Knock your opponent over (best with an untechable like throw but EX Legs jumps straight after it works well for me) jump at them with a set up that seems like a safe jump but don’t attack in the air. The second you land do light HSU, also use this with option select grab tech then if they don’t grab link the cr.short into a blockstring, BnB or EX Legs…
If the guile is walking backwards throwing Sonic Booms just walk him into the corner, then you have him trapped and can start applying pressure. If he is jumping in try and keep you spacing so you can cr.RH Anti Air him then mix up on his wake up, also if he is constantly throwing booms get the right distance and the HSU over them, most of the time he’ll be able to block it but its chip and puts you right next to him. If he is walking behind them or doing the hop forwards knee move just wait till the boom is close and HSU over it, as he’s walking forward a lot of the time you score a hit, them cr.short EX Legs…
an empty jump is just jumping and not pressing an attack…doing hazanshu right before you hit the ground will cancel your jump recovery frames so i suppose that’s what they mean.
and just corner guile and space him out so he can’t get out…they’ll generally panic and do unsafe stuff after 2-3 successful AA’s
Ex dragon is not a true blockstring.
You can punish her before the second dragon. There is a 3 frames gap (depend when you enter in the blockstun though)
Use Ex SBK though or Ultra 1 to punish.
You can also avoid her with Ex hazan shu and think about an other punish after that
Reversal Ultra 1 will hit her on the ground cause she take time to be consider airborn.
Why take the risk to punish her during the move ?
1 - to avoid chip damage at the end of a round
2 - to avoid the FADC mixup if sakura has meter to cancel her Ex dragon. Sakura players love do that since sakura build meter easily
Her tatsu NEVER hit behind. Air and “ground” version.
So if she miss you (ground ex version inthe corner for example), punish her with no fear instead of stay in block when she crossup.
If the last hit whiff that means Sakura is at -30 instead of +4
LK Shunpu can be timed meaty on someones wakeup to hit crossup, and you’ll get a combo from it.
HK Shunpu can be combo’d from only on counterhit, so it combos when it breaks focus as well, it MIGHT be comboable from when it crosses up too.
EX Shunpu won’t combo on hit, but will leave you at a frame advantage, and most people press buttons at that point so it usualy leads to a combo anyway.
Air Shunpu combos into U2 in the corner, or when you cross them up midscreen with it.
Thx Skatan Milla.
You misunderstand my last post i think.
Idon’t try to say how to block Shunpu. It’s not the point.
The thing is Sakura don’t hit behind with tatsu.
Ryu,Ken,Akuma hit front and after behind.
Tatsu ground/air = Front - Behind - Front - Behind - Front
But with Sakura it’s : Front - Nothing - Front - Nothing - Front. His legs behind have no active frames.
So yes you have some setup to crossup and Ryu has some setup to crossup with HP.
The point is :
When you avoid tatsu from ryu and you try to follow him you can be hit by the legs behind.
With Sakura it’s different. There is no menace from the leg behind.
Thats just what i tried to explain.
Now about Ex Sho, of course Sakura can FADC during the first dragon but again i don’t try to say she is free as soon as she decide to do an ex sho.
If she FADC it’s before the attempt to punish her so she cannot bait
I didn’t think it was possible but the chunli forums are just as useless as the viper forums…what kind of match up thread is theres like nothing in it…lol
There’s plenty of info here plus general discussion thread does house loads of stuff if you can be bothered to go through it all (yes there are a lot of pages lol)
hmm I dont see why the magman thread isnt stickied when its more useful then the match up thread right now actually its more useful then everything in this character section which is sad cuz its vanilla…
Requesting quick vid of this if possible? I cannot find a gap in the her EX dragon blockstring at all, from many distances.
Straight out EX Sho, or EX Sho used in blockstring… I can’t find a gap much less punish through it.
I even hold Forward on my stick after blocking first hit, and will continue to block every hit due to blockstring.
I’d like to learn it because it sounds like a great tip lol, being able to Ultra1 through it.
Really? I have trouble in that match up, it fine until Adon gets in then when he starts doing cr.jb, cr.strong, jaguar kick loops it gets really hard… I know you can dash under em or cr.fierce to go under em hell you can even beat it clean with cl.RH. However all these need to be done on prediction and not reaction…
So a good Adon will mix up his loops, also his grab is insanely good… He’s easy at distance and on his wake up game up can really hurt him with meaty cr.forwards/grab or safe jump (unless he uses EX)… Thing is I find he has a lot of ways to get in and start pressure, he’s pretty safe off most things and has a lot of armour breakers…
Is it just me that thinks he’s a tough match up once in on you? I mean his loop pressure and loop pressure mix ups are hard to escape Either I’m missing something or you’ve not fought the type of Adon I fight…
When Adon is out, which is where he starts, he has to take pretty big risks to try and get in on Chun.
Chun’s mp kikouken is extremely good against Adon, until Adon has u1 you should be able to keep him out without much trouble.
The ways he has to work around that while closing distance is jaguar kick, jaguar tooth, jump (jaguar/air normal), focus dash.
All of these options lose to st.hp when timed correctly to begin with, but he can get punished harder than that.
In this matchup I prefer to use u1 because it proves a strong combination with her fireball here, if he does something to go over your fireball there’s a good chance you can ultra it on reaction.
The things you can ultra on reaction are jaguar kick, air jaguar and jaguar tooth, if he does any of these to pass over the fireball he will eat it.
Sooner or later Adon should be getting his u1, so you need to stop using fireballs almost completely due to how fast and good range u1 has.
This is okay because he should be at around 50% health while you shouldn’t have taken much damage at all.
During footsies Chun has the easier time due to being able to whiffpunish his bigger normals with c.hk/st.hp reactively, his other pokes (c.mp, st.mk) can be kept in check with st.mp x ex legs.
If he does get in, be sure to be 100% of your throw tech, don’t go into auto-pilot mode.
You need to watch for when he’s going to use jaguar kick, since it’s Chun and you’re holding db you should be able to catch it every time you’re looking for it.
Typically it is canceled from c.mp so if you see c.mp you have to get ready to react, if he didn’t cancel it you should still be on the lookout for it since he might do it just after c.mp hit/got blocked without canceling.
You can also react to it with u1 if your reactions are good enough, so even if you don’t have ex meter you can still threaten him into being careful with those jaguar kicks.
When you’ve shown him that you’re capable of dealing with the jaguar kick you can start backdashing out of his blockstring pressure, unless they are option selecting something behind their jabs, in that case focus absorb then backdash.
When you’ve got some space again you just try to keep him out with your pokes like usual.
Other perks for Chun is that Adon is not a character who deals much damage nor stun, and since he can’t use u2 against her his damage output becomes even lower. On the flipside Chun has many chances for landing her u1 and also st.mp x ex legs. The biggest downside in this matchup is that you can’t really scare Adon during okizeme aside from just standing next to him and mixing him up that way, safejumping is a no-no.