The Daily Matchup

Old vid I remember recording. Smarter Balrogs tend not to jump a lot, but those who still play the “old” way, by all means zone and punish them the old way.

https://www.youtube.com/watch?v=NVw8YbmnRVI

And here’s an old vid of me showing what not to do in the matchup (and also why you shouldn’t play when grumpy and tired :sweat: )

https://www.youtube.com/watch?v=4gbSxaYr6zA

OHT’s tutorial video on this matchup from back in vanilla helped me with this matchup way back when and it’s still pretty relevant.

http://m.youtube.com/watch?v=KqjsI4ciG2g&desktop_uri=%2Fwatch%3Fv%3DKqjsI4ciG2g

Agree with 6-4 this isn’t a difficult matchup for chun.

fml

lost a. heavy wallotext just now

I know dat feel :frowning:

I have been out of town so I’m going to try to play catchup here.

Adon discussion I completely agree with. As an addition, I like to use cr.HP (with MP Kikoken buffer) in the Adon matchup because if he does a normal jumpin, cr.HP usually anti-airs pretty cleanly and he is forced to deal with MP Kikoken when he lands (he has no option which wins in that situation iirc). If he jumps in and does air Jaguar Kick, the second hit of cr.HP can tag him out of it.

Akuma I don’t have much to add, except that if he sweeps, Super is a clean punish - he cannot cancel in that situation.

Will add on the Balrog matchup in a bit

The OS against Balrog: Fthrow > Dash > Air Target Combo. On the second hit of the Target combo, press HP+HK and hold down-back. If Balrog backdash, Chun will sweep. If Balrog headbutt, Chun will whiff target combo but perform d/f HK and punish headbutt. Balrog has his ways around it, but it’s pretty strong. I have seen Balrog use a couple of armored dash punches to get through this or just focus backdash. You should still press your advantage if he focus backdashes.

-LP Dash stright is -3 on block, so Chun can punish with Jab > Fierce. I personally like to punish with St. Jab xx HP Kiko because this will combo on Rog, and if I miss the 1-frame punish, I still do chip.

-I like to randomly throw EX fireballs to keep Rog honest. Rog will usually jump over these.

-When Rog jumps from near full-screen to close distance, remember St. HK for trip guard. There is a sweet spot at max distance where you can actually still hit him just before he touches the ground. It is good to aim for this since even if you are a little late, he will be forced to block because of fuzzy guard from landing frames (for a couple frames, he cannot dodge by crouching).

-This tends to work on charge characters on wake-up: Space D/F HK so that you are hitting them with the tip of Chun’s foot. You’ll be spaced too far to hit-confirm anything (probably), but you can follow up with a Jump target-combo. Most characters can’t jump on you again after a cross-up, so it is surprising. Rog can anti-air with Cr. HP, but risk/reward is still in your favor.

-If you are following a kiko toward a Rog who is just waiting in crouch, he is probably planning a headbutt, TAP, or ex dash to counter you. Poke with Cr. MP in range and you should be safe against those options.

-Another tactic against Rogs who jump forward from full-screen (e.g., if you throw EX kiko) is to meet him on the ground with HK HSU and follow with pressure.

What do you guys do during TAP mixups? I usually just Cr. LP because he is -2 it is safe against everything.

If I know it is coming, I usually just hit him with st.HP. In an ideal world I would punish with cr.HP xx Legs. I’m pretty sure it’s possible, just your reactions need to be good. But like you, I will jab if I didn’t see it coming.

Balrog – Even/Slight Disadvantage

We’ve been saying this match is advantage Chun since the beginning, but I personally have never really felt that way. I think Chun beats him in theory and on paper maybe, but Rog has enough going for him to turn the tide when he needs to. Some of this may be personal bias as I think my traits as a player work against me in the match. But I’ve logged a lot of hours against really good Balrogs, and while I can recognize where my faults fail me, at the same time I do feel like Rog has the tools to win. Maybe in an extended set Chun would start to edge him out (FT10 or so…which would justify a 6-4 match rating) but in a practical setting - say tournaments where you’re playing best of 3/5, I feel like Balrog can win these just as easily as Chun.

This is a match where Chun can kind of Kikoken him, but she has to be very careful about spacing. Never throw a Kikoken that he can TAP or EX Dash Punch through or jump over. Even if Chun can block in time it puts Balrog in her face on his terms, which defeats the point of throwing the Kikoken. Use it sparingly, do not use it as a fall-back tactic or rely on it as Chun’s major game plan.

The mid-range is kind of weird – while Chun technically has better normals Balrog also has ways to make it not matter. Against Rog you should forget the rh button even exists, as his buttons tend to beat her sweep for whatever reason, and sweep as AA is a terrible idea against him. Instead use hp – s.hp is a decent poke/AA, and c.hp is also good AA.

FA and neutral jumps are good ways to counter Dash Punches, but both have their risks – Balrog can hit you with an armor breaker Dash Punch, or counter the neutral jump with Headbutt or EX Dash Upper. They’re on the table as strategies but use them sparingly and don’t get predictable.

Balrog’s defense is kind of iffy – Headbutt works but is an all-or-nothing gamble for him. Once he has U1 though he gets bonus damage plus the corner carry, which makes the gamble more attractive for him. Chun can run her offense on him, but does have to be mindful of the Headbutt.

I feel like trying to play this match strictly zoning is a good way to lose. If you let Rog get meter he’s going to use it to get in and to try and find openings to do damage. It only takes one bad decision to get hit by a random Headbutt into U1, or EX Smash into Headbutt into U1. I try to be very aggressive in the first part of the match, make Rog burn meter on defense and try to bait out Headbutts that I can punish. If I get hit by one early on I only eat the Headbutt damage. If Chun can establish a moderate life lead with meter she can afford to sit down and make Balrog work to get to her/open her up. On the flipside if Rog gets a life lead with meter it becomes very difficult for Chun to open him up without taking risks.

Chun’s Super punishes blocked Dash Punches. It sounds huge, but most good Rogs are not going to just throw random Dash Punches when they see Chun sitting down. Rog also has an escape in that he can FADC out of the recovery to mess with the timing – he can either block the super or make it hit airborne (thus making the rest of it whiff). If you know the FADC is coming you can adjust your timing and punish the backdash, but this is a guessing game and Chun loses big if she’s wrong. If you block a Dash Punch and Rog has no meter though…let him have it.

Rog has a lot of tricks that can help to push him over the edge. TAP through a Kikoken, then EX Headbutt if you pressed a button. Random EX Smashes that will beat crouch tech or if your reactions just aren’t good enough. They’re tricks but they only need to work once for Rog to take damage, potentially win the round, and if nothing else get in your head. Be aware of them and try to read your opponent, see what he’s going for and when.

U1 counters any Dash Punch/TAP from mid to full screen, and is a good blocked/whiffed Headbutt punish. That having been said, this is probably a U2 match. It’s more versatile and U1 isn’t really going to discourage Rog from doing what he was going to do anyway.

Oh, ok. This is embarrassing but TBH, I usually block TAP whether I see it coming or not because the invincibility frames always freaked me out. I thought it was more like Cammy’s Spin Knuckle than it actually is. Next time I’ll do a CH St. HP > st. HP combo or something. haha.

Spoiler

http://www.youtube.com/watch?v=1V8Ihstw9Pc

Balrog loses invincibility shortly after turning around. Nothing to be afraid of, apparently.

I agree with this. It’s definitely not a good feeling to watch a Rog player sitting at full screen, absorbing fireballs. It is difficult to establish that Chun must be approached when Rog has a compelling reason to stay back so she should at least establish a life-lead. Chun can definitely walk forward in this match, with anti-air HP generally usable.

thanks you AZ my wall o text was pretty much what you said with a little more drama lol

anyways u2 is THE ultra of choice as it give us so much lockdown of options post knock down.

Really? I find that interesting. Options like what?

I have always used U1 against Balrog but felt that it wasn’t great, I just didn’t see many applications where I could use U2 against him. Please do share lol

U2 option select is pretty good against him

Soooooooo Blanka. How do u aa him? I know the problem with ex legs not hitting so I use cmk xx ex legs and I hear you can punish blocked blanka balls with dash stmp?

His mixup can be annoying to deal with as well, hops for days.

also, I went to punish a blocked u1 with my u1 and it passed straight through him? Is this a glitch?

I don’t know what you mean by through him, but if you don’t step backwards a bit before doing your ultra you’ll go underneath him.

well, I waited until he was nearly at the floor when I activated, but it seemed like I passed straight through him.

Your probably right though, it just looked weird.

you can punish backadash, focus backdash, any EX rush punch, any headbutt, any tap, safe against u1. The only thing he can do is to block which is fun because we can bully him with j.target mix ups (1hit, low or 2 hits low or high etc.)

but yeah there are two main set ups to cover all options so you need a bit of conditioning and reads

i have uploaded a video showing practical punishes for blanka using u1 and u2 some time ago. lurk it.

and you can AA blanka using st.mk

Blanka – Disadvantage

The Blanka match is just…odd. His offense mostly relies on tricks and shenanigans, but these tricks can work well against Chun, especially when she has no meter. If Blanka gets a life lead and decides to turtle it can be very difficult for her to open him up. And Kikoken is a non-factor in this match as he slides under it easily. If Chun can sit down on a life lead and meter she can beat Blanka at his own lame game, and this is the best approach for winning the match. However getting meter and the lead requires some work, so from the start of round 1 it’s disadvantage Chun and she has to fight off the shenanigans to put herself in a position where she earns the right to turtle.

Blanka’s jump-ins can be challenging to deal with. His j.rh is difficult to AA without EX SBK. And he has a few in-tight cross-ups that force Chun to stand and can be hard to react to. If Blanka is raw jumping at you catch him early with s.mk, and see if you can stop the tight jump-ins with sc.mp, sc.rh, and occasionally sc.fp. Don’t forget Chun’s air throw as well, especially if your Blanka player is trying to bully you with repeated tight cross-up jumps. Many times the best answer though is to just block. Blanka’s air-to-air game isn’t that great so you can beat him with nj.rh, nj or j.fp, or air throw. However his grounded AA (particularly Up-Balls) do a great job of knocking Chun out of the air so don’t abuse neutral jump and don’t try jumping in on him when he’s sitting on charge.

You’ll have to be mindful of the usual Blanka shenanigans – lp Ball into throw, hop into throw or Electricity, cross-up hop into whatever, Electricity spam, etc. These aren’t things that will win the match, but they will take off bits of life, frustrate you, and put Blanka in a position where he can turtle and force you to come to him and do things he can punish.

Once Chun has meter the situation changes a bit as EX SBK beats most of his jump-ins and deals with a lot of the shenanigans. It does require down charge though so it’s best if Chun can sit down and force Blanka to come to do and do something she can punish. Which is where having and maintaining the life lead is key in this match.

Use s.mp a lot as your main poke in this match. You can sweep but be careful of FA-happy Blankas who will either crumple you, or just dash through it. Hasan Shu can be used in moderation, but Blanka can counter it on reaction if he’s sitting on charge so try to only use it as a surprise when you see him standing or walking. If Chun is walking forward Blanka will be less afraid to do random balls, but Chun is still pretty good at punishing them.

If you corner Blanka you can rush him down to some degree, but his Balls are decent reversals so keep that in mind. Also remember that random U1/U2 are also good defensive wake-up strategies, and all he needs to do is guess whether or not you’re going to press a button. Err on the side of caution.

While most good Blankas will probably not try to Ball on U1 Chun with meter and charge, it’s not that difficult for her to build charge before blocking and during the recovery. She can also U1 punish blocked slides and Blanka corner juggles, making U1 the better choice in this match. Being able to hit counter-hit s.mp into U1 is also a powerful tool that can help Chun come back if she fell behind in the match and has to work on opening up turtle Blanka.

What Azreal said, also if you don’t have charge/meter when Blanka is jumping at you, if he is jumping from close range you can use j.hp/air throw because he is more likely to press the button later.
If he is jumping from far range you can do a late jumpback hk to hit him out of the air, you give up some ground but at least he didn’t come in for free.

c.hp x legs pressure is kind of godlike against Blanka, he gets looped 4 times and has to block all hits on alla ranged pretty much.
So if you’re consistent with the loop this matchup becomes much easier once you get in.

Hazanshu is good if you see blanka moving around, he doesn’t have a really damaging punish for it.

If you jab/st.mp him out of balls consistently you’ll be able to keep him a bit more honest.

U1 punishes c.hp and c.hk on block, it’s a pretty good punish to know about if blanka is trying to poke your last bit of health out with it.

vs Blanka

Also c. lk c. lk EX Legs isn’t going to work. You need to use c. mk (e.g. c. lk, c. lp, c. mk, EX Legs) or c. lk, s. lk EX Legs so you get a good amount of hits.

Lots of vids, going to use spoiler so the page loads faster :lol: :sweat:

Spoiler

What not to do in the matchup

http://www.youtube.com/watch?v=PGV6VpETM9M

Random stuff
http://www.youtube.com/user/cnul/search?query=blanka

http://www.youtube.com/watch?v=3imN_STjMWc

One way of deterring U1

http://www.youtube.com/watch?v=853l1FEkxbc

How to punish Blanka’s Ultras with Chun-Li Ultra 1

https://www.youtube.com/watch?v=uGTznFlXfiA

http://www.youtube.com/watch?v=qOXEZcVtVPY

blanka is such a troll