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

Regarding Bison’s U2:
If you are waking up and have no meter, guess which way to block. He will probably try to cross you up with it the first time, and then if he does it to you again in a following round he will probably not cross you up if you blocked the first time.

If you are waking up and you have meter, EX SBK.

If you are just standing around and aren’t in the middle of a move when he does it, jump and airthrow (it wins if he comes close) or jump and do nj.HK on the way down, follow up with your combo of choice if it hits.

Regarding Fei Long’s Chicken Wing:
A lot of Fei Long players like to use it to get around fireballs, so something I am learning to do is bait the Chicken Wing from about 3/4 screen and U2 him out of it. Even the EX version doesn’t have invincibility that late – it’ll get around the Kikoken, but if he’s coming into an Ultra 2 there’s nothing he can do.

Regarding Blanka’s Electricity on his wakeup:
The safe jump is actually forward throw, dash forward, crossup j.LK. Unless you have the spacing and timing for that totally down, it can be difficult to do off a regular knockdown. Either way, cr.MK and cr.MP beat electricity pretty clean. I suggest cr.MK if you are close enough to combo, otherwise just use cr.MP.

Regarding Gief:
It gets easier for him to SPD Chun’s far HK if you get predictable with it. I don’t know if he was doing it on reaction, personally. I’m also not calling Wii a liar but far HK has 12 frames of startup. Claiming that a Gief can punish on reaction far HK then, means that not only can he read and process the startup of the attack, but that he can also perform the 360 motion and press the buttons, ALL WITHIN 12 FRAMES TIME. I find that hard to believe. Not saying it’s impossible, just hard to believe.

If he does it on prediction (which imo is most likely), there are two things you could do.
If he listens to your button inputs, hit other buttons when you would ordinarily hit HK. Watch for SPD. If nothing happens, proceed as usual. If he whiffs SPD, punish to the best of your ability (I suggest Ultra if you have it).

If it’s online or he doesn’t listen to your button inputs, dance around the max range HK can hit from and just try to bait it by throwing it out a few times and training him to look for it.

To add to what snakeaes was saying…you can also stuff chicken wing with d/f lk and st.mk…i usually use st.mk in the beginning in the match to punish CW…then when i get ultra…i use d/f lk>U2 as a reaction punish…ive also seen nemo do at the right range focus through cs.mk>ex legs

[quote=“SnakeAes, post:701, topic:106113”]

Regarding Bison’s U2:
If you are waking up and have no meter, guess which way to block. He will probably try to cross you up with it the first time, and then if he does it to you again in a following round he will probably not cross you up if you blocked the first time.

If you are waking up and you have meter, EX SBK.

If you are just standing around and aren’t in the middle of a move when he does it, jump and airthrow (it wins if he comes close) or jump and do nj.HK on the way down, follow up with your combo of choice if it hits.
QUOTE]

As you and Wii suggested I actually nailed an Air Throw the other day while the serverbots were out doing business on SRK. Pissed the dude off major league style. I have tried the EXSBK on wake up and ended up eating his Ultra, maybe my timing was just off on it, but I’ll go ahead and continue to keep it in mind.

It really does depend on your timing. You have to do it just as he is about to hit you, because EX SBK only has invincibility during its startup.

EDIT to Ian’s comment about df+LK against Chicken Wing:

I have been playing AE a lot, and I’m really noticing it’s not nearly as good anymore. Have you played AE much, and if so, does df+LK still work well for you? I know it had its startup lengthened and its airborne frames changed, but I just can’t imagine using it much anymore in a serious match.

Does Chun have any useful frame traps?

cr.HP xx HK Legs MK Legs sets you up nicely for a frame trap because it’s +4 on block or something like that. Make sure you extend into MK Legs, otherwise you don’t get the full frame advantage.

cr.LP > cl.st.HK xx Hazanshu is a great frame-trap setup. On hit, it combos (at least cr.LP > cl.HK does) on block, close HK acts as a frame trap, if it counter-hits, Hazanshu combos for free.

I think I’ve seen Shizza do the cr.LP > cl.st.HK counterhit setup on Alex Valle last evo.

About hazanshu combos, I can never get cr.lk to hit and when I do, EX LL wont come out or I’ll get another cr.LK if I’m close or whiffed cr.LK if I’m far. Any tips?

To combo after hazanshu you need to wait for the blue ray of light to go away then piano lk,hk,mk,lk,lk+mk
This vid helped me allot: [media=youtube]EiI5u6GMPbY&feature=related[/media]

Hi, this is my first time posting on the Chun forums, though I used it for many resources in the past.

A matchup I’ve been finding hard lately is versus Guile. I have no idea what my gameplan is. I know I can’t win a fireball war and I sure can’t start the round keeping away without a life lead.

Getting in though has become a major chore for me. My jumping in has found a new enemy- forward dash. Guile simply dashes under me and backs away to his range. Hazanshu against any competent player that can focus it is out of the question too. There is no such thing as punishing a sonic boom on reaction with it (sonic boom recovery frames just about equal hazanshu’s startup frames last I remember) and if guile can end up blocking hazanshu, he can focus it as well.

Staying away is not cool either. Currently I have no answer to Guile following a jab sonic boom. I feel anything you choose to do will end up with you pushed into the corner. Focus runs the risk of being tagged after the absorb. Focus backdash pushes you the corner. Jumping gets anti-aired. Blocking the boom allows guile to walk back and boom again.

It probably isn’t as hopeless as I might of made it sound, but I am really at a lost against competent Guiles. Any help would be greatly appreciated.

Also, I’ve been trying to experiment with level 1 Focus dash in late Crouch tech. I haven’t had any success in training mode but there’s no reason why it wouldn’t work. Can anyone enlighten me on this? I’d love to be able to get in with it without being so scared of throw and dp mashers.

Jeff Effect

I personally think Guile is a tough match up for Chun Li
Here is a nice video of GunslingerMeeks fighting a Guile: YouTube - crowtwig’s Channel

Sure he’s an awesome Chun Li, but he doesn’t actually do anything to terrible advanced in this one.
The most important thing I see in the video is Meeks’ patience, matching fireballs, focusing others out.
One thing though this Guile didn’t use Flash Kicks that much and when I do Chun’s cross up D/F/HK I usually end up eating a flash kick, but a cross up jumping LK has knocked Guile out of it as long as your timing is right. I kinda treat Guiles on wake up just like Shotos, getting in close and hold back. So you block the flash kick and punish them as they float back down.

Hope that helps a little. and if it doesn’t check OneHandedTerror out, he gives some pretty useful pointers while playing and naturally here is a video of him fighting a Guile, its from SF4, but the strategy will still work: YouTube - OneHandedTerror’s Channel

I’m not sure how you approach the Guile matchup, but I always use U1 against Guile. If your reactions are decent, you’ll find that landing Ultra through Guile’s Sonic Boom is probably easier than you expected.

My opinion is, the most important thing is to watch for when he’s charging. If he has down-charge, don’t jump. If he has back charge, be careful when walking forward.

Watch out for his overhead, f+MP. If you block it, it’s -3 so you can Reversal Super as a punish, or jab.

While it’s true that you technically can’t Hazanshu over Sonic Boom on reaction, you can on prediction. I still recommend that you Hazanshu when you think he’s going to Sonic Boom at least a few times, because if he starts focusing you have other ways of dealing with that.

Personally, I like to rush Guile down. I find that while Guile is a defensive character, his defense is best when he plays at his pace. If you control the tempo of the game there is less he can do. Knockdowns and safe jumps will beat Guile all day long. Just make sure to occasionally do nothing instead of continuing to poke and pressure to try and bait a Flash Kick.

I actually approach the matchup exactly the way SnakeAes does these days. Chun really excels up close against Guile, so getting a knockdown is absolutely imparative to winning this match. I mean much of that can be said for any matchup, but moreso, against Guile anyway, because of his inability to auto-correct his flash kick (as well as the safe jump options as SnakeAes has pointed out) on wakeup. The rushdown style works incredibly well, especially if you work him towards the corner where his options become severely limited as he has less space to work with. It’s easier to react to his booms, so hazanshu, u1 and jump-ins all work in your advantage. You will notice Guile even trying to jump in more as he desperately tries to get himself out of the corner, so just press your advantage and keep him there till the round is over.

For me, the most important thing is to not get phased by blocking booms and taking chip damage as opposed to focussing them a lot or jumping them. Both will end badly for you. If you focus on advancing towards him, all he will do is continue to move backwards towards the corner - where you want him, or he’ll try to jump in or backfist you, in which case you can either AA or focus respectively to counter.

@Jeff Effect:

I don’t find it to be a hard match, just one that requires a higher tolerance for lameness and knowing when to go in so you can start going to work.

Recently I’ve been occasionally doing HSU over a lp sonic boom from full screen and then work my way in from there because it can mess up his SB game a bit since it’s still on screen and behind you while you’re already on the ground and able to move as opposed to a jump where you’d still most likely be in the air by the time the SB is gone. He’ll have to deal with you with something other than a followup SB unless he waits for the first one to go away (i.e. you cover more ground).

HSU from within range (i.e. it’ll make contact with him) is still good. You can either do it on prediction like SnakeAes said to score the hit or you can still do it on reaction to get a read on your Guile player: First off, if he’s the type that doesn’t walk backwards while throwing SBs, hsu is good. Just do it because focus is his only true reactionary answer to that if you’re going over a SB and it’s useful to know if he’s going to go for it. He’s guessing if he’s attempting to air grab you instead or starting up a focus attack before you even attempt to HSU.
You can test to see if he’ll do a focus early on, or you can wait until you get 2 bars and then attempt it, FADC backdash to dodge the focus attack if he tries that and then whiff punish. You can also block a SB and then reversal HSU to go for an armor break to scare him out of focus. Basically, punish him for trying to punish you.
Same thing applies to him walking behind a lp SB. Either go over it with HSU or block it and then reversal HSU.
If he blocks HSU at all, then you’re in there and he has to deal with you up close.

Guile walking back is different, I’d go with just letting him back himself into the corner like Meeks said if he’s not trying to hold his ground (Az recommends this as well), and then playing from an advantageous position. Just don’t let him change sides with you.

Scoring a knockdown on Guile is great for Chun as others have mentioned, especially a forward grab because then you can do a grab-> dash -> jumpin and mix it up with either J. HK (it looks like a crossup attempt but hits from the front) or J. LK (it IS a crossup) and combo into EX Legs.
He can’t do anything about that except guess which way to block and then try to deal with/escape the followup if he successfully blocks the jumpin. Even a dash-> empty jump -> mixup after the grab is something he has to worry about. Comboing into EX Legs and then going for a crossup right after is good vs. Guile as well. All the knockdown and crossup setups are very good for flustering him and riding momentum.
He has low stun, so 2 knockdowns is usually all it takes to get him stunned and take the round.

Also, jumping in on Guile is still okay. You gotta be patient by blocking and inching your way in at first, but jumping from mid range over a projectile as soon as they throw it is the range where it becomes harder for any character to react and anti air. Keep that in mind. Chun’s J. HK is very good for beating even the best grounded anti airs from that range.

Can someone update the Gen general strategy please?

Great job in the Chun forums, guys. You cover all the bases and make it easy to pick up the character.

I have a quick question regarding Ken’s air tatsu. I know cr.strong beats it pretty bad, but do you get free combo if you do it early? So you shrink your hit box, Ken whiffs and lands. Is he at a frame disadvantage or is it 50/50?

Woah, that was a lot of info fast, you guys have my endless thanks.

Rayartz- the links were great. The main thing it reminded me was mixing up after a forward throw. I’ve only been doing one dash jump in roundhouses. It looks like there are plenty of opportunities for safe df. roundhouses.

SnakeAes- I do use U1 against Guile and while my initial game plan was to rush him down, it’s difficulty has really turned me off to it (not that sitting on life leads is any easier). Thinking about it, my main problem is not knowing how to safely get into that range where I can be aggressive. Hazanshu is an easy answer but as of now I’m still too afraid to use it on prediction. Would aggressive use of walk forward st strong be any good?

GunslingerMeeks- I’ll definitely try slowing pushing Guile into the corner more. I’m so bent on trying to do damage I tend to forget simple things like that and just start jumping in mid screen. Since you brought it up, what are Chun’s ideal antiairs against Guile? My go to has been cr. roundhouse but I haven’t tried much else.

Darklightjg1- Reversal hazanshu’s sound solid, it’ll be in my playbook next time I play a Guile. About the jump in lk after a forward throw setup, I haven’t been able to reproduce a crossup in training mode. All I get is that annoying situation where the opponent can actually block by holding either direction. Am I doing something wrong?

I noticed now that I was saving for Super as I try to in most every match-up. It seems however the only reliable things you can punish Guile for doing is overhead and cr. forward, so it dawned on me to burn that meter on Ex legs every chance I get to get that knockdown. Is there any reason to have Super stocked in this match-up?

Again guys, you have my endless thanks.

Jeff Effect
Here is something I like to do with my Super stocked. I’ve been really successful with it against guile (and shotos if you time it right) plus its really really nice against people who like to focus attack a lot.

basically you work guile into the corner like GunslingerMeeks suggested and just kinda stay out of his range so he’s eager to keep throwing Sonic Booms. while he’s doing this you are holding down and back and also thinking about the rate at which he’s firing them to get his timing down. Then he lets one go–You push forward, MP Kikouken, back - forward–Super.
The Kikouken blocks his Sonic Boom and you introduce his face to Chun Li’s foot.

You can also Super off of Guile’s crounching HKs, just block the first one and nail him inbetween kicks. Its really hard but do and I think OnehandedTerror does this in that video I sent you but one he does her Hosenka instead, which is even better!

If you have problems fighting viper why don’t you ask a viper? It would be my pleasure helping out other players. Anyways…

Does anybody have any quick advice for dealing with tick SPDs? I thought I had a pretty good grasp of avoiding them, but all the sudden I can’t figure out what to do…

Don’t let him get close, is the best advice I can give you.

As stupid as that seems, I’m being absolutely serious. Chun has to do whatever is in her power to keep him out in this matchup. far HP, far HK, jump back, jump up, wall jump, whatever. Chun has too little life to afford eating an SPD (or worse, Ultra). If tick SPDs specifically are giving you problems, I would backdash, or EX SBK.

I’d much rather eat a Lariat (or even EX Green Hand) than Gief’s SPD.