Fierce Punch so she mostly throws out low pokes c.mp mainly (sweep can be HP/s.HK’d on reaction.
meaty f.MK/c.LK on oki + frame traps
rolling thunder.
It’s a 4.5 5.5 MU imo

Any button Chun presses that is fierce/roundhouse, plus Hasan Shu, is MAD FA bait. If you see Chun abusing S.FP, or sweep, FA and enjoy. Duds S.RH also counters Chun’s S.RH.

Chun’s biggest weakness is getting rushed down. Get one knockdown, safe jump OS and you’re going to beat half the Chun’s you find online. For those who figure out not to EX SBK/Backdash, now they have to deal with your mix-up without EX SBK to bail them out. Go for your options before she gets a charge back. Stay on her ass and don’t let her build meter.

Chun is far from broken, and very beatable.

patience

I’m far from good but I actually have a decent win rate against chun lis online. If you walk them to the corner they have a hard time getting out of there and FA works wonders against sweep, hazanshu. This MU is not in dudleys favour but its not worse than 6:4 imo.

How are you standing fiercing her sweep? Good Chun players are going to hit you with the tip of the move and it is not punishable from that range. You also have to watch out with focusing as players will do st. strong > Legs on you. I have been playing this match-up like I can’t jump-in, but the more I play it I am seriously questioning that idea. Can you jump in on Chun when she has no meter?

Sorry for the wall of text in advance. I can be such a windbag at times.

@ Darkyellow. You can definitely stand fierce her sweep pretty easily from max range (well easily might be an exaggeration). I particularly look to RH her RH, sweep, MP, and depending on how the player behaves, her standing jab.

In general:

The more that I play this match up, the more that I think it is 5/5. On paper, I’d say that it obviously seems like a match in Chun’s favor, but if you play on your specific opponent’s behavior, it only takes one slip for Chun to be put in a very bad position. If she has no meter, all she can do is backdash or block. And even with meter she is not very scary to pressure with meaty attacks. She is possibly the easiest character in the game to get a buffered RH xx FP/EX MGB counter poke against. And landing just one might be all you need to keep a leash on the match.

I generally approach this match up with a few things at the forefront.

  • Patiently focus her kikouken’s if the Chun player intends to rely on them and turtle. There is no reason to try and duck or jump over them unless they are very poorly spaced or timed.

  • If the Chun player gets bored of waiting, they will usually throw out a kikouken and follow it to put pressure on you with a followup attack. when you see them walking forward, you can try to sneak in a lk duck upper or duck straight. I consider this an outgame strategy, since the player can potentially block. But you would be surprised at how often they won’t until you tag them a few times like this. For me, it is more of a method to get your opponent to second guess their methods to pressure you. The most important part of this is to wait to duck upper until the last moment that you appear too far for her to try and tag you with a poke. If they get used to it and try blocking, occasionally you can mix in an empty duck and throw.

  • Often it leads to Chun players abandoning, or reducing their kikouken usage in favor of trying to pressure you with her superior pokes alone. This is when you look to counterpoke in as many ways as you can. Not just with St. RH, but with every corresponding normal that you have at your possession depending upon spacing. (cr. lk against her cr.lk, stand FP in general, etc). Dudley has many normals that can tag her at her normal’s max ranges.

-If they don’t abandon turtling with kikoukens, I just walk her into the corner, and let her get paranoid. It is easy to keep her from jumping out and it becomes easy to try and pressure through the kikoukens with focus attacks and oddly timed jump ins as well as continuing to try and counter poke. But for the most part, just standing outside of her footsie range while she is in the corner gives her almost no good options.

The biggest frustrations that I have against her involve her cr. short. It can be hard to keep a Chun player blocking long enough, during block strings, to keep pressure up with f. MK. She can just mash on cr. short into legs/ex legs and keep you out as soon as you lose frame advantage. This is why i tend to avoid pressuring her with block strings for the most part and favor going for a knockdown with counterpokes. Outside of backdashing/blocking, she is free on wakeup without meter.

If you have U1 stocked, look to do it on reaction constantly to both kikoukens and her longer animation normals when at midscreen or closer. It is also the best punish for a blocked EX bird kick.

on a side note, her flip kick move is incredibly easy to (ex) cross counter on reaction for big damage.

Her wakeup pressure on you is much worse than yours is against her. So try and exploit that while not just rushing into her superior pokes. She is the type of character that is meant to not give you an inch, so I try and do the same for her.

Nice write up.

Did you mean punish a whiffed sweep brainpipe? If so, that is mega punishable. I was talking about blocked sweep. Also, it seems that you can actually jump-in a lot of Chuns that throw their fireball and follow it. Might just be scrubby Chuns though.

Ah, I see what you mean. I misread that Fierce as kick, and not punch. You can definitely counterpoke it with FP as well as roundhouse, but I also don’t think you can punish a blocked one with FP. Maybe if you block a very close one or something. Not sure I’ve ever tried to test that.

I was talking about hitting the tip of the move with stand RH. Similar to this [media=youtube]DvSYxtrU7ok#t=1m48s[/media] but against her sweep.

Also, there are not many characters at all that I would say it is worth jumping in a lot against. But if you notice a player that isn’t anti airing you with Chun, then start jumping in a lot to exploit that player’s bad habit. Just don’t expect that player’s habits to work on all Chun’s. While she does not have the best AA moves around, Chun can normally throw out a fireball and set up an anti air just like guile can. So I don’t recommend jumping in on her unless you are doing it at unpredictable times/positions, or against the right animations on reaction.

Just walk her back into the corner

jumping to a chunli is IMPOSSIBLE for me !!

her s.HP and s.HK used as an AA from midscreen is imposible to beat (at most you can trade with jump hk)
also her sweep and cr.LK are very hard for me to punish

I’ve found that the recent trend in Chun Li near me is to anti air business elbow with her cr.mp… it hits your lost trip guard AND makes the elbow whiff, meaning I can’t jup on her any more, fair and fine I have an easy time when I get chun Li into the corner, no wall jump due to nj.hp and Jet upper into duck straight mgb. but it’s getting her there which is the problem, the current chun I face throws a kikoken and either s.mp/cr.mk my duck into legs (and then Ultra =[), or anti airs me, I have exhausted my imagination in what to do, i cross counter her flip kick (to get her close to the corner) I anti air her as best I can, (bad habit of going to air to airs).

but i seriously am at a loss… just like Guile. what do you do to a character that shuts down your offence with d/b?

Chun Li is a bitch. Who thought it was okay to give her no recovery on anything as well as the fastest walk speed as well as the best backdash as well as Dhalsim AA’s?

Do read the long ass post I wrote up a while back. Don’t play their game. If they turtle walk them into a corner, if they throw kikouken’s and try to follow up, duck after you see them walk forward since they won’t be blocking. Don’t use duck uppers/straights to punish kikoukens unless they did them way too close.

Learn to counterpoke her limbs with every option you have, but learning to do buffered ex mgb off of St. RH is simply required. You don’t need to ever jump in on chun, but if you do, do it after you have her guessing as to when you are going to go for a counterpoke. Try and land on the recovery of her footsies, don’t just jump in since then you get hit for free.

Chun is much less difficult than people realize, but a good one will always be able to give Dudley some problems.

I just suffered massively to a Chun Li down at the arcade over lunch, and wished I’d read this thread first. God damn ducking through fireballs into sweeps, I switch to focusing pokes building up a ton of white damage and then losing it all in a lpDP trade off vs. her air attacks. Backdashing like a slippery shit and exSBK once cornered, even blocking it I felt I didn’t have much to punish with.

To make things worse she was played by a girl.

You should make Chun never want to EX Spinning Bird Kick because you will mess her shit up when she does. It’s not too hard to do. You can safe jump it pretty easily or backdash it and then ultra 2 it/ fist it/ scoop it/ etc. That usually makes them stop very quickly. Also, counter poking her is much easier in AE because forward mp actually hits low moves. Just dance in and out of sweep range and stick that out or just dance in and out of sweep range and wait for her to whiff a sweep and then punish with st. roundhouse XX EX MGB or st. fierce if you’re too far for st. roundhouse to connect.