The only ones of note that I’ve seen so far.
Found some longer ones. Will post any other additional finds in the video thread
Just find out that I’m facing IG Flash House first round at Evo. Any advice in the Blanka matchup? I haven’t faced many high level Blankas, so I’m not totally positive on how to handle it
-Whoever has the life lead has the favor in the matchup.
-Use cr. HP xx HK Legs~MK Legs a lot to chip him and gain meter. This is good whether you have the lead or are falling behind.
-Jab check him so no ball or hop shenanigans get the best of you.
-Block low a lot, he’s gonna be looking for slide and sweep, which are U1 punishable on block.
-Make him respect your EX SBK by not allowing him to do any crossup shit, including U1.
-If he’s jumping (because he has a low jump and likes to abuse it), be prepared to use EX SBK to AA. St. mk is good from the right angle. If he’s too close and hopping all over you with the crossup, Jump up with him and do either air grab or NJ. HK.
-A lot of his normals are super and ultra punishable on block so take advantage of that fact.
-His jab xx Electricity/kara grab is solid pressure. Cr. mk or EX SBK at the right time to get out (yes it’s a guess).
Aside from what Darklight mentioned, a bit of the Blanka matchup was covered here. Squaddy’s post (that I have linked here) onwards:
We really ought to revive that thread, this main one is kind of outdated.
I would work on corner pressure against Blanka. Keep in mind your distance from the corner, and punishing Blanka balls will be soo much easier. If you are not close to the corner, you can try to frame kill with jab or cr. lk so it is easier to time Ultra I punish after blocking Blanka ball. If you mindful to the corner, you can just juggle him.
A lot of my game against Blanka involves not letting him cross me up until I can get him to the corner, then I will risk damage as risk/reward is in Chun’s favor, even after getting knocked down. Do be careful of reversal Ultra, as that’s the only thing that can really turn the tide, but you can be safe against that and still apply good pressure with fireball traps.
Practice your corner situations. Prepare in training mode what you can do in case he knocks you down with reversal upball or ex ball. He really has very little advantage off that knockdown, so you can prepare to punish if he tries to hop over you, for example. Just quickrise and keep up your offense. The hardest thing to learn to deal with is rainbow ball in the corner, but there are option selects against that. Take the risk to beat it, even if it means taking an upball. This is where you can gain the most advantage against him.
Cr. LP > Cr. MK xx EX legs is so useful, not just in the Blanka matchup. Inputs are Cr. LP > MK~LK MK~LK MK~LK. Basically, just plink 3 times. The EX Legs plink will cancel out any normal legs that can occur and it is hard to mess up once you are consistent.
Midscreen, just block well and react to his jump-ins. If he ends electricity strings with sweep or cr. hp, you can ultra I that. St. strong xx Mk Hasanshu is strong in this matchup as he doesn’t have a strong 3 frame response, even advantage is in your favor. Technically, I think he has enough frames to crumple st. mp xx mk hasanshu, since his lvl 2 focus is faster than average, but I would let him show me he can do that first (other characters, like Ryu can’t the last I checked in Vanilla). You can Ultra I him for lvl 1 focus backdash.
LK hasanshu is not a bad reversal options. It makes his neutral jump hk whiff, if he is trying to bait ex sbk. But blocking correctly is also a smart option.
Training to trip guard his jumps with St. HP and St. HK is useful to know. Those are good ranges to learn, but kiko zoning is not extremely strong against him because of his slide. Good to be strong at all ranges, though…
Thanks guys for all the help, still haven’t had the chance to run into good Blanka players to have any more questions on the match up. Thank you again!
Can’t overstate how godlike c.hp x legs is against Blanka, all hits get blocked at all ranges pretty much
vs. Rolento: You can punish his low stingers on reaction with st.hp, but you have to be fast.
I have been toying with a fun reset off focus crumple. Semi-practical.
If you land a focus crumple, dash forward, wait until the character has fallen to the knees (a little later than this actually), and do cl.MP xx MK (or LK in the corner) Hazanshu. You want to cancel it late. What should happen is, Chun will do the double-slap. The first slap will air-reset your opponent, and she should cancel into Hazanshu after the second slap. If you cancel after the first, it’s too early. If you do it right, Hazanshu hits just as they’re landing from the reset.
Timing feels funky at first but it feels so good to land it, then link into whatever typical Hazanshu followup you want. If they’re pressing buttons you can score CH MK Hazanshu this way and potentially link into U1 if you’re insane.
Not sure if it’s been posted on the forums before but I don’t recall ever seeing it. Discovered entirely on accident while trying to do cl.MP xx Legs and realizing you can still cancel the second slap even if it doesn’t hit anything. =P
I been playing Chun a lot more these days.
Such a fun character, she is certainly my sub from now on (even though I haven’t been competing on WNF as much as I was last year). It took me weeks to find different methods to piano legs but I can now pretty much cancel everything (c.mk, c.fp, s.mp (1), s.rk…etc) with the same consistency I have with Gen’s hands. All thanks to the excellent resources in the Chun forum. So far the transition between Chun and Gen is not bad. She has great normals, excellent walk speed and is a very footsie oriented character just like my main.
Thanks chutney-li for posting so much info for the Blanka matchup (god knows I hate this match). Also, I hope to stop by WNF more often after EVO. I can certainly learn a lot from SnakeAes and Iansanity.
I’ll try posting a couple of videos of my Chun-li for criticism later. Hopefully I can improve even more.
Kane as in Kane the Lili/Angel player on So Cal Tekken? :3
Lol Nope, sorry to disappoint you.
I just played some very long sets with Keno’s Elena. Feels like a U2 match to me and Keno agrees.
I am dead fucking tired right now (it’s 7am and I still haven’t slept… hope I wake up in time to at least see Marvel and SF4 finals), so I’m not really going to be able to write much. I’ll try to break the match down a little more when I wake up.
Let me just say though, she is a REALLY weird character to fight against. Elena forces you to guess high-low even in the neutral game when both characters are about mid-screen distance. That, combined with the fact that her special move overhead (dunno what it’s called) is safe on block, links into combos on hit, hits twice (can’t be focused) and goes over a lot of lows… she’s really annoying. Oh and also some versions of it are not true blockstrings so if you block the first hit standing and second hit down-back, sometimes you still get it.
with abels step kick I have been doing some limited testing, want to see if anyone has some info so I dont have to reinvent the wheel so to speak:
when abel does a step kick xx dash slight delay FADC backwards seems to make the first hit of his rekka move whiff, and you can escape the tornado throw if you do it exactly right. I only really tested EX versions. Does anyone know the optimal way out of step kick mixups? I will probably have more time to experiment today so if Im onto something ill post here.
elena´s ex overhead is -4
not safe
pretty much mash lights. If he has meter you can go for neutral jumps too if he goes for ex TT to counter your mashing.
He´s +1 after step kick but his lights are ver slow so he cant really use this as a frame trap he needs to take a risk in the Ex TT to make us stop using lights in this situation which is kind of a shitty 50/50 situation. Just avoid this by staying outside this range and whiff punish the step kick, at this range abel likes to use lk Wheel kick but that can be stuffed on reaction too with far fierce, Ex wheel kick is faster and safer so you have to be on point when he has meter.
+1 to mashing jab, esp if he’s not doing well-placed command grabs
I legitimately feel bad for Abel players when I run into them. He pretty much has one single tactic for getting in on Chun-Li, and… as his reward? His roll mix-ups are pointless because ex-sbk will send him back to the other end of the screen. His jump is too slow, he telegraphs his cross-ups, and all of his air normals get beat clean by Chun’s anti-airs. You get a free fierce everytime he tries to wheel-kick and his wake-up options are poor, whilst Chun-Li’s wake-up pressure is… actually… pretty decent. (When the risk-to-reward ratio isn’t heavily against her, as it would be against most characters with a shoryuken.)
i wouldnt say abel is free tho. before ultra it was a clear 6-4 for us, but now im not quite sure about it.
You see abel has safe jumps and set ups where rolls are actually a bait meaning you cant really hit him and that means free u1 from him. Cross up mk can be used to stuff Ex sbk too. He is kinda weak in the footsies deparment where is the damage we get in this mu. Meaty throw beat all his options besides super (throw invul version) and regular TT all his other reversal are not throw invul so you can bully him to make him use backdash to corner him and start OSing sweep his wake up. The thing is now he can combo Ex COD from lights so he can actually getto buffer OS some of our pokes in whiff leading to mix ups and you dont want to be in this situation despite DWU im a strong believer that DWU is just annoying and not a true answer to mix ups, abel can just use that extra 11 frames to corner push chun while she is in the floor or set up a ground meaty instead of a jump and even use ambiguous roll.
Abel pokes are mainly far light kick, far HK, far mk, step kick, besides that there´s no much going on for him i would say st.mp and cr.mp are pokes he has available but in reality those are more of a gimmick (far mp FADC and sweep xx roll/wheel kick) and the other doesnt work that well tbh (cr.mp) is better as a frame trap tool imo and a crappy one too. Why i say this? because chun st.hp and st.mp in tandem with sweep are abel´s nightmare simple as that, problem is you need to use kikos to keep him away and his u1 shuts this option down hard you can get punished full screen for throwing a bad kiko, just dont do it.
Did i say that he can now combo RFC off of CoDs? so he now has a valid option ala Gief to combo into either ultra for masive damage, that´s why im not so sure about the mu being for chun mostly, comeback potential. Not that he really need it as he could do this via cr.hp FADC bnb but the main difference is that now he can do it from a jab…
Abel has nothing to deal with st.mp x ex legs