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

It’s a cool setup, but it seems character specific and the character size doesn’t always matter. Usually it doesn’t work on wide characters like Honda, Yun, Yang, Yuri, Abel, Gief and Rufus but it works on Seth, Sagat, Chun Li and all of the regular sized characters. Especially good against Fei Long. Against mashers, it auto corrects into a command grab, and you can punish that hard :smiley:

I need to get back to that Seth m/u…friends using twins more as of late though, last two-month hurrah before the Xmas patch lol

Already been mentioned but worth repeating, establish the right spacing + s. hp. s. mp can work too

I have a lot of trouble with rushdown Cody. I need a lot of work to my anti-airs, but it feels like all of my attempts to AA Cody either trade in his favor or get stuffed. Furthermore, once he gets in, he can frametrap mixup with throws. Any advice?

Do you remember to use jump fierce x2, neutral jump roundhouse, and air throw in your AA game? Those are important in addition to ground buttons. Use your walkspeed and standing strong to make it hard for Cody to get into frame trap range. I don’t know much about the Cody matchup but I’d say eating a throw is better than eating his counterhit combos. You can look for a spot to hit EX SBK but overall you should try to make it hard for him to approach you in general.

Also, it’s not always bad to go for an AA and take the trade (especially with st. mk), because you’ll gain a chance to position yourself better while he’s still falling out of the air. Don’t let his slightly more damage on trade bother you too much when you can take advantage of that AA anyway.

As far as frame traps go, just block it out to see what he does. He can’t really chip you too much because he’ll be risking a punish (go through bad stones and punish the other specials on block with ultra 1 or reversal EX Legs if it’s a criminal upper). So he’ll just resort to his normals which won’t hurt you while blocking and eating a throw is a lot less dangerous than eating a counterhit combo like MrAnnual said. I also agree that EX SBK is very good for blowing up frame trap attempts and makes it a pain for him to approach.

Great advice guys, thanks. MrAnnual, I was using Target Combo and neutral j.RH, but I didn’t do air throw too often as an AA. I tried it last night and it worked out pretty well. I’m trying to get off of feeling like I need to tech every single throw, but it still just sucks to get thrown five times in a row because my tech timing is bad.

Learn to delay cr.tech if you can, basically wait a small amount of time (say like say 1 in your head to yourself after you have blocked) then press cr.tech, delayed cr.techs work well against a lot of frametraps and will still tech people going for normal tick throws.

Also its important NOT to mash cr.tech time it like I said just after a block (not right after or at the same time), it should help you get better results. Another thing to take note of is how far away someone is from you as if you can learn the distances characters can grab you from you’ll be able to know when they are too far away to throw you so don’t press anything as they are probably (if they are decent) going to stand then instant cr.mk (or appropriate poke for that character) looking to frame trap you pressing (or mashing) cr.tech

I definitely mash my techs, and I know it’s a really bad habit that I’ve been trying to break for awhile. I’ll try delaying them and see if I get any results, but the problem is that I do most of my training (as far as actual matches go) online. Someone else mentioned in another thread that online-timed techs are different from offline-timed techs. Is it worth it to try to get the online timing down, or just forget about it and when I play real matches focus on it then?

Inputs online, especially when it involves grabs or certain reversals tend to fare differently. There’s no real scientific method for dealing with this either, short of doing your best to read situations before they happen.

You should always endeavor to achieve proper execution in spite of online conditions. As it’s been recently advised, practice doing commands/combos at least 10x on both sides before moving onto the next goal.

This helps you to build solid habits and muscle memory rather than simply going for the Hail Mary approach by tapping the buttons recklessly. Devote yourself to training basic bread-and-button combos, frame traps and various situations that you struggle with.

Last, but not least, always strive to seek out stronger opponents than yourself as you’re bound to build better matchup knowledge and learn from your mistakes. They’re also less likely to be random and reckless (unless they’re just trolling out of boredom). If you’re lucky, some may even be willing to spar with you (there’s a few reasons why most won’t, however).

Note: Just make the most out of online when you’re playing. However, If you’re really serious about developing, at some point, you’re bound to play sessions offline (which is the ideal option a majority of players settle for) unless your area lacks a solid scene.

I always get excited when a match is loading up and I see that my opponent is ranked < 100, because it usually means a loss, though good experience.

I have some questions on the jaguar tooth punish column.

I wqas trying in training all day yesterday to find a reliable punish to this move (hk version especially) as i got spammed to death twice in a row. chuns blockstun seemed to stop her from having much of an advantage on block. i couldn;t get a super timed right, never mind ultra.

Its -4 on block, you ultra it before you block it… Whilst he’s diving at you (any version can be ultra’d) just do the ultra when you see him jump to the wall. Also Chun neutral jump HK punishes it if again you jump as you see him jump to the wall, before the dive.

You don’t punish it on block that easily but you have to remember you recover from blockstun before you think (like against Yun’s lunge punch Adon carries on moving after blockstun has ended)… You’re better off punishing it on reaction to it, then punish mistakes Adon makes after block or just block and late cr.tech, or backdash/walk backwards after blocking

oh thats cool, i figured it would act as an air juggle to counter ultra. great to know.

I have trouble punishing the HK Jaguar Tooth because the angle it comes in at is so steep that sometimes I hit Adon while he’s still in the air.

Something to be aware of.

If it’s -4, reversal EX legs will punish it, yes?

Anything with a 3f startup could effectively punish that move.

Examples: EX legs; meterless combo; bnb combo into Super…

http://www.eventhubs.com/guides/2008/nov/13/chun-li-frame-data-street-fighter-4/ claims that EX legs in 4f to startup. Am I misunderstanding you, or are you claiming otherwise?

Technically anything with 4f startup could effectively punish it, if it is indeed -4 on block. I haven’t checked.

But as for EX Legs, yes it has 4f startup.

the 3rd frame is the last frame of start up and the first active frame

frame datas for some reason always shows one additional start up frame to avoid confusions… clearly it doesn’t avoid anything

Meh, I apologize for getting Adon’s attack mixed up with Jaguar Kick (and for not editing my post to clarify EX does have a 4f startup) -_-
In any case, after testing it in the lab - I can’t recommend EX Legs as a definitive option (the window of opportunity seems quirky IMO).

So what are your choices?
a. block (ideal if you’re not comfortable trying to retaliate)
b. neutral HK (execute your jump so that Chun hits him upon landing. It is possible to hit him earlier, but it’s unlikely that situation will often come up in a match) Note: You can also follow up with a jab to fp bnb combo or
c. standing fp (the correct range to time your attack has a range approximate to her st. mk and will not trade)

Dagon: SRK does have a Wiki for frame data btw. Eventhubs kills pandas. :stuck_out_tongue: