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

It’s a rare matchup on video for sure. Only Chun vs Vega claw that I have on my account, and it was from forever ago

[media=youtube]W3VUDdV37rE[/media]

Finally got round to testing some of the mak advice in training today, and just wanted to ask a quick question about this safe jump. I recorded myself doing it in training and it did beat all of maks options except U1. The fact it worked on everything else leads me to think I’m doing it correctly - does this work on u1 too or am I just doing it wrong? Either way it’s awesome, I just want to know whether it’s viable when mak has ultra stocked.

Also a question for chutney-li - I can’t get cr mk x hasanshu on maks wake up to work as described in your post when in training. Obviously if I make the cr mk meaty it beats both the overhead and com grab clean, but if I do it any later I’m safe from overhead as you described but the hasanshu doesn’t cancel in time and I still get grabbed. This mirrors exactly whats been happening to me in actual matches. Any ideas what I’m doing wrong?

Thanks in advance :slight_smile:

if you are being grab that means that the grab isnt reversal timing and the meaty is not a good meaty. against the ultra remember that the flash eats inputs, so in actual fights you OS sweep wont activates.

That makes sense bout the ultra thanks.

As for the mk x hasanshu, if the mk is meaty it stuffs the command grab completely so it doesn’t come out. What I was trying to recreate was what chutney-li described whereby mak absorbs the cr mk with the armour on ex grab and then gets hit by the hasanshu cancel but I can’t recreate that in training. Am I misunderstanding something?

Sorry if I’m being stupid!

ill test it later, iirc its not that hard to do

anyways

f.throw, walk, j.TC os sweep is a better set up

if you do it right you beat every option she has

Vs. Blanka play the lead. Whoever has the lead in that matchup is favorable to win. Force him to come to you.
Also, cr. hp legs on him often for good meter and chip, because after you get super meter damn near everything he does is punishable on block (check out the frame data, most of his normals are really bad on block).

Watch out for reversal EX rainbow roll crossup shenanigans. It breaks armor and can be annoying to try and block. Air grab it on reaction if you can. If it’s too late to jump, cr. hp can dodge it and cl. st mp is your best best at hitting him without trading.

A few things I posted a while ago regarding blanka:

-You can jab check and knock blanka out of balls, he can’t really pressure you with this even with short range balls.
-The mp and hp balls are punishable without Ultra in AE and 2012, just walk up and do st. mp, sweep or dash up and do a quick bnb if it was the HP ball that was blocked.
-cr. lk x N xx EX Legs only works on Blanka while he’s standing. The combo cr. lk, cr. lp, cr. mk xx EX Legs works on both standing and crouching Blanka.
-Slide is punishable , sweep, super, or ultra or whatever you want that’ll reach. Don’t do moves that slide can punish too often like fireball or whiffing normals, but you may want to throw them out occasionally to make him want to slide more so you can punish.
-EX Blanka Ball is Ultra Punishable ON HIT, bait it with a fireball from long range, take the hit, and ultra
-Punish sweep with Ultra 1. Blanka’s tend to sweep sometimes after electricity because of their +10 advantage (i.e. you press any button other than EX bird and you get knocked down). Look for it and punish.
-Use cl. HP to deal with non-meaty crossup traps. If it’s meaty… he earned it.
-Use your Ultra to counter both of his ultra’s if he’s just going for chip and not close enough to make his U1 meaty. Also you can EX SBK his ultra 1, so no ambigous, meaty ultra trap for him if you have 1 stock of meter.
-Along with what people already posted, you can also hasanshu or ultra to beat blanka’s electricity if he’s just spamming it and not using it in a proper blockstring. After a throw or knockdown, walk up about a jab’s range away and then lk HSU. He’ll learn that he can’t just mash electricity to get out of pressure. THEN you can pressure and bait other moves if he learns.

Re: Vega: I struggle a lot in that match up too because he can outpoke her mid range, also has good walkspeed, is one of the few characters who can punish Chun’s sweep easily on block and ultra 2 makes fireballs way less useful. He’s pretty slippery and hard to get in on and build meter against, which is the main thing that makes him annoying to deal with. Like even getting a blocked normal in is kind of hard.

Still I do know, that if you get in… DON’T let that fool go. Outside of ultra, he has no good reversal game and you can chase after any backflip attempts to continue pressure.
-Also EX legs into EX SBK combos midscreen and does big damage and stun on Vega in particular.
-I use Ultra 1 in the matchup as there are plenty of ways to combo into it and it punishes a few things like his st. hk, sweep and blocked specials. You can dash ultra fake wall dives as well.
-For real wall dives, you can jump back air grab on reaction or focus attack the non EX version.
-cr. mp is one of his most often used pokes and it IS punishable by super.
-Ultra 2 keeps fireballs in check but it has to be done from a downback charge. If he’s standing then he’s not charging it. Watch out for him using backflip to mask his charge though.

Other than that basic stuff like knowing when to play the lead and not go after someone because you don’t have to, when to rush down and bait reversals like EX upball for Blanka or blocking vega’s scarlet terror (flip kick) for a bigger punish is key. Keep it solid.

Just learned about that punish for EX ball on hit. Aside from U1, Super can do the trick too.

I found one other Chun v Vega match on youtube from Takahoko, but that’s about it :frowning: . I found some vids vs Blanka as well while I was at it - hopefulyl m1nica can make use of them :slight_smile:

[media=youtube]uCnUdyc_UNs[/media]

[media=youtube]6SxSsnj2t4I[/media]

[media=youtube]1EibPk_LtNY[/media]

No offense, but personally I think that Vega is pretty bad. Then again I’m only judging by that one video though. But yes it’s true, Chun / Vega matchup videos are hard to come by so I guess it will have to do for a while.

Yeah, that’s the one. The infamous “EX Sky High Claw loses to Kikoken” one at 1:38. :lol:

I have this one loss I had against a Claw that I might have up eventually. because I wasn’t responding against wall dives with the jumping target combo. I didn’t know the matchup and he went ST on me.

http://www.pinoy2dfighters.com/images/smilies/facepalm.gif

lol

You’re right it’s not hard at all, I was just ballsing it up last time. Tested it properly this time with the back throw dashx2 cr mk meaty setup and making sure i got ‘reversal’ on screen for maks grab. Meaty cr mk doesn’t stuff the ex grab clean, I was just messing up the ex grab in training last time…

God my execution sucks lol :frowning:

Are you on right now?

I wasn’t on when you posted, no. Just seen this now?

Chun Li can get away with hasanshu in some matchups much more easily than others.

I have been loving Hasanshu lately. Think of the ways a character can counter it… I have seen Rufus react with an instant dive kick into Ultra. Ok, ouch. Dhalsim can Yoga Tower and toss you (I think?). I know characters with fast dashes can focus absorb in for a full combo (Infiltration style). If someone predicts Hasanshu, they will crumple you if you both start at the same time.

I remember testing that if you hit a character with st. mp and cancel into hasanshu, they cannot crumple you with focus. I say that because I want readers to understand that you cannot react with focus crumple to defeat hasanshu. Another Chun, though, can easily react at the last minute, focus dash in and do a punish combo since her dash is very fast.

What about people with slow dashes? The first number is forward dash speed, the second number is backdash speed. I calculated their advantage after a level 1 focus attack. The first result is forward dash advantage and second is backdash.

Dhalsim: 32/29 == -16/-13
Gief: 26/26 == -10/-10
Hawk: 23/28 == -7/-12
Blanka: 21/26 == -5/-11
Rose: 21/22 == -5/-6
Hakan: 20/27 == -4/-11
Rufus: 20/27 == -4/-11
Vega: 20/22 == -4/-6

As you can see from the data, it would be stupid for any of them to forward dash after a focus attack. Their dashes are too slow and Chun can easily punish this. Any character can easily punish their lvl 1 focus forward dash. More than likely, their habit will be to back dash if they will be using lvl 1 focus.

What does this mean? Read your opponent. If Dhalsim is uses a level 1 focus on you, punish with reversal Ultra I. You will connect no matter what. Same with Gief, same with Hawk.

Even though you cannot punish Blanka’s forward dash with ultra, what player in his right mind will be forward dashing in that situation? Punish him for thinking he is safe to counter hasanshu. Hasanshu is a strong tool in the Blanka matchup because it is hard for him to counter it. Vary your spacing and strengths. If you are expecting he might jump, Blanka ball or back away, aggressively use a higher strength so that he will land too far away to punish you when he lands from his jump or his blanka ball or hop leaves him too far to do anything.

extra note: If you hit crouching Sagat with mk hasanshu, you can get a second active frame cr. lp. I wonder how many characters are like that. I know this project was attempted in the past and I’m not doing it, lol, but remember you can get Sagat.

It’s kind of fun to create awkward situations for the opponent to deal with. Sometimes a little confusion is what you need to get out of a bad situation. Sometimes allowing forward moving pokes to sail under you while you go for damage is a fair risk/reward choice. Such as vs Blanka Ball, Rose’s spiral… I might space a HK hasanshu to fall right on top of them, such that if they move forward, I end up behind. This avoids the situation where they can punish for accidentally sliding, or spiraling under me and catches backdashes since Chun’s leg reaches pretty far.

What do you guys think of the Bison matchup?

I have a lot of trouble dealing with Scissor Kick pressure, it always feels as though after blocking Scissor Kick, I’m at a 50-50 on whether or not my next poke will hit or get stuffed. If it hits, all it does is delay Bison a little but it’s not an actual deterrent… it’s more like a minor nuisance lol.

Then again I play against one of the best Bisons on the west coast, but still that shit is so frustrating. I have trouble in other areas of the matchup too but Scissor Kick pressure is where it’s worst for me.

Caution: Theory fighter

After a scissor kick, block a poke and then jump out or neutral jump. He might be poking after a scissor kick to build up enough charge for another scissor kick.

Have you tried st. hp as a poke in that situation? It’s a lot like his st. hk, but wins in damage from a distance/trade. I think it’s faster, too.

You could cut your losses and wall jump out. If he anti-airs, at least you’ll be on the other side. If you’re not jumping forward, random anti-air st. hk will have a harder time blocking your escape, depending on how far he is from you.

Scissor kick pushes him farther away now, so he has to close the distance sooner. Be aware if he might want to use a MK scissor kick to pull a fast one on you in order to get closer and continue pressure.

Try just throwing a hp fireball sometime when you are out of his poking range, if you don’t expect him to jump in. That should push him back a good deal and will beat scissor kick (or win a damage trade).

It’s a very even matchup for me. If I can poke right and keep him out with AA’s and kiko’s I win. If he gets the close range Knee Press/Scissors Kick stuff running, I tend to lose. FA for non Scissor stuff and moving forward helps a lot.

sorry but fck no* to all this, specially to: After a scissor kick, block a poke and then jump out or neutral jump.

i play a pocket bipson here and there, i follow bipson stuff keeping an eye on his boards and what not. Snakeaes can take my input as he wants. You are right it is a 50/50 situation, bipson after blocked lk SK is +0, his cr.lk is 3f start up so he can frame trap you every time after a blocked lk sk with cr.lk, but beyond that you need to realize that you cant push buttons unless you are 110% sure about the pattern used by the bipson player.

chun cr.lk is 3f start up too, but if you are not on point (and even then your best outcome is a trade) you´ll probably lose to his cr.lk or worst bipson can use another normal to counter poke like st.mk which with proper spacing hits your cr.lk , anyways ill try to be as brief as possible.

cr.lk is used to maintain the pseudo ‘SK loop’, but since vanilla changes bipson cant do that many cr.lk after or before lk SK, he needs to make a choice, ie. cr.lk x3 xx lk SK does a lot of push back for bipson to keep the loop, instead he needs to do something like cr.lk, cr.lk xx lk SK, cr.lk xx lk SK, cr.mp xx lk SK, if he is using 3 or 4 lks he cant use cr.lk after, it will whiff specially midscreen and specially if you block while standing (you are thinner) if you notice this pattern is very common for bipson to screw up and he will do another lk SK but this time is ‘naked’ it wasnt canceled from a normal so you have some time to push a button between his whiffed cr.lk and his buffered lk SK (actually if you are experienced in this situation you can focus crumple the lk SK because at this range midscreen is 99% that the lk SK is going to hit just once, and if you were holding back is 100% likely to happen).

good bipson mix their option, im sure this west coast player know that so he can do plenty of stuff, some are easy to handle others not so much.

st.hk after a lk SK is to PREVENT jumps, so any competent bipson knows about the *After a scissor kick, block a poke and then jump out or neutral jump *tactic of chutney-li (i know you are trying to help, but try to not rely that much on theory fighting that´s all, its not my intention to flame your post or troll you btw), your best bet is to crouch and whiff punish with cr.hk or to counter poke with cr.mp/cr.mk, i tend prefer cr.mk as is faster than both chun cr.mp and bipson st.hk, but spacing can be a little tricky, cr.mp is easier to use as a counter poke as it goes under it and it has longer reach than cr.mk, is up to you.

st.mk after a lk SK is to hit crouchers (as st.hk whiffed against them) or to make contact to extremely cautious player, both st.mk and hk are 6f start up, st.mk is +3/-3 and st.hk is +3/0 (frame data say is -1 on block, but you cant punish it with super no matter what), is you do the math on hit they are +6 meaning he can get a free 2 hit combo from a CH st.hk.

Lk Sk after lk Sk happens in 2 situations, the bipson player knows you are not pressing buttons or he is too far away to cancel another cr.lk after the blocked sk SK, both cases loses to chun cr.hk, if you notice this pattern counter with sweep ASAP, get the knockdown and change positions with df.hk he cant punish it. Cr.mp works too, but this is for a lucky hit, ie. you were looking for a whiffed st.hk and instead the bipson player took the naked lk SK branch.

Dash into throw after any blocked cr.lk or lk SK, this one is just to catch you of guard, you can use st.hp or cr.hk to hit him while he is dashing or tech the throw to reset the situation, the problem is the focus dash into throw as this one beat your counter pokes, another chun option against this is lk hazanshu, as it cant be grabbed as far as i have use it, but this is a yomi layer 2 kind of situation, not very common.

Take into account that every option i have listed can be and will be delayed if the bipson is good on his patterns just to make your timming a little more tricky. Remember is a 0 type situation, you can do almost everything he does, ie. if he is waiting for a poke to whiff punish you can dash and throw him making this shitty 50/50 in our favor, the same if he is using heavy pokes, focus absorb them into throw or st.hk xx Ex legs, our dash is godlike for this kind of stuff, use it.

And finally the most important thing for the bipson player, his meter management, if he is good at it you will be in lots of troubles, lucky for us not that many are good on this area.

Many of the patterns i have listed so far can be changed with any Ex something, if you are focus absorbing bipson will begin to use lk SK, EX PC/ EX SK to break your armor, but here is his problem, as i have been mentioning bipson needs to make important choices specially about when to use his meter, if he decides to use meter to make damage, at some point he wont be able to scape our offensive, and vice versa, if he decides to keep his meter to run and burn time he wont do any damage, he cant out guessed you every blocked lk SK, but that´s the thing, if you are NOT blocking you are making his decisions a lot easier, block and watch the pattern, he cant do anything more complicated than the stuff i have listed, he doesnt have an overhead, his BnB does as little as damage as ours, his ultras are BS, i mean real BS, he doesnt have any kind of real comeback potential, if he is winning is because you are not blocking/teching accordingly or the time is running in his favour. Pro tip if you ended up been knockdown for eating a lk SK DO NOT QUICK RISE, you´ll avoid all the cross up and fake cross up PC bs, and he will lose damage and positioning because of this very simple tactic, if he chooses to do hp PC he will end behind you WO charge and no real meaty position, but if you quick rise it will cross you up, you can use EX SBK, but still it cost meter and this way bipson needs to choose between far more risky options, like lp PC or triple dash into meaty cr.lp os st.hk which both loses to wake up hosenka.

there are more stuff i can explain if you need snake, but i think that you can use this little info first, let me know if this is useful to you, maybe you are aware of this, maybe not.

I assume you are talking about andy? (or vic)

The key to the bison matchup though i havent played it in literally years, is to throw fireballs really well. Its how shizza always beat andy and i dont know any other way to play the matchup. Google shane versus andy to see how shane handled the neutral game mixups between how to throw them and how not to.

-dime