-vs Vega/Balrog tips from Bucktooth:
vega does beat chun. n-chun fares a lot better, but at least with c-chun once you have meter you can win the match on one clean hit.
to land that hit, it depends on how the vega player plays:
if the vega player is the walk back and punish whiffs type, walk him to the corner. a lot of walking up and blocking gets the job done. once you’ve walked him backwards a good distance, you’ll get into an uncomfortable range for vega. vega will probably throw out some random panic move to try to keep you out. the safest thing to do is to walk up and block and feel out the vega players tendencies; if the vega player doesnt press a button until you do first, walk him all the way to the corner. if the vega player is flinching when you get into a certain range, pre-emptively counter hit it with low jab, then link standing strong into super (easy on counter hit, and low strong probably wont reach at the range youre at).
if the vega player is the type that throws out a million long ranged moves to just zone you to death, the strategy is pretty similar: get a poke to whiff, and instead of trying to directly punish it, walk in. since the vega player is the zoning type, theyll likely hit another move the instant the first one whiffs. counter hit low jab into combo like above. if the player is the type to freeze up and block after whiffing a poke, just walk up more. he will either flinch once you get close enough (like in the example above), or he will continue blocking. if the latter happens, either throw, or start pressuring with low jabs (to try to get a counter hit) if you really need to land the super
you’ll probably guess the vega player’s reaction wrong a good number of times, and a few of the times you guess right wont directly result in damage (walking in farther, getting them to the corner), but all it takes is for the vega to flinch once at the wrong time and you basically win the match. at the same time, vega’s pokes arent doing much damage to you. the important thing is to not get frustrated
The most used anti-air for Chun Li is d.HK. It is one of the few single button anti-airs that knock down. However, it is not perfect, it can trade and be beaten cleanly especially by steep angled jump ins. This is where you use Chun’s other anti-airs such as:
far s.MK
forward j.HP, HP
jump back MP
walk/run under close s.HK xx sjc
d.MP (against lost trip guard)
air-throw