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

A few weeks ago I was playing a very good Juri player in the arcade. I started off using U1; switched to U2 after losing a few games and improved my win rate. I used U1 for the reasons stated - EX Pinwheel/sweep punish, and to discourage her from spamming fireballs. But after several games I pretty much never had an opportunity to even try and use U1. His blockstrings used her frame traps and fireball building/release and didn’t really use sweep. He was fairly on point with his EX Pinwheels so I never got to block one and punish with U1. And Juri can mix up her fireball game to the point where throwing out U1 will be a guess at best; while you sit there on charge trying to figure it out Juri is putting shit on the screen and building meter.

Then I switched to U2, and the extra damage made a big difference. Plus it made the Juri player a bit more conservative, as a random c.lk, EX Legs, or a predictable jump could lead to a free 300+ damage for me. Plus, close games that I lost before I was winning now. I love U1 and I try to use it in every match where it can be used, but I think Juri is a U2 match.

I also have a friend who is VERY solid with Juri and came to the same conclusion as well. I find it’s best to mix up your offense and defense due to how crazy her frame traps can be. She’s certainly one of the more challenging matchups in my opinion.

She’s a tough matchup when you’re both in neutral, but her defensive options are not great so once she gets knocked down, her reversal options are typically pretty poor.

I find it’s just hard to get in since her anti-airs are pretty godlike (I’ve had cr.MP hit me out of crossups… like, the back of her head hit me out of the air), and her fireballs are so good at controlling space.

My experience with the Juri fight - when she’s storing and throwing fireballs, she’s trying to both build meter, and she how much she can annoy you with her random fireball game. The nice thing at least is that while Juri is doing this, she’s at least not moving forward and probably moving backwards. The worst thing to do here is to get impatient. Walk forward and see if you can push her into a corner. Hasanshu over a low fireball if you see one - you won’t be able to get the clean hit, but at least you can close the distance. For mid to high fireballs, just FA dash through them, or just block as necessary.

As has been said Juri’s defensive options are mediocre so you can put Chun’s offense to use here. Be on the lookout for EX Pinwheel, and be prepared to punish hard with your best punish combo. She pushes away quite a bit but luckily Chun doesn’t have to worry about such things. If nothing else she’s got the B+MK into launcher, Tenshokyaku series for good meterless damage - or Chun can even just do sweep to set up some wakeup options.

Chun should try her best to avoid getting cornered by Juri. Juri has a lot of good block strings and frame traps that can either eat away at Chun’s life, or take a big chunk out of it. The latter especially if Juri got to build a lot of meter while doing her fireball spam.

This is not a fight where Chun’s Kikoken comes into play, and for the most part we should forget she even has it. For the most part Kikoken loses the fireball fight, and the dive kicks also help to get Juri around Chun’s fireball game. Jumping is also risky thanks to Juri’s jump MP into big damage. Stay grounded, look for an opening, and then run Chun’s offense on her while being mindful of EX Pinwheel.

Overall I’d say this is a 5-5 fight.

Yeah those buffs made this such an annoying battle now. -_-

Question. The matchup with guy I cant seem to find what punishes those elbow drops, is there anything that can stop it when he does it up close ?

cr.mp

cr.lp works too

U2 works too =P

Thanks guy :slight_smile: <3

Any tips against Fei Long? Thanks in advance!

Can someone tell me what is Bison’s “weakness” supposed to be?

I’ve never heard Bison called top tier. But whenever I play Bison, if gets a knock down he can pressure me freely with easy scissor kick and/or normal kick loops. But when I get a knockdown, he has one million wakeup escapes preventing me from getting much mileage out of it.

What exactly am I missing here?

Zone him, s. :mp: and s. :hp: are your friends. c. mk and sweep too, but to a lesser extent. If he gets careless with getting rekkas blocked (I think only the first one is safe on block now), punish him hard. U2 for me, but you can use U1 if you’re confident in punishing or getting a counter hit off far. s. :mp:

Also, this little gem from Meeks. One of the first character specific OS’s that I learned (along with the Sagat one), lol.

[media=youtube]_risK9QSrKE[/media]

there are two main things that bipson doesnt have

1.- crappy ultras, meaning crappy come back potential
2.- crappy output damage&linear as fuck, he doesnt have mix ups beyond silly cross up crushers and his BnB are very low damage.

The good things about bipson are his footsies and safe pressure, but he is a meter monster, actually a meterless bipson in knockdown is free, but one with meter is a hell to pin down, learn to punish silly wake ups (Ex PC and EX SK)

[media=youtube]kwCH15rs3sU[/media]
I can’t explain this occasion. What’s really happening here? If I do j.mk on Chun in the left corner Bison lands in front of her, but if I do this in the right corner Bison jump over her after hit. Sorry for really bad quality(

Bison has several corner set ups that vary from corner to corner as do many of the cast, this is because the edges of the stage have different properties to each other. The Bison I play against has a set up that in the left hand corner he can jump in with hk that hits as a cross up then land back in front of you and catch you out.

Every character has tricks like this although Chun is very limited due to her jump arc and floaty jump, I have found like one thing with Chun that I’ll upload but it is in no way as useful as the set ups other characters have that are corner specific

So I’ve been thinking about the Rufus fight lately, one of Chun’s most difficult. The problem lies in that she can zone him to a point, but once he gets in (and he will) he can deal major damage, stay in Chun’s face and keep pressuring her.

Lately I’ve been realizing that Chun is a terrible zoner. I mean, I always knew that, but “keep them out” only works for a handful of characters, and Rufus obviously isn’t one of them. Meanwhile, Rufus’s defense is actually not that good. He needs meter for EX Messiah, similar to how Chun needs meter for EX SBK. And let’s not forget the trick that Nemo taught us back in original SF4 - c.hp causes EX Messiah to whiff on her.

I did some testing - of course any c.hp off a jump-in, and if you are in close quarters, you can do one c.lp and then do c.hp and still have EX Messiah whiff. If you utilize c.hp -> rh legs loop, then this gives Chun free up-close pressure. It’s a frame trap and block damage, and actually works for Chun if Rufus tries to reversal her. Rufus can throw out EX Messiah, but he’s only going to get 80 damage off it, and if Chun punishes with sweep she gets 90 plus knockdown. Most importantly, you’re forcing Rufus to burn meter. If the Rufus player does nothing or does the lk followup after the whiff, if you just mash rh while getting hit you get automatic rh legs punish. Otherwise you can get sweep at the very least, or b+mk launcher into Tenshokyaku. The best part about this though - even if for whatever reason you don’t get to punish, is that Chun stays on her feet.

Maybe it’s just me, but this is fairly big and a great reason why Chun should be in Rufus’s face at all times. I think the matchup will always be in Rufus’s favor, but by switching from zoning to fighting him up close as much as possible, and utilizing c.hp pressure, I think Chun can move this closer to 4.5 disadvantage rather than a solid 4.

So, I don’t know how long this has worked.

But you know how, on counter-hit, cl.st.HK links into LK Hazanshu? In 2012 I tested and so does counter-hit cl.st.HP. Yesterday, just messing around, I JUST realized that cr.HP ALSO links into LK Hazanshu if you cancel the first hit on counter-hit. I don’t know if anyone else knew about this, but I certainly didn’t.

This is good because frame trapping tends to be hard against characters with weird hit boxes or if you’re just a little further away than usual - you will get far HK or far HP instead. I opted for HP most of the time for this reason, since f.st.HP will still hit most crouching characters while f.st.HK goes over their heads and has long recovery - long enough for most characters to at least sweep, or if they’re paying attention, make you eat a combo.

Obviously cr.HP doesn’t care what distance you are, it will always be cr.HP, plus it moves forward so you’re more likely to connect with it. Downside is that cr.HP obviously takes longer to start up than cl.st.HP or cl.st.HK, both of which have 4f startup. By comparison cr.HP has 7f startup, so use at your own risk. May be viable against characters with slow or lousy pokes.

I had noticed this on accident during a few matches it occured in, but wasn’t really sure if it was happening or not.
where I noticed it the most was with Cl.st.Hk because I was obsessed with Cr. Lp, Cl.St. HK xx Lk Hsu.
quite cool to know!

cr.hp actually does kind of work as a frame trap off c.lp. Yesterday I was testing it against Rufus and getting it to work, and the week before against Cody. It’s not a tight frame trap by any means, but it does work.

I like all this tech. We’re bringing Chun back!