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

It’s forbidden to like multiple characters! Shocking!

I like both

I wont accept hate from decapre to chun just like from chun to decapre

Just now some smart ass trying to shit on haneyama… Yes he’s playing decapre too. Gdlk

I was kidding, of course. I’m training with decapre too! But she issss a pain to fight with chun, at times.

I have yet to play against a good decapre.

cereberusfx just stated that he feels rose-chun is 7-3.

I think the match is 5-5. A lot of rose players like to throw out moves to stop us from pressing buttons, but that allows for whiff punishing.

What do you guys think? I dont really know her buffs, so I cant speak to that.

Maybe you should post a link to what you’re talking about so we can see the arguments?

I think it’s going to be 6-4 is Roses favour. I feel like Rose slightly out footsies Chun, not because of any one button, but because she’s good at many different ranges, whereas Chun has press jab range, press mp range, and hasan shu over fireballs range (which is hard in this matchup). Rose wins the fireball war before Chun has ultra 1, and her pressure suffers less from delayed wakeup, since without a cl mk style button to blow up crouch tech, and Rose’s general pressure tools, (and with many of Chun’s pressure tools working best when she out ranges the opponents) Chun’s mixup game is more oki based, at least in this matchup.

There really wasnt an argument given. Im just trying to spark convo.

in 2012 i hate the mu, i do think is for rose but not 7-3

havent played against ultra rose tho

I have been working on my anti-Viper tactics and thinking about this made me realize that a lot of my damage against her comes from Oki, which is kind of ironic. Here it is kind of quick and dirty… What do you guys do?

My general strategy is to occupy space by liberal use of focus outside of thunder knuckle range, neutral jump in range to punish SJ BK, jumping forward when she can’t anti-air, throwing full screen fireball and jumping behind it when I know she won’t full-screen seismo. Idea is maybe the next step would be to out-space super jump hk, so she can’t counter focus with a burn kick cancel.

The liberal focus usage allows me to counter random SJ BK, and absorb seismo for ultra. Good range is the rip of ex seismo range. I will mix forward and backdash to keep her from guessing correctly. Jump away to full screen to heal white damage then jump forward, or walk forward and bait with focus again. Be careful of Vipers who will dash into your landing zone to punish with HP TK and space accordingly, it is probably a common Viper strat.

Usually, I see if this is backing them into the corner or annoying them into approaching me. Usually, it gets rid of their random SJ BK knockdowns, which makes life harder for them. Then they might want to find a place to jump in with HK or they will go into MP Thunder Knuckle mode and try a little bit of poking, or they will back up. Vipers who back up are done, so worry about the ones who can footsie.

MP Thunder knuckle is good, but her normals are slow, so she doesn’t have great normal follow-ups (she can cross-up SJ BK after, though, so… that’s fancy), so Cr. MK can counter her follow-ups pretty well.

No need to get in prolonged mid-range with Viper, though, since her knock-downs hurt. One of you has to back off, or Viper has to get knocked down, or risk/reward is in Viper’s favor. So go for knockdowns and run oki on her.

EX Legs is Chun’s best knockdown, considering DWU.
-Auto safe-jump after 3 kick KD
–If Viper does not quick-rise, do not attack, but neutral jump for safe-jump situation #2.
–be careful of delayed quick-rise, because you will whiff your aerial and will be at roughly even advantage.
—[idea] since this is a 4-frame safe-jump, maybe it is better to step forward a couple of frames to eliminate this option, not sure if this works though…

Sweep is also good and reliable.
-Walk for 2-3 frames and jump
–Very safe and easy considering Viper’s 7 frame reversal.
–Practice safe jumping Sagat/Cammy if you have trouble with it because it is worthwhile to be able to do this.
–DWU makes it awkward, but Chun can use Cr. MK to beat Viper reversals.
—Be careful of wake-up BK, though, as it will go over Cr. MK
----For this reason, I suggest canceling Cr. MK into HK Legs -> MK legs and mash EX legs as your option select against BK

Forward throw is good
-Walk for 5-6(?) frames and jump
–Better than canned dash forward jump mix-up, which is unsafe against Viper
–See above for the rest

Overall, it seems DWU makes the matchup harder for Chun rather than easier. Most of Viper’s mixups are on soft knockdowns and it’s Chun who likes hard knockdowns better…

Any other Viper tidbits?

Edit: Is it just me or does anyone else notice they get hit by the same Viper set-ups over and over? Off knock-downs, that is. I hate her crossup BK off of backthrow so much, but it gets me every time. It’s just such a bad situation, right? I wonder if Cr. MK tech works… for some reason, I don’t get as good results as it seems the Shoto players do with Cr. MK against BK.

You have to be able to identify which clap it is. The most common setups (saying this as a Hugo player) cause FP clap to hit meaty, and MP clap to whiff. MP clap whiffing is a reversal bait/throw setup, FP clap whiffing is either A. a beefed setup, or B. an option select to catch jumping/backdashes. In the neutral game, buffering LP clap into cr.lk or st.lk is not a true blockstring and can be reversal’d pretty safely, if you know it’s coming you can mash out of it with a fast enough normal. Pretty sure Chun cr.lk will do the trick. Hope that helps.

What are you guys doing vs. Elena, though? Specifically a crouching Elena. Scoring a frame trap while she’s crouching or a jump-in means pretty much every combo Chun Li has drops, and it’s driving me nuts. The only consistent damage I can get on her is cr.lk, cr.lp, cr.lk xx EX legs because I’m so afraid everything else will drop. Anyone have some help to offer for this mu?

Against viper the key is our cr. Mk

The more tech around this button the better

Good tips on Hugo. Haven’t actually brought him into training mode yet because I haven’t been having problems so far, but clap strengths is something I definitely will remember. Hugo faces a lot of awkwardness dealing with Chun’s zoning, falling on top of fireballs like crazy. It’s gotten to the point where I can confirm Ultra II off Hugo falling on top of mp kiko for trying to approach with a wrong jump-in.

I just realized Viper has really slow normals and a 19 frame dash, meaning she is one of the characters who has trouble punishing hasanshu with focus attack. Just a thought since she has other options like lk bk, ex seismo, and a qcb reversal to deal with it on reaction, which players are likely stronger at using than focus anyway. In a way though, it is something

Loops whiff on Elena… what else are you doing that whiffs? Some alternative combos you can do on a crouching Elena are:
Cl. HK xx LK Legs > Cr. LP > St. HP = 254 Dmg (Even though LK Legs is +6, St. HP will whiff unless you do Cr. LP first)

Cl. HK xx LK Legs > Cr. LK xx EX Legs = 263 Dmg

Cl. HK xx LK Legs > EX Legs = 256 Dmg This is probably the easiest combo to do of all three… her wonky hitbox makes these 3 frame links seem like 1 framers lol… The other two are better for meter, though.

Or you could just do the standard Cl. HK xx Ex legs, but it is less damage/stun and builds less meter. Also Cr. HP into LK/MK bird kick works if you jumped in.

Elena’s Cr. hurtbox gets frame trapped bad from Cr. HP xx HP Kiko in the corner. You can link up to sweep if she gets hit by it. You can actually also link EX legs from this frame trap mid-screen, but… kind of hard to have all the factors in your favor.

Yeah, none of Chun’s universal combos whiff on Elena, I don’t think? You can do the same legs combos as Cammy/Rose/Sakura, who you also can’t do the full two reps on. Crouching lights into ex legs is finicky, but not much worse than they are on Balrog. Getting a full punish after her uppercut is hard, but that’s because it pushes you back, not just because of her hurtbox. Close Hp into hk sbk doesn’t do full damage, but I think it does similar damage on Sakura.

I admit I haven’t checked post Hasan Shu combos, and I know a lot of the trickier counter hit set ups I like but always forget to actually pull off in matches don’t work on Elena, but the they don’t work on Boxer or several other characters either. Chun’s not in the same situation that Viper’s in where her main B&Bs straight up don’t work on the character.

Even the simple shit like cr. lk, cr. lp, cr.lp, st.lp, st.hp whiffs on her as soon as you stop crouching. My main universal combo is cl.HP xx MK legs cr.lp, cr.lk EX legs, also whiffs on her crouching.

Admittedly I’m not super good with Chun, she’s mainly a pocket character that I flex my Gen pianoing with. Haven’t tried using LK legs though, will definitely keep that in mind as cl. HK is about the only thing I can 100% use to make sure my follow-ups don’t whiff.

Good stuff on the cr.HP xx Kiko frame trap though, most definitely gonna come in handy.

You mean far fierce and far jab whiff on her when she’s standing, or crouching? Because the latter was always going to happen, it whiffs on crouching Ryu or crouching Chun Li and like 20 other characters, but if it whiffs on her standing that’s absolutely crazy.

My punish combo is cr fp xx hk legs xx mk legs, cr mk xx ex legs, which is what the other local Chun I talk to a lot uses, and I’m pretty sure I’ve seen Valmaster use it, might have been against Luffy? It does 272 when it hits fully, and works on everybody standing, including Elena (although it only does 260 or something because one of the legs misses). I believe it works on all of the old characters crouching too, I haven’t tested vs the Ultra characters crouching, and I don’t use it against crouching characters.

Yeah, the loop whiffs like 50% of hits on crouching Elena, including the last one. St. HP whiffs on standing Elena after Cl. HK xx LK Legs because her body leans forward too low for it to connect correctly, but it works after Cr. Lp. =]

Interestingly, I have only been recently leveling up my execution to be able to do loops so I still favor Cl. HK as my combo starter. I didn’t realize the damage/stun was so similar between the two. Of course the difference increases with a second rep and fadc combos.

Some other combos I have been working on are some more damaging things off Hasanshu that I am getting closer to being able to execute. I wonder if someone with better execution might have fun trying them.

Hasanshu > LK Legs (first hit) FADC LK Legs MK Legs > Loop
or
Hasanshu > Cr. LK xx LK Legs FADC LK Legs MK Legs > Loop

Chun is +6 off the dash after legs, so she has a 3 frame link into LK legs which can start loops. My trouble is getting the earliest possible dash, I think which is kinda hard after mashing all those legs. Converting Hasanshu into loops would possibly build back a good amount of the meter burned and rack up a good amount of stun.

Ugh I feel like we traded in AE2012 Akuma for Ultra Yun. Maybe I’m playing it wrong but I RARELY win if the player is even the least bit competent. Anti-airing is hard… air-to-airs is risky… can’t low profile… crouch techs galore… Welp… time to go hit the lab and learn the matchup in depth I suppose.

Should be doing this for all matchups really. It’s the one you don’t pay attention to that’ll catch you off guard.

^ On that note, did anyone else watch Skatan vs GamerBee? (I hope Skatan is still around these parts)

After watching that, I spent a good bit of time working against all Adon’s options off his HK Jagkick… I have to run soon, but has anyone else worked through his options after this move and his tk jag kicks?

Chun can anti-air his neutral jump pretty effectively with Cl. HK at most timings.

There are some really reading/timing specific defenses by using standing block and sweep/st mp, focus dash forward, lk hsu reversal (safe against a lot of his follow-ups tbf, but GamerBee likes to do nj HK to predict things like this)… but Adon can do a lot and Chun has to make some smart guesses to get out. It’s really a hard situation. Any ideas?

btw I think all those random neutral j hk were execution errors. Adon shouldn’t be allowed to do that. haha

Yeah I should. I just get so bored in training mode xD So then I go play matches instead… it’s a problem.