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

Been using this against a lot of Bison’s lately, and it’s possible to punish an ex-pc reversal after a safe jump in with an auto-correct U2. If you do a deep jump in HK, and manage to block the ex-pc reversal (which shouldn’t be hard since Bison’s ex-pc startup is ridiculously slow anyway) do qcf, qcb and delay PPP ever so slightly. This is so you are buffering your ultra at the earliest point and ensures that you complete the motion early enough so he doesn’t fly completely past you. You could just mash PPP or double tap if you are pressing PPP too early and the blockstun is preventing the ultra from activating.

I found this out basically because I was sick and tired of Bisons escaping from wakeup for free.

Also, just to note, if you try to do qcf x2 + PPP after he bypasses you, he will actually have flown past enough to avoid your ultra.

[media=youtube]J0MPbpuMZUk[/media]

I am still having problems against good Blanka players. The shenanigans get me every time. I’ve been playing AE, and I still have a hard time against Blanka players who have strong mixups. It feels like I’m getting 50/50’d into more 50/50s.

Thankfully my knowledge of the Rufus matchup is improving by a lot, but yeah, that Blanka matchup is still getting me.

Anyone have in-depth Blanka matchup knowledge to share?

I’m not looking for “punish Blanka Ball on block with Ultra” and “use cr.LK > cr.LP > cr.MK xx EX Legs to prevent it from whiffing” – I know that stuff already. I’m talking about intricate details like whether or not certain pokes are viable after blocking certain moves, good anti-airs (I used st.MK to a certain degree of success), that type of thing.

Also, how often do you guys Ultra someone for whiffing a move? Maybe I was feeling myself yesterday, but there was a period of time where my play was pretty on point, and I was punishing Ken for whiffing f+MK in front of me. Is this something that’s reliable or no?

you can punish blanka balls with U1 on block!!

:stuck_out_tongue:

Against Yun and Yang I’ve been struggling a bit as well. I mostly win by just playing solid and adapting but I don’t have very good specifics down for this matchup. I haven’t found a good safejump setup either. I’ve meant to try dash forward once and then j.LK, but I generally hate using j.LK because its low blockstun makes it really frustrating if they mash DP or throw.

The divekicks and his fly across the screen moves have been the most annoying aspect of playing against Yun so far. I haven’t been able to anti-air the divekicks when the are low (they usually are low) and the best solution I’ve found is focus absorbing them and going for a release or backdashing. It’s pretty common for me to land a focus crumple from this; I think you can kind of judge at the time of the absorb whether he would have time to do a DP and punish your absorb or if he was too high and your release will crumple him. If you can’t get the release in then you can backdash out, it’s still possible a DP would punish this and maybe one of his horizontal moves could also punish this if he wises up. I’m not really sure.

It’s frustrating because the divekicks often feel like a free jump-in that you can’t really punish. You try to think of it like “Well if I keep him out then he can’t do that”, but he can EX fly across the screen to be in your face with a 50/50 mixup almost for free. I’ve been throwing in some full screen or 3/4 screen empty neutral jumps which will allow you to punish any go across the screen move with jumping neutral RH into whatever combo you want. Unfortunately you don’t really want to be neutral jumping around at full screen a lot because he can just walk up closer if you do it too much. Doing it sparingly is more like a deterrent to prevent him from just being in your face for one bar, if he relies on it too much you’ll probably catch him for a good 50% damage, if he doesn’t do it then you’ve succeeded in deterring it.

I’ve been using EX SBK during divekick pressure as well, it will prevent him from just going to town on you nonstop, over and over until you end up guessing wrong. He can pretty much just cut blockstrings short and divekick again for constant pressure, if you manage to EX SBK when he goes for certain follow up hits after the divekick, command grab, regular grab etc. you’ll get him completely off you with some solid damage too. I still use the EX SBK extremely sparingly though, I’m pretty sure if you did it too much it would be really easy for him to punish by either just doing a really low divekick, blocking after a divekick, etc.

We only have one person here that is using Yun as his main (a few random people using Yang), I don’t really feel comfortable with this matchup yet, but this is the makeshift stuff I have figured out from a few weeks of playing AE. I live in China and have the worst internet in the world so I can’t really watch match videos and try to learn from them :confused:

I think st.MK and st.HP make good anti-airs against dive kick pressure. It is one or both of them, I just don’t know which yet.

I really think the key to beating the Twins, at this point, is keeping them out with pokes and fireballs, and then option selecting EVERYTHING into Throw when they’re up close. I am almost positive that their hit-immune moves are not throw-immune.

Theoretically (I haven’t tried yet), neutral jump HK should also work to stop dive kicks if you see them jump, but you’d have to hit the HK on your way up to tag them with it.

I wish I knew frame data for those damn characters so I could figure out what is a solid punish for what.

This is what I’ve been told so please take with a grain of salt in regards to any frame data specified. Yun’s upkicks are 5 frames of startup, with the ex version being 4 frames which means they can be safe-jumped (theoretically).

The ex-lunge punch is +3 on block. Yep … bullshit! :stuck_out_tongue: He only needs one of this to connect to get in and really rain chaos on you. You can try to bait it out with NJ at about 3/4 screen, but you need to anticipate it.

Fortunately I don’t think Yun can FADC out of his Up Kicks so baiting it with a safe jump might be a viable tactic.

How should Dan play this match up if he wants to come out with the W?? Specifics please!

Okay played against a different Yun for like two hours just now.

I didn’t even try to anti-air all the close up and low divekicks, I’ll give st. fierce a try but I’m pretty sure s.mk doesn’t work as that’s my go to AA and I don’t think I’ve ever tagged a divekick with it, especially when he’s actively pressuring you and not whiffing them far away to close ground.

I’m in agreement that you have to keep him out, because when he’s in on you it’s extremely difficult to get him off. You basically have to predict whether he’s going to go for another dive kick, bait your reversal or backdash, or try to throw you. If he gets a really well-spaced divekick that ends with him up in your face, add command grab to the list of possible things he might do. If you think he’s going to go for the command grab (like if he is overusing it especially) a neutral jump will allow a punish. If you think he’s going to go for another divekick an EX SBK can get him completely off you. If you think he’s going for a regular throw I don’t feel like it’s actually worth crouch teching when you could just backdash, I was getting caught over and over by his command grab and many many times I got command grabbed out of my crouch tech. It seems like you are better off just backdashing, jumping out, or using EX SBK if you anticipate a throw of any kind.

I can’t figure out how to keep him out really. I found that the neutral jump can be punished with his EX lunge punch, if he just waits for you to be in recovery from landing he can tag you for a free combo (into ultra even). It still seems worth neutral jumping at times because this can also hit certain divekicks, but overall it feels like Chun has to take some seriously risky guessing whereas Yun can kind of just hurf durf his way over to you and divekick over and over almost for free. If you’re keeping him out with fireballs he can eventually just EX lunge punch and boom he’s in your face. If you try to focus to anticipate a divekick he can armor break it on reaction very easily.

The biggest issue I have with keeping him out is that it feels almost like he can just divekick completely for free and be in on you. Against this guy I probably won 40% of the time and lost 60% of the time (I was switching between boxer and chun too, I probably won less with chun than with boxer). The matches I won with Chun were usually ones where I baited his reversals and gained enough momentum to just train him into the corner, then I sat on my super until I could land a st. MK into super hit confirm or HK legs MK legs into super etc., after which I just tried to turtle and bait out the EX lunge with a neutral jump. It seems like I only had luck playing super turtle style when I was on a significant lifelead, otherwise he was content to just slowly divekick around until he was in on me. When I had a much larger life lead he was way more likely to go for random lunge punches or try to bait me into doing a midscreen fireball that he could punish on reaction etc.

I didn’t even try the safejump with j.lk cause this guy was the type that mashed DP during your blockstrings, which was extremely annoying because my usual tactic of jab jab and then block the mashed DP wasn’t worth risking. If he didn’t mash the DP and I just stopped mid string he could immediately divekick into my face for free, which was pretty much worse than eating the mashed DP 50% of the time.

@Systran

I have the exact same problems playing against Yuns (who might not be the best players, yet know something about what they are doing). Another problem with playing keepout against Yun, is that he can pretty much build meter for free, even if you are throwing fireballs at a safe distance, as he can absorb them with ease. As long as he has meter, the threat of an ex lunge hitting you (even on block) makes advancing pretty much impossible.

Chun really only wins this match with momentum, and some good guessing. I don’t feel particularly rewarded when I win. I know this boils down to lack of matchup knowledge but I just wished some information could be shed on how to approach this matchup better.

Been playing a lot vs. two decent Yun players. St. MP is really really good in this matchup, it can beat out lunge punch, divekick startup, and sometimes it will hit divekicks in the air. The only issue is that it is quite finicky and range dependent on whether you’ll end up with a trade, beating cleanly, or getting beaten cleanly. It’s not really something you can do on reaction, but it beats out a lot of Yun’s options that seem to “let him in on you for free” if you throw it out as a prediction. Obviously you can cancel it into a lot of stuff if it hits, and be ready to hit confirm into super should you have the meter.

Today I tried playing a super turtle style against Yun. Basically I dedicated my meter to EX SBK on reaction against divekicks. It’s the only thing Chun can do to reaction anti-air a divekick, and given Yun’s low HP it’s well worth transferring your meter into damage and discouraging divekicks. Yes it’s nice if you can save up for super, but in this matchup I feel that it’s not worth it to save meter when you could be using it to punish divekicks. The main time you want to go for this is when he gets at that mid range distance where he can do a really low divekick that you normally would just block and can’t AA with any normal; these are the divekicks you want to hit with EX SBK on reaction. As soon as you hit with an EX SBK you can throw out a fireball, build meter by whiffing some legs, and try to make back as much meter as you can. I found that when I played like this, it was actually very frustrating for Yun players to get in on me. I tried to turtle and EX SBK all the mid range divekicks, and I also neutral jumped a lot when at full screen and 3/4 screen looking for lunge punch punishes. Most Yun players will try to reaction lunge your fireballs, I have been trying to only throw fireballs at safe range and then fake like I’m going to fireball at his lunge range, then neutral jump to try to bait it.

If you just kind of alternate between these two styles of turtling and waiting for him to get in on you, it’s pretty hard for him to get in without a lucky guess or doing something risky. At times you’ll want to forego turtling and just rush him down really hard after a knockdown, but I tend to prefer very “soft pressure” that has little risk of getting me knocked down and having to deal with his divekick pressure after a knockdown and especially near the corner. Sometimes it is worth it to just go all in rushdown, but in this matchup the risk/reward is really off because while his DP doesn’t really hurt that bad on its own, allowing him to have divekick pressure off a knockdown is a massive disadvantage for Chun.

When he does manage to knock you down or otherwise is going for full on divekick pressure, the best thing I’ve found to do is rely on backdash or EX SBK when you think it might work. Even if he hits your backdash you’ll usually at least escape the pressure. Even if he baits the EX SBK, you were probably going to eat damage sooner or later if you just sat there blocking. There is some really annoying shit he can do when divekick pressuring you, but if he ever starts doing neutral jumps after a divekick (usually to bait an EX SBK) I’ve noticed you can just reaction U2 for a really free punish. Just remember that when he is in on you and divekicking, you fucked up and this is your punishment for fucking up. This is not a situation with an actual solution, I’m saying EX SBK and backdash but that’s more like the only possible thing you can do; it’s still not a good solution. If he is in on you and divekicking, this is what is going to lose you the round.

When he is building meter with palm, you can walk up behind a fireball and standing fierce him from a really good range. If he is doing the palm spam it’s usually to force you into him and its a sign that he is getting frustrated by your zoning. I like to try to act like I’m getting impatient and walk in behind fireballs but then neutral jump and look for a punish on a lunge or a divekick.

I’ve also been throwing out some EX fireballs when I’m just outside of my sweep range. It generally will punish him from walking forward when he thinks he’s out of range of all your moves. If he happens to do a non EX lunge, any poke, a low whiffed divekick, or a focus attack (this is the main thing you’re looking to punish with EX fireball at this range) you can hit him with it.

Mostly I’m just trying to get any hits in where I can with stuff like reaction EX SBK anti airs, EX fireballs, standing far MP catching stuff, and then once I have a significant life lead I just look for the “big mistake” of a random full screen lunge, blocked DP, etc. etc.

Though his dive kick is good, he has some weakness.

His dive keick have no priority if it meet an other attack.
I give you an exemple. When i predict a far range dive kick, i do my sweep and i win 100 % of the time versus Yun.

If i do this versus cammy, Rufus or Akuma, i always loose.

It’s because the hitbox are really different.

When you understand that, you can see that if Yun try to approach you with a lot of dive kick, he take a lot of risks (at least he manage to reach you before you do the move)

If you add the fact that Yun prefer aim your feet with his dive kick, you can manage to play footsies with him and move back at the right time when he jump forward. After that you just have to poke his dive kick.

Regarding Yang

Just some theory as I’ve not had any matches with the twins. I Gotta wait for DLC for that.
But Yang’s slash punches like Fei Long, Dudley and Makoto’s full screen sliding moves can Chun use her Cr. MP and Cr. MK to catch him as he’s coming in?

With the three metioned above this seems to work really well as I can follow up the Cr. MK with Hasanshu - BNB EX Legs consistently.

Couple of questions:

  • Has anyone seen ChaosHat? I wish the first couple of posts in this thread would get some updates.
  • Considering how active I am in this forum (I literally lurk SRK while at work, it stays open on a tab in my browser that I check quite frequently… along with Facebook lol :rofl:), would it be acceptable for me to start a new Chun thread with matchups, combos, OS’s, etc? I just wish there was one consolidated place where all this information would be available.

There needs to be a stickied thread compiled with other threads haha, that’s pretty convenient since you could just add and everybody will just refer to that thread while only that thread needs to be stickied

Agreed. Make it so. We’ll get a mod to unsticky the old thread and sticky the new one once it’s up.

Seconded. :rock:

Sounds awesome to me!
especially the indepth match-ups.
Can we add what Anti-air works best in that particular match-up and what can actually be punishable with Hosenka as a reversal?
I’m excited about this and I know it’ll take lots of work. Wish I knew enough to contribute but I will if I can!

Cool. I’ve already started working on it, but right now it’s pretty much just copy/paste. It should be up in the next couple days or so.

Pick U2 against Rog

This ultra just absolutely kills rog’s wakeup game with the following OS. Everyone knows the standard j.hp, hp + cr.hk OS after a forward throw, but an even better one when you have u2 stocked, is to do qcf + p, qcb + PPP, and then cr.hk just before you land. I’ll explain.

Rog blocks (or doesn’t) and j.hp, h.hp executes - follow up with your favourite combo/blockstring.
Rog ex-dash punch or headbutt reversal - U2 executes with auto-correct and punish.
Rog backdashes - s.hp executes and tags backdash.
Rog focus backdashes - cr.hk tags his backdash (that’s what the extra cr.hk is for).
Rog ultras - j.hp whiffs but rog just bypasses you. No Rog in their right mind will waste an ultra just to avoid this OS.

Essentially, this forces Rog to do nothing but block and soak up Chun’s offensive pressure game.

Now there’s a glitch in training mode when practising this OS. If you try to do qcf + p, qcb + PPP, the ultra won’t execute. I don’t really know why. It does however execute the ultra and auto-corrects if you do qcf + p, qcf + PPP. In an actual game, you must execute the former input (qcf, qcb). If you want to set up training mode to test this I suggest setting the dummy as Balrog and the player as Chun. On record, wait till the counter reaches 7, delay slightly, then execute ex dash punch or a headbutt. Then on playback, dash fwd, throw, dash fwd then execute the OS. This is a better indication of the OS working.

Accompanying Video showing the OS - [media=youtube]hEYgd94EstM[/media]