Yeah my mate has the best Hakan in Europe I’d say and a lot of it is to do with the fact he has strong fundamentals for footsies, plus his execution with FDNC is insane On top of that he has spent a LOT of time in training and has some tech I’ve never seen another Hakan do anywhere… I hate fighting him lol. I always complain that Hakans natural game kinda shuts down Chun’s, Sadly my alt does better against him
[media=youtube]tkMT-2isfT8[/media]
my last performance in tournament, about 6 weeks old tho. It wasnt my best play simply because i wasnt playing that much at the time (marvel was way more fun anyways, now im playing kof13 too lol) it was a team tournament and that we ended up placing 3rd i played chun most of the tournament except in the second and third fight of this set, i made some silly mistakes plus i was a little anxious. Anyways if you have something about that match up bring it on, if not well lets share the pain (?).
Ugh, I hate this MU. Your Chun seems to be solid, and have the same issues that mine does, but I did notice a couple of things.
Don’t mess around with the corner. At all. Don’t put him in the corner, and don’t let him get you in the corner. If you have him cornered, all it takes is one wrong guess and then you’re in big trouble.
Fuerte’s air grab starts up in 3f. So does Chun’s. Don’t let him grab you that much! Grab him back!
If he’s EX running at you, don’t throw a fireball! If I’m not mistaken, he can absorb all of regular legs with EX run (or something equally silly).
i tried to air grab him but he beat me to it lol. I have fought against this fuerte a couple of times (and two of my best friends use fuerte too) before in tournaments (won 2 and lost 2), the thing is this fuerte loves to use EX run for some reason, i was trying to grab him in his wake up fishing for a wake up run, but every time i was doing that he went for the opposite, my reads werent on point i tell you that lol
I can definitely feel your pain here. I feel like my reads are always always always always always wrong. Don’t let it get to you too much, though; it’s a 33/33/33 guess if he’s running at you on your wakeup (overhead beats jump and crouch block, slide beats standing block, grab beats standing block). It’s a tough scenario no matter what.
C.mp makes splashes and grabs (Fajita Buster and Propeller Tortilla) whiff, even on wakeup if timed correctly. The corner can sometimes be your friend against elf, especially if they are looking for an errant jump to ultra you, you can simply wall jump away once they activate their ultra. Since both ultras have extremely long recovery, you can land and punish accordingly.
I have a lot of experience in the Fuerte matchup. I used to play a lot against Kai (happytang on SRK), among the best, if not THE best, Fuerte player in the US, back when Arcade Infinity was still open. He’s since gone into semi-retirement, but the one big piece of advice I can give you is that you can’t approach the Fuerte matchup like any other matchup in Street Fighter. Because his mixup game is unconventional, you have to play unconventional.
Fuerte is one of the few matchups for Chun where I honestly feel that rushing down is your best option. El Fuerte excels by making you guess and making you think. If he does his run, he could slide (low), splash (high), crossup splash (high, other direction), grab (you’re fucked), stop and airthrow, stop and command airthrow, stop and ground throw, stop and command overhead, stop and block string, or just stop and do nothing.
This is TOO many options. Your best bet is to not allow him to use these options. El Fuerte has awful defensive game aside from using meter to escape with EX Dash, and that meter is better saved for Fuerte’s other options. Once El Fuerte is in the corner you stay half-screen to 3/4 screen away, he has almost no options.
Also, on wakeup, I like dashing forward against El Fuerte. Don’t do it all the time, but it will get you out of sticky situations occasionally.
Had a few matches with a decent Dan and I can honestly say this is not a free matchup. Dan kicks are really good at blowing up escape options and he’s got good throw range
I think zoning him out with fireballs and st.MP and not letting him get near you is the key in this matchup because if you get knocked down, that Dan vortex is really annoying. Oh yeah and NEVER use focus attack against this guy because it’s a good way to get blown up by Dan kicks
Anyone else got any tips because I actually Dan is actually a legitimate threat.
Stay out of the corner, at all costs… Dan has actually really decent corner pressure that can be hard to get free from and once there the plus frames on his mp normal makes escaping really hard. Also cos he builds meter really quickly from Danku’s by the time he’s pushed himself out of range he has enough meter to FADC himself back in close…
Apart from being in the corner yeah don’t focus as it leads to knockdown and then Dan-anigens, but in general open play Chun can handle him pretty well, he is legit now but he is still low tier. Just don’t take him lightly or get annoyed by him and you can break him down… Really though don’t give up ground to him, it sounds stupid but Dan is beast when you’re cornered…
And be careful trying to A/A Dan, a lot of players will try and bait an A/A with his little air kick – at least from the few I’ve faced they use this and punish your move.
I remember a very comical fight I had with a Dan player he would run backwards, ass pat taunt - do random crap - ass pat taunt etc.,
and then he did a random Ultra (whatever his fireball one is called) I had Chun on charge so I went for Hosenka once his animation was over. BUT his Ultra knocks him back which made 1/2 of Hosenka miss. As he woke up he went for a the ass pat taunt thinking he was safe, but got drilled by Chun’s last little launcher kick and thus lost match.
Re: Juri’s Fuhajin
This is mostly directed at you 4Neqs since you play her as an alt, and you’d probably have good knowledge in regards to her moveset, but anyone else, feel free to chime in with any useful information.
I finally came across someone who actually knows how to use this character. My biggest issue with this matchup is knowing which ultra is best utilised in this matchup. I had a lot of success with u2 (but then again who doesn’t in any matchup), and tried using Hosenka in some games but didn’t know how to effectively counter her Fuhajin spams. I know there are two parts to that move - the storing part, and the release part. What I’d like to know is whether both are actually punishable with Hosenka.
I know a few good Juri players, and play her a little on the side. I wouldn’t use Hosenka in this matchup, I’d stick with U2 for the damage. Her sweep is punishable with U1, and some blocked specials are as well, but otherwise I wouldn’t use it.
U1 isn’t a reliable punish for anything, her Fuhajin store recovers really quickly, and a normal release of Fuhajin (non-EX) is roughly equivalent to Guile’s HP Sonic Boom in terms of punishable frames. But, her Fuhajin moves much slower than an HP Sonic Boom, so even if you land a hit with U1 you can still be hit out of the animation by the fireball.
Thanks Snake. I did try using u1 for some games. I tried to reactively punish her projectiles and failed, but I had put it down to me just being slow at the reaction. I’ll stick to u2 then.
What really bothers me about Juri is when she uses the fireballs to keep me out. Zoning against Juri is super frustrating for me because if she has three or even two fireballs stocked (as long as one of them is HK to use as anti-air) getting close to Juri is a damn nightmare.
Heck yeah, amaitoso and weirdoneo are pretty strong zoners with her. I sort of pattern my game off them.
HK storing is pretty good against Chun because of how high her jump is but I’ll typically store between LK for combos and Mk for A/A
If you get A/A’d with Juri’s Cr. MP it grants her a free opportunity to stock a fuhajin which I think most would stock LK. and stock Mk for combo enders – I’ve seen some interesting set ups after that move.
Kikouken’s are really Juri’s best friend as with with any fireball but Chun’s are fairly slow. Even known she recovers decently quick a Kasatushi gets her in your face and catch you with a sweep.
not long ago there was some pretty lengthy dicussion over in the Juri section on how to deal with Chun as it is a pretty interesting match up so you may want to check that out. Since I play both – I can go on and on, lol – I do use U1 in this match but I know deep down there is a U2 OS against her but I’ve never gone into training mode to figure it out. Just a jedi feeling I have.
Yup, I would say U2 is preferable against Juri as well. U1 or even dash U1 doesn’t quite help. She makes things safe with a double store, and her pokes are about as good as ours.
Last two pages of the video thread have cross-links to the Juri forum:
Also note the top post on this one.
http://forums.shoryuken.com/t/purple-eyes-only-juri-video-thread-updated-9-28-10/99186page-54
I don’t think it’s super free for her just yet, but against a Juri that isn’t a wheel/divekick masher and makes smart use of her pokes/footsies/fireballs it’s going to be quite hard. I dunno about the implied rushdown the Juri player is saying, but it sounds good… to an extent she also has difficulties on wakeup if she has no meter (teleport will only get her so far, and I believe there’s OS’s for that).
i have quite exp on the juri mu, and to me U1 IS A MUST, you can punish her sweep, EX pinwheel on block and any EX and non ex fuhajin release on reaction; every time you see her storing wait for the second one (most of the time juri will do a second) and punish her (if you can react to the 1st fuhajin store do it).
Also after a f.throw you can do dash, j.hk is safe against everything juri does. Do not forget, do not jump against her, she wins the Air to air game, plus her AA game is no joke, you can stuff some AA with j.hk, but is very tricky
Exactly what Malva said!
I already said I love U1 in the match
but her A/A is situational like Chun’s but seems to have more priority and rarely have I gotten trades. I think Chun’s j. HK will beat out the Cr. MP of Juri but all she has to do is switch to that nastly cr. HK. I love talking about these two characters !
I don’t know. I know you can punish her sweep but the only time I ever block it is in footsies, and in those situations I don’t have enough charge to punish with U1 anyway. I feel like it’s very unlikely that a good player is going to get their EX Pinwheel blocked, since it’s almost always a hitconfirm (outside of the ghetto LK Pinwheel > EX Pinwheel frame trap).
Also, if she ever does her counter move on wakeup I almost always assume she’s going to jump since every other version puts her at a more or less neutral distance, so I almost always neutral jump j.HP or airthrow.
then stick to u2, but to me is a u1 mu, all in all play to do your best