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

It’s risky, he can react to it and grab you out of it if he see you jumping.

Focus or st.hk is better in my experience

I swear, this one online 'Gat blocked the crap out of Chun’s double fierce mixup. It was insanity. 1 fierce into low, blocked. Empty jump into low short, I get a throw tech. I dunno, that’s some good blocking. Double fierce into stomp crossup short, whiffed crossup. I do my double fierce as slow as possible.

Double fierce into instant overhead worked but that’s once per match, imo, if you don’t wanna get f+hk. Cl. HK occasionally worked. One thing I forgot to try was empty jump into hasanshu, which coulda worked.

Another thing, you all should know ex uppercut beats the dash jump fierce, but you can avoid that by walking instead of running.

I am saying this because Chun’s ambiguous d/f roundhouse really worked on this guy – and you have to walk to space this one. If you are walking all the time, you can mixup your wake-up game and be super confusing and scary. Cuz backdash will still get him out of the ambiguous d/f rh, but he won’t try it if he’s still scared of double fierce OS sweep.

Also, I have to stop punishing 'Gat with throw. I’m gonna get that legs into sweep combo down, I swear… u_u

Have you tried empty jump hazanshu? It’s pretty godlike.

:slight_smile:

Yes it is I stole that from Frog… Who I think might have stolen it from you lol, so thanks for that.

indeed i saw OHT using it and OHT called it the shizza, mind fucks the opponent

Of all the empty jump things I’ve tried, I don’t know why I never tried this one.

I have tried empty jump into instant headstomp though, which is a lot of fun against characters who don’t have a really strong reversal.

Empty jump, instant headstomp, crossup j.LK, instant headstomp, land, cr.LK. Fun stuff.

yes, it is.

but I love to do j.lk or j.mk then hasanchu

walnut about akuma yes knowing his safe jump timing can help a lot but he has so many setup :frowning:
Never thought about using ex sbk for a reset though

About sagat i think because he is tall, he has advantage to see all the mixup with fierce.
He can wait more before crouching.


I don’t like j.lk. Each time my opponent see that he mash throw or mash an uppercut :frowning:

J.lk means mash xD

what ive done and worked vs dudley is to throw kikokens at full or 3/4 of the screen and see what he does. I can usually tag him with a standing HK or sweep of he does empty dash or an anti air if he jumps. Past 3/4 I wont throw any kikokens at all and just resort to play footsies and std.mp bullying.

I think its a very similar match to boxer (the other boxer lol) minus the fact that he doesnt have as much range. Still, counter makes me pissed because I cant safe jump him…well, meaty cr.mk works well as it stuffs everything but EX DP on wakeup, but still.

In the Chun mirror match, what’s the best position to be in for the advantage? Do you want the other Chun in the corner, coming at you, or what?

I want to quote an old message from Madden:RobotBMX2K9 aka Stepwnd Marbury
http://shoryuken.com/f253/chun-li-strategy-matchups-166280/index63.html#post7361953

This.

Nemo does jump fierce ~ throw OS on Bison. I’m assuming he’s really feeling himself and trying to throw the EX PC.

Which of Chun’s AAs work best against Honda’s j.fierce? It seems to be the only thing wrecking me completely in the matchup.

I could be just timing or spacing the AAs I’ve tried incorrectly, but I wanted to see everyone else’s input :slight_smile:

ive been messing with chun since vanilla but only recently decided to take her more seriously as a main ( use to main boxer but hes getting boring) … ive been have consistance issues dealing with cross ups. at times i get a good timely high block but miss it some times as my reactions arnt fast enough. are there any moves in chuns arsenal that makes dealing with cross up attemps easier to deal with or must i continue to practice on improving my reaction speed… lol

oh yea i thank the individuals who put this updated match up thread up. it has made me a much better chun player against my unfamiliar match ups

I just learning something aboutSeth :

Tandem Engine lp/mp/hp is a throw.

A throw with a big range
A thow with at least 24 actives frames
A throw with at least 21 frames of startup
A throw with 25 frames of recovery
A throw with active on ground opponent only

But it’s a throw??
And it change a lot how you can deal with.
Try to compare that at a big SPD with slow startup
Or the U1 of Akuma

The vacuum effect is FAKE, it’s just an animation when the throw catch you.

Jump escape this
Blockstun and hitstun avoid this


Tandem Engine Ex is a strike not a throw

What does footsies mean?
I’m kinda new to properly putting combos together and seriously learning stuff on Street Fighter.

I’m kinda new to Chun-Li too, having been a Vega(claw) and Sagat player mainly.

about akuma:

i dont play chun anymore… but against akumas palm/ throw mixup… one thing i found out about them is that safejump palm and SAME TIMING demon flip > throw… isnt realy a mixup…they telegraph themselves with the timing of the demonflip… the reason is because if a demonflip throw is attempted with the same timing as a safejump palm… the throw will wiff.

so this means that to df throw you, the akuma player has to demonflip early and do it NON MEATY… this telegraphs it… but since most akumas dont use that mixup much at all… (for those exact reasons) its mostly a moot point.

the real mixup is between non meaty demon dive/throw… those can hit at the exact same timing, so there is a mixup there… most akumas that i know of use the palm from the same timing as the dive and throw, to hit crouchers cause the throw is hard to hit crouchers with… and if the akuma doesnt have the timing down perfect for df throw against low crouchers, he will get hurt bad when slide comes out instead.

one thing ive been thinking of to beat this with chun, is to do a cr.mk, since neither option hits meaty… and then kara cancel it into ex sbk…

this might work to keep chuns hit box low so that she can get out a later ex sbk than usual (rather than pressing up and a button and getting hit by the throw/divekick just as she stands)… a later ex sbk means that it has more priority instead of trading in akumas favor for the 1 hit ex sbk/stuffed and reset ex sbk…

but meh i dont really play her anymore so i aint gonna test it.

-dime

Instead of me giving you a rough explanation you can read up on it, it’ll help you understand it better and then maybe incorporate it into your game… You’ll need to.

sonic hurricane dot com Footsies Handbook

I’m reading this page and I still do not undestrand what means empty jump hazashu.
Can anyone be a little more specific ?

Also, I wanted to know what to do against a Guile that runs away and keep throwing Sonic Booms the entire time.
I managed to get close and punish him, but any with any block he would run away and restart the process of spamming Sonic Booms.
Any suggestions ?