Chun Li General Thread: Blue Jade

Haitani found some good ways for Necalli to deal with armor. Chun definitely has some multi hitting moves to deter armor a bit.

As for anti air I just hit s.HK whenever he jumps from far away and that usually works. Sometimes just throw it out preemptively to deter him from jumping. If he jumps from close I use b+HK and that’ll trade with j.MK and give you free reset in your favor. Can dash up meaty or just stay back and meaty him with another button. Jump back MP to EX legs works also.

Idk why Punk picked up Chun instead of Guile but I’m not complaining.

I agree that Gief is hard, but that’s mainly cause of the difficulty in anti airing him. I think Chun contests him fine on the ground, and Punk is excellent at AAing. There’s also a lot of potential unused Chun tech and I think Punk could be someone to really push that forward (b+hp resets).

Chun probably fits his style more. Guile is harder to use than people make him out to be and he requires that zoner/lame guy mindset that not everyone has. Like Guile is not a character J.Wong would ever really pick up. He doesn’t really play those type of characters.

Punk probably stayed away from guile because he already failed hard with nash. Both are fireballers, guile is more of a hard zoner, but if punks fireball zoning were good we would have seen shades of it when he played and lost to snake eyes.

Chun is probably his best bet other than sim or rashid. Rashid I think would have been the better pick because that fucker can literally just run from gief the entire match… but that also isn’t really punks style and he might not be able to use it against snake eyes.

I don’t have too much trouble dealing with armor. 2 hits stationary and 2 hits walking forward, but if he moves forward he can only flex afterward (and cancel that into V-trigger). Armored fierces are easy to make whiff and whiff punish (with st. HK being the farthest). Don’t forget EX legs blows that stuff up too if you’re in range and ready. I generally treat Lariats the same unless I block it and am in range to get a bigger punish.
Like Jin, I also do st. HK a lot as an AA in this matchup and either b+HK , st. LK or air grab vs up close jumps. Most of the time st. HK will crush counter his jump buttons. One habit I want to get into doing more is being able to tell when a fireball will anti-air him and then juggle EX Legs or Super after it hits.

I vary the strength and speed of my fireballs a lot in this matchup so they can’t just headbutt and armor without either messing up sometimes or worrying about me whiff punishing. Also pay close attention to his habits of how he plans to deal with your ranged pokes (armor and jumping habits etc.) and fake him out a lot with whiffed jabs and whatnot in between the zoning patterns to agitate him.

The only thing that worries me in neutral is the V-trigger, because then they just start walking forward daring you to throw out something they can pull you in with and turn the match around. Gotta be careful there and always take ground back or switch sides when you can.

If he does get the hit and knockdown though, just accept it and commit fully to your decision to counter what you think he’s gonna do (Buttons or backdash for bait, EX SBK for non-bait, Neutral jump to full punish for command grab, backdash and dash back in for cr. HP combo punish for command grab and/or avoid regular grab, stay on ground and AA then dash under for air command grab, block and then get the hell out of there for meaty buttons etc). I think you’ll be worse off second guessing yourself after a knockdown than committing fully. One of you has to be right, so don’t panic and make it more than it is.

Gief is surprisingly one of the more fun matchups I have in this game and I really HATE dealing with grappler/big-body characters in FGs in general. Too bad I can’t usually say the same for the Gief player, they tend to get salty just seeing Chun on the screen. So yeah, not a bad pick if he wants to deal with Gief.

The playstyle thing for Chun>Guile makes sense. Punk probably chose Chun over other chars because she also deals with Birdie. Of course this is assuming he’s actually serious about Chun and not just messing around with her, cause I don’t see anybody singing praises about Punk’s Urien.

How do you guys like to pressure in the gief mu? I feel like Gief players tend to have weak defense, but you get punished so hard if you get hit by EX SPD or CA so I’m not sure whether I should be going for the tricky high reward stuff or for safe strings.

My best string versus gief players is ex legs, dash, walk forward a slight bit fhk. Hits all the wakeup Spd stuff and throw tech and can hit his jab as well. Also hits backrise as a meaty.

Akumas airfireball is fucking broken. Can’t AA it at all and have to spend the time playing against him on the other side of the screen where he outfireball Chun easily. Yeah good call capcom. Thought we weren’t supposed to have anymore divekick moves that are safe on block and give pressure easily for no meter? LOL. What a horribly balanced game.

Then to add insul to injury, like all shotos he can combo into super in his sleep.

Plus has oki that covers both wakeups that is fucking plus on block…and the worlds easiest throw bait. What the ever loving fuck.

I think Akuma’s air fireball sucks outside of the V Trigger one, just Chun might not have the best options against it

It’s pretty good in matchups where the opponent only has normals to use to AA, I would think.

If the akuma mixes it up with his regular jump and his demonflip… they really don’t need to do much else except throw fireballs and mixup different types of jumpins.

Anyone got any advice for playing against sim?

This is answer i got for asking same question few weeks ago. I havent played too many sims since but i think its helpful.

From the last time I saw Ricky Ortiz fight a Sim, just pick Laura.

Couple of things/tech to add to that:.
-Vs. Dhalsim Drills: LK SBK is a surprisingly effective way to anti-air them… gets knockdown even on trades and if he tries to drill out of range, it will punish the landing recovery with the rest of the SBK hits and you get the usual post knockdown frame advantage. You can usually challenge the LK (farthest) version on block unless it hits below the knee at the very end of it.
-Vs Dhalsim’s v-skill: You can reversal LK or EX Legs after his v-skill -> j. LP on block. You can also dash up st. HK, st. MP or st. LK. to AA it before he can attack. (Dash up st. LK can even catch teleport before it starts and if he teleports, you can AA with st. HK afterward before he can do anything)
-You can beat Dhalsim’s st. HP with F+HK so he can’t abuse it on block. I lost to a Dhalsim in a time over with just white chip even though my health bar was technically higher, so don’t let him get away with this. Additionally if you block a st. HP, you can usually backdash to avoid a 2nd st. HP and whiff punish it with sweep.
-All of Sim’s slides are at least punishable by cr. LK xx legs on block.

…I made it out of pools at evo in winners. But now I have to prepare for a good Ibuki player and potentially Itabashi Zangief and/or Bushinstyle (Rashid player). None of these matchups are something I’m looking forward to lol.

Well since I just found out how to search matchups… just looked at some replays for both urien and Chun versus sim:

@NagaSiren

Seems to have a very good grasp on the matchup. When looking at matchups I’m basically always looking at how the neutral is handled. From what I can see about naga siren the way he plays the neutral against sim is:

Start of first round, cr.hk x2 looking to hit a sim limb, or bhp. From there he seems to like to throw L fireballs at either 3/4 or full screen range. If sim jumps/v skills over the fireball then he tries to st.hk the sim… this seems to dissuade the sims from floating to predictably over the fireballs. Once that is established he tends to dash follow the fireball to get in. Once in he mixes up between blocked confirms into a dash, or blocked confirms into a pushout into a fireball. His dash game seems really on point. He likes to dash into medium or light or fhk. The fhk seems to work wonders as it usually seems to get a CH or be airborn.

Sim doing medium range fireball into slide and he v reversaled the slide… need to remember that one. Once I saw him do cr.hp against a sim teleport mixup and it traded… might be something to look into.

The sims didn’t however do any of these things:

Slide under his fireballs
Teleport punish his fireballs
Slide during blockstrings

And these are all very important things in the matchup I feel, or at least are pieces that make the matchup harder.

He also uses bhp CC in the corner into crossup stuff and that seems to always work the first time.

He doesn’t seem to jumpin much at all. Most of his offense comes from the fireball walk in or regular dash in, or sim coming in and failing at the offense that leaves Chun close.

Anywho check out his replays they are an eye opener.

https://youtu.be/5HwToA1fjiI

Mizuha interview from evo. Not super insightful but puts a face to the player. Unfortunately it seems like he got eliminated in pools.

Damn i really wanted to see more of him at EVO. Probably lack of tournament experience. Good thing we still got darklight to cheer for :slight_smile:

I’m cheering for MOV first and darklight second just incase MOV drowns before he does.

@Dime good post

f+hk is godlike in this matchup. In neutral, the spacing where you can make f+hk plus on block is a range where dhalsim doesn’t really have any efficient buttons (so he’s more inclined to block), so if you get into that range it’s a pretty easy way to get in. He also has no 3f so you only need to space it to be 0 on block to start your offense. Another thing I’ve been trying to implement into my game (though you won’t see it in my replays yet) is just pressing f+hk a lot to bait out his slide x v-trigger. If they’re both active at the same time, f+hk just beats slide outright. If you get hit by slide while airborne and he misconfirms into V-trigger you can even punish it. I do have a bad habit of pressing offense even when I’m negative after it though.

b+hp corner resets are good in literally every matchup… although I think I’m the only one who fishes for crush countering throw techs w/ it. It’s especially good against sims though cause they tend to be more tech happy in my experience. On block, you can go into cr.mk xx fireball. In general I think I’m carried in this matchup by having good offense for a Chun (you will never see me rely on a shimmy to bait his throw!) but this is particularly key!

Jumping is definitely bad (at least with heavies) because of sim’s abundance of anti airs and his ability to slide and punish Chun jumps. I actually think I should jump less than I do. j.mk seems to be okay at beating his aas actually, whether or not used as a crossup, but I would still use it sparingly because I dont think Chun doesn’t need to jump to get in on him.

Fireball/st.hk game is def. the most important thing though. Also always always always go for dash-in offense after a throw.

Does anyone know who Mizuha lost to? That’s really disappointing, I was really hoping for him to get top 16 =(

The 3rd Strike Chun is in winners top 16. Space alien is space alien