New Chuns ask in here!

Ibuki is one of the characters that I think can really give Chun a hard time if you’re not too familiar with her. She can go high/low and take your health little by little, and has a good jump in game for more opportunities. Ibuki players also see you way more than you see her, so it may get a little rough at times.

On the positive side though, you only need a few more opportunities than Ibuki does. I would say to start off, your defense have to be on point. I never get hit by her f+mk for any reason at all, UOH catches me sometimes, but I’m usually focused enough to block that on reaction if in a tournament offline.

If you want to guess in between strings, or know when they will attack, go high. Her main source of confirmable damage is s.mk xx forward slash kicks against you. She cannot short or EX slash kick you. Most Ibuki players know this but if you see it more than once, you can always low forward and super the EX slash kick or short one if you’re fast enough, but during the short one you only have 1 slash kick to do it.

Going low vs Ibuki is not the best think like against most characters. She has a lot of “off-the-ground” normals, so if you go low too often and are only looking to hit that way, you’ll be having trouble getting around some of her normals. If you’re close enough, you can jab her out of her f+forward, f+roundhouse, UOH etc. If you want further range, s.strong is a good move to zone her and keep her grounded. If you see a f+roundhouse and ducked it, you can also tag her with your low roundhouse. If you walk back from her f+forward, you can trip guard her and confirm into super, but the timing is very strict.

In the air, you either want to chase her with a jump double fierce, or just block if you can’t do that at the moment. Spread eagle works nice too and is safer than jump double fierce. You can also dash under before she tries any mixup from the air.

Keep in mind most Ibuki players set up their jump with f+forward, jump over crossup mk, and they may mix up there or jump again, it depends.

When you shut down their “off-the-ground” game, they will start to go low to hit your back fierces, strongs, jabs, whatever. This is when you can play some low forwards as well, and where you have the big advantage.

If Ibuki does st.forward -> command dash, jump back or forward over here, wherever is away from the corner. It beats both grab and instant SA1, but keep in mind jumping towards her can be beaten by an early standing roundhouse, but usually jumping away is the safest option. Just that if you do it too often, take the grab instead of risking getting caught.

he plays an unorthodox Ibuki. You just have to be patient and catch on to his patterns. He likes to neutral jump and do the two hit normals on you while falling(i don’t playa ibuki so i don’t know what it actually is) so make sure you block that or parry both hits and punish. Also watch out for her overheads! It can get quite annoying, but if you get a knockdown on him you can begin to pressure Ibuki. Just make sure you’re careful of her wake up dp move. Getting in 1 super takes away a lot of her life, and proper spacing can get you easy c.mk and standing fierces. Just make sure you punish mistakes. Oh, and try not to get stunned!

Oh yeah I forgot you were playing online. Just low roundhouse anti air those scrubs. B+fierce too. Free lol.

Yup Online vs Offline is two very different games. I just recently found that out a few months ago, me learning how to play 3rd Strike online only. My parry timing and hit timings were all off when I went to play casuals around my area. I got hit with so many fireballs and couldn’t parry easy last hits of Chun’s SA2 or Makoto’s SA2. I did find that hit confirming was a little easier though. Playing online does actually help your game though, as long as you’re not relying too much on lag abuse. You actually have to adapt to different opponents and punish everytime the opportunity is there.

Online taught me one thing.

Everyone guess parries on wakeup.

But for Ibuki, I’d follow MagMan’s advice. I have a pretty fierce Ibuki player here in town that I play against and with Chun, you have to play very conservatively, because trying to go toe-to-toe with Ibuki is going to end up with you being GG’d. Although, when I mean conservatively, I don’t mean hide back in your turtle shell and pray to god you catch them with a low forward either.

Jump back or forward Fierce Fierce is a great option in my experience, because Ibuki players like to cross up towards the corner and mess you up from there.

One thing though. Don’t EVER try to parry Ibuki’s jumping attacks. Like, not even once.

vs. ibuki just spaz out in the air and wait for her to do something dumb you can super.
you can trade hits the whole round and she is gonna lose.
don’t be a still target for her that is what she wants.

honestly i’ve never fought an ibuki who could survive in the air vs. chun. and almost every time they try to air super me its like one dagger then i fall out.
eventually ibuki will get silly and do that mk slide or something you can tag with a low forward.
until then frustrate her more than she is trying to frustrate you.
jump back every time they jump forward and wall jump when you get in trouble. you can wall jump over her all the time anyway , ruining her air control.

Hey, I’m working on Chun’s SGGK, and I’m havin a hard time gettin the super to come out. This has always been a prob for me, as far as SJC’ing into super like with Yun’s SGGK.

Is there any particular method of how you guys hold the joystick in order to SJC consistently and feels comfortable and easy? Lemme just say, that it’s a lot easier to SJC for me going from right to left, but going from left to right is what gives me way more probs.

Thx

And here I was ready to help and you put that phantom edit…but ok.

Just for future thread necromancy, the way I cancel into super is I do the SGGK (down [PAUSE] hk~lp+lk), then when the HK comes out, do QCF, then UP, then TigerKnee motion.

lol. Oops.

I guess the edit gave the wrong idea. I didn’t mean nvm at my original post, I just meant nvm at the edit, because I mentioned something else, but got rid of it.

So my original post stands, and any help would be appreciated. Thx DJ.

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MOAR CHUN STUFF. If you want to see how that SGGK works with some Dope Ass Muzak put in it

It’s been brought up before, but shotos…Ryu in particular. I feel he can do WHATEVER he wants to do as long as he’s spaced me correctly. How do I pressure a Ryu, or at least make them start making mistakes?

Vs. Ryu is all about pushing him to the corner, and more importantly CONTAINING him there

As Ryu, if I wanted to avoid a bad situation between kara throws and low forward super, I would just jump back. Not a whole lot Chun can do about that but to make use of the space given up. Also, you need to make sure they don’t jump out of the corner. The normal throw+throw bait loses badly to jump, and meaties with 1 hit and such won’t really scare him.

You want to be in your low forward, kara throw, UOH, back fierce, somewhere in that range. That’s where Ryu gets out prioritized and scared. They then either have to back up or jump back to get some use on their fireballs. If you’re in low forward range, you can low forward and super through a fireball, the low forward kinda goes under and the super goes through the fireball.

Low strong goes under EX fireballs too, so throw that out and you can burn their meter if they rely on it.

If they’re playing footsies with you, you can walk up, crouch (to kind of fake a low forward or something) then walk up again and f+roundhouse over the low forward/roundhouse, and confirm super that way (only if they are crouching but it should be easy to spot).

You can hit Ryu with a SAII every time you block his sweep.

Mag brings up a good point that works with many shotos, especially Ken. Ken players like to stick out that low forward if you fake your own low forward, especially when they have meter. So show them that you know what they’re gonna do before even they know. Basically, you want to bait them into that option of throwing low forward, then blast them for it.

But it’s already been said about how to punish Ryu, but I will add one thing that’s left out. Unless you are playing a really good player (who hardly does this), watch for wakeup shoryu. A lot of people throw this out when they are knocked into the corner, but that’s easy to stop right?

not to be rude but this is not at all an accurate analysis of the ryu matchup. the only thing you have right is push him to the corner, but that is true vs. everyone cept maybe makoto.

why would you guess with toward and roundhouse when you can just tag his low forwards with yours for free. you don’t have to bait ryu chun beats him on pure reaction 100% easy easy easy.
you don’t even need to guess with RH to go over sweep vs. him although it IS there it should only be used when you have ZERO meter and are feeling saucy. he can low forward hurricane a whiffed one, why risk it?

throw/throw bait mixups losing badly to jump??? that is completely ass backwards. standing cl.RH is an anti air, not to mention jumping will always get tagged by a meaty low forward on the jumps startup. its not like its magical to jump, its actually very dangerous. aside from that jumping ,in and of itself, is totally wide open to getting fierced ON REACTION EVERY TIME.
you can also whiff standing jabs against jumpers. its not like you even need to worry about that much against ryu. its more a tactic suited for yun/makoto and characters who have more to gain by jumping.

why bother trying to get crappy damage by going under his EX fireballs, just let him burn his meter and parry or red parry it depending on your preference. its not like ryu is ever a threat to chun.

honestly in my opinion this matchup is 9-1 no joke, chun owns ryu HARD.

and like JGD said REVERSAL EVERY SWEEP!!

Lol, you just asked me why go under and go for the damage and making it whiff, rather than take the chip damage and “let him burn meter” which he would do anyway with the option I provided.

Where are you located at? Do you even play offline? You have fun waiting for low forwards and eating dash throws then.

Um what? Throw + throw baiting loses to jump. You get a grab from the SGGK if they jump, not a close roundhouse LOL.

Didn’t I already mention not to hold up/forward if they had meter? They can still jump it by blocking the meaty if it comes out, then reacting to throwing if they did after with a jump.

Only someone inexperienced would press something after jumping over, Ken’s jump tatsu is safe aside from super. Ryu doesn’t have to do anything, he just jumps over, blocks a trip guard low forward cuz he didn’t press anything, and jump back again.

It’s up to the people to decide which post is correct, test both and then try. You really haven’t played any good Ryu’s if you think this matchup is 9-1 :rofl: :rofl:

i play at family and denjin.
i’ve beaten the ryu’s of allot of top players and yes it is goddamn FREE for chun. even very very strong players still can’t overcome the gap between ryu and chun.
if you don’t think so i don’t know how you would ever beat a good ken. and socal has more fierce kens than anywhere except japan.
btw the best option is to red parry it and fierce him during the dash/jump that he is most likely going to do to close the gap.
trying to go under ex fireballs is not very easy to do 100% on reaction, you have to guess a little bit and i don’t like to guess.
i would rather red parry. if your c.mp is mis-timed you will eat the whole ex fireball and get knocked down. its not as safe as what i recommended.

btw the fact that you didn’t know that you can use st.cl RH to beat a throw attempt and super shows me that you really don’t know what you are talking about.
either that or you were looking to try to invalidate my post and prioritized that over actual advice/knowledge/thinking. grow up and think.

if you actually played chun you’d realize i wasn’t talking about sggk. btw it seems you don’t understand your own terminology because throw baiting would not be using SGGK. SGGK is an option select for when you are in RH kara range anyway , not a technique you use to bait throws. no one is going to intentionally crouch tech vs. sggk, you have to beat the throw with a meaty like st.cl RH which comes out in 4 frames.

if your gonna post in every single character forum like you are pro at all of them and yet you live in virginia and then try to tell socal players that they only play online then i don’t know what the fuck to tell you. lvl up, and do that by admitting you don’t know everything.
if you had a valid point i would acknowledge it.

think before you post, and study the matchups before pretending to know them. You know a little but don’t think you know allot because you won’t level up thinking like that. and quit thinking back fierce is chun’s answer to everything. if you try to play like that in socal you’ll get crushed.

Relax dude, you don’t know shit about Ryu, hence you getting raped, and you having a big ego off of beating nameless Ryu players you can’t even say who you beat. Like I said, it’s up for the people to decide what works and what doesn’t, to me, you’re just another random talking in threads on SRK.

Just sit at cr.mk range and super through every slow poke/fireball he throws.

So WTF DO YOU DO? All I heard was online arguments. I only play a Ryu guy every now and then and the matchup doesn’t seem so lopsided. I mean…shit…Denjin Alone can beat the hell out of Chun Li and Ryu isn’t completely helpless against Chun. So I’d say the 9-1 rating isn’t fair or even accurate.

But I did try out the faking cmk and going to forward RH and confirming to super. Sound strategy there. I can see how it works. If you can condition your opponent into thinking the cmk is coming, then they’ll stick out low forward in order to beat or trade with your low forward. So if you crouch and nothing at max Range in order to get that low forward, then you have a free F.RH for your troubles. I don’t see why the fuck people just wanna say “Just low forward that shit because Chun’s L.Fwd beats every thing.” Not when your opponent does L.Fwd Every time you crouch. So that’s a load of BS to say that isn’t valid or a good option.

Now let me ask, if you get put in a defensive situation against Ryu (Y’know, where you have to block and shit) what’s the best way to reverse momentum without meter? It would seem kinda obvious (throw into the corner, sweep, parry) but I’m conditioning for the good Ryu players that actually know what Chun can do.