The Daily Matchup

Dan stuff:

  • st.mk is your best anti-air, it works against all of his jumpins, and if he makes it whiff with air danku you get a free punish on him when he lands.

  • If you stand right outside his gadouken range you can walk in and punish him with st.hp after it dissipates.

  • always crouch tech with c.mk, it goes under all of his dan kicks.

  • Learn his blockstrings so you know when you have a good chance of landing ex sbk.

  • U2 is ideal because it’s very hard for Dan to get in on Chun, and landing it sends him full screen again.

  • Zone with st.mp and kikouken, they both deal with his normals and dan kicks great.

  • Don’t hesitate to neutral jump every now and then, u+hk is great for punishing dan kicks no matter if he ends up in front or behind.

  • Okizeme is just mp kikouken, hk hazanshu. If he wants to deal with it he has to use wakup srk, the payoff for you baiting that is enormous compared to what he gets. Leaving the hazanshu part out of the chip damage doesn’t really change anything for you :slight_smile:

7-3 Chun, you only lose when you are outplayed or don’t know the matchup.

I have yet to have the pleasure of facing a decent viper, but I know crmk will be getting used ALOT.

Deejay is a character I dont fight very often, but I always feel confident when facing him. I usually make him come to me and try to punish his bad sobats etc. If he starts abusing the knee blast move I use crmk to avoid it and then punish accordingly.

I dont really try to apply much pressure on his wakeup outside of just walk up block, I am sure she has some 4frame safejumps but I dont know them lol.

Am I right in thinking that ex LL punish all versions of sobat kicks(the horizontal ones)?

You can pressure the fuck out of deejay - meaty cr hpxlegs beats everything he has outside of wake up super/ultra - he has to block it.

You can safejump his up kicks with f throw, step forward, jhk, or ex legs, f jump, jhk.

I have never been able to safe jump Deejay off EX Legs. I always get hit by his EX Upkicks. I’m pretty sure I’m not doing it wrong, but I wonder if he wakes up differently? For what it’s worth, I usually empty jump - not sure if that makes a difference.

Dee Jay – Advantage

You are not going to win a projectile/zoning war against Dee Jay. Air Slasher is just better than Kikoken, period. Not to say Kikoken doesn’t have it’s uses in this match – nullify Air Slasher, or put in on the screen first and make Dee Jay decide how he’s going to deal with it. But don’t bother just trying to throw it because eventually you’re going to lose this war, take some damage in some way, and then have to get it back.

That having been said this is a good match for Chun. If she’s patient she can get in on DJ with far less frustration than the Guile match. She wins the mid-range game pretty handily with better pokes and mobility. And she can pressure the living daylights out of him up close. DJ I think has the better advantage full screen, but Chun absolutely wrecks him in the corner.

Mid-range you’ll need to be on the lookout for slide and short jumps using his j.d+lk. He can also cross-up if close enough. EX SBK beats most of his jumps but you should be able to catch them early with s.mk. If you notice your DJ likes to slide you can FA – a crumple is nice but don’t get greedy, just take the counter hit where you can. Don’t go for FA too much as his Sobat Kicks will break your FA.

The only time you should jump at DJ is if you see him standing and walking, or as a safejump. Even then it’s not really necessary. Your jump-in will not beat Jackknife Maximum. Don’t bother trying if he has access to the move. Slide also works as a pretty good AA against Chun, and jumping doesn’t really add anything to her gameplan, so this is a match you can (and maybe should) fight grounded.

The good – nay – great news is that since Jackknife doesn’t hit crouchers this gives Chun plenty of options to pressure him. c.fp into Legs, meaty c.mk, c.lk…etc. Knowing this DJ will probably just try to block low a lot, so this opens him up to Hasan Shu, and a solid throw game can help to blow up crouch tech. Your goal in this match should be to push him into a corner and keep pressuring until he’s dead.

Offensively DJ will try to pressure you with his j.d+lk, cross-up, and his throw game. EX Sobat goes through Kikoken and is an easy way to do damage for him. Jumping blindly at him just gives him opportunities to AA you and do damage. There’s no need to take big risks or get impatient in this match.

Stay grounded, use your mid-range tools, get in and pressure him to death. Chun will lose if she gets impatient trying to get around Air Slasher, and gets overwhelmed by his tight jump-in/cross-up and throw game. These are things that you can deal with very easily.

U1 can shut down his Air Slasher and punish Sobat Kicks, making it a very good choice in this match. As usual the versatility of U2 is great, especially given how much you want to be pressuring him in the corner. I’ve always played this match U2 with no problems, but if you prefer U1 it can definitely influence the matchup and shut down a lot of DJ’s already limited options against her.

You can’t safejump consistently from soft knockdowns because you can delay your wakeup by a few frames.

Deejay:

  • Your ideal range is the max range of st.mp/st.hp/c.hk, he can’t deal with these normals using his own.

  • Don’t be impatient with jumps, c.hk punishes you for that pretty hard.

  • To deal with his jumping knee I use st.hp at far range, st.mk at medium range and c.mk/cl.hk at crossup range.

  • U1 punishes his fireballs on reaction, it also punishes mk/hk/ex kicks. It also punishes mashed EX machinegun upper.

  • c.mk and lk sobat are punishable with EX legs, you can also punish lk sobat with st.lp, st.hp if you are close enough.

  • hk kicks, super, ultra chips for 200dmg, so be careful of that, straight jump punishes it hard.

  • Focus is not a good option in the matchup, the only thing it beats is his c.hk, but opens you up to sobat, fireball or jumping knee.

  • c.hp x legs is godlike against him during pressure or wakeup (4 loops). His only escape on wakeup is hk upkicks.

mgu punish is not that easy tho to many factors imo

Friend pointed this out to me and I tested it enough in old AE and v2012 – it’s easy to reaction U1 a Dee Jay sonic boom/slasher, it’s practically shoto fireball style since it’s not as safe as Guile’s.

At the same time, don’t get too comfortable fireballing him (as mentioned, his projectile is still better than yours); Deejay U1 goes through fireballs as well.

I would say that it’s easier against Deejay and Chun than against a good shoto to U1 on reaction, reason being charge fireballs are by nature easier to predict.

I don’t think Dee Jay is a U2 match, personally. Air Slasher is not as good as Sonic Boom, and it definitely can be punished. Also, U1 is a hard punish for MK, HK, and EX Sobat Kicks on block. I pick U1 primarily to limit Dee Jay’s usage of that tool.

actually the only fb we can’t punish are juri’s release

booms are piece of cake compare to that

Huh. I dunno why, I’d always had the impression that it was difficult to U1 through Air Slasher properly. I’ve edited my post. Learn something new!

I concur with Ultra I for this match-up… If DJ jumps over st. mp xx kiko, I remember being able to CR. MK under his knee shot. I really hate that thing, though.

Dee Jae kind of has a pseudo 50-50 thing going on, during his wake-up…

-LK Sobat (12 startup) is invincible to lows (for 13 frames), so you can cr. jab him on wake-up no problem. Block and punish LK Sobat (-5 on block). Even meaty short is no big deal as long as you can time it well. Keep in mind that this wake-up is weak against throws.
–His MK and HK sobat are not invincible to lows, but are invincible to throws. So… technicalities.

-EX Sobat can be punished with Ultra I

-All his upkicks whiff if you are crouching.

-EX MGU is only 4 frames invincible and has 12-startup frames like LK Sobat… it is also -5.

I would suggest to initiate Cr. Short pressure on his wake-up and just watch if he backdashes to sweep him.

Footsies against Deejay is quite treacherous because of all of his strong lows and knee shot. Combined, it is quite hard to get into mid-range. Following Kikokens are also difficult to because of the range of his EX Sobat.

Deejay does tend to like zoning with a combination of booms, Cr. HK, and Sobat and his anti-airs are decent.

I find this to be a difficult match and like to stay out of mid-range. I prefer to absorb his fireballs for ultra. Chun can focus absorb both hits of his EX boom. Throw fireballs outside EX sobat range, or full-screen, but only if he allows it by throwing fireballs. If he is walking forward, do not give up space because knee-shot is an easy approach for him against chun’s fireballs. It is best for Chun to move forward, where his Cr. HK will be negative on block and be ready to anti-air knee shot. Also good to challenge his reactions by walking forward to St. MP him.

I think Chun’s strength in this matchup is close range. Chun li is stronger than Dee-jay when knocked down and she can apply better offensive block pressure. Stay in a little longer than usual in this match and keep pressure up. Retreat is not a great option for Chun, but if necessary jump don’t walk away.

Dhalsim:

  • c.hk counter pokes all of his normals except from c.mp, which almost does no damage so you don’t have to worry about that.

  • HP Kikouken counters his st.hp when timed/spaced correctly, so does ex kikouken (will help in usf4 definitely)

  • U1 is without a doubt the best one to use, it can punish too many things to name here, but whiffed normals, fireballs, blockstrings into flame, his u1, yoga sniper etc.
    Punishes lv2 focus backdash on reversal, punishes lv1 focus backdash but you have to delay it, you can bait for backdashes during your offense and punish that too.

  • st.hp whiff punishes his b+mk

  • Hazanshu is op, he doesn’t have a good way to deal with it

  • c.hp x legs also op, if you are consistent with the loop this matchup can get pretty ridiculous with 4 loops into a stun mixup.

  • Never cross him up in the corner, never get thrown

  • At mid range you can use ch st.mp, u1 with good success rate

  • If he fireballs, hazanshu or dash hazanshu over it if you are within range, otherwise walk up and block it.
    Do not block his ex fireball, it’s better to jump than taking the mixup.

Dhalsim – Advantage

To sum up this match Sim can’t really keep her out that well, and once she gets in he has no good ways to get her off.

There’s no need to be impatient in catching up to Sim. Chun has the tools to close the distance. At full screen Kikoken works well – if you time it well you can actually throw it into his limbs for damage. If Chun throws it first she can walk behind it and close the distance. If Sim just nullifies it with his own Yoga Fire, if the distance and your reactions are good enough you can Hasan Shu through it. If not at the very least you get a little closer. Some Sims will try to slide through her fireball and catch her walking forward. Be wary of it and be prepared to block low, or go into FA and crumple him if he slides into it.

Once Chun is in, run your offense. Sim has big hitboxes and no good way to get out of her pressure, except for Super/Ultra. Once these tools are available you will want to be on the lookout for them though. If you are in close (you should be in close) and you weren’t pressing buttons when Sim did U1 just throw him. You can also counter U1, but the conditions are that you be in close and are able to push the screen forward with your Ultra (so that Chun gets clear of it once the fireball invincibility wears off). At worse just back off – you can get back in and you don’t want to eat big damage being overzealous.

EX SBK counters teleports well as you don’t have to worry about which side he’s coming down on. sc.rh is also a good counter. If nothing else you can also stand-jab him out of it.

This is a U1 match, hands-down. U1 takes away his Yoga Fire game, and it also punishes his FA – if Sim hits you with FA and tries to backdash away you can punish this with U1. If Sim is close enough to the corner and you see him go into FA stance you can U1 him anyway and there’ll be nothing he can do about it. It’s also possible to FA Dash U1 through his c.fp full-screen poke, and while this tool is pretty spiffy, you don’t need it to win this match.

Can I confess I still use cammy against sim? Why wouldnt I?

But yeah, looking forward to getting hit with multiple double hitting limbs in ultra.

Dudley: I did have a lot of problems aa’ing him until I started using crmp, any other tips would be a great help?

C. hp and to an extend c. mk are good for dodging/AAing Dudley

Dear matchup thread,

I SUCK against Dudley :frowning:

Edit: lol… I meant Dee Jay. Shit.

cl. mp is god tier AA vs Dudley for some reason

Anyone going to start the ball rolling with Honda?

Anywho, sharing these again. There’s some stuff I don’t agree with (some of it does come off as online tactics), but you can let the uploader know if ever. He’s pretty open to comments.

https://www.youtube.com/user/FallingDown80/search?query=matchup
https://www.youtube.com/user/BStoic286/search?query=matchup