then to Akuma again eventually when I discovered how bad I really was with Abel…then Super came out and I was stoked to play Makoto - I don’t think I need to really explain how that ended - switched back to Abel and really felt like I was beasting for a while, but I never really learned much outside of combo execution and mixup so I switched to Dhalsim for a while to learn proper zoning and basic play. Now here I am playing Chun, seeing a lot more success than I ever have, and wanting to learn a lot more. So although I’ve definitely been around the character roster, I should be here to stay.

On topic though, I need help with the Fei matchup. I understand that proper footsies can really shut him down as it’s really almost impossible for him to get inside Chun’s poke range. The problem is that inevitably he’ll get a hit in, and it’s pretty likely he’ll find a way to rekka combo you into the corner (jesus Rekka pushes back so far ><). Once I’m in the corner I feel like any advantage in this matchup is gone, as he has total control over spacing at this point so you can’t really abuse that poke range anymore, and it’s very very hard to get out of that corner. It seems like the best idea I’ve come up with so far for safely pushing away from the corner is to slowly inch forward with cr.hp whenever I have an opening to do so; it works sometimes, but sometimes it’s just too little too late.

So long story short - how to I deal with getting bodied in the corner by Fei?

a lot of fei users abuse the first hit of rekka then followup with 2 cr.mp then a cr.hp. then rekka again. i suggest just learn how to block longer and wait for an opportunity. like hazan through his low pokes or something. keep him out with st.hk. a lot of chun’s pokes loses to feis cr.hp so don’t be super predictable with your st.mp or st.hp. oh! at the beginning of the round, throw out a quick st.hp. it will beat his starting rekka attempt. and if they do get hit, most will try to dash in so do another st.hp :stuck_out_tongue: