why is it so hard to punish a whiffed tatsu? It seems as though I can’t react quick enough and I get murdered instead of getting big damage. As soon as ryu hits the ground its srk.
for me when I see a tatsu, im usually quick enough to c.mp, c.fp, or srk it. but let’s say for the sake of the argument I miss my opportunity. I would usually just teleport away so I dont need to play that stupid guessing game whether he’s going to be throwing, or doing a random srk.
Demon flip kick trades with ex SBK it flys you across the screen so you can zone again and it a good trade (which is rare for akuma outside of seth) since ex SBK only hits once. I think this was mentioned somewhere else as well. Also her sHK and sHP are beast AA’s so don’t demon flip or jump in on a smart Chun. Zone and Bait… the zone some more…boring ass match-up. Once you gain super bait Sweep punish with super shit looks tight since you’ll be building super the whole time zoning.
didnt know that s.hp and s.hk beat AA
her overhead kick should be fa.
and if its predictable you can punish it with srk
if she trys to to cross you up with her mini jumpkick just teleport away dont try do something stupid !
Chun Li isn’t a Demon Flip fest. It certainly isn’t free, but it does depend on how well they know their AA options which is based on their experience. She has couple of answers and where you position to stuff EX Bird it’s easy enough to walk under under and throw. Her jump into target combo nulls your Flip mixups unless you’re doing them while you have her pinned down. That can go into follow-ups for her.
Neutral jump roundhouse does the same, those are late (or fast) reads she can get though. If you’re getting her with cr.MK or close HP into the flip then you can beat most of her options outside walking under, which they can do when they are confident. Whiffing Palm here (Super is good) will help catch her walking under. Even so, with Chun’s close game getting to a place for those Demon Flip cancels from your normals is going against you.
Within 1/3 or 1/2 screen distance is where Chun Li wants to be as her best options are available there. Her chainable low shorts have almost as much range as your cr.MK and can be confirmed into combos easily. Tenshou Kyaku has long reach for whiffs too. Everything to the range on her grab, the quick big range pokes, her fast dash up etc give her an advantage in dishing out more damage here.
(her Super can punish cr.MK to fireball btw)
She can step into Hasanshu over fireballs or pokes and combo from that or EX Hasanshu for a knockdown if they prefer. To my knowledge, Chun Li has a tough time tracking teleports. From this knockdown she can time an Ultra to auto correct but it’s gimpy and at least one of your teleports can often evade it and let you punish.
It’s a lame match; full screen air fireballs, jumping back and all. She has a hard time dealing with air fireballs and doesn’t have a great initiative when her walk-in path is blocked. She can only Ultra through one that’s badly thrown and her jump is too floaty. You have a ground fireballs for the first half of the round so use those while you can. Be ready to SRK her jump-ins.
Once you get a knockdown a deep Demon Flip Dive Kick is good for applying pressure when lined up to stuff her EX Spinning Bird. EX Spinning Bird Kick will beat your cross-up Tatsu’s. Demon Flip throwing is effective once they know where they stand. You can pressure on her backdash ala wakes on Dhalsim’s Teleport or use option selects against it.
Define? realize we have NOTHING in the chun section, and this all sounds important. thanks!
this is great info thanks a bunch! i always did find chun li’s normals almost as tough to deal with as bisons. maybe I can put this to good use
You got to turtle Chun, until you get a knockdown or manage to put her in the corner.
Well for example, she doesn’t have time to dash Ultra most of them.
To perch for an Ultra within a standing Ultra distance (at least 3/4 screen) she has to move in and then charge, hoping you don’t jump back and stretch the distance again. The previous air fireball that she isn’t charged long enough to Ultra through will push her back on block or if it interupted here b,f,b,f motion also.
Air fireballs have a landing lag that’s quite large. If you throw an air fireball at the top of your jump, it takes longer to land and then recover than it would if you’d done it near the bottom of your arch.
On top of that it’ll take the opponent around 20 frames to confirm an air fireball before inputing, otherwise she is just guessing. Low air fireballs around 1/2 screen range give her very little time to react and input aswell.
So if Chun has been perched within a 2/3 or 3/4 screen distance on d/b and you haven’t thrown a fireball for a while to disrupt her charge or position; a vertical or forward jump air fireball near the top of your arch is giving her an Ultra on a plate.
Pretty much nothing she can do about low jump back air fireballs at 3/4 or 4/4 distance. Most of the time, Chun players will be reluctant to take the risk of being punished, but they’ll take it if you give them an easy one.
When it comes to stuffing EX Bird, you want to aim the Dive Kick to come down vertically on top of her head and hit between the legs, similar to Zangief’s Lariat. This will stuff most improperly timed EX SBK’s although it’s possible to delay it to come out on the Dive Kick very late and use that invincibility to hit most Dive Kicks still, and for stuffing these clean the positioning is trickier to get.
If you land a cross-up Tatsu into sweep on Chun Li in training, take a little step in (as you would with a follow-up cross Tatsu) and MK Demon Flip into Dive Kick. This should give you the lining you want to beat them all.
ty sir. :tup:
Chun can’t move forward without losing her charge. Keep her charge in mind. Ground fireballs shoved down her throat before her ultra comes are pretty strong, all she can do is hazanshu or jump and both of those are a risk for her, once her ultra comes you can still fireball but only defensively, i.e. you have to turtle and only use your projectile after you’ve seen her move forward and lose her charge.
The main problem I have is that I can’t air fireball her at all from within like 3/4 screen, a big thing that I do against most characters is the close range ex air fb for pressure, and if it hits big combo, can’t do that to her. She can just hit fierce every time. Will hit or trade with fireballs, severely in her favor.
yes she would poke you to death
her pokes are godlike
summarized you can writte this in the box
footsies should be avoid in this matchup
zoninig to keep her out of poke range and since you get a knockdown
its rushcity
a guy mentioned it also in the secrets thread that you can beat her ex spinning kick with the normal dive kick (at the pick point in the air down mk) he said it beats it clearly every time
I have a question regarding blanka’s ultra.
I played some casuals with a blanka last weekend and he did his ultra on knockdown such that I could no teleport out on wakeup. The only thing I could do was wakeup ex SRK, but if he positioned blanka at the right spot, my ex srk would whiff and I’d fall into the rest of the ultra.
I would’ve thought that wakeup reversal teleport would get me out, but it doesn’t work. The frame data says invincible for the first 40/48 frames (kkk/ppp), so I’m confused. Does anyone have any insight?
You’re missing your execution. You must be getting something other than the teleport.
If I can get ex srk, then I can get teleport. We’re having some more casuals this weekend. If he shows up, I’ll record it.
^Akuma’s teleport is 0 frame which means you can get out of anything on wakeup every time. Remember when in doubt mash it out. This includes all ultras on wake-up like the also common Dhalsim ultra.
Sup bokkin? Alright I am pretty knowledgeable about Akuma and his matchups so anyone throw out who is giving you problems.
^Good to finally have you. Yeah I think we are on the chun-li side of the discussion and we just finished abel so anything about the chun match-up would be nice and Duggish when you feel satisfied by chun who will we be going to next?
Chun Li you can either choose to turtle her or rush her down until she has meter. She has nothing but guess into air throw to get you off of her this is if you are pressuring her with demon flip mixups. The vortex owns her up pretty hard until she gets meter for ex sbk. What I like to do though vs her SBK is to get her to waste meter so she can’t short short ex legs. I pretty much zone her until I get a good opportunity for a knock down or a jump in (if she does kikoken)
What chun is going to try to hunt is to poke you or hasanshu over your fireballs. After you throw a fireball and she focus dashes don’t throw another cause if she dashes forward she can hasanshu through your next one. If chun li commits to that you can either charge a focus (walk forward a slightly to get closer) or walk forward standing round house or demon flip into whatever to land on hasanshu.
Also make sure you punish her jumps with fp srk or demon cause her jump is really slow and high so it should give you more than enough time.
not talkin to anyone in particular but how do you possibly have trouble with chun? I’m a chun player and Akuma is by far her worst matchup at the highest level. Worse than Rufus. Do whatever you want, just don’t be stupid with air fireballs when she has ultra.