Only interesting thing I’ve ever seen was Rikimaru used SA1 against Hugo, because you can like standing HK (the hop kick) to SA1 against Hugo even if it hits standing. That being said, use SA2 against everyone, because you’re not Rikimaru.
Chun can zone Oro fairly well with her c. fwd and standing fierce. Since her limbs are longer, you can normally stick out pokes at max range without fear of getting hit by anything, since Oro’s limbs are on the short side. Be careful of standing forward and standing strong by Oro, they hit farther than they look. But the same ol chun strategies work well on Oro. Don’t be overagressive and try to pressure him unless you’re confident in yourself because he DOES have an uppercut and he can counter you with back strong (or is it fierce) on wakeup if you’re being lazy. That would normally mean a Tengu Combo is coming up. So if you want to pressure, do it outside of his uppercut range and you should be great. Kara throws work well against Oro.
I used to think oro was really tough or irritating to fight but nowadays I really don’t mind that much.
number one thing is WAIT when he jumps. wait for him to double jump before trying to counter poke or dash under him.
Chun can whiff punish Oro really easily, there is no real reason to get aggressive and preemptively poke against him. His moves just come out in such a way that you will find yourself scoring ALLOT of free hits if he does any moves.
Oro’s pressure isn’t super solid so if he DOES put you in a weird spot just reset the range and wait for an opening again.
probably the most important thing to remember tho is that Oro has almost ZERO throw game. You can mash out of his neutral/forward throw in 1 hit every time, since he can’t forward throw he has like zero corner pressure to stop you from blocking every single time. his only guaranteed damage is to throw you OUT of the corner!
also for some reason oro players LOVE to go low short into command grab thing. its a free super if you block it, at the very least a free c.mk xx short spinning bird if you have the charge.
basically he can’t beat you unless you make a mistake when you are playing turtle style. i don’t think its worth it to rush him at all personally or even take risks vs. him. don’t bother attacking on his wakeup either. its like the one chance he has to maybe nail you with an EX upper.
this match really is 8-2 chun if you take away his damage by playing safe, if you don’t play it safe then its VERY easy to get killed since oro has tengu stones, the unblockable ball and all that great damage. just don’t let him set it up if you can and don’t get frustrated when your down on life and they are burning the clock. you WILL get the hits but don’t chase him carelessly for them. 8-2 only applies when chun is defensive vs. oro.
hope that helps.
I’ve played both an aggressive and turtley Oro, what do you do about an in your face Oro that attempts to land stomp combos all day? I feel like my air options are very limited here when it comes to keeping him back.
Don’t let Oro get in close. It’s his only way to start big damage.
Just keep him at a distance. Your ground game beats his.
Don’t whore out your low forward as much. Low strong beats oro in every way. Even if he parries it he can’t do much at a range. Goes under fireballs, under his pokes, beats his lows, lol this shit rapes him for free.
You can super through fireballs easily at a distance, but it may seem harder up close since it’s almost like a poke. If he’s doing that close enough you should be whoring your low strong anyway.
Another thing is back fierce. Beats all of his high pokes clean, just throw it out there and confirm it and you got yourself some damage.
Against Oro jumping, double fierce kinda rapes him.
I think this is only an 8-2 matchup because Oro can’t do shit to get in, it’s not like you should be raping them if they are trying their hardest to get away from you. That’s usually their last resort, is to try and annoy you.
Which, against an inexperienced chun player, would probably bait them into pressing forward and overextending, which plays right into Oro’s hands. So just relax when Oro tries to run away and get some space in.
Agressive Oro shouldn’t really be a problem if you space him out right. Also, parrying his jump ins should be easy for Chun if you anticipate a double-jump instead of a regular one. It’ll take maybe one or two parries into supers for Oro to get the hint. Back fierce or standing strong should knock him out of most of his air attacks if you space him properly, and I think both of them beat him cleanly. I don’t know if it trades with J.Fierce or not though.
When you get Oro in the corner or in a knock down situation, if he has no meter…then I’d say try to SGGK him. If he tries to land wakeup upper, then you low parry to close Roundhouse (buffer the super in there). If he does nothing (which usually means he’s trying to guess parry some sort of meaty attack), then you have a free Kara throw.
Against Tengu Stones, just relax and try to react as best you can to his patterns. If you begin blocking his first set of moves, GUARANTEED he’ll switch up to something else. I always look for high first, then UOH, then low attacks. So don’t worry if he gets Tengu out, unless you’re already pitched up in the air (cause then you’re fucked).
I’d say Oro vs Chun is 8-2 for much of the same reasons Mag described. Chun just keeps Oro out too well for him to get in and his only hope is to get in by you fucking up or being too aggressive. But you know better, right?
No don’t ever parry Oro’s jump ins. A jump in chicken tagging your missed parry could mean the game.
Yeah, that is like, day 1 anti-Oro. Never parry any jump in, ever. Just dash under every time.
What does double fierce mean?
Her jumping double fierce. A lot of the time, Oro can’t do much to it, with some anticipation it almost always works. If he is trying to cross up at a neutral position you can jump back and double fierce too.
You can also Meaty UOH into super after Double Fiercing them into the corner.
Great advice from all :lovin:.
Yeah…soo… Akuma… WTF?
hahaha could you get more specific, there is ALLOT to that matchup since akuma can be played in many different ways and has so many tricks.
ill say a few vague things for now but i’d love to get deep into this matchup:
parry the dive!
red parry the dive! (honestly not as useful since you still must guess)
turtle him out
stop him from jumping/relaunching
stun him!
WALL JUMP!!!
okay, sorry about that. I have a question about Rushing Akumas, since they are demon flipping all over the place. It doesn’t really pay to parry sometimes because you have to figure out if they are
A) diving
B) Low kick
C) Punching
D) throwing.
I saw Justin Wong Take on JR Rodriguez and he did a lot of Jump Back Fierce, Fierce when he saw JR go for a jump or Demon Flip. Is that viable?
What the fuck? Don’t ever resort to anti air parries, that’s so retarded.
Dash under demon flips, you need some anticipation and you need to know what normals he can cancel it from. There’s only one way to counter it and he can’t do anything, it’s the earliest divekick. If it hits, well that’s one hit. Jump straight up and LP can work for others. That’s all I can say for now, I don’t wanna resort to posting shit that might get you fucked up.
mag your point would be better taken if this wasn’t chun vs. akuma with regards to AA parries and risk/reward.
chun can limit akuma’s divekick options so well that parrying the dive with her really isn’t as much of a guess.
if you never parry the obvious dives from akuma he will have too much freedom in the round, he needs the threat of parry to think about when he dives.
Now, because chun is so awesome she can MAKE akuma’s dive kick game obvious.
she can shut down any badly spaced dive in so many different ways when its launching or coming down on you.
if you find akuma’s air options are too much to deal with you aren’t taking away his options well enough. of course you don’t parry EVERY dive and you don’t parry when you don’t have them felt out.
honestly i really don’t think you should be dashing under dives when you can just walk, if you can’t walk under it its too low and you shouldn’t try to get under it since he could cancel early anyway.
like if akuma does stand fierce canceled to dive you can probably get under, you could also jump up with him and hit him harder since he can’t do anything about that.
i made the notice of AA parry and chun vs. akuma when i was playing a multitude of different charactersvs. akuma and noticed how my chun hit so many more AA parries vs. him than any other character. it was because i didn’t let akuma do what he wanted to do and all of a sudden his dives are easy to read.
also weigh the risk with their stun bar, doesn’t take many roundhouses to stun him.
The Akumas I used to play against use demon flip throw a lot. I mean, you’re right about the risk/reward favor. Just remember that you are trying to parry 1/3 options, which could build up if you guess wrong.
Not to derail the Akuma discussion, but I had a long session with DRCSyntax’s Ibuki. I picked up a few things, but I’d like to hear it from the Chun player’s perspective. What am I looking for in terms of openings? How do you handle her air game? Her strings? Her speed? It seemed like I wasn’t allowed any spacing the whole time. It was either in your face, or running away.