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

hope the chun is bad because there is no way to win as ken. The only thing that she cant counter easy is ex tatsus.
Footsies are hugely in chun favor, walk speed+she can whiff punish+has faster moves at long range+step kick gets trashed by decent players… all your fireballs will he hashanshued ultraed focused fireballed
once you get a knockdown you can do some things but her backdashes are so strong…cant be option selected conventionally etc, srk gets one hit etc, best tools on her knockdown are unblockables and ambiguous setups in your arsenal … who would ever fall for ken safe jump just block lol…backdash beats traps, karathrow, everything…can os some kara srk but :confused:
real advice: u2 her fireballs, hashanshu is easy to react to cuz they cant be baits like jag kicks just srk them hashanshus are so newb, OS kara hp.srks, focus her poorly spaced pokes…control your emotions when she thunderkick loops you mid screen cuz the realization that your opponent is not newb will shatter you…also your c.hp combos whiff on her easily so careful, when the spacing is wrong just deal some dmg…

Thanks for the help guys!

Something I have been meaning to do is really putting in some extra work, specifically on specific strats, combos, and subtleties in Chun’s bad match-ups. Just curious, who do you believe are Chun’s worst matchups? Let’s talk about why they are bad and what we can do about that. Also, specific combos or solutions to their problems. This is gonna be my summer project… haha…

According to the Nov. 2012 (very old) Tierlist:

3.5 Loss
Akuma

4 Loss
Cammy
Viper
Rufus
Yun
Blanka

4.5 Loss
Fei
Balrog
Juri

Notably, Chun is worse against Akuma than anyone else is… She shares her troubles only with Zangief, who is also 3.5-6.5 with Akuma.

So anyway, just to get the discussion started-- what are you opinions on this list? Should someone else be on there?

Personally, I don’t agree with the Chun being at a loss against Blanka, Balrog, or Juri and see them closer to even than not even. I do like having them on the list because they are interesting match-ups to look into.

Balrog is even at worst. A good U1 Juri gives charge characters (not named Honda or Bison) problems too. Blanka is even, so is Fei more or less. The others I probably agree with.

We really ought to continue the new matchup thread…

That new matchup thread is amazing tbh. I don’t believe in my abilities enough at this time to give feedback but I appreciate every bit I’m given.

I like the matchup thread, too. I wouldn’t mind moving this discussion there… I’ll spark a discussion up when I have a bit of extra time.

Eh, I feel like invalidating people’s opinions on match-ups based on tournament results or perceived skill-level kind of kills the discussion aspect of match-ups in character forums. It might be appropriate to moderate opinions in that way in tier discussion, but ideas is what keeps character forums alive. I’m mostly gonna play Chun the way I play her despite what people say, for the most part… but it’s nice when someone occasionally says something that can fit into my own game. If I will be honest, I am sure some people don’t always agree with me but choose not to say something, as I do with many posts as well. However, it is usually nice when someone gives me something extra to think about, or to add to my mix-ups.

So yeah, bad match-ups cause people specific problems… many of them can be solved in one way or another. For example, a very broad problem I personally have with fighting Viper is getting through her zoning. When she has EX Seismo and is doing feints, it is hard for me to find a spacing where I can feel comfortable and find a weak point. So that is a question I might try to sort out and contribute a solution to in the future… Maybe someone might come up with an idea that solves it from a different angle… then I will have two solutions and be stronger.

Or another example is the idea that it is good to trade sweep with Akuma’s air fireballs, when I think that the meta-game has kind of become more nuanced than that. If Akuma uses EX air fireball, trying to trade with a sweep is going to get you combo’d. So maybe Chun has a different answer in some situations.

Anyway, that’s the general idea. Probably the reason why the matchup thread stopped was that the only person contributing essays was Azrael. Maybe a more successful discussion would involve active problem solving rather than monologues.

im waiting for ultra

i dont care for 2012 mu anymore lol

I kind of want to wait too, since it’s only 2-3 months away and people here are kind of burned out by v2012.

Maybe just update what we already did when Ultra comes along, then continue after that?

lol ok, I really want to hit Ultra hard this summer and hopefully improve a lot by tournament season next year.

At any rate, this is the most active the place has been in a while. You should have seen this place in 2011-early 2012 because lolyun

The problem with the recent activity is almost simple Qs and the loop derpy related stuff

We need tech. Answers to real problems. Players like val showing how ignorant ppl is about chun

Anyone really good against viper?? I played one last night that didn’t have many points so I wasn’t worried, but dear god was I wrong. I majorly looked like a moron falling for constant ambiguous cross ups and wake up bullshit. I was not prepared and had not fought a decent viper in months. Is she more of a sit back, block and punish match or what? She officially scares me.

Also worth mentioning, I lost to a cammy by getting hit in the air by the very very tail end of her fucking cannon spike. I guesstimate that special has 100 active frames. I face palmed so hard my nose bled.

viper? thats easy just do the same gameplan vs gouki

dont get knockdown´d

IMO Chun’s gameplan against Viper is to rush her down. Because if you play the neutral game, all Viper needs is one knockdown and you can potentially lose the round. Also, neutral game is risky for Chun because if you play patiently, a good Viper will EX Seismo your poke (cr.hk or st.mp), and then you’re going to be pushed into the corner while being knocked down. It’s quite frustrating, really.

Close st.HK is a great frame trap because it also beats Viper’s burn kicks (most Vipers do mash this at some point in the match) Cr.MK goes underneath burn kicks and her HP DP, so it’s a pretty good move to use on her wake up. I think it only loses to wake up Ultra.

Cammy’s DP deals more damage the higher up you get it (so, I’m guessing you got nailed at the peak of her DP)

Definitely at the peak… Like a true winner.

Yeah thanks for that. Tentativeness and pure zoning will get you killed vs Viper.

YOLO EX seismo da bess :3 :tup:

I have to say, that Val got me inspired, but I am rustyyyyyyyyyyyyyy as 100 year old metal. Feels good to be back in the fray again.

Viper is only getting stronger for Ultra, which is really crazy. It’s overwhelming to fight against Viper’s options against Chun, because she really does have good footsies tools, and even better now in Ultra with Cr. MK and thunder knuckle buffs.

Many Vipers abuse burn kicks, tk burn kicks, and ex seismo which leads many Chun to believe neutral jump and focus attack are strong in the match-up, but Viper’s thunder knuckles are really good against those options. In Ultra, they can lead into even more potential damage.

C. Viper

  • Close standing heavy punch now does 100 damage instead of 90.
  • Far standing heavy kick hurtbox decreased.
    - Crouching medium kick hitbox increased.
  • Level 1 Focus Attacks of all kinds (regular, EX, red, EX red) have had their startup reduced to 23 frames instead of 26 frames.
  • Level 2 Focus Attacks of all kinds (regular, EX, red, EX red) have had their charge time reduced to 14 frames from 17 frames.
  • Level 3 Focus Attacks of all kinds (regular, EX, red, EX red) now take 68 frames to do instead of 70 frames.
    **- Light Thunder Knuckle hitbox slightly increased.
  • Medium Thunder Knuckle is now focus-cancelable on hit. If you dash forward after it, you are +4.**
  • Light, Medium, Heavy, EX Thunder Knuckle now have 7 frames of recovery when cancelled, instead of 6 frames.
  • Emergency Combination now does 350 damage instead of 330.
  • Burst Time dust cloud has been reduced.
  • Burning Dance now has 9 frame startup instead of 10. Height limit restriction removed.

But, anyway, gotta knock Viper down, safe-jump and option select her for EX Seismo and backdash. Cr. MK only for resets, DWU or only if you can’t safe jump. Vipers like Wolfkrone will use moves like burn kick to be airborne on frame 0 and escape ground pressue, even with no meter. It needs to at least be counter-hit with a heavy to discourage use.

On top of that, she is hard to combo with legs.

Viper match-up needs some work…

I think the EX FB buff is going to be important in the viper match

also, red focus combos if chun has any good ones.