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

Found this setup works on Guy’s ex tatsu-
Forward throw, dash, df.hk

The df.hk won’t hit but his ex tatsu will whiff

I’ve found that you need to play aggressive vs bison, especially when he has no meter or until you establish a large life lead. When bison has no meter and he blocks a st.mp or cr.lp, keep moving forward and throwing them- they are plus on block and will stuff the startup of his normals and scissor kicks. Mix in some tic throws and watch him get real frustrated. Same principal applies if he has meter but you can be as aggressive but it’s very important that you connect with your moves and whiff as little as possible. I’ve also found that level 1 focus can be very helpful getting in. Neutral jumping also works very well but don’t get too predictable, especially if he’s got ultra stocked. If he reads it he can catch you with his air target combo into ultra. If he goes for a head stomp just walk back so it whiffs and punish. I personally use u1 in this match to punish devils reverse whiffs and ex crushers. Bison has good pokes but so do you, if you let him be the aggressor and play defensively it’s going to be very hard to win. Life lead is so important in this match, a turtling bison with a life lead is very hard to overcome.

Vega and guile can be tough for me as well so i’ll let someone else answer that. The only thing I will say is that they both are pretty easy to deal with if you get them in the corner. I also find that, much like the bison matchup- you need to be the aggressor, forcing them to play your game. I could be wrong but whenever I play these matchups overly defensive I usually lose.

@Malvadisco would know about Chun/Bison/Vega, he plays all three characters =3

Claw Vega m/u notes here. Will add more if I find them

Dic Bison matchup insights. I personally think it’s closer to even, but chasing each other’s life leads is hard. Especially if it’s charge character to charge character ^^;


I will see if I can answer the AA question later.

Im too lazy to wall-o-text those mu tbh

I believe Chun li’s UCW is among the best in the game, sure the damage is low but you gain way too much space control to ignore it. The main idea behind UCW is using Hosenka (UC1) but having UC2 at the end of the round to kill when UC1 wont be useful. Commonly in UC1 matches, we use Hosenka to stop the other play from using a tool (for example, Honda’s headbutt) and towards the end of the round against good players, sure enough they wont use that tool and you’re stuck in a situation where you never really get to use an ultra. This is a big reason why UCW is the way to go in most matchups where UC1 is the primary use. There are other reasons too, but heres the preferred UCW list for me:

if I dont give a reason, just assume its because UC2 is good at the end of the round when they stop throwing fireballs or something

Ken: Hes not really a zoner, but he can be, Use U1 to stop the fireballs, use U2 to kill.
Honda: same thing. This matchup isnt hard for chun right now, but UCW just makes it even easier.
Seth: His fireball is good, and his mobility is even better. Theres going to be times when hes not zoning and times when he will. I think this is the only ultra worth using in this match personally.
Gouken: Gouken players, like Seth often want to be up close or very far away. Obviously they have different play styles but the idea is the same. You wont always have charge, and they wont always throw fireballs
Akuma: with UCW, air fireballs simply cannot be used in anyway what so ever. We’re used to UC1 shutting down air fireballs from further away, but UC2 stops offensive based air fireballs. Granted its not the most threatening thing ever but the main tactic that Akuma players do to beat Chun since the vortex nerf is to mess with their jump arc and hope for an anti air trade with an air fireball or to get her to block. With this, he has to play like a really crappy version of Ryu. Theres been some discussion as to whether Chun beats Akuma in usf4, with this ultra I think its clear she does.
Gen: No idea. I still dont play against Gen enough, I would like some input.
Oni
Elena: uc1 to stop healing, u2 for everything else
Juri
Chun
Dhalsim
Abel: Maybe. Some Abels really believe in sitting back and building meter before getting any offense going. Typically use UC2 here, but if you’re playing a defensive abel this will work out.
Dictator: Uc2 for 90% of the work, uc1 for stopping his meter building.
Cody
Hakan: uc1 to stop oil, uc2 for everything else.
Poison: because neither ultra is really that good in this matchup both are needed.
Guile: not always easy to punish sonic booms, especially if theyre good at hiding fireballs and have very good zoning. You need to threaten the fireball, but you need damage when you’re up close.
Blanka
Rose

Gen has always been U2 for me. Especially in USF4, as the buff makes for a good antiair.

Generally I dont struggle against Yun, but one of the Yuns I know from ATL I consider to be a top player for that character and he is genuinely a pain lol

Generally I dont struggle against Yun, but one of the Yuns I know from ATL I consider to be a top player for that character and he is genuinely a pain lol

The above post is old and I didn’t post it just now… New forum glitch?

So first off, thanks for the advice on the Bison match up. I feel like I have a good grasp of the match up now and it’s just a matter of experience and reactions. I think my biggest issue is practicing my options after ex LL but that applies to every match up so I need to hit that lab for that.

Right now I’m struggling with the Juri match up. I’m having a really, really difficult time getting a knock down on her. I noticed that I was getting lucky with some random jump ins when she would try to do a fireball charge, so I tried to really hone in on that (her cr.mp is badass though, lol). Other than that, I feel maybe I have to really try to whiff punish her fireball charges? At full screen range, I can toss out LP fireballs and build meters with LL but I can never find a good time to get in. I tried using hazanshu but maybe my reactions aren’t up to par? She would usually just end up blocking and unless she was near the corner, it felt like I really got no where with that hazanshu.

If I end up getting a knockdown (most often from random jump in into ex LL), I’m not sure what to do after that. By that point, she has at least one bar for EX pinwheel from fireball spamming, so I’m not sure what my best approach is. It really sucks having to guess whether or not she’ll EX pinwheel or not. I read somewhere that you could do a meaty cr.mk to beat that out but I’m unsure how to get a meaty cr.mk from EX LL. If I do end up predicting her EX pinwheel correctly, I always end up sweeping it (and sometimes trading against it…) Is there a better punish? Is there a possible cross up lk after sweep from that range? That’d be pretty awesome.

Also is U2 the correct choice here? AFAIK, her fireball charge is faster than Guile’s sonic boom and I already fail at catching booms with U1 so I figure U2 would be the right choice here.

One last question, does b+mk really serve any purpose? Purely from eyeballing it, b+mk seems like it has the same reach as st.mp but frame data says it doesn’t start up or recover quicker than st.mp so… what is it there for? I’ve been practicing st.mp into ex LL which is freaking awesome if it hits (I try to only use it if I can get a read that I can whiff punish with it) and that seems better a better option in general than b+mk combo. I ask because I’ve been really interested in finding a purpose for it every match up and I always end up getting no where with it (I just find the up kicks really cool because of my MvC2 days.) While I’m at it, does f+mk do anything? In my experience, it’s just something I’ll toss out every blue moon and possibly get free damage because people forgot that it exists.

You can punish all her normal pinwheels with ex legs, just mash them when you block one. Her ex pinwheel can be punished is with ultra 1, cr.hp xx legs and much more.

Juri is a pain in the ass and I haven’t found a solid method for her yet. Since her as is pretty good I’ve found that empty jump into low works pretty well. If I do jump in on her I usually use HK or lk, target combo seems easier for her to beat. I’ll only use tc if I know it’ll land. You can far hp punish her fireball stores.

b+mk is for whiff punishing. b+mk, b+mk, d,u (no charge) + k is a target combo for upkicks. You can tack on EX bird or either Ultra (U1 near the corner) afterwards. If the b+mk x2 gets blocked, you can FADC to make it safer.

f+mk is a gimmicky way to go forward, like a crappy step kick. That’s basically it.

You can actually punish Juri fireballs (the leg raise part) easy with U1. Better Juri’s will be smart about storing fireballs though, so I usually use U2.

How to deal with Juri is a mix bag as I personally feel there are multiple ways to play her but only one way to approach her as Chun Li
If I’m playing a Chun-Li with Juri (typically I use Juri’s U2), I will make it my goal to get in Chun’s face and utilize her burst damage and wake up/meaty/fuzzy guard mix ups and resets. Chun can’t do much on her wake up

Some Juri’s may use a more zoning based game or be even more rushdown orientated especially with FSE
Ultimately a superior Juri player will do all of these at some point.
Any hoo; I recommend never jumping unless it is in a safe jump scenario.
She has superb anti-air options between Cr. MP and HP both can lead into free stores so don’t give them that option
She can also go air-to-air with Chun and in my opinon being on the receiving end of Juri’s Air assault can lead to some serious pain and gives her access to setups once landing for tricky resets

So make it point not to jump in. Neutral jumps or Jumpback HK (HP or MK if Juri Is Aerial too) are definitely recommend in the right situation as they can beat out her Dive kick and contend with Juri’s J. MP. & Hp

I’d make it a point not to throw kikoukens much either unless in close during block strings or for FA fishing (for example Using St. Mp xx Kikouken in footsies)
reason being I blow up a lot of Chun and Guile players simply by using Kasatushi’s (Juri’s parry) to move in. If Juri does be ready to block low as Cr. Hk is often a move of choice or EX Senpusha. So If you have charge and Super in both situation you get a nice punish. or Cr. Lp, Cr. Mk or throw or LK HSU can lead some nice punishing opportunities

Ultimately as a Chun Li player against a Juri I want U1 and I want to the fight to be fast paced
I walk forward and block a lot in this match up and always weary of her F+Mk overhead.
Do not get cornered but in fact corner Juri but play patient and smart as she has multiple ways out of the corner between reversals and parries and a fantastic dash if you jump she can go under you
Becareful with upclose FAs Juri has some ways to blast your FA attempts but if timed right you can score tons of Counter Hits.

All in all I said a lot, hope I helped - I tried to help, lol
But really my two girls should never fight…I’m gonna have to talk to them again about this crap.

So apparently LK hasanshu can go over Ken’s DP if he does that throw-tech+DP option select that Momochi has been doing because the nature of it makes the DP come out later than normal. 'Kind of makes the mixup aspect of it (guessing between block a hit confirmable DP or avoid a throw) more bearable for Chun, so they have to legit do something deliberate to counter HSU instead.

edit: … also the DP catches backdashes on wakeup most of the time which is why I feel HSU is a little better vs. this particular OS.

Found a hardblockable against oni

Hmm… doesn’t seem like this thread is very active anymore, but my two cents on Juri:

Dealing with her jump ins is a massive PITA. Do not focus and do not try to react with jump HK. You will lose. Df + LK can work for a juggle into U2 but you need to time it late. It’s hard to do. Best choice I’ve found is to use EX SBK, but a good Juri will be able to make you lose charge before jumping in. Make sure you punish any Pinwheels. Best overall strategy to win is to make her play footsies because you have better tools. Walk her down and occasionally neutral jump ready to air to air if she tries to escape. If she tries to stop you with fireballs, focus dash in. Be ready to punish parry as well, or if you have a read on it then just throw her.

c. mp/c. mk works well against Juri jumpins from exp. S. hp if it’s telegraphed

st.hp is the best AA against her, you just need to practice as her jump arc is weird.

@“Laughter 7” EX SBK would lose to j.hp (the downward kick that causes knockdown) and j.hk safe jumps. If you mean you’re losing out j.mp, then yes I would wage war on the ground too.