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

So how about that Juri eh? I lost to one at ranbats the other day. Her FB game is pretty good and Chun is not beating her in a fireball war anytime soon. Even though I can ultra the FB stores, it wasn’t enough to take the matches as I messed up in some other areas (like dropping some links, getting hit by surprise EX pinwheel and then getting opened up by too many Ultra 1 mixups after the knock down). I also didn’t react properly to her EX Katsuchi (teleport-like move) when I did the safe jump. Even though it’s an easy thing to react to (if she goes in the air just AA with cr. mk -> combo or air grab her), I didn’t expect it at all as it’s been a while since I played vs Juri.

Anyway there was something that didn’t occur to me while playing vs. her zoning game and while it may be obvious to others, it wasn’t to me at the time: while the opponent is busy storing FBs (like 2 or more) , even though she recovers fast from releasing them, it’s still not too bad of an idea to just HSU over the low one to get in on her because the player is too busy holding down the other kick buttons to focus it or punish HSU on reaction.

Another thing I found in training (because if they know you can ultra punish FB stores on reaction, they won’t do it until you let go of your charge) is that you can whiff punish the FB storage from like 2/3 of the screen away with st. HK. It has a pretty large hittable area and enough recovery that you can do that and they probably won’t expect it. From closer just use st. HP as a quicker whiff punish.

Other than that the matchup is pretty straight forward and that’s the hardest part to get around imo. A lot of her other specials are punishable on block (just don’t drop your links like I did). Don’t throw FBs too much because not only is her FB game stronger, but she can also divekick them on reaction. FSE ultra is a pain sometimes (she can actually build extra revenge meter while it’s active), it seems to last forever at times but it is what it is.

Yup far s. :hk: / s. :hp: have been my go-to anti-Juri normals since forever. It does become scarier against a really good one, esp Ultra 1 mixups as you mentioned.

good stuff dark

in the other hand what safe jump are you using?

f.throw, dash, jumping deep hk doesnt activate her counter among other stuff (ie.ex senpusha whiff)

I went for f.throw, dash, j. hp. I was surprised it even came out (hence I didn’t react properly), but apparently she can activate it late enough to absorb j. hp with EX Katsuchi. Reversal timing will whiff but later will activate. He also focus dashed once to get away from the setup the 1st time I went for it, but I chased him and caught him.

Met a Juri player once who was really good at kara cancelling her Kasatushi. I had to start empty jumping to try and bait it out because even if I was safe jumping, if I hit her during the parry I’d eat EX Pinwheel from the armor cancel.

re: Ryu matchup, just proof that you can reaction SRK vs Hazanshus if you’re not doing anything else

1:51

Just one little question. In the Ryu matchup suggestions it says this: "You also have a safe crossup option with throw, dash, jump fierce."
Shouldn’t that be jump short? I mean jump fierce doesn’t even hit crossup, right?

Oh by the way, about the above video: I think the Chun player reeeeaally gave away that she was trying to Hazanshu a second or so before, when she was doing the half circle back motion. So the Ryu player was primed to react. It’s a lot harder to react to when it’s out of nowhere, and/or light hazanshu from closer range.

On some characters it’s an anti-reversal setup that looks like it’ll crossup (but doesn’t), but Ryu is not one of them AFAIK (it works very nicely on someone like Sagat though for example). And yes using j. lk in place of it is the safe jump crossup setup on Shotos and quite a few others.

I’ve had players reaction Ultra my random Hasanshu attempt. If Chun is in that range it’s pretty easy to anticipate, and the active hitting frames on HSU don’t start until pretty late, giving the other player more than enough time to react.

Yeah silly hzu are bad idea

Yeah, good luck with the Ryu match-up, once you get knocked down. How about chasing an always charged Bison that you cant jump on or even walk towards? Anyone noticed just how lame ultra fireball is now? Special moves can nullify it, the hitbox can all to easily be jumped over or just landed safely in front of (wtf), and obviously the dmg now is getting right down there compared to some others. Jesus.
Does she even start any match-up now with a fair shot, like v Dan maybe, or… I would say Dud, but god-damn, she can barely shut his rushes down with c.mk like the old days, and of course, AA normals game is possibly worst ever. They couldn’t even give her stand mk. So much for SF4 being a respectful tribute that builds on the heritage that came before.

What are you talking about? It’s high damage and combos in a million ways. High lp shoryuken, trade shoryuken, j. mp juggle, DP/EX DP FADC, EX hado FADC, EX hado in the corner, EX tatsu in the corner etc. Of course it’s not something you want to blindly throw out, it has massive startup and recovery.

Only Rufus U1 rivals it in terms of damage and usefulness and ways to combo. Unless you mean something else entirely?

lol this guy

we need to update this mu info ASAP…

I think he meant Chun’s U2, not Ryu’s.

Well I will agree that it needs a damage boost, but the other details make it seem that he’s throwing it out of the blue. If you aren’t using it in combos or as an OS (that’s the case when it most likely loses to projectile-invincible special moves/that’s how it gets jumped over), then you deserves to get punished for just churning out an Ultra randomly.

this is really helpful! good to know.

Lately I’ve started to feel that the Akuma matchup for Chun really isn’t that bad, she just has to be way more aware of things than Akuma. But when you are, it’s not a very uneven matchup.

Oh wow.
Could you elaborate this a little bit more?
Everything that helps in the Akuma matchup is apreciated.

Basically it’s because Chun has better options in footsies, but to notice this you have to teach Akuma that he can’t zone you without using his normals.

There are key things that you have to be doing all of the time against him, you have to stay at a range where you can chase after him if he jumps back and does hado and react to regular hado with hk hazanshu. When you do this you’re letting him know that he can’t lame you out with just his defensive tools.

This forces Akuma to also take the fight to you, either by landing c.hk or a jump/air hado on block. If you are keeping the correct range you can meet him air to air if he jumps/does demon flip and at worst trade with j.hp. If he is staying grounded you have equal walkspeeds so you can make him whiff c.hk and both c.hk and c.mk are punishable on reaction with b+mk or c.hk. Throwing out b+mk every now and then is pretty legit since it beats all of his normals on max range, as long as you can manually confirm it.

Since Chun isn’t a vortex character you can be content with just using meaty kikouken on his wakup and going for a tick throw mixup, if he teleports behind you you can just walk after him and punish, if he teleports backwards he’ll end upp cornering himself faster.

The main point of the matchup is Chun has more pushing power (st.mp/st.hp/kikouken/c.hp x legs) than Akuma, so she is more likely to push him to the corner. Once you have him in the corner it’s about small victories, your main objective is keeping him in there, if he jumps/flips you have to be 100% ready for it and j.hp him out of the air, if he tries to c.hk/c.mk you can punish it with b+mk,mk, stomp x3. You can pressure him with st.mp (don’t hazanshu), if it connects it’s likely a counter hit and you can combo c.hk after that, and then meaty kikouken, c.hp x legs on block.

Don’t waste bar on EX, her super locks him down heavily since she removes every button he has aside from c.lk, c.lp and c.mp pretty much. Landing st.mp, super is also very common in this matchup.

U1 is preferred since you can use it on c.hk when he doesn’t have ultra, you can do it against air hado on all ranges, regular hado, shaku, ch st.mp, between c.mk x hado and at specific distances for corner juggle.

Don’t get knocked down though -_-, but that applies for every character against Akuma.

Also using OS block/hazanshu against his demonflip on wakeup makes Chun very annoying to deal with for him.