The Daily Matchup

So, I know this is a pretty lame tactic but if you don’t have Ultra… Blanka can activate Ultra I at a range where you can’t jump on him, then hold it while he watches your reaction. Usually he is expecting you to neutral jump or jump in general to avoid chip. You can just kiko him to avoid the cheap damage. It would be an embarrassing loss to be chipped out from this.

This should be common knowledge also, but if Blanka tries to chip you out on your wakeup with Ultra 1, you can EX SBK to beat it.

Also, against chip U2, you can Ultra after you block the first portion assuming you are close enough to hit. There are also certain ranges where you can jump the first portion of U2 and hit him with Hazanshu if you do it immediately upon landing. Ranges are kind of specific, but in a do or die situation you may as well give yourself a shot if you can.

I’ve noticed against blankas U2 if you are stocked with U1 during his ultra animation just after blanka flips and his hands are about to pound the floor release yours and it never fails. I was having a challenging time against blankas U2 and ultimately farted around in training long enough to discover that this was my sweet spot. Dunno if that helps, just my 2 cents! :slight_smile:

Edit: do watch 4neqs spoiler vids! Lol

That’s exactly how it goes in the vid in my spoiler :3

Oop, sorry was at work, didn’t watch yet! Heh

I usually try to wait for Skatan to make the daily post, but since I’m here anyway…

Cammy – Disadvantage

Cammy players will tell you that this can be a challenging fight for her because Chun can actually keep her out. That’s surprisingly true – midscreen to full screen Chun can make Cammy work just to get in. The problem is that once Cammy does get in it’s easy for her to take off huge chunks of damage, or just win the match with a few successful reads. Cammy gets the advantage in this match, I feel, because Chun has to be on point to keep her out for the entire round, while once Cammy gets in (and she probably will, especially as she builds meter) Cammy can go into auto-pilot (so to speak) with her mixups and it’s up to Chun to make good reads to simply not die.

So let’s talk about how Chun loses this match – in close. She is not going to win a slugfest against Cammy. Cammy hits like a truck, has good frame traps, DP, a good crossup, and let’s not forget DIVEKICKS! At least Cammy’s throw range is poor, so blocking is usually a safe bet and eating throw damage is slightly better than eating combo damage off a juicy counter hit. On offense Chun has to dance around Cammy’s Cannon Spike which definitely limits her. Fortunately Chun has good ways to punish blocked/whiffed Cannon Spikes despite Cammy getting good distance off a block/really flying out there on a miss.

Within and around sweep range Chun can exhale a bit as the throw/frame trap terror is lessened. The main things to look out for are to avoid being predictable with sweep as Cammy can FA it or catch it with EX Strike which is worse. Ground-based Cammy’s may try to fish for something they can FA crumple or at least dash through, while jump-happy ones will try to hit you with crossup j.mk, Cannon Strike, or get cute with backwards jump -> EX Strike.

Mid range is where things improve for Chun as her better ground game starts to show. Use s.mp as your go-to poke, while s.fp has it’s occasional uses. If you have a jumpy Cammy s.rh acts as a jump-sniper move, something we’ve been doing since original SF4. Just be careful with s.rh has it has a very big low hurtbox. If Cammy is trying to focus her way in you can blow it up with s.mp -> EX LL, or just dash in and throw. You can also now jump at Cammy as Cannon Spike will be off the table. Be very careful/conservative with Kikoken use as you don’t want to throw one that Cammy can get around that’ll put her in your face.

Air to air Chun can do well, as nj.rh helps to control airspace and her jump fierce helps her score additional damage. Just remember that Cammy also has an air throw, and if you try to abuse neutral jump too much Cammy’s Cannon Spike covers A LOT of airspace. Jump-back rh is also good for getting out of in-close situations, especially when Cammy is going for a divekick. Jump fp also works if you can do it early enough, where the neutral and forward versions give Chun the opportunity to tack on bonus damage.

Chun controls the full-screen game since she has a fireball and Cammy doesn’t. It’s not simple though as Cammy’s command U1 will go through Kikoken, and from full-screen she can EX Hooligan over one on reaction. EX Arrows will also get her through fireballs and score a knockdown to help set up her offense.

Remember that you aren’t going to win a slugfest with Cammy, but keeping her out the whole round can be challenging as well. Chun should play hit and run, zoning her to a point but going in sometimes to try and take damage of her own. Same deal as fighting anyone with a good DP – fight them but respect the reversal. Especially in the early rounds as Cammy doesn’t have meter and will have to go all or nothing on the Cannon Spike. Once she does have meter you can try to force her to burn it on DP FADC to take away EX Strikes, but blocking DP FADC still puts you on the bad end of a mixup and DP FADC DP does a respectable bit of damage. Avoid pressing too many buttons in the midrange and hopefully you can get Cammy to burn meter on blocked EX Strikes and Arrows. Another method of getting her to burn meter is to try and walk into, yet block, c.mk x Arrow buffer. Your Cammy player will either FADC out of it to avoid getting punished, or will just take the damage which you should gladly inflict.

Taking the fight to Cammy can also help Chun to do more damage than from pure zoning – punish missed Canon Spikes hard, catch backdashes, and don’t be afraid to go for your own frame traps or high/low mixups. Chun can actually push Cammy in the corner if she’s good at standing her ground midscreen and not walking backwards just to throw a Kikoken. Chun’s keys to success will be knowing when to attack and when not to.

U1 punishes blocked Cannon Strikes and whiffed ones that don’t go over her head, and blocked Cannon Arrows. However this doesn’t really change Cammy’s gameplan and your opportunities to use either punish may be few and far between, so I consider this primarily a U2 match. Especially since Chun has the better walk speed and Cammy’s throw range is not that great, Chun can hit random jabs/shorts on her that can lead to EX Legs, and it’s good to have U2 for that bonus damage.

There are certain distances where you can Kikoken and Cammy U1 will not go through. I will try and look for my match vids of that.

EX drill definitely will stuff most projectiles from mid to near though. Rarer, but knuckle can too.

Against Cammy I try to play the matchup at a closer range than I feel comfortable with as Chun.
You want to stay outside of her c.mk range, instead of at your st.mp range which most other matchups are played at. Reason being that at this range you can react with st.mk to her jump and she can’t beat it out with divekicks, you have to be pretty fast, but for me this has been the best way to deal with her jump.

You want to play this matchup mostly reactively, if you press a button and Cammy jumped at that moment you will either get punished or forced to block/focus dash. You’re also running the risk of getting punished by her c.mk x spiral os which they throw out every so often.
Try to never be the one to press a button first.

U2 is prefered, don’t think I really need to state any reasons as to why. After U2 in corner you can hold up forward and do j.hp to hit in front, j.mk/j.lk to hit behind.

Forward throw, dash, j.mk is an unblockable.

St.hp is great for whiff punishing her st.hk.
St.mp x ex legs hits 3-hits very often on her when used as a poke, tag on U2 when possible.

Hazanshu is risky business, she can punish it very hard without much effort.
It can be used as a counter measure to ex dive/throw mixups, use the lk hazanshu/tech option select.

Are we avoiding this one because we hate it? :stuck_out_tongue:

Chun: Even (you were expecting something else?)

So we all hate mirror matches, and Chun is no exception. The funny thing about this mirror is that as Chun, you can exploit some of the things Chun’s opponent’s do against you. You’ll also learn quickly why many people are annoyed to fight against her.

Your average Chun will try to play her zoning style – walk back Kikoken. Hasan Shu over them when you can but don’t be too impatient in trying to corner her. She’ll get there and then you can really apply the pressure.

This is a match where I go full-aggro. I want her to burn meter on EX SBK reversals and when she has no meter her reversal options are less than stellar. Utilize safe jumps and block/neutral jump when you think one might be coming out. Just be careful of the Chun players who have learned to anticipate the neutral jump and do late EX SBK to catch it.

FA is also a decent tool – use it to catch and punish sweeps and Hasan Shu. Be careful of good footsie Chuns who know how to use s.mp -> EX SBK and can dash up and throw you.

For AA sweep works fairly well, as does s.mk, c.fp, and s.fp. Air to air is always an option but just remember she has the same options too, so it’s a matter of who was faster to the punch. If your Chun is neutral jumping a lot you can potentially sweep AA it, or walk up and foil her with c.fp or sc.rh.

Generally I try to fight this match grounded. Lots of s.mp and utilizing her good ground tools. I like in-close Hasan Shu because it forces her to stand and is much harder to react to. If your opponent starts trying to FA you throw them out of it, or hit them with something like sc.rh -> EX Legs. You can also use c.fp into Legs or whatever other variation you like.

Some things to look out for – Chuns who mash jab or EX Legs during blockstrings. Chuns who love to backdash out of trouble. Have your backdash OS’es at the ready, but note that a lot of Chun’s like to follow up a backdash with a space-controlling sweep. If your opponent has this habit let them backdash, then FA crumple the sweep for good damage.

I’m not a fan of Kikoken in the match…for obvious reasons.

If you can optimize your no-meter combos and punishes, Chun’s super punishes her sweep on block. It’s a very nice punish for a move that a lot of Chun’s like to rely on.

I feel that one of Chun’s biggest weaknesses is a poor/mediocre defense. I also feel that she has a good offense that is often stymied by characters with a good reversal. Given that this is most definitely, to me, a “rush that shit down” match. Get in her face and don’t let up until she’s dead. Basically overwhelm her with your offense. With any luck your opponent doesn’t have the same gameplan, and if they do…well, you know your defensive options. It’s a slugfest and may the one who makes the better reads win.

Ultra choice…U1 takes away her Kikoken game and punishes whiffed EX SBK, is also good for potential counter-hit s.mp links. However I feel this is a U2 match because if you’re in Chun’s face going aggro the versatility of U2 is nice to compliment that.

I’ve been busy this week with hospital-stuff so I’ve been a bit behind on my posts.

Chun:
Never be this first one to jump, Chun’s best mirror match anti-air is j.hp when you are within that range, if you are outside then a late st.hp works best.

Hazanshu can easily be punished with focus dash, cl.hk x legs, c.hk. It’s hard to reactively punish kikouken with hazanshu, so you can bait it with mp kikouken, then focus dash through it.
If you want to feel awesome you can punish hazanshu with focus dash, u1.

It’s a footsie heavy matchup when I play it, c.hk is a great normal in this matchup since it just clean beats all of her buttons, the risk is that it is easily whiff punished by c.hk (lol). I mostly condition with st.mp, then c.hk when I get a clean opportunity.
B+mk can be a bit iffy due to Chun’s pokes having massive range, so a lot of the time the 2nd part of the target combo won’t connect.

I prefer using U1 because it shuts down her kikouken, or forces her to throw it from full screen, which means you can walk her into the corner just from having u1. There are also a lot of chances to land that ch st.mp u1, and it can be used to punish EX SBK after a safejump. You can also punish her backdash with it if you are looking for it, or baiting it. I like using a bait by charging my focus, most players react to this with charging their own focus and then backdashing. Use that habit to land a raw dash ultra (also works well against Fei Long)

If you fast tech with c.lp, you recover before lk hazanshu hits you if they are using that in blockstrings. If you are on top of your game you can fast tech with c.lp, if you saw hazanshu immediately go for focus dash and punish them. Also if you are expecting them to mix it up between throw and hazanshu after you block something, respond with your own lk hazanshu.

Make sure to -always- option select c.hk after your safejump AND look for the focus so you can tag that with c.hk on reaction as well.

Firecracker (s. mp -> EX Leg) and U1 are your friends. Reaction U1 vs HSU abuse = great feeling :woot:

Also expect 1:48 to happen a few times if you are starting out :lol:

https://www.youtube.com/watch?v=9R0vFJNPZDQ

I love that swedish firecracker still is a universally accepted and used term

Hello,

  • By fast tech with cr lp you means a throw tech when you see a cr lp instead of cr lk, that’s right ? Plink lp+lk with lp before ?

  • Versus ex legs masher i notice a low profil move is great because though this move is fast the first hit don’t really hit low and in the same time chun li is vulnerable to low and she move forward.
    Usually instead of walking forward after my blockstring, i delay slightly a cr mk and my opponent just run on my feet :D.
    I’m sure with the right frame trap it can work also with cr mp if you are afraid of whiffing cr mk or if you don’t want to come too close

  • wondering if it’s possible to punish the most abused blockstring from chun li aka st mp xx kikoken

  • Yes, I meant c.lp~c.lk plink

  • I just use tight blockstrings to punish ex legs mash, like c.lp, cl.hk

  • You can do reversal hazanshu after the blocked st.mp to punish it, this also works against shoto c.mk x hado on max range.

any tips for cody? He does sooooo much dmg once he gets in

Cody - Even (…ish)

Cody I feel is similar to Balrog. It looks good for her on paper and in theory she should win, but there are a lot of ways she can lose the match.

How Chun loses - Cody’s j.rh is extremely good. If she doesn’t catch it early she’s going to have to block it. From there Chun now has to deal with his mixups for at least a few seconds as she doesn’t have any down-charge for EX SBK. His frame trap game is excellent and he can really make his counter hit combos hurt. He also does a great job of catching backdashes so just trying to dash your way to safety isn’t necessarily a good idea. Against Cody the best idea is usually just to block - eat a throw rather than a beefy counter hit combo, but the throw puts you back in the same position of having to guess the right defensive call. Options are backdashing, focus backdashing, EX SBK if you can build the charge for it, and lk Hasan Shu. I suppose mashing out EX Legs is also an option, but not one I’m too fond of.

Aside from j.rh Cody also has a decent cross-up and he can also get a lot of mileage out of his nj.fp. EX SBK beats most of these, though you will have to be mindful of the delayed nj.fp on wakeup (if you delay your EX SBK you’ll tag him). Try to catch Cody’s jumps early and AA with s.mk. Sweep AA beats or at least trades with j.rh if it’s coming in shallow - the 1 - 3 o’clock ranges are hardest for her to deal with, which is why hopefully you can EX SBK it or catch him early with s.mk or one of her air-to-air options. Another solutions is to FA it - I recommend letting the attack go, then either backdashing backwards for safety or forward to try and apply pressure. This is something you can only use sparingly though, start to abuse it and Cody does have ways of punishing it.

Simply just trying to backdash your way away from Cody’s pressure is a good way to lose the match. Not only does Zonk catch it, with meter he can FADC it for a lot of additional damage. Cody knows his pressure is really good and that you probably want to backdash your way to freedom. You don’t want to get caught up in his pressure but trying to rely on backdash to get out of it is a good way to lose the match.

Chun does win the mid-range game for the most part. However this is not a match where you can rely on Kikoken too much - Rocks isn’t a good projectile, but it’s good enough to nullify Kikoken. And he can EX Ruffian Kick through one, instantly putting him in with a knockdown. Mid range he can Zonk through them, or even jump and force Chun to deal with his beefy j.rh. He can even just start Focus-absorbing them, which means that throwing Kikoken either gives him ways in, ways to build Super meter, or ways to build Revenge Meter. None of this works in your favor.

s.mp will be the go-to poke in this match. You can sweep him as well, but Cody has a decently good Focus and he can and will crumple you, so be careful of that. If your Cody opponent starts to FA a lot dash in and throw, or use cs.rh into LL/EX LL. It’s also an opportunity to jump in on him. Cody doesn’t have much of a poke game, the main things he’ll be going for are Crack Kick, slide, an opportunity to jump in, Zonk through something, or FA his way in. If your Cody likes to slide/f.rh use FA - don’t go for the crumple (though get it if you can), but rather quick counter-hits to do damage. Control the space with s.mp but don’t be button-press happy and try to react to what your opponent is going to do.

Cody’s b.mp is great normal AA, so you can’t really blindly jump at him. Jump after he does a FA, safe jump, or after he whiffs a move where he won’t be able to recover in time to do his AA. You can take to the sky against him, just be sure to pick your spots and don’t jump in raw. Chun usually does well air to air as well. Don’t forget about air throw.

Cody’s defense is actually not good at all, so this is a match where Chun can and should take the fight to him. He may try random Zonks or even EX Criminal Upper. These are all very punishable so don’t go gonzo, but pressure him smartly and force him to make mistakes. Your biggest enemy on offense is actually a random jab/short - Cody can convert this into damage and a knockdown, and his jab/shorts are very good. Chun’s frame traps aren’t nearly as good as Cody’s, so trying to get cute in your offense can lead to eating a random jab/short and turn the tables.

If Cody is U2 Chun will also have to deal with the random factor - him using this Ultra defensively or even on offense/in the neutral game. Cody’s U2 is a great random ultra, hurts, and deals pretty good chip. Unfortunately you have to respect it, which means sometimes not pressing a button even if you have the technical advantage.

This is a match where Cody has to take risks, but the risks usually pay off for him pretty well if he’s right. Punishing with sweep or c.lk into EX Legs is easy but only rewards less than 200 damage, where Cody will easily take that off and more if he’s right. He jumps and you AA - you swat him out of the air for around 100 but he gets in and takes 300. By the numbers it makes sense for him to keep coming at you - he’ll take his knocks but make a bad decision once and he evens things up. So Cody can be reckless to some degree while Chun has to be on point. If Chun plays the match correctly she can have the advantage, but Cody can beat her by being random and aggressive. If I had to pick an advantage, personally I’d say Cody. Like any matchup you want to keep him from doing what he wants to do - get in close and run his frame trap game on you. The only problem is that Cody also has good ways of foiling your escape plans. Stay on your feet and use a mixture of controlling space/light zoning plus taking the fight to him. Take away damage defensively in keeping him out, but since this isn’t enough you also need to go in and do damage offensively, and by forcing him to make mistakes on defense. Personally I fight Cody pretty aggressively, but at the same time she doesn’t win the slugfest so I have to pick and choose my spots.

U1 takes away his rock-throwing game, and punishes all Criminal Uppers except for lp, all Zonks (EX has to be frame-perfect), all Ruffian Kicks, as well as blocked U1/2. Cody also corner juggles. While limiting his ability to throw rocks helps take away his meter-building abilities from mid/full screen it’s very unlikely you’ll get a chance to punish a blocked Criminal Upper, and to some degree a blocked Ruffian Kick. I feel like this is an either/or match as the versatility of U2 helps if you’re trying to take the fight to him. I use U1 as I’m usually pushing him into a corner, which gives me plenty of opportunities to corner juggle, and it also takes away his FA game. Plus I block more than I backdash so I’ll punish a blocked Zonk with U1. And of course, s.mp counter hit U1 option.

non lp version Criminal Upper can be U1 punished when blocked. If you’re unsure of what Upper/tornado you just blocked, you can also EX leg (mash if you have to), then either Ultra from there. Be careful of the EX slide (I think it’s called Ruffian Kick), it’s his primary anti-fireball tool.

For punishing his U2, block the sand, then Ultra him in between the sand, and the part where he starts swinging.

Be honest and don’t crouch tech him too much if at all, Cody frame traps hurt like a mother

Edit- typos

Thanks soooooo much for everyones input on this, having everything here on one thread is da bes. My matchup book is filling up nicely, are we doing the viper ting?

C. Viper – Disadvantage

Chun loses this one because Viper does what she wants and hits like a tank. Chun never really gets to control this match, instead has to rely on punishing mistakes and making good reads to do damage. She can fight back and in a lot of ways there are things she can do well in this match, but low-vitality Chun ultimately hates just how hard Viper hits.

Both c.mk and c.mp can act as a dodge button to duck under Flame Kicks. This will be an important tool to utilize, especially since Viper can adjust the timing of her Flame Kicks to defeat your EX SBK attempt. If you duck one it’s possible to punish. FA works if you’re not sure which side the Flame Kick is going to hit on, but you still have to deal with Viper afterwards. If she comes down in front of you let the FA fly for a possible crumple.

Mid-range Viper will probably be looking for c.mk or c.mp into Thunder Knuckle, or just throwing raw Thunder Knuckle. Blocked there won’t be much you can do about it. c.mp actually works in that it ducks under both versions. Viper isn’t really known for her FA so sweeping is an option, but some Vipers will target your sweep attempt with EX Seismo so you should be very precise with your usage of it. s.rh is actually decent in this match, especially for jumpy Vipers as you can use it as the Air Sniper (circa original SF4), but as always be wary of low-hitting moves that beat it.

Treat Seismo like a projectile that just travels very fast and hits low. As such don’t be impatient in trying to get to her if she’s spamming it. Mid-range you can actually Hasan Shu and tag Viper in the act. FA absorb with a dash forward helps to close the distance and builds a bit of Revenge Meter for you as you go. Once closer Chun’s normals can help to stuff Seismos, such as s.mp and sweep.

Forget you have Kikoken in this match, as it doesn’t really do much. You can throw them to help build meter but Viper doesn’t really care about it as she has multiple ways around it. Sometimes you get lucky as she mistimes a jump and lands on one, but just consider that bonus damage.

AAing Viper is tricky to say the least, since you never really know if she’s coming in with a jump attack or a Flame Kick – and if Flame Kicking, when? The best option is to catch her early – again with s.rh, or get her air-to-air with nj.rh, j.fp (forward jump), or your air throw. j.mk is also nice in this match since it has a lot of horizontal range and can catch Viper before she tries to do anything. On the ground use EX SBK if/when you think applicable, but sometimes the best option is to use your dodge button (c.mp/c.mk) or FA.

Viper isn’t known for her great AA, but s.rh and FP Thunder Knuckle get the job done so don’t blindly jump at her. Your jumps should be in reaction to and to counter hers.

Offensively Chun has one great tool she can use to pressure Viper on wakeup – meaty c.mk. It ducks under wakeup EX Burn Kicks and FP Thunder Knuckle, stays out long enough to stuff EX Seismo, and if it hits it’s possible to 1F combo a c.lp/lk into EX Legs. You can also add U2 OS to c.mk which will catch EX Burn Kicks, FP Thunder Knuckle, and backdashes. Note that it doesn’t work against focus backdash on wakeup and loses to wakeup Ultra so it’s not abuseable, but it is a great tool that should be used. sc.mp also locks her down (especially good against EX Seismo) and you can follow up with Kikoken or Hasan Shu after the first or second hit.

This is a match where Viper is going to do what she wants. It’s up to you to utilize the technology available to avoid and punish her. Simply just trying to counter everything she does isn’t going to win the match so don’t be afraid to go in for offense and try to do damage where you can. Be sure to max punish any mistakes Viper makes, as the longer she stays alive the worse your chances will be for winning the match. It’s up to Chun to play on point and not get beaten, although it’s frustrating in that one bad decision (or even failure to react in time) can lead to losing massive damage and potentially the entire round.

U1 counters Seismo, but can be blocked if it was a feint. It can also potentially punish whiffed Flame Kicks. If your Viper player likes to spam moves to build meter, especially Seismo, U1 can be good for shutting that down. It can also save you in a pinch if you can be chipped out – Seismo is no longer guaranteed, and there might be a bit of a guessing game where the Viper player has to guess if you’re going to let it fly. It can keep you alive in a situation where the chip kill would otherwise be guaranteed. Overall though I’d say this is a U2 match thanks to the wakeup OS and its overall versatility, not to mention that U1 doesn’t corner juggle.

I think we’re in danger of falling behind and this one’s kinda easy, so…

Dan - Advantage

My usual approach to matchups is that if the opponent has a good DP move, especially one that can be FADC’d, Chun does no better than even. My reason being that it’s difficult for her to pressure them offensively without respecting the DP, and eating it usually hurts both your lifebar and your offensive momentum. Despite Dan having a good, FADC-able DP the fact that Chun wins this solidly shows just how much she shuts him down.

Sweep just owns him. It stuffs Dan Kicks on startup and acts as a pretty good AA against jump-ins as well as Air Dan Kicks. On the ground Dan’s best anti-sweep measures are to try and FA it, but once he starts doing that you can jump at him, dash in and throw, Swedish firecracker, whatever anti-FA tool you want to use. Stand fierce also works as a ground poke/AA and when is s.mp ever not on the table? EX Dan Kicks can fight against it but he’s got to burn meter for that and hopefully you’re not letting him build that much, or letting him waste it in other ways (such as trying to catch a backdash…but you simply just woke up).

This is one of the rare matches where you can throw Kikoken and actually have it mean something. 3/4th to full screen Dan will actually have to deal with it. Gadoken is…not a projectile, so Chun wins the fireball war. Just be careful of throwing it close range as Dan can U1 through it.

If you’re hitting sweep a lot you’ll be scoring a lot of untechable knockdowns. For offense the standard DP rules apply - pressure but with respect to the DP. You don’t have to get crazy since Chun beats him pretty well in the neutral game. If he does whiff a DP be sure to punish hard.

There isn’t much reason to jump at Dan unless it’s in response to something or from a safejump. Air to air is actually kind of tricky as Dan Kicks come out fast and have a lot of priority.

Don’t switch into auto-pilot though because it’s not a free win. Dan has to take some risks to do damage, but if he does he can make it count. A Dan kick to get in, a throw to make you want to tech, and the next time he gets in, DP FADC U2, raw DP, or even EX Dan Kick. He does have a decent pressure game and Chun hates pressure, so part of the match will be trying to avoid letting him do what he wants, and then getting out of it safely if he does. EX SBK isn’t always the best answer and he can chase down backdashes, so sometimes the best solution is to be patient and wait for an opportunity to present itself to get out or counterattack.

While it’s safe to say that Dan has a much better in-close game, Chun dominates the mid-range and long distance giving her the overall advantage. While you don’t necessarily have to play keep-away for the entire round, Chun doesn’t need to pressure him offensively too hard and should make him work to get where he wants to be, if he ever gets there at all. Don’t take any big, unnecessary risks, don’t be button-press happy, and frustrate Dan with your mid-range game and you’ll be on track to send him crying back to his oyaji.

U1 doesn’t have any uses outside of the generic punishes, so this is pretty much a U2 match.