OS against Sim’s wake up teleport. cr.lp cr.lp+vskill. cr.lp cr.lp will be on block, cr.lp v skill for full jump in punish on back teleport and stomp combo on cross up/stay in place teleport.
Other notes I have on sim vs chun
-b.fp is pretty good outside of sim’s s.mp s.mk for counter poking and crush counters.
-After mk sbk and if sim quick tech dash dash throw is perfect timing for throw meaty that beats wake up teleport. Back tech is manual timing so I suggest going for cr.lp vskill OS.
-If you are looking out for it/have the reactions for it, vskill is great to punish raw teleports. Doesn’t matter what side he goes, vskill will beat it and net you a stomp combo.
-If you AA teleport with a light, do not dash. You’ll just get s.lp. Get your meaty down and if you catch a read that sim is gonna do s.lp, meaty with s.hk CC dash lk legs cr.lp lk sbk. cr.mk to lk legs won’t work.
-Kiko’s really suck in this match up. Don’t even use them. Maybe ex at close spacing but even then it’s iffy.
Ken’s S.HK CC has been giving me headaches as of late. On reaction I think it can be punished with LK.LEGS but is there a normal that beats it clean or another good deterrent against it?
Back on SRK after being off for years. Good to see some of the same cats around (Devil). After reading a lot of the tech here, I think I will be back way more often. My game is way behind a lot of the posters here.
b+HP counter pokes any standing poke. Has disjointed hurt box so you pretty much will win unless they hit you low or you whiff.
Yeah I like my message forums and still like the way SRK is laid out the best (even though Vanilla is ass). Good to see you again. Chun is definitely my favorite character in this game. Strong neutral game but has more tricks and combos than she did in IV. Her V Trigger is like soft custom combo system. Love all of her combo options once you’re in it and air legs is really fun.
Right on dude. Thanks for the input. I have a few vids up in the other section. Some tips on set ups and approaches would be appreciated. I have some bad habits I need to get out of.
Logged back in to post this exact question. To be honest, I have problems against both Nash and Guile but with Nash I feel like it really just comes down to knowing what they’re gonna do and hopefully being in a position to attack…except for his booms which I feel have almost no recovery. With Guile, I just can’t get in at all. Like he literally zones me the entire match and when I try to slide under anything, it’s usually a slow one that hits me anyway.
Both the sonic boom chuckers are annoying to fight in this game simply because unlike the other “top characters” (Nash, Ryu), Chun doesn’t have a safe or simple solution to getting around people with zoning as basic as “Sonic Boom” over and over.
That’s true. You have to purely rely on your fundamentals or a lucky V Skill to get around zoning. Id still rather try and get in with Chun Li than with Gief or Mika, but its definitely a struggle
Worst case scenario I just hope Ibuki has better anti projectile options and then ill just main both for different matchups
Anyone have any tips vs vega? I camt stand fighting him. If i respect the slide via blocking low alot and punishing i end up eating command grabs. I have no idea how to get in on him. Im so close to just playing guile in this mu instead. Am i being too defensive?
I guess I should ask, is there any matches or sets I can watch to help with the Guile matchup? I can sometimes hit him out of the startup of a boom but that’s a rare occurence and it usually ends up with me hitting the startup of the projectile instead. Even against Ryu, I have trouble but I at least know I can get in.
I can’t say it’s the best way to beat him but I try to play patiently and react. Most importantly, know how your opponent plays him. Note that I said “patiently” and not “defensively.” It makes sense to block low most of the time (especially against Vega) but remember that he can grab and has an overhead. You have to react or just hope your opponent doesn’t use them. So it’s not that you’re playing too defensively but rather that you’re so scared of the low (understandable since a knockdown puts you at a disadvantage) that you’re forgetting his other options. Everyone has their own playstyle so you have to realize when he’s most likely to do slide and block low but watch for dash grab or OH. If he’s using it in tick setups, just jump when there’s a short stop in his combo. ADAPT.
The most beautiful thing about FGs is having to read your opponent. A jump will beat (or get you out of) most tick grabs, tick slides, etc but if he suspects you’ll do it again, he can do an AA instead. But then you have the option of just blocking low and it’ll most likely whiff or you could even do a V-reversal on the first hit or so if you’re scared of the mixup. Blocking low is your basic defense that you should never forget about but remember there are other options. I remember asking my Vega friend how to fight him in SF4 and he said it was a purely footsies match. I still feel that applies. Just be patient and adapt. IMHO, it’s an even matchup if not being slightly in Chun’s favor but I was never a tier person.
I got to break down the Vega matchup with Flash Metroid at Final Round. I’m pretty sure it’s 6-4 in Vega’s favor. But it’s very close and not many Vegas are controlling their optimal range. Because Vega’s optimal range is just outside Chun’s in claw, and his non claw normals are great at counterpoking Chun’s best pokes. It’s a very footsies heavy matchup, but it’s one in which it’s tough to stay in control.
For Guile, there honestly aren’t a lot of matches yet to look to, and honestly I haven’t gone against any decent Guiles in ranked yet, so I have no idea. All I can do is use training mode to guess, but theoryfighting and practice are two different things
Cammy player (Platinum for what it’s worth, without rage quits Kappa ). Looking for Chun players to run the match with. Match seems tough but I want to make it a bit more manageable. Any takers?
Vega is one of the few characters with better basic mobility than you so he can be annoying if he has the life lead. He can walk towards the corner and his strong wall jump can allow him to hop over you if you don’t read it well. V Trigger basically allows him to reposition himself to the other side of the screen if he’s near the corner as well. Sweep is annoying as it always is there to check you walking forward or pressing standing buttons. Sweeps pretty much blow up and can potentially counter hit most standing buttons so you have to be careful.
Generally I just try to s.HP or f+MP based on which pokes he throws out and use b+HP if i figure he’s getting too abusive with any of his standing pokes. EX legs is good too for trying to catch him whiffing a normal and then getting what should be pretty much a free meaty after. The goal is you have to play more like a rushdown character and keep him on his ass. Playing the footsies game forever will eventually just have him in the life lead and him forcing you to chase him all match which you don’t want. Especially if he’s sitting on V Trigger and super. If you have a big life lead over him you can play the lame game, but his life lead game is much stronger than yours so you’re better off just going in if your health is close to his.
Haven’t fought any Guiles, but I have a feeling it will be a predictable matchup similar to Vega. Either you get in and stay on his ass and bait EX flash kicks/V Reversals, or you get lamed out.
Ahem… I really hate “adapt” as matchup advice. It’s redundant as all hell.
Versus vega:
I keep telling people that you really can’t outpoke him consistently. You have to use fireballs IMO. It can be done without fireballs, but fireballs is how Chun beats vega.
Against the old slide/dash in command grab neutral game mixup, you will have to either just guess well, or you can just neutral jump which can hit both options with chuns jhk and simply wiffing neutral jumps at certain ranges can give the vega pause to stop going for that.
The matchup is less of a struggle than it has ever been traditionally in my mind so I tend to play it decently.
In this particular game his claw pokes aren’t as good as usual, his walldives aren’t as good as they were in past games, his anti fireball options aren’t stellar either, and he has no real reversal outside super so meaties are free against him.
I hate any one word answer on how to do something but I used it as a general word to remember that one strategy doesn’t win matches. I faced a Vega who would do max distance pokes into slide and I would get hit bc he knew I would walk forward to chase him or see if I could punish. So I started blocking low and punished his slides. What did he do? Stopped using slide. Then when he did it again, he waited till I stood back up after blocking low (basically when my mind said “Okay he’s not gonna do it”) and hit me. So the next time I blocked low, stood up and blocked low again then punished his slide.
Adapt, git gud, practice, etc are all redundant phrases when you don’t explain what you actually mean.
Against Vega/Claw, you can cr.MK to make the 3rd hit of the EX wall dive whiff. He isn’t able to combo into anything and you can punish the whiff with cr.MK xx MK SBK. One less worry for the matchup.
After testing this, cr.mp is far more reliable for low profiling it, do it a bit before he comes in contact. It also trades, beats it clean, or avoids completely. It also moves you forward so cr.mk can reach, if it doesn’t reach however substitute with LK SBK or sweep.
Just slide and super vs Guile’s zoning. So far, this is the easiest version of Guile I’ve fought and I’ve fought a few good ones. Your buttons are better than his and kikoken/EX kikoken is still useful for slowing him down on zoning (seriously, don’t let him get away with v-skill… it’s very easy to slide under. You can even slide under the enhanced sonic boom + v-skill combination).
Vs. v-trigger, I’d either block it out or if he jumps after throwing booms, meet him in the air and go for airgrab. He shouldn’t be getting much damage from it without confirming.
I don’t find his zoning or neutral game nearly as troublesome as what Nash does. Being limited by charge tends to do that.
Btw, in case anyone hasn’t seen it yet, Javits has been posting the tech to punish Nash’s v-reversal:
…it works for Chun as well. React to the reversal with backdash and then take a slight step forward and grab (better to backgrab to throw his ass back into the corner). Practice it and get a feel for it, because mastering it could really help the matchup.
I haven’t had much trouble versus chun as guile. Not that it’s EASY, but maybe I’ve just played super bums.
Most guiles for whatever reason are still using L boom like its the shit… But I’m h boom all day and bait out responses with nothing’s. From there it’s just smart jumping and v skilling.
To many of these guiles still think L boom is great though because they’ve been chucking them for years with sf4 guile.
Did the guiles you played darklight use L or h booms most?