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

It’s a matter of play style, and I’ve found that the more I play Chun, the way my play has evolved has mostly concisted of “Well, I should probably stop doing this because it’s not worth it”.
This concerns every part of her, don’t throw fireballs where they can jump over them onto you, don’t use sweep more than st.mp/st.hp, don’t use 50/50’s unless it’s a kill situation/mid screen where switching sides doesn’t have a big impact etc.
The less openings you leave for others to take advantage of/get a lucky break with, the more you are forcing them to actually outplay and deal with the simple things that make Chun strong.

Against Akuma it’s about establishing the fact that when you are spaced correctly you can walk in on him if he jumps back, and you can trade well with air fireballs with c.hk. At the same range if he jumps in you can meet him with j.hp/air throw which will trade/beat him out of he does ex hado/demon flip or jumpin attacks. If he tries to play footsies you can zone him with st.mp/b+mk and c.hk.

Focus backdash is completely safe against all of his pokes on max range, even if he cancels into u1, does c.mk x hk tatsu or whatever. If you have U1 and you expect him to use c.hk you can focus backdash it, then during his ultra animation you have enough charge time to use yours directly after your backdash finishes.

OS Block/LK Hazanshu is a good option against his demonflip okizeme, you probably have to training mode the timing down if you don’t have any Akuma’s you play against on the regular.
It should be possible to OS Block/Backdash as well, by inputting back~back very late on your wakeup so the first back input = the first frame of standing, but at least for me that input is difficult to get down consistently. I should training mode that some more.
What these option selects do is if he does palm you block it, but if he uses the other options they come out.

With LK Hazanshu you block palm, punish throw and get air reset by demonflip kick so you can focus backdash out.
With OS Backdash you block palm, backdash throw (can probably ex legs punish), and backdash the kick safely.

In general I feel Chun has better options than plenty of the cast against Akuma’s mixup game.

Like I said, it’s a matchup where Chun needs to know a lot of things/do more than Akuma, but that doesn’t mean it’s horrible because of that. When Chun does all of those things it becomes much better than general concensus claims it is.

That os focus reminds me of the diago throw tech&focus os

I was wondering if anybody could give me some tips on a few matchups. I’m in week 1 of trying to play this game seriously (haven’t touched it since about 2 weeks after Super came out and I never touched vanilla) and some characters are really giving me a hard time. I’ve already read the first post but sometimes it is more helpful to have someone address your specific concerns. I figured I might as well try to learn the game now to get a feel for it and then it should hopefully get easier when those buffs arrive in Ultra.

Vega - Most of the time I just don’t really know what he is doing and with his claw he usually can outreach me.
Blanka - Fuck this character. I can’t fireball because of his slide. Whenever I try to poke I get counterpoked. I can’t block slide on reaction (yet at least. Has this become possible for the rest of you?) It just all seems so random. They get a knockdown and hop hop hop until I get up and they either throw or hit me. And no Blanka is stupid enough to Blanka ball me with a full stock of super and ultra.
Bison - I’m just not really sure how to approach this character. If I jump then he has roundhouse. If I block then he scissor kicks for pressure and I can’t ever seem to get out of it. I can’t seem to go really offensive either because he has several wakeup options.
Akuma - Apparently this is just a bad matchup anyways. But if I get knocked down then it feels like it’s over. But he has such good tools for neutral anyways that it just feels like he’s even with Chun from a distance and at a severe advantage when up close.
Seth - Feels pretty similar to Akuma in a lot of ways. At least with someone like Cammy I feel like I can focus attack and choose the correct normals to do decently. Akuma and Seth… I just haven’t figured out the matchup yet.
Guy - I think it’s mainly from not being too familiar with him but I can’t really seem to slow the pace of the match down and if I jump I’m screwed. Just not really sure how to approach this one.

Thanks! Hopefully I’ll be more active in this game. Especially when Ultra comes out. I’m finally moving in a few weeks and hopefully I can find a good scene there because I don’t have one where I’m from… so it would be nice to get some offline competition.

Against Guy you have to c. mp and c. mk harder. :lol:

Claw: Chun has better payoff from pokes in this matchup, you can use meter both for ex legs (4 hits on claw) or super. You can use both U1 or U2, but I prefer using U1 since you’re playing footsies so much it’s not unusual to land ch st.mp, you can also punish his st.hk on block with U1, he can’t charge meter with whiffed dives and it combos in the corner too.

Super punishes all of his buttons on block aside from lp and c.mk.

His j.hp forces you to always anti air him with jumps because it just beats you out clean if you’re on the ground, if he’s jumping from a close range you can dash under and punish him, he can’t do anything about it because he has no crossup.

Blanka: I feel Chun has the advantage in this matchup, but your execution has to be on point.
U1 punishes balls, c.hk and c.hp on block, and Blanka juggles in the corner.
Again you have to deal with his jumps the same way as you would Claw, or you can use ex sbk since it works well against Blanka.

Blanka is very weak against c.hp x legs pressure because he has slow normals and a big hitbox that makes sure all legs hit him on block, he’s also easy to perform the loop on.
Make sure to always c.lp his ball attempts, if he isn’t using the ball then make sure to close distance on him, don’t allow him to be outside of your range. When teching throws against blanka I prefer to do it from a c.lp plink or stand teching, reason is if he hops through you, then you get df+lk if you’re just crouch teching with c.lk.
C.mk/c.mp goes under ex rainbow ball, also you can focus dash it if it’s not reversal.

Thanks for the tips you two! I’ll try to work on it :slight_smile:

Blanka is about patience and not getting trolled. If his jumps are blatant, try air throw or j. hp x 2. If he does elec from too far, do c. mk (sweep also works, but if you’re too close, it will trade). Remember to do c. lk. c. lp. c. mk EX legs on Blanka to get the full hits. And yes, c. hp (1 hit) cancel to lightning legs will help a lot.

Make sure you get the timing on balls/Ultra 1 punish correctly, because if he falls out early/you get the wrong timing, you could be punished bad.

alternately

Chun U1 vs Blanka U2 as well

Speaking of st.mp ch ultra 1, thats something i’ve been trying to put in my game more often now.

Aside from just making a good read and throwing it out, how do you (or anyone else for that matter) go about setting it up?

Right now the only way I’m landing it is through the following:

  1. Do a tick throw

  2. cr.lp, walk back, st.mp. At this point I try to make sure I got a counter hit and then do it.

I think Blanka has the advantage over Chun because his troll tactics actually work on her, and his j.rh is difficult to anti-air without EX SBK. It’s definitely a match of patience - Chun needs to get meter, a life lead, and then just sit down and force Blanka to take risks to open her up. It’s difficult for Chun to open up a turtle Blanka so she needs to be in control. Round 1 starts in Blanka favor and Chun has to fight to make sure she doesn’t fall behind.

cr.lk xx cr.lp, st.mp is the frame trap i use for CH st.mp

against crouching blanka and rog you can do cr.lp, st.mp

there are other “set ups” but those depends on how late is the other guy teching the throws

They announced some Akuma nerfs, nothing to the vortex but his jump back FB has more recovery and he has to FADC all srks on first hit.

He also cant cancel his sweep into demon which isnt THAT big of a deal but its something.

How do you think it will effect the matchup?

It’s hard to play theory fighter without seeing it in action, but those changes are potentially HUGE, IMO.

More recovery on jump-back fireball means that it will be easier for Chun to catch up to him now. Depending on how much she might have a more forgiving window for tagging him with U1 while avoiding getting hit out of it. Either way it will force the Akuma players to do it more smartly, which gives Chun more chances to catch up to him.

And the sweep/ultra nerf…we would have a ground game back against him. Chun handles him pretty well on the ground - the biggest thing about the ground game is that Akuma fishes for sweeps to start his vortex. Chun dies to vortex so Akuma really only needs/wants that sweep. Without U1 cancel she can counter-U1 on block, FA it, or FA dash through it.

If these changes stick the Akuma matchup will become MUCH better for her. I wouldn’t say even, but it would be no worse than 4-6, and maybe even 4.5-5.5 depending on how everything falls into place.

I’m extremely happy that he can’t cancel sweep into u1 anymore. This makes his sweep a liability when chun has u1 and that means we can potentially shut down his vortex. We might be getting a damage buff on u1 too.

Overall the sweep change won’t effect most of his matchups but the chun one it definitely does. I guess that’s why many people don’t really care about it

finally a little less safe bs from that 2nd hit of the srk FADC

the problem is the angle not the recovery of the air fireballs imo.

the nerf on the sweep is big, for me at least.

he cant save his ass from throwing that poke when we have u1 and we know how much akuma players love that sweep

Chun is going to have the advantage in usf4 imo, you also have to take into concideration her buffs, more health, more damage and a faster jump.

You’ll always have U1 against sweep and air fireballs now, so that’s a huge thing. When Chun has U1 Akuma can only use sweep if she’s walking forward, otherwise he only has c.mk to use in footsies. The faster jump will probably be able to punish him in the situations where you are jumping over an air fireball, due to it having more recovery now.

I wouldn’t be surprised if they touched his teleport as well since some character can’t ever punish it, even on a read.

In an effort to use u1 more, I’ve decided to use u1 against guile but AFAIK it only works against lp sonic boom

How exactly do you tell which one he throws in such a short amount of time

What it works against depends on your own reactions, really.
For me when I play online against Guile I tend to use U2 instead of U1 because it’s too difficult to react fast enough consistently for me.

I use U1 against Guile, it works on any Sonic Boom, you just have to do it early. It is often difficult to react fast enough, for me it’s usually part anticipation, part reaction. LP Boom is actually the hardest to U1 punish because it recovers the fastest.

If he happens to EX Sonic Boom, you can just treat it like a really fast fireball. His recovery on EX is much greater, it just feels like you have to react faster because the projectile travels the screen faster.

Anyone have a source on this? I tried looking online so I could get hype about the Akuma nerfage but couldn’t find it.

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