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

Try c. hp or c. mp

cl.mp

Thanks guys for the Adon mu notes. Lol try whiff punishing his far hk with chuns far hk… From across the screen actually lol.

Super is important. Noted.

And yes u1 can punish jts. Practice practice practice.


Vs guile:

Fthrow dash then immediately df hk. Into clhk hk legs stlp far hp.

Can’t find a way out for guile.

Beats reversal fk. Late fk goes the wrong direction.

Can’t dash.

If they fadc. Far hk comes out to punish their backdash after the focus.

Vs cammy in the corner. Fthrow. Dash. Jhpx2. Lol try to block.

the guile set up is kinda old… at least for me because i use it a lot. In my thread i use to upload those kind of stuff… but anyways that set up works against a few others like gief and abel.

Vs Oni. His gohadoken is - 8 on block.

Chun can ultra1 punish if he ends any block string with gohadoken.

His f+hp is ultra punishable as well.

Is the OP of this thread still an active member? If not, we should start a new match up thread and have it updated for Ultra.

The Thigh Life thread has slightly more updated info. Not by much though. Sorry guys ._.

guys, can anyone give pointes on fighting Dictator? My brother is killing me with it. Sometimes I can counter the headstomp/devils reverse with an air throw but for the most part he either lands it, or just chips at me and then there is no way to punish. Any other way to counter it or punish on landing?

learn to block

a lot

edit. against the stomps use cr.mp or sweep

Any advice on the Hakan MU? Which of his moves are punishable with super? Can you punish oil with U1?

I was going to post a while back after playing some matches with a few really solid Oni players, that I think Oni vs. Chun is a bad matchup for Chun. I decided not to post it because it seemed premature, but I haven’t stopped thinking about it ever since. His Sekisei Jiraiken (Ground Pound) when timed right on Chun’s wakeup, beats EX SBK and catches backdash. Same timing for either.

Then Valle posts the pools for SCR and what do I find?

That not only am I playing an Oni first match, but I’m also in the same pool as Wao, who is being flown out from Japan by Twitch. Wao is the best Oni in Japan.

Fuck my life. Time to hit that lab against Oni.

Any matchup advice is MORE THAN WELCOME.

Focus is your best tool to deal with the ground pound, Chun has a much better groundgame and you can punish both f+hp and c.hk with u1. St.hp is a great button to use in footsies, I think it even punishes his f+hp on block when he does it too close.

st.mk is your best anti air, if he tries to shenanigan you to avoid it in the air you can c.mk after whiffing and still get a punish on him.

I feel it’s an even matchup or slightly in favour of Chun just because she controls the neutral game with an iron fist, but if your opponent is better than you in footsies then you’re going to struggle hard since his damage output is way higher than yours is.

Pretty much what Skatan said. I think it’s even. I’ve been playing regular Oni users since AE and I think the most dangerous thing about him is his damage output and how quickly he can put people in the corner. He also has a very sick kara grab range that’ll keep you on your toes. But she dominates the ground game vs. him and can U1 a lot of his shit.

-He’s pretty easy to whiff punish and his fireballs aren’t that great either.

-You can either focus dash his ground pound and punish or lvl 2 focus attack it. The LP, MP and EX version are also punishable with her super. I also call it out sometimes by air grabbing it on wakeup or dashing under it and punishing from the other side. It’s definitely not something he can use without thinking. One thing to note about it though, is that the range for it is really far and if you block it (the dust) from farther away, I wouldn’t go for a punish in that case. Usually they’ll try to beat your punish attempt with a 2nd ground pound, so I wait for that one and use the proper punish for that most of the time.

-His most annoying button imo is his st. lk buffered into tatsu as it will CH your pokes if you’re not careful and you end up losing a lot of ground. St. HP and St. HK spaced from farther away or HP Kikoken is good for countering that.

-His air tatsu is really strong in air-to-air situations but usually loses to Chun’s st. mk when she’s on the ground so keep that in mind if you feel that going for air-to-airs isn’t working out.

-His EX DP chip is ridiculously good and you can’t really backdash it. If you’re knocked down or cornered with low health and you can smell it coming, try to EX HSU out of there. That’s the only way I’ve been able to avoid it and that’s provided that he didn’t put me in blockstun beforehand. You could also get lucky and barely survive the chip on block, so be ready for a full Ultra punish in those rare cases (the chip is really fucking good tho’).

I actually think the DP FADC “buff” isn’t going to be that good for him in Ultra SF4 because a lot of his good damage comes from grounded FADC combos and now that DP FADC is punishable on block as a universal change, I don’t think he’ll be able to to rely on it that much and it could be a waste of meter over something more potent.

Not that my opinion amounts for much… but I also feel like the Oni matchup is even. Controlling the neutral game is how I manage to win my fights against Oni. Yeah it sucks when he gets a knockdown on you and the guessing games begin but that is true for a lot of other even matchups Chun has as well.

Hi guys,
I’m a Ken player that’s having so much problems on the Chun match up, so i came here to try to find any match up information from Chun’s point of view, but i can’t find anything. Can you guys help me?

Thx

mash that hp srk

Ken f+mk and axe kick/overhead da bes :tup:
EX tatsu (and followups) and anti EX SBK stuff (see above) will help too

Sheera, many Chuns will walk back to a distance where she can be safe to throw Kikoken against normal jump-ins. Ken has the advantage that he can jump a little farther with Tatsu. Find openings to land air tatsu to get in on Chun.

You should also take advantage of Chun’s tendency to back off by walking her toward the corner. This means that you will have to work on your midrange poke/footsie game. You should also be able to anti-air at any moment as you walk forward and deal with the possibility that Chun may decide to walk forward and poke you as you approach. Ken has a strong tic throw and 50/50 game so you should be able to use that as a staple of getting damage on characters like Chun.

Be very careful with your fireball use vs Chun. Most Chuns know that Ken has a slower recovery on his fireball than Ryu, so they are already trained to punish fireballs on reaction with HK hasanshu and Ultra I. Ken has an advantage with his variety in fireball speeds between LP and EX, so make use of them but don’t over do it.

Take advantage of the fact Chun can’t escape HP/Kara SRK with her backdash, during your 50/50s. You should be able to translate SRK FADCs into damaging combos. I know Ken also has a variety of frame traps he can use, so definitely try those on Chun players because they tend to mash jabs if they are not back-dashing.

Ken has a safe-jump after landing HP SRK, I believe, if Chun quickrises. You should know about these things…

Any specific matchup problems?

Thank you all guys.

My main problems are her pokes. There’s a spot where seems i can’t do anything but block, her st.hk and walk st.mp seems to stop all my pokes and fireball attempts (damn slow startup :frowning: ) and i cannot whiff punish her (that st.hk is so fast and it’s range is huge, and mp looks unpunishable on whiff). And if i try to jump at that distance I end up eating a ¿st.mk?
The other problem is hazan shu… Looks like my reactions are crap. I don’t know why I’m able to react with ultra to a jaguar kick but can’t react to hazan shu.

I wouldn’t prolong footsies with Chun, with Ken’s walk-speed. Be assertive. From Chun’s perspective, Kens who will stand their ground and find strong moments to move forward are the ones who are hard to deal with. Force Chun into situations where you are comfortable.

At mid-range, step kick is a strong poke. I also wouldn’t be too shy with fireballs at midrange, if your opponent respects your anti-air. Chuns tend to look for Hasanshu counters at HK Hasanshu range, but closer than that is more challenging. Personally, I will focus through Ken’s fireballs at mid-range, but it’s not always easy depending on what else I am worried about. Cr. MK is a strong counter-poke, especially against Chun St. MP. It’s something you can use to stand your ground if she moves in. If you notice, she steps forward and has a weak-spot on her foot, so let her step into your Cr. MK. Focus is a good response to hasanshu. You’ll have to work out your reaction time.

As far as whiff punishing, I don’t think that is gonna happen except with Chun’s sweep. Most of her attacks are pretty fast on recovery. You will have to beat her main pokes with counter-pokes.

St. Mk is a pretty standard anti-air… You can experiment with jump-ins that trade against it, but Chun cycles through a lot of situational anti-airs so that approach is a bit involved.

I think if you are going to get inside with your ground game, you need to be prepared for Chun to also find her way in. That means being comfortable with both strong blocking while defending, and strong offense when attacking. At mid-range, don’t waste too much time hanging around, unless you are purposely baiting her to approach. I don’t think Ken is meant to get his damage poke by poke. Get your knockdowns and press your advantage.