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

Old vids, but the matchup is still essentially the same (hard), so they can definitely still help.

Thanks - that was all useful stuff.

From what you’ve all said I think my biggest issue is trying to zone him out all the time and not being offensive and trying to pin him down when he lacks meter. My fear of him obviously informed my gameplan for the worse I think.

For Messiah, I didn’t think to focus the follow up, I’d been doing jump back hk if I was expecting the flip kick and just blocking if I thought they’d go low so I wasn’t getting much in the way of a punish.

I’m gonna switch to U1 as well i think - I’ve always used U2 in this match but I prefer U1 generally, and that dirty trick of Darklights sounds awesome so I def need to give that a go :).

Thanks again, hopefully I’ll run into a Rufus again to try some of this out on.

Rufus with no EX = by all means try to frustrate him with pokes/zoning, and you can even rushdown. Once he gets the meter for EX Messiah (or worse EX Messiah -> FADC for safety/combo to Ultra purposes), he becomes much more dangerous.

Aside from c. hp, her low pokes/“dodge” moves (c. mp and c. mk) can help you avoid Messiah Kick.

The Rufus match I think highlights Chun’s main problem in this game - zoning isn’t that good in general, and Chun isn’t particularly good at it. Try to play her defensively and you’ll end up losing a lot. Work hard to keep them out, but they eventually get in and take it all back and more. I have a very short list of characters Chun should be zoning out and Rufus isn’t one of them.

I actually think Chun should play this one full offensively. Even when Rufus has meter. c.hp causes EX Messiah to whiff (for now) so Chun should get in and do c.hp x Legs blockstrings. If Rufus tries to EX Messiah Chun will slip out of it and be able to punish. Once you get Rufus blocking you can start mixing him up with throws and other tricks. Basically pressure Rufus, force him to use meter. Rufus with 3 or more bars is a major pain to deal with so I want him to always be burning meter. Even if I get hit by EX Messiah, I’d rather get hit by a full one early rather than a FADC Ultra one that ends the match.

I don’t think Chun has ever been good at “defense” in most games. She’s always been passive aggressive in a sense that she’s in a place where she can frustrate you by staying out of your offensive range or getting into hers and bullying you when the chance comes. Though SF4 tries to shoehorn her into the “zoner” role cause of how it works, just gotta realize it isn’t the best way to play.

IMO Chun isn’t meant to be played as a zoner, but at mid range abusing st.mp/b+mk/c.hk/st.hp to no end

Which ultra to use vs balrog?

Can’t pick 1 over the other. Leaning more towards u1.

U2 for the os :confused:

I used to use U1 purely for punishing ex dash punches, but I’ve switched to U2 because most rogs by now have caught on to this and won’t throw random ex dashes when you have charge. I just found I was hitting Ultra less and less often so I switched to U2 a while back and it seems to be working out.

I don’t think there’s a clear cut best ultra for rog though tbh, both have their uses.

I use U1. Saves the meter for super which punishes basically everything he has (or forces him to burn meter to FADC because he’s trying to “trick” me or whatever). Btw, if you know they’re going to FADC backwards, you can actually Ultra 1 that for free.
Punishes low dash straight and whiff punishes poorly spaced rush punches. I also use it for the ground combo (HK Legs ~ MK Legs, Ultra).

is all about the rog player and your preferences imo

u2 is better for me anyways

Hyper Fighting, stand mk, air throw

Super Turbo, same as above, plus standing hk and neutral jump hk

Alpha 2, upkicks, stand hk, custom combo, alpha counter

Alpha 3, v-ism plus many of above options

Third Strike, dash under, air throw, super1, parry…

CvS2, myriad of options dependent on groove select, plus still decent normals to keep out

In all these classic SF games, Chun-Li could use her basic walk and jump speed to frustrate her opponents, keeping them locked down with solid pokes and the fear of string throws

SFIV, well, have fun while they jump all over you, out prioritize you, move faster than you, frame trap you, out-tick you, lock you down with a blizzard of spam projectiles etc., and just generally get in and do whatever the hell they want, or conversely sit there running the clock down thinking about the next shoto mirror match, where they’ll actually have to take a few risks…

Dude, is there a particular reason you’re such a downer?

Chun still has the anti-air options she’s had in the other games (except upkicks, which I WISH we had but oh well). Alpha Counter and Parry don’t count because 1, they were systems unique to their games, and 2, because every character could do them. Chun has several viable anti-airs in SF4, and her move speed is tied for fastest in the game along with Akuma, Bison and I think Vega.

And I wouldn’t say that Chun has bad defense in SF4 - I think her defense is solid in the right hands. The simple problem is that defense doesn’t win games in SF4. It seems that in USF4 that may change, so we’ll see.

idk why you want upkicks so bad, in ST are so ASS and do so little dmg that i dont want that crap near chun like never again

i would take air sbk, specially the hdr input version

Can u guys give me a break down for the Adon matchup?

lol jaguar tooth. With cammy I would crhp or straight up ultra. With rose crhp or slide…

Chun… I’m trying to neutral jump it on reaction. Any other button would lose or trade in his favor it seems.

Not to mention I have no answer to jaguar kicks really (sigh I miss cannon spike).

That works. Far s. hp and c. hp should help. The dodge moves (c. mp and c. mk) as well.

It’s a really hard and annoying match up, all in all

St. Hp you pretty much need to hit as soon as you hear the specials sound effect (basically hitting the Hp button as he touches the wall)
the move is crazy fast and D/F Lk can catch it too.
someone carelessly spamming the move you can nail them with Hosenka
recently did this to an Adon online and it freaked him out. At first he thought it was random, then he tried it again and realized perhaps it wasn’t a coincidence.

Yeah Ultra 1 punishes all of them free. He can’t even fake you out with a lk version.
You can also do a quick jumpback HK to beat it too.

-Ground Jaguar Kick is a pain sometimes (especially in the corner) but you can use cr. hp to beat it, EX SBK or super punish it on block. Otherwise try to whiff punish the recovery if you have enough space to either walk back or backdash it first.
The air Jaguar Kick can be annoying too and leads to a free cr. lp/cr. mp xx Rising jaguar if it hits, but it is easy to level 2 focus attack, so don’t let him abuse it (they WILL try to do it to get around your normal anti airs so threaten with it). The whiff punishing method that you can use on the grounded version still applies, but he can recover from the air version a bit quicker. Don’t try to super punish this one on block, it’s too situational.
He’ll use instant air Jaguar Kick to either get around fireballs or beat some of your good pokes like st. MP or sweep. I still challenge it with focus sometimes to keep him honest. Level 2 focus attack into full combo > the risk of having your armor broken from a ground Jaguar Kick.

-Vs his st. HK, you can beat it straight up with your st. HP or cr. MK from mid range and with cr. MP from afar. Be mindful of using st. HP though as he can crouch it and then whiff punish with his st. HK.
St. MP is good too but sometimes, even though your st. MP is faster it feels like it’s hard to challenge his st. HK from a farther range (like his hurtbox is out of the way or something at the start). I usually go for whiff punishes more with these pokes if he has a habit of crouching before he does the st. HK (to avoid your st. HP). His st. HK is also -3 on block so that’s a free super punish. HP Kikoken as a poke is good too.

-Out of his other pokes, I’d say I see his cr. MP and his sweep pretty often too, but they’re not nearly as annoying to deal with as his st. HK. When he has super stocked up he’ll also start using his cr. HP buffered into it. Whiff punish that.

Adon Jumping:

-Your cr. MK beats his crossup j. MK setups on wake up (which are actually safe from EX SBK) and you can link into a BnB after if you hit with it.
-Also on wake up (especially in the corner) they’ll try to bait/beat EX SBK with HK Jaguar Kick, so if I read that I just dash right under them and punish.
-His nj. HK is insanely hard to anti-air from up close or do an EX SBK on.
-Despite what I said, EX SBK is still a decent anti-air on most of his other stuff in the air or just as a get-off-me move, so don’t be too conservative with it.
-He has a quicker than average jump arc too and I’m sure you’ve seen him try to harass you with a lot of jumping and/or crossup shenanigans because of it. If you notice that, just jump up with him and either nj. HK or fuckin’ air grab him.

Other stuff:

-I don’t use fireball a lot in this matchup because he has a lot of ways around them or can Ultra 1 punish them if he prefers using that over Ultra 2. I usually only cancel them from normals or from a bit closer where it’s harder to react.

-He has a weird hurtbox in the air when you hit with air-to-air j. HP x 2. If you want to do stomps after, you have do a different timing.

-It is possible to fully Ultra 1 juggle him in the corner if you let him hit the top of your leg with the first hit of it.

-EX Legs-> j. HK is my go-to safe jump on him. I want him to burn meter on FADC into nothing special as much as possible (especially if he prefers to use Ultra 2).

Overall I play the poking game to build meter for super so he can’t be as abusive with his stuff. I don’t let him jumpin and/or do air Jaguar Kick a lot and I’m not that worried about the grounded version. They like to play the throw/rising jaguar game a lot after you block a Jaguar kick/tooth and I’d rather eat the throw most of the time because his setups afterward are easy to counter. I usually catch on to how often a person will go for DP in that situation anyway (which is typically based on meter… which Adon never seems to run out of lol) and I’ll throw tech accordingly. I think they both do very well in the corner but Adon has a slight edge because his Jaguar Kick game becomes that much more dangerous.

we need to update the mu thread with info like this!!

Question: How do you all deal with Dudley’s j. Fierce? I keep anti-airing with st. Medium and it always trades with me at the disadvantage because his attack deals significantly more damage. Its frustrating when you anti-air something only for you the be punished for successfully doing it.