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How does he beat you? What’s his playstyle? Is he jump or mash happy? Or more solid, ground game orientated with low risks?

In general, he needs to come close to throw you. if he does so 4 to 5 times per sround, something is already going wrong in your gameplan then…

He’s definatly more solid ground game with low risks he pokes for hours s.hp s.mp c.hk etc I can only keep him out for so long. he knows his character well. I EX tatsu most jump ins when he does jump and can block most of what he does but when he’s in it’s tick throw time for me and if I try crouch tech I usually end up eatin clk to ex legs to u2

Yeah, these Chuns are tricky and you need a lot of patience. It’s a battle of life lead and who needs to get in… In general, try to squeeze out some dmg early on, but do not take much risks, as the life lead will win in that match up.

I try to stay out of poke range, as Chun wins the poke game in general. Fireball zoning and Anti Air until you can score a hard knockdown. Then hit and run tactic as Chun’s EX SBK can be easily safe jumped (punish with cr.hk or ex tatsu), but beware of DWU and her backdash in cr.hk or Hazan. Not sure if her b.dash can be properly OSed. But in general you do not want to be close to her outside of knockdown mix ups or then you lost the life lead.

Close range Hados can be risky due to her fast (focus) dash in. More so cr.mp x Hado strings as the Hado then also gets telegraphed. Try to poke her at absolut max range of far.mk as sort of a walk in stopper, but she can duck it and it is vulnerable against her sweep or cr.mp and whiff punishable of course. You can also poke check her with max range far.lk chained in cr.lk, good range, fairly quick, pretty safe and beats focus. If she mashes sweep after that you should be able to whiff punish it. Smart, sparingly used focus fishing can also help, as Chuns relys on one hit pokes at certain ranges and particularly if she likes to always press buttons after she blocked one of your pokes.

During ground game Chun can not jump at Gouken at all, on reaction you can always jump MP 2hit in juggles, amongst other U2 and Super. After you gained U2 or Super, she must fear that and stay on the ground. AA Ex Tatsu also works of course, but I would try to safe meter for ex tatsu fadc or super. But Ex Tatsu her neutral jumps when up close. But do not jump in on her either (outside of kd), as her jump double HP in juggle really hurts.

Try to bait an anti fireaball Hazan Shu here and there, it’s mildly punishable with FA1 backdash. A whiffed Far.MP looks similar like the Hado start up. Also jump ins into AA can be baited that way if your opp relies a lot on twitch reactions.

Chuns like her cr.lk and cr.lp, if you have a good read LP Kongo it, but comes with a lot of risks of course. But particularly rewarding close to corner when FADCed. If Chun uses her slow fireball as shield during groundgame, MP Kongo the fireball. Only hits once though, if she does not know already anyway…

I recommend OS trowh tech cr.mk, as it has 4fr start up and can be OSed in HADO which combos on counter hit. but limited horizontal range and on whiff easily punishable. If you sure about an incoming tick throw attempt you can try to instant air backjump HK which can hit the whiff throw animation then. But comes with risks obviously. Neutral jump HP will not hit Chun in time, she can block until then and maybe even punish with EX SBK. If your meter management was right (you should not have much possibilities to meaningful spend meter in that match up anway) you can try to ex tatsu fadc her throw attempt at least once in a round. Save for it, she must fear it, so that she thinks twice about going for tick throws.

I am surprised she does not use U1 in that match up, but this helps you in your zoning attempt. So do not jump in her double HP in U2 and try to to keep her out so she has no possibilty to cr.lk - ex legs - U2. LP Kongo can help with this too, even though risky.

Just my 2cents, I hope this helps a bit…

EDIT

If she jumps over your fireball, you should almost always still have the time to ex tatsu or kongo her jump in.

Run. HK flip the fuck out of there. When she’s approaching on the ground you could also give a little focus tap backdash. As a matter of fact, focus works very well on those normals you said he uses and so does mp kongo. Her grab is very sticky, like Bison. I have a hard time teching him also. There’s something funky about their grabs.

But, as Mic Witt says, you need to work on keeping her out more. She has to get through your fireballs that you use to soften her up. Watch how he’s making her do that and adjust. Mp fireballs ruin her flip. Her jump in is suspect and you can beat her in the air with dj mp all day, unless she air grabs.

You may be too predictable. Time to change the plan a little.

Thank you both I’m gunna study what you’ve said and practice he is the worst player to play though. no matter how I play he will sit there calling me scrub or an awful gouken and how bad I am or his stick won’t work. I’ve only used him a week. the only success he has against me is with his chun I can run him 20 games straight with his other characters and I’m desperate to shut him up by Beatin his chun li

Honestly… sounds like you play with the wrong “friends”…

Yeah, he’s a dick. That’s the kind of attitude that ruins the game.

Just punch him in DA face and he won’t call you scrub anymore, or play someone else.

I’m tryin to gain as much knowledge of this match up as possible so I can beat his chun li n watch him explode in rage like I know he will. Btw what can I punish an EX hasan shu with I can always see it comin and block it but never get the punish I know it’s armor breaking now. thank you everyone for your help very appreciated

So listen here, all hasanshus are safe on block, the only way you can hit him is with either mp hado or ex tatsu, or wiff punish him with sweep. This matchup is hard she has some excellent pokes with great recovery. If you use cr. Lk, you can get under her st HP, but her mp is really good and really annoying!!! I’ll suggest to see frame data. So you can see what her moves are like on hit and block

If you see chun doing Hasanshu it just neutral jump HP her ass, or just jump back mk/hk.

You can also just cr. mk her out of it, but it doesn’t do much for damage and/or spacing but it will stop it. Low kongo beats normal Hasanshu as well.

Her wake up is shit, and if you time dive kick right it knocks her out of SBK (kick her right in the pu$$y), or you can safe jump it and punish it though the good ones won’t EX SBK safe jumps much, so it’s good to mix them up with both.

Look to see if she has U1 b/c if she does you don’t want to hado if she’s just sitting there or backing up.

Like most charge characters you want to play the MU to where they aren’t pressing back or crouching so you take some of their special options away, so if you got the life lead make them move forward so you can take advantage of that.

But once you knock her down, this is one of the matches where you will want to pressure her b/c you want to force her to burn EX as much as possible. Same with the Bison match up. I will see if I have any Chun fights saved and if not, the next one I fight I will save it so you can see what I’m referencing to.

Here’s one. I used a lot of dash under and frustrating flips. Last round I just kind of poked her to death.

For chun’s ex sbk and normal I just activate demon flip at the highest arc. It stuffs normal sbk and AT mls trades with ex sbk. So they burn a meter and I just get bitch kicked.

the mix-up momentum gets going with her really well, once you get the safe-jumps down and start to play with all the variations in cross-up and baiting ex sbk whiffs( while sitting right next to her loloololol), and eventually gflip>slide for the backdashes, youll start to feel differently about this matchup in a hurry. feel free to subscribe to my YT or just drop by to check out some tech as in above video, i feel good vs everyones chun, gouken doesnt fear her…you shouldnt either…go get em tiger

Takin quoted himself… lol… Even when I don’t understand I still understand… Quote on my brother.

Hahahahahaha hahahahahahaha i was gonna say wtf, the guy quoted himlsef and didn’t say anything!!! Hahahahahahaha

its the next big thing :wink:

Thank you all for the help I’m gunna get workin on all this info and hopefully beat him into a rage. god I hate chun li another question a stupid one though after a j.mp juggle I know on 1 hit we can sweep and tatsu etc. but what on 2 hit juggle aside from denjin I always have no follow up to a 2 hit and they always fall to the floor I feel I’m missing a trick here??

After an accidental 2hit, land and do an immediate lk.flip. If they quickrise, do a last-frame kick for ambig crossup. I’d they don’t quickrise, do a parry so you have time for something else, like a NJ air tatsu crossup