I’ve played more matches of Chun v. Akuma than I can count, I’ve had Akuma mains in my closest circle of players since back in vanilla, and u1 is the definite choice for me.
If Akuma is throwing anti u1 fireballs you can punish him for that with c.hk or st.hp or by dashing under.
U1 has a lot of impact in this matchup, and it forces Akuma to play around it.
Sometimes the most important aspect of Chun’s U1 is simply just having it. Shutting down part of your opponent’s offense or gameplay tactics can be just as important. I usually use U2 against Juri, but against the top-ranked player switching to U1 made all the difference. So I’m with Skatan in that U1 to at least make Akuma play around it.
Plus if you FA absorb some of his fireball spam you can get Ultra stocked before he does, and try to Ultra punish a sweep attempt if the Akuma player isn’t paying close enough attention to meter levels.
No matter how tricky an Akuma player tries to be with air fireballs, they can always be punished as long as you have charge. You just have to understand that at the farthest distance, you have to wait a bit before your punish so that you don’t end up moving the camera and taking away the distance you need to clear the FB and get the clean punish during his landing recovery. And for steep-angled (light punch) fireballs, same principle, just wait a bit and time it so it won’t be overlapping you when your invincibility wears off.
I understand using U2 because it’s more likely open him up and land and he doesn’t have that much health anyway, so that’s a preference thing, but I do keep the U1 as one of my aces vs. him because no matter how much they want to believe they can hug the edge of the screen and be safe with air fireballs, I can prove to them again and again that they can’t really do that. This is only going to get even easier if they really nerf his jumpback air FB.
I still focus his sweep btw, because when he has U1 stocked, doing sweep into U1 still loses to a quick focus backdash from the right ranges, so I can deter him from trying it just by baiting it with that and just force him to play footsies with it. His ability to cancel his sweep like that used to be annoying to me (just the thought of it would affect me while playing) until I started doing that.
The biggest flaw of running U2 is that it gives Chun no utility against Akuma what so ever, all it does is adding on an extra 200dmg or so on your ex legs combo. Against a lot of the divekick characters you can use it as a raw anti-air so it has more use there than it does in the Akuma matchup.
U1 is just a better choice overall for clutch plays, and when players get pressured (top players or not) they make small mistakes. And if you’re expecting them to think they might get away with just that fireball, just that c.mk x fireball or jump back hado at any point, you win the round if you capitalize on that, -especially- in a tournament.
He’s throwing them from ranges where either of those punishes are not possible.
What it comes down to is the fact that Akuma can zone you no matter what at specific ranges, and once he gets u1 hosenka becomes less useful. I may as well just rely on super.
The benefit of u2 is that you can use footsies to set it up more dynamically. Cr.mk shut a down a lot of his normals from mid range and You can buffer ex legs.
Thats fine. Im not entirely 100% on this either. It was a first to 50, so its possible I was just playing “him”. I just wanted to see what everyone else thinks.
Do you guys think its worth going for a lot of pressure on Bison after a knockdown? Chun has option selects to cover his stuff, but its often hard to guess sometimes.
Ultimately I go for basic pressure, I dont really like to get into guessing games as much, other than that I lame it out. cr.mp is real good here.
If I don’t have a read on the player, I always condition a Dictator with the jump back hk instant overhead. I don’t think there’s much he can do about it, since I don’t remember even once ever being punished for it. Beats guessing to me. I don’t think it’s worth pressuring him. I get more damage keeping him out and just air throwing his ass.
Alright I’m in the training room right now while writing this. Yeah blocked j.hk can be punished by ALL PC and SCs. Boo. If they go for EX PC immediately on wakeup though, Chun won’t get hit and there’s a high chance you’ll get a counter hit and stuff it. Same goes for wakeup EX SC. I could be wrong, but I can’t get either of them to hit her. If they go for wakeup EX Headstomp into anything, you are safe and you can punish them. Of course they can’t punish it on block since it needs a down charge. If he teleports backward he’s safe, and you are too lol. If he teleports forward, I think there’s a small window to punish him, but I don’t feel like setting it up since no one does that. All in all, I’ll still be throwing it out pretty often, at least until they wise up.
Edit: If he does wakeup U1 or Super, you are safe for the most part, unless you did it super deep or late I guess. Can punish it on block with Super. He cannot punish it on block with U1. Edit of an Edit: Well I tried dash U1 on block and IDK I don’t feel like looking into it anymore so someone else can confirm that.
Jump back hk is always risky and be careful as a lot of characters can punish it on hit, its useful to end rounds with or use early on in a fight so they have to think about that option but for me as with so many things, the risk to reward just isn’t worth it. Also against Bison I don’t see why you would do that you can punish his PC on wake up on block, he’s pretty easy to safe jump and yeah OS teleport can lose to other wake ups so I only OS it when bison has no meter but hell, let him teleport it just creates more space between you him and the corner. Not everything you do in the game has to be aggressive, being passive can lead to a lot of openings and more to the point stops you from been put in positions Chun deals badly with.
Yeah I know it’s risky, but I do partly because of my playstyle and the fact that I haven’t bothered to learn my other options. I’m still just a casual player so I haven’t really learned/applied much about safe jumping and OSing, although I do understand how it works. I figure when USFIV rolls around I’m going to put my all into this game. Right now I’ve been practicing pianoing inputs instead of sliding. I think it’ll still be awhile until I get the muscle memory down. I was having fun in the training room too learning focus crumple into headstomp corner carry and headstomp shenanigans. I kinda derailed Necro’s original question with this instant overhead business, but this forum’s kinda dead anyway lol.
I’ve been running into 3 different Rufus players this weekend online, and they’re all destroying me, even the terrible one.
My general gameplan has been try to keep him the fuck away from me, but this isn’t working.
I can anti-air him from the ground 3/4 times, but if I mess it up once he’s more than made up the damage that I scored. He’s a beast air to air and can easily convert a successful a2a into massive damage.
It just feels like, no matter how hard I try he WILL get in eventually, start divekick pressure and then it feels like every time I even think of pressing a button I’m eating damage :(. Even the rounds I start doing really well in, I’ll inevitably get U1’d and I’m back to square one. He’s got scary comeback potential.
I’ve always hated this matchup (My win rate against Rufus online is my worst against the whole cast - 30% - I don’t know anyone offline that plays him) it just feels hopeless to me. Any advice? My method of dealing with it today has been using Blanka lol, who I suck with, but I can beat Rufus with him without much problems. I don’t like playing Blanka though lol
typically, when he doesnt have EX you can rush him down, when he does I play keep away, st.hk is good, st.hp for anti air if hes far enough away
if he gets you with ex messiah, mash cr.hp you can go under.
when he does divekick shit on your wakeup, just try to block, sometimes df.lk works, othertimes you can use cr.hp but youll need to feel that out yourself.
Rufus is a tough match up for sure. I try to FA as much as possible both for offensive opportunities and escaping pressure such as dive kicks.
Be strong with this simple 3 hit combo, Cr. Lk, Cr./St. Lp, St. Hp - You may be able to tack on another Lp due to his size, but you’ll get the 3 hitter at a safe distance for sure.
poking with St. Mp with a kikouken charged is also good.
His Cr .Hp has stupid range and that is the range I try to stay just outside of because St. Hk and St. Hp can smack his forward movements.
Use your walk speed and dashing to the fullest.
U1 and Super can punish a few of his options, but most will argue with me and pick u2.
Don’t worry about throwing kikoukens outside of block strings, because Rufus has so many ways around it that your giving him a free way in.
Chun’s damage increase and D/F Lk will makes this match a ‘little’ better but a strong Rufus player will be a challenge for any Chun.
-I agree with rushing him down when he doesn’t have meter. That’s the best time to get your damage in and build meter.
-Forward throw, dash, jump forward HK is my safe jump of choice when going in. He can’t snake strike or EX messiah that and it’s enough blockstun for you to continue pressure and figure out if you’re fighting a masher or not.
-I try to never let him get momentum, so after blocking a divekick I’ll go for EX SBK (since you can block it low and keep charge) most of the time to keep him honest with the pressure. Do not let him control the pace of the match. Remember, even if EX SBK only touches him once, he goes flying and you can reset the pace from there.
-Speaking of going flying, you can also try LK Legs between divekick pressure. If one hit of that hits him in the air, he will go flying across the screen.
-Focusing against the EX messiah follow up when he doesn’t have the meter to FADC is usually worth it because the worst case is you get hit by the flip kick for 75 damage.
-I use U1 for punishes and it’s easy to combo on the ground and juggles in the corner on him anyway. You can bait his cr. HP with Chun’s St. HK and still reversal punish it with your ultra ON HIT… it’s the dirtiest trick I use on him but I pick my spot for it.
-The long range kikoken game is fine to use imo and gives you a little more control over how/when he jumps (because he’s gonna jump most of the time anyway… that’s a huge part of his neutral game). I’d rather him do it in anticipation of fireballs, so I can break down how he uses his buttons in the air and anti-air more consistently.