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

I definately have to program myself to give St. MK a shot. Its fast and can track depending on the opponents location being near your or right above you. I’ve seen OneHandedTerrOr use it a lot but couldn’t get it to work myself. Mostly cuz I’m in ‘charge mode’ so much the time she shoots out the straight kick for the TC-Launcher or if you go forward she lunge kicks. That’s why I’ve not done it much myself.

While we are on the topic of Anti-Airs I had this fairly smart Ryu player pressuring me in close with jumps, I couldn’t get the D/F Lk to come out and EXSBK would get stuffed do to the angle he came in on. I didn’t think to try St. MK but Cr. HP got me outof the hit zone a few times. But I was wondering if Cr. MP would have been more effective? I didn’t think to try that during the match either as I was too busy feeling like an absolute nood getting floored. I know that is hard to say what I should have done or what not without seeing the gameplay, just wondering what you all have done in that sort of scenario that put you at an advantage.

Also both of you SnakeAes and Taka know that my zoning isn’t that great. I’m aware of it-- but not quite sure how to ‘practice’ it to get better.

I’m determined to get better, I just need to figure out all these little nuances of the game.

One Last thing and this is probably going to sound really weird but I’ve been thinking about it all day.
Do you guys watch your opponent during the fight? By that I mean the character onsceen of course, haha.
I always just look at the whole screen but was wondering. I mean playing basketball for a large part of my life they always taught us to focus on a particular part of the basket when you shoot. So it makes sense–watch your target–just curious.

**Rayartz **
Why do you can’t df+LK. It Is the best normal against Ryu’s/Ken’s j.HK

It is good but it has awful damage unless you dash EX Legs on the end which means using a bar and is 40 dmg enough to discourage people from jumping at you (from my experience not really), is also not as versatile as st.mk which shuts down most of the cast list, has better range and be spaced from better distances (for Chun’s general ground game) and is pretty damn godlike.

IMO her st.mk is her best AA (her st.fierce, cl.RH and df/lk are all good in the right situations) df/lk is pretty godlike against Rufus divekick spamming for instance, if you OS it.

@Rayartz

You don’t need to play Chun in “charge mode” the majority of your attacks should be her normals, if you get used to playing her in a more neutral state and using her Kikokens to zone at distance and to get in and walk behind you’ll find it much easier to get used to using her full range of AA’s

Thanks guys!

YAPPO I was trying to use D/F LK, but I guess because he was so far in/on top of me, it was just getting stuffed on the frame start up.
After watching the replay not only would ST. MK have helped me, but I should have thought to dash forward under him and potentially have gotten a throw on his landing or at least poked him.

Wii
Thanks for the additional input, I probably throw way too many Kikoukens during my matches, which has resulted in some of them being unsafe. I was thinking again at work that I need to focus more on her normals (especially st.Hk) and not get too obsessed with her BNB EX combos. Its funny actually that I use the heck out of St.HK against Gief and T-hawk but never really throw it out against other characters, probably one of the reasons I only win about half my fights.

If you think your opponent is going to jump, s.HK will put them back in their place (on the ground, on their backs!)

Yeah, it’s good not just for characters, but against most jumpers. I suppose I should be using s. :mk: more often, as well. Her s. :mp: is godly.

@Rayartz
My problem is the opposite- I don’t kikoken nearly enough. Sometimes I forget to, for fear of Super/Ultra retaliation. :lol: It’s one of her most important tools, but you definitely have to know her spacing by heart. I believe Azrael has a good starter guide on that. http://shoryuken.com/f253/zoning-101-chun-li-265864/

Second. I still have a long way to go, but I’d like to think the various bits and pieces here have helped me overall.

I like Kikoken after hard knockdowns. I’ve gotten it to a point where I can throw it out after a hard knockdown and not even think about getting retaliated against with Ultra because I know I’ll recover in time to block. There’s a certain timing for it, but it’s not that hard.

The past couple of days I’ve actually just been fighting the CPU on Very Hard (hardest it just blocks everything- no matter how much you mix it up-its real annoying) and in doing this I’m getting a better understand of spacing and utilize pokes more because the CPU is also trying to use spacing. I’ve also been using ST. HK quite effectively against jump/walk-ins as well as practicing anti-air and limiting my Kikouken usage for more strategic moments.

Anyway just working on everything you guys have been telling me, hopefully it’ll translate online in some ranked matches. Trying to get up to a 60% win percentage as a goal for now-- got a lot of winning to do to make up 7%, haha.

If an opponent is jumping in on top of you, walk under him and cs.hk. This is effective for two reasons. The first, some players love to crossover empty jump reversal, that can stuff your c.lk meaty attack, but cs.hk actually hits them out of the air, therefore, they will be unable to land and dp/reversal. Secondly, it resets them, so it sets up a mixup game for you. You can either sweep, cancel hk into hazanshu, or if they are reversal mash happy, bait, or c.lks and hit confirm into ex legs (and ultra if you have it :slight_smile: ).

As for the 2nd point … just remember your pokes are very good, but s.mp, s.hp, and s.hk are susceptible to low attacks. That means any savvy player who knows you are going to abuse pokes will counter by using their most effective low attacks i.e. Ryu’s c.mk and c.hk. Throwing kikokens is not a bad idea, but don’t be predictable with it.

Thanks Meeks!
I’m going to have to go into training mode and practice that, because I had another Shoto–Ken this time doing it to me and none of anti-airs were working for me, even standing MK got stuffed. I was able to FADC a few of them but that just pushed me further towards the corner. Basically I lose to people that play 110% offense and its really annoying because I watch a replay of their inputs and they are just straight up mashing recklessly, hitting the same button five times to just get one input, Nothing makes me more frustrated then being in the middle of a combo and see some dude just mashing Dp and they reverasal me or if I go for a cr.Lp into throw they hit me there too. Thankfully all that doesn’t happen too often!

I was pretty happy with how I performed today in some endless battles, almost ready to try my hand at ranked again.

Breaking Their Momentum!

I kinda had a break thru on my part when I was playing VCFan1001’s Bison a few weeks back and wanted to check with you more experienced guys to see if this is really a viable approach (as long as you have meter for it) to dealing with players that can cancel specials mid combo.

Say your fighting Ryu and he’s hitting you with one of his combos–he ends with either a Hadouken or Shoryuken (on block) and FADC out of it in an effort to continue pressure in some manner–throw, another combo etc., and as soon as you see him flash yellow, you hit him with EXSBK.

Is this is a good “get the heck off me” method–Any thoughts?

I learned from VCFan that while on block to hit throw to the rythm of their attacks and that has really worked out well for me so I was hoping this might be something good to use while getting hit albeit if they use a FADC.

I really don’t want to mash exlegs even known it certainly has worked in a pinch.

It’s not a good “get off me” method at all.

First of all, they could block your EX SBK easily, which opens you up for a harsh punish if your opponent is smart.

Second of all, they could use another of their own invincible moves to beat you outright. That would generally be a poor choice because Chun’s EX SBK invincibility is pretty good, but there are still several situations where it will lose to another invincible move.

Well damn I was really hoping I was onto something.

-What Rufus stuff can be punished by U1? I was thinking of using U2 to discourage his jumping and divekicking, but I feel like I want to stick to U1 for damage.

-What can I use to get away from Dhalsim’s U1 + teleport/crossup shenanigans?

4Neqs

about Sim’s U1, I fell for that one time against a really nice Sim–definately knew what he was doing-- but once I saw it I figured it out, although it worked against this guy pretty easily, it might not be a ‘cure all’.

Anyway he lets loose on his U1 then teleports behind you. As soon as he flashed behind you, I slammed on D/F HK to which put him in between me and his U1 fireball.
After I did that he paused his teleport the second time turtling behind it as soon as he began to teleport I jumped over his fireball. The next time I fought him he changed to U2! So I’ve been keeping that in mind and perhaps it’ll work for you too.

Not much. This is part of the reason Chun had such a hard time against Rufus in Vanilla (and still does) - outside of a combo, the only thing you can reliably punish is Rufus’ cr.HP on block, and his low followup to Messiah Kick (LK?) on block. Technically you can also punish his cl.st.HP but it has to Reversal, which is unreliable considering how rarely I see it used.

If you can df+LK him out of a jump or dive kick, EX Legs > Ultra 1 works in the corner but if it were me I’d rather use U2.

I honestly think U2 is much, much better than U1 in this matchup, and that you’re handicapping yourself by choosing to go with U1 against Rufus.

Generally speaking, if Dhalsim is going to teleport, you can jump pre-emptively and tag him with whatever when he lands, if you time it right it’s a free combo, if you hit it too early you’ll still hit him out of the air for a reset.

As to his Ultra 1, when it’s starting up you can Ultra through it if you’re moderately close (about half-screen distance, you need to move forward enough to push Dhalsim and yourself away from his Ultra). Also, regardless how close you are to him, you can never Ultra 1 through his Ultra if he’s in the corner.

I have more trouble with Dhalsim when he forces me to guess high-low on my wakeup with the Ultra coming right at me, to be honest.

Okay, so I guess I was right at the start in using U2 against Rufus. I’ll be practicing against the local Dhalsim/Viper as well. Thanks sir

Got back from casuals, and saying thanks again for those. It’s because most of the cabs here are still Vanilla (only a handful are AE) which is why I asked.

Yeah, Chun-Rufus is easier in Super, thank goodness for U2 and the reduced damage on EX Snake.

Jump back MK, forward jump HK and neutral jump HK work really well against Rufus.

Looks like I’ll need to invest in the Balrog matchup as well. I kinda treat it as a “don’t get near me” deal a la Zangief/Rufus, but trickier owing to the various rush punches… going to backtrack and read some more