The Daily Matchup

Sorry I fell a bit behind.

Dudley - Advantage

There are very few characters in this game that I think Chun can successfully zone out. Dudley is one of them. He has pretty much no footsie game so this is an area where Chun dominates him. s.mp as always, but against him c.mp is wonderful - it ducks under his s.fp, stuffs his Ducks, and usually recovers quick enough to not get FA crumpled. This should be your go-to poke in this match. You can use s.fp, s.rh, and sweep against him but they risk getting FA crumpled so only use them sparingly.

You can Kikoken zone him a bit - outside of his Ducking range he has to deal with it, but inside of it he can Duck under and punish so be careful. If Dudley is using U1, forget you have the move. You may want to Kikoken sparingly even if he’s U2, as good Dudley’s will either short Duck under them to build Super meter, or FA absorb them to build Revenge meter. You don’t really want to give Duds the opportunity to build meter.

Dudley’s defense is ass - EX Jet Upper is good but requires meter, and requires three bars to make safe. You SHOULD take the fight to Dudley every now and then to help compliment your zoning game, and to force him to burn meter one way or another. Respect the EX Jet Upper and punish where appropriately. Aside from EX JU look for Dudley to backdash/Focus backdash, regular or EX Cross Counter, or in some rare cases Short Swing Blow. EX JU and backdash will be the most common.

Offensively you can run whatever you like against him - safejumps, fake safejump empty jump into low short/lk Hasan Shu, throw, c.hp x LL pressure, etc. Just don’t raw jump at him as s.mk is a pretty good AA, and with the right distance he can use EX Duck Upper which leads into a juggle state.

If Dudley gets in he can end the match in two to three good guesses. The good news is that much of his pressure is full-frontal and loses to EX SBK. Realize though that he knows you either want to get away or reversal him out. This is a match where you may want to fight your initial instinct to either run/reversal - block or wait to see what he does, then find a good place to get out. While he’s no Cody, Duds does have decent frame traps that lead to big damage so be very careful about trying to jab your way out of pressure.

Dudley’s jump-ins can be stopped with the usual air-to-air options, s.mk if you catch him early, sweep and c.hp for certain angles, and amazingly c.mp. c.mp is godlike in this match as it ducks under the Gentleman’s Elbow. There are some angles where his j.rh will beat EX SBK, but fortunately if he catches her in the airborne state he just gets the jump-in damage and knockdown. Which isn’t good, but still gives you a chance to get out of whatever pressure he’s planning next.

Do not get driven into the corner in this match. Chun has more than enough tools to drive him into the corner. Use her pokes, especially c.mp to stop his advances, smart use of Kikoken to drive him back, and stand your ground. Chun in the corner loses a lot of runaway options and must deal with Dudley’s deadly pressure. However the same applies for Dudley in the corner, as it’s difficult for him to deal with Chun’s offense and he has to take risks to get out.

It’s Chun’s match to lose but Dudley can end things in a heartbeat. Combine zoning with offensive bursts (hit and run offense) to take off his life and force him to make mistakes, both in defense and in trying to get to her. Be patient and fight him smartly and victory can be yours.

U1 will punish a blocked c.rh from Dudley, but for the most part I feel this is a U2 match.

E. Honda - Advantage

This was a match that was pretty good for her in original SF4 - over the iterations I feel it’s been getting better for Honda thanks to his buffs and Chun nerfs. It’s still good for her, just not quite as good.

E. Honda is another one of the few characters who I think you can effectively Kikoken zone. Put it on the screen and make him deal with it. You will have to be mindful of spacing though, as Honda has some jump-ins with unexpected range. Be especially mindful once he has Super and U1, particularly U1 as he can nail you with it on a good read, and considering Kikoken is a charge move it’s not too hard to make a good read on it.

AA him early with s.mk. s.fp is also a good option, as is nj.rh. If Honda is using his nj.fp Chun can easily AA sweep him.

Stay grounded and Kikoken zone him. If he’s in close poke him with s.mp or c.mp, both good tools in this match. s.fp and s.rh also work well, but be especially careful of s.rh and it’s low hurtbox. Also beware his low-hitting s.rh.

There’s no a whole lot of reason to jump at him, and you definitely shouldn’t if he’s sitting down on meter. If he’s walking around you can take the liberty if you like, and come at him with mixups of j.fp, j.rh, empty jump c.lk, empty jump Hasan Shu, etc. Just don’t be too cute on offense as if he didn’t have charge for Headbutt when you jumped, he will…soon. You can cross him up somewhat but he can also auto-correct his Headbutt.

If your Honda opponent likes to Butt Slam cs.mp actually AAs the down hit, though your timing has to be on point. df+lk also works, though not nearly as well as it did in SSF4. If you’re not sure just FA, and if he comes down in front of you let him have it. In close Honda will probably try to jab into Hands - just block it and look for a good place to get out, keeping in mind he’s probably storing charge while doing Hands. Be careful of Hands FADC Oicho throw.

You can pressure Honda if you like, but don’t give him too many opportunities to hit you. If you fall behind in the match throw smart Kikokens, poke, see if you can drive him into a corner and use your offensive tools to try and chip away at him. With U1 stocked Honda’s reversal becomes much more risky, and with careful offense you can even try to bait it out for a delicious punish.

While you don’t necessarily need it, storing Super in this match punishes a lot of what Honda wants to do, including Headbutts and his standing pokes. It gives you greater control over the match without needing to lose half your life to get Revenge meter stored. On the flipside if Honda stores Super you have to be super careful to avoid his super, as he can hit it off s.fp, or jab into Hands, and either method HURTS A LOT. In some ways you may want to pressure Honda just to force him to burn meter, even if it means intentionally jumping into an EX Headbutt if you can spare the life.

This is again Chun’s match to win or lose. Control the pace of the match with her fireball and her good ground game. Force Honda to make punishable mistakes. There’s no need to go super-offense on him, but picking your spots helps to put the pressure on him and force him to make mistakes you can possibly punish.

This is a U1 match. U1 punishes ALL Headbutts. This is a very important part of the match. You can also punish meter-building Oicho whiffs with the right spacing. Honda’s s.rh is -7 on block meaning you can punish it, but it’s gotta be frame perfect. Keep in mind that you CANNOT punish blocked Honda super with U1.

wow, top top info on E.honda, I always feel like he has a particular jumpin button that beats any particular normal AA chun uses. I was surprised that U1 punishes all versions of hb lol.

Elf fuerte? well, I am pretty good at guessing, but i like to play sf.

Fei long? this must be close to 7-3 chun, like abel he cant really risk crouching.

Fei Long is even or even slight advantage to him. His j. mp is very annoying to deal with plus two successful rekka chains (or one rekka and one forward throw for example) and you’re in the corner. You win the far away game obviously, but he wins in melee range and it’s not terribly hard for him to close the gap. Arguably the best FA in the game, rekkas, EX chicken wing, etc.

El Fuerte - Advantage

ELF is…annoying. You have to fight him on his own terms, which is sort of not-Street Fighter, but luckily Chun still has the tools to deal with him.

The neutral game…is mostly just Fuerte running/jumping around looking for an opening to start his offense. As always don’t get impatient in trying to run him down. You can fire off Kikoken to a point but ELF gets a lot of mileage off his wall jumps as well as EX Runs, so only do so carefully. Walking forward actually throws a wrench into ELF’s gameplan a bit as it changes his spacing for what he wants to do. If you see ELF running neutral jumps are an option, but it’s not something you can abuse.

The regular pokes – s.mp and s.fp – work against him, and this is a match where you may want to be a little more liberal with your sweep. As long as Fuerte isn’t doing too many FA’s there’s a chance you can catch him standing and score the untechable KD. If Fuerte is doing FA this gives you the opportunity to dash in and throw, or jump at him, or Swedish Firecracker. One option Fuerte has to combat that is backwards run into Fajita Buster, so do be on the lookout for that.

On defense EX SBK beats most of his options except for well-placed Tostada’s. Even then sometimes you can get the trade, which works because Chun tosses him out. Just keep in mind that your ELF opponent knows this and will try to bait out EX SBK where possible. Try to get in your own head – think “If I were fighting me, would I expect an EX SBK here?” If the answer is yes, avoid doing it. I’ve seen some ELF’s perform a jump-in where if you do EX SBK they’ll air throw you out of it – if you don’t they land and throw you. That’s something to keep in mind.

Also remember that FA beats most of his options except for Fajita Buster. If ELF is going to Tostada but you don’t know which side he’s coming down on FA takes away the guessing game and keeps Chun on her feet. If he lands in front you can let it go and get a possible crumple. It’ll also catch his slide, but he recovers fairly quickly so you should let the hit go ASAP, even if you can’t get a crumple.

Also be on the lookout for feints meant to bait-out EX SBK, especially ELF going into FA on your wakeup. Mid-screen you can backdash away, but in the corner that option is lost. Remember your other options – EX Legs, or Hasan Shu.

On offense the vast majority of ELFs like to do something on wakeup. If they have meter the most common option is EX Backwards Run. Some will just get away, others may try to cancel into Tortilla Throw or Tostada. Throwing ELF on wakeup solves that problem. Some ELFs will do an EX Guacamole to try and escape – fortunately Chun can punish these attempts. Others will simply just try to backdash away – use your anti-backdash OS to foil his plans, or Hasan Shu. Keep in mind though that a Hasan Shu WILL be caught by EX Guacamole if that was his wakeup option of choice. If you’re convinced he’s going to backdash, forward dash and throw. Once you get past his wakeup you can pressure him with your usual methods.

The biggest thing to be on the lookout for in this match is randomness, especially against U2 Fuerte. If Fuerte is U1, do not jump at him, and don’t jump within range of his U1. Chun has no way to change her mid-air trajectory and therefore leaving the ground is pretty much a guaranteed Ultra for him. U2 is most commonly used on wakeup, though he has other setups – for example, slide into your wakeup, then U2 to catch a backdash. Once Fuerte has Ultra stocked you’re going to have to fight around the random element – which includes sometimes doing nothing on his wakeup.

ELF can be tricky, but Chun can make him fight to earn his avenues in, has a good reversal to get him out, and has options for taking the fight to him. Ultimately the ELF fight comes down to your best guessing game, but it’s one she can do well with given her options.

U1 doesn’t really do much in this match, so this I prefer U2 for its overall versatility.

…I really want to eat some Mexican food now. Wonder why…?

Evil Ryu – Even

Is this matchup any different from the Ryu matchup? No. Well, actually, yes. Some of the basics are the same, but the ways in which both characters will kill you are very different. Either way it comes down to great footsies and space control, plus utilizing hit and run offense and punishing mistakes.

This is a fight you want to wage at mid-range, just outside of his c.mk range. If your reflexes are good punish whiffed c.mk with sweep. Use s.mp for space control, but be ready to AA should E.Ryu jump at you.

Don’t be afraid to go in every now and then – Chun’s buttons are generally better than his on offense, and the most threatening thing he has in his arsenal is DP. Again, smart offense – pressure carefully and around the DP. If he whiffs one punish hard. Get in, do your damage, get out.

The biggest problems in this match are if E.Ryu gets in on his terms – his frame traps aren’t great, but hitting one will lead to massive damage if he has meter. Also if you run into a c.mk during footsies and he has meter, chances are you’re eating a big combo with stun just around the corner. Like Ryu, E.Ryu can safejump Chun, and also has the dreaded DIVEKICK as well as ambiguous jump-ins, so sometimes the best solution is to wakeup blocking and look for a way out when you see an opportunity. Aside from DP FADC E.Ryu doesn’t have much reason to burn meter, so he will build it and will be looking for opportunities to hit those juicy FADC combos on you. If your blocking skills are up to par your E.Ryu may try to surprise you with a random EX Axe Kick – reaction block if you can, but if I had to choose I’d rather eat one of these than one of his FADC combos.

An important factor in this match will be standing your ground. You can walk-back Kikoken but think carefully about what you’re trying to accomplish with that, and if it’s worth it. Getting yourself cornered should be avoided at all costs. You can push E.Ryu backwards but that requires not giving up space and using your pokes well, as well as smart Kikoken use. Know that E.Ryu can hurt you bad, but make him work for the opportunity and chip away at his life while you do.

While E.Ryu isn’t known for his fireball game he still has one. Standard rules apply, don’t get impatient in trying to get over/around them. Hasan Shu when possible, or just FA absorb them or just block if you have to. If U2 E.Ryu is throwing full-screen fireballs…DO NOT JUMP FORWARD OVER THEM. E.Ryu’s U2 covers A LOT of horizontal distance and Chun’s float jump gives him the opportunity to hit it.

Fight this one out at mid-range – don’t give up ground and back yourself into a corner. Don’t walk into c.mk, use Chun’s excellent footsies to dance around it. Utilize a hit and run offense to do damage and get out, force E.Ryu to make mistakes and then punish hard.

While the versatility of U2 is nice, I feel this is a U1 match – shut down his fireball game, and go for a big punish on a whiffed DP. U1 does punish blocked sweeps, but it’s fairly unlikely you’re going to block one as E.Ryu will most likely be looking for that c.mk. Keep in mind that you can’t U1 through the c.mk x Hadoken string as you can against the other shotos.

Fei Long – Even

Chun actually fights him pretty well in the neutral game, and is arguably one of the few characters able to do so. As always s.mp is the go-to poke, and c.mp gets good mileage in this fight as well. Fei’s FA is pretty good, and good Fei’s can whiff punish sweep with Rekkas, so this is a fight where you should curb your sweep use as much as possible. She can Kikoken him to a point, but as always think about what you want to accomplish with the Kikoken and whether or not it’s worth it. Fei can drive anyone into a corner very easily – don’t make his job easier by backing up. If you have the choice of walking backwards to throw Kikoken, or standing your ground with s.mp, always stand your ground and fight. Aside from his s.rh Fei also lacks a good two-in-one move so you can use FA against him as well – go for quick Lvl 1 hits, and either backdash out to safety, or forward to go apply pressure.

My theory is that Chun doesn’t fight anyone with a good DP any better than even. If I haven’t before I’ll explain why – Chun is not a great zoner in this game. Zoning isn’t even that good in this game – Guile is far better at it then she is, and Guile is mid-tier at best. You can keep the opponent out to a point but they will get in and it won’t take long for them to take back whatever zoning damage you took off and more. So she’s got to combine her limited zoning abilities with offense. Chun actually has great offensive options – 2-hit j.fp, 1-hit j.fp, either of the previous into c.lk, lk Hasan Shu, or instant stomp, empty jump into c.lk, empty jump into Hasan Shu, walk/dash up throw, walk/dash up Hasan Shu…etc. The problem is that since all of this is fairly straightforward it all loses to a good DP/reversal. Your opponent only has to know that you’re going to push a button – their DP will win against your mixups, making it a 50/50 of will you/won’t you attack. For this reason I don’t often utilize safe jump setups because it’s easy enough to block the jump and then DP whatever comes next, and most of the time the point of the safe jump is to set up your next offensive step.

So when pressuring you have to respect the DP, because it beats all of your options. Being reserved with your offense also teaches your opponent to not DP everytime, because if you weren’t pressing buttons they whiff and Chun gets a nice punish. Chun is actually great at whiff punishes. Another thing that works in her favor is that with her walk/dash speed and options she can protect a distance that is still somewhat threatening offensively while still making the DP whiff, which even takes FADC out of the equation.

Anyway this all applies to Fei and his Shienkyaku, which is a good enough DP. You can’t go gonzo on offense against him because his DP will win. But you can’t try to keep him out forever. It takes careful offense – hit and run, get in, do your damage, get out. In many ways the ground game approach is very similar to fighting against Ryu, just without having to worry about a fireball.

For AA the standard stuff all applies – s.mk, s.fp, c.fp and sweep to catch things coming in in front of her. nj.rh is also solid and has the added bonus of beating random Rekkas/Chicken Wings. Jumping at Fei is at your own discretion – but you’re better off fighting him on the ground.

Defensively EX SBK works against most of his jump-ins as well as his offensive pressure. Fei does have safejumps and the standard anti-EX SBK tech also works, so as always be on the lookout for that. Fei isn’t known for having great frame traps so you can get away with random jabbing your way out of his pressure to a point. As always don’t make a habit out of it, as if he knows you’re doing it he does have ways of dealing with it. As long as you aren’t cornered you can backdash out of a lot of his pressure, just avoid doing it on wakeup so that you don’t fall prey to an OS. In general just keep blocking and look for an avenue to reversal/escape/reset the situation. While Tenshin can open you up he’s got to be in pretty close to hit it and will risk eating a EX SBK to get there.

Keeping Fei at mid-screen distance with his back closer to the corner will be the key in winning this match. As long as you don’t give him ways in Fei will have to earn it. Chun also can get in and do her damage in hit-and-run style. If Fei gets impatient around this range he may try EX Chicken Wing, trying to go over Kikoken or a poke, or just catch you sleeping and force you to block it. Neutral jump works great against this, as you can come down on him with nj.rh and follow up with a beefy punish combo.

Overall I feel this is a fairly even fight. While Rekkas are a great footsie tool Chun has the better poke game in general. Offensively they both have to work around the other’s reversal – and both have their strengths and weaknesses in different areas. If I had to pick one character for advantage, maybe Fei? But not by that much.

U1 punishes all Rekka second hits – if you block a second Rekka you can just do U1 and there’s nothing Fei can do about it. U1 is also a great punish for whiffed DPs, and can be a great tool paired with counter-hit s.mp. If you’re doing a good job of keeping Fei’s back to the corner it can also take away his FA game. However the versatility of U2 is also good considering the hit-and-run approach you may want to take with this match. Personally I use U2, but U1 definitely has its uses, making this an either-or match.

Looking forward to hearing about guile.
Got bodied by a good one last night and I typically don’t have too much trouble in this match up. He controlled the match entirely, I felt helpless :frowning:

Aaww c’mon guile, guy… I need some deets! Actually the entire cast outside of vanilla I need info on. I’m playing great, but I’m winging it! Lol I wish I could contribute but I’m not as good as I once was. Help me out chun veterans.

Guile is an Ultra I match. Don’t get impatient-- die by the timer. I know I don’t play against Guile like a lot of people… My particular strat for Guile is to stay back and fireball for the beginning of the round, which many Guiles will be happy to challenge you. Guile is obviously a better zoning character than Chun and his fireball charges faster than Chun’s. Chun’s strength comes from her ability to build meter twice as fast as Guile (comparing frame data, Guile got a huge meter building nerf to his booms).

The goal in the fireball war is to build meter, not to beat him at the zoning game. Throw kikoken, buffer HK legs and throw another Kikoken. Remember that HP kikoken is her fastest starting fireball, recovers just as fast as MP and travels faster than the others. This saves you a little bit of extra space in the FB war. If you start to fall behind, it is also possible to go over booms with LK HSU. This is easier if he is using faster booms, so don’t hesitate to HSU if he blows meter on EX booms. LP boom is tricky, so you can absorb if you are not confident. Buffer the motion to HSU before executing it so that you have nearly full back-charge when you come out of recovery.

Guile may decide to take the fight to you, which is not really his strong-suit. If he jumps over fireballs to reach you, anti-air appropriately with St. MK or St. HP. You can also trip-guard with a St. MP xx Kikoken to push him back out, if he tries to jump in from out of anti-air reach. He can’t jump over St. MP xx Kiko string because Chun can anti-air with Cl. MK. Chun can also Cr. MK xx HK legs > MK Legs all of Guile’s jump-ins (IIRC).

If Guile is backing to full screen, just keep throwing fireballs and building meter. You can also slowly move him to the corner with Cr. HP. You can feel pretty secure doing this at ranges that might feel uncomfortable at first–just remember you do have down charge for EX SBK if he jumps and Cr. MK xx HK legs tends to work against him in a pinch.

Chun has many options against Guile on wake-up. Just cross up and do a mix-up. I don’t know what to say. You can really sniff out his defense from just that and adjust accordingly if you get another knockdown. Fun trick if you have super: cross-up with an empty jump, land with Cr. MK xx HK legs > super. Pretty sweet. Haven’t seen anyone else do it, yet.

Since Guile can’t really jump over St. MP xx kikoken, I like this in the corner. MK HSU to Cr. LP xx MP Kiko to St. MP xx HP Kiko is one of my favorite strings against him. Lots of ways to mix him up. Most Guiles know they can flash kick a blocked EX Legs, so avoid that…

I think Chun wins as long as she plays smart with meter… build it up before going in. Use it. For damage, for anti-air whenever the opportunity arises. Always keep in mind you have Ultra I in case Guile forgets. The harder of a time you give him, the more likely it is he will throw two consecutive booms, one after the other. Keep alert to Ultra that second boom. Another good time to Ultra is if he throws a boom as you are recovering from HK legs, if you are building EX meter.

Vanilla tactic against Guiles who follow behind booms: block the boom, focus counter the poke.

Gen - Even

So Street Fighter 101 states that whatever your opponent wants to do/is really good at, you don’t let them do. Well, duh. This is clearly evident in matches like Zangief and Dhalsim, where you want to keep Gief out all day, and you want to stay in Sim’s face so that he’s not punching you from across the screen.

So what is Gen good at? Set-ups and ambiguous jump-ins, and landing random hit into Hands x Super x Ultra. The key to winning against him will be to not let him get his game on.

Chun has a pretty good mid-range game against him. While Gen does have pokes into Hands and some options, Chun generally out-pokes him. This generally isn’t a war he wants to wage, unless he has Super stocked and can make it meaningful. While Gen’s FA isn’t awesome it gets the job done, so be careful about your sweep usage.

Just outside of sweep range is a good range for him, as he can jump at you and potentially cross you up, or at least start trying to lock you up with his jump arc. Especially if he jumps over a poke and you didn’t have enough time to recover and AA. When he’s in this range you’ll want to be careful and watch out for his jumps. AA him early with s.mk. nj.rh is also pretty handy in this match, as is jump-back rh/fp, or j.fp. If you’re sitting down on charge and meter, EX SBK. Just be careful with your neutral jumps, as a savvy Gen has counter-Ultra options off either U1 or U2.

Outside of sweep range and beyond Chun does a better job of controlling space, and can Kikoken zone him to a point. There isn’t much Gen can do from here except try to throw out random rolls or long-distance Oga’s, which are risky. The most threatening thing he can do is FA-absorb your Kikoken and whiff moves to build meter…which is actually plenty threatening if you think about what it lets him do later on. If Gen is using U2 in this match…forget about Kikoken.

Defensively Gen isn’t that great. Gekiro is okay on it’s own but best when used as an EX move. No FADC for him so it’s all or nothing. Punishing can be tricky with the timing - although you usually want to punish DP whiffs hard, Gen is a character where you can get away with sweeping him to set up another offensive move. If your Gen player is trying to conserve super meter look for him to backdash a lot out of pressure.

The Gen match is one where I go gonzo on him offensively. If you’ll remember Daigo’s strategy against Xian, he intentionally walked into Hands FADC combos in order to avoid eating c.mp x Hands x Super x Ultra. Take a cue from The Beast’s playbook on this. I don’t encounter many Gen’s who use the Hands FADC combos like Xian does, but most will throw out EX Gekiro if under heavy pressure. I will gladly eat a few EX Gekiro’s in order to keep Gen’s meter level low. So I try to find an opportunity to get in, and once I do stay in his face until he DP’s me out. Of course discretion is advised - if you are pretty sure Gen is going for the EX Gekiro bait and punish, but if I have to choose between attacking and hanging back, I usually choose attacking. So it becomes a slugfest of sorts, but without meter Gen doesn’t pack that much punch and Chun can win the fight.

You can try zoning him out if you like, but you face the problem of dealing with him once he does get in, potentially with lots of meter, and being able to run his set-ups on you. You can also try the hit-and-run method of combined zoning and offense, but this allows Gen to build meter more than I’m personally comfortable with.

The key to winning this match is for Chun to stay on her feet and out of Gen’s set-ups, and avoid getting hit by Hands, Super, Ultra. While it is possible to just block things and possibly have Gen die with full super meter, I think forcing him to burn the meter is a better/safer bet at keeping him as non-threatening as possible.

U1 doesn’t really do much in this match, so this is a U2 match for it’s overall versatility.

Trying to keep this thread alive!

Gouken - Advantage

You will not out-zone Gouken. Period. Don’t even try. It can be challenging trying to get to him, as his angled fireballs will shoot Hasan Shu out of the sky. Don’t be impatient in trying to get to him, FA dash through straight fireballs and just walk forward if he shoots them angled. Full screen he can cover a lot of distance with his Demon Flips, and if he does one reactively to a Kikoken he can make you pay for it, so be conversative with Kikoken usage and just work to close the distance.

If your Gouken likes to Demon Flip a lot, Chun’s neutral jumps do a great job of controlling the distance. Jump forward fp can also be used if you see it coming early enough. Your Gouken opponent may try to counter by doing the parry flip, but you can counter this by air throwing him (don’t forget your air throw!) or with jump-back roundhouse, or just by jumping backwards out of there.

Chun wins in the mid and close range. Her buttons are just better, period. The major things to look out for are FA attempts and back throw. Never let Gouken in on his terms, but if he does get in work on teching that back throw. The tech window is a lot larger than for normal throws. Gouken does have a few frame traps, but with careful timing you can do safe late techs that will get you out of back throw but not get blown up by the frame traps.

This is a match where Chun can run her offense. Gonzo, even. EX Tatsu works as a reversal but leaves him wide open to…any and everything. Then he has his counters, but he’s gotta be somewhat precise with them and Chun has a lot of ways to keep him guessing, and they lose to throws of course. Get in and start doing your thing and don’t let up until he’s dead.

One nice trick - on a knockdown I like to fire a mp Kikoken and have them wake up into it. It’s a nice way to lock them down, so to speak, while setting up my next move. Some Gouken’s will actually counter the Kikoken, and given Gouken’s big range on it if you tried to follow up Kikoken with something, anything, he’ll probably tag you. If I have a Gouken who does this I’ll throw that fireball, bait out the reversal, and then counter. U1 is especially nice in this case.

Gouken beats you in this match by taking off silly damage if you get impatient trying to get around his fireball game, converting damage off successful Demon Flips, and converting frame traps into big damage, or hitting back throw into Ultra. These are all things you can avoid easily. Keep Gouken mid-range to in close and make sure when in close it’s on your terms and you’re the one applying pressure. Don’t get impatient, overwhelm his poor defensive choices with your good offense, and punish hard any mistakes he may make.

This is a U1 match, for shutting down his unique fireball game as well as reversal punish. Be it counter or EX Tatsu, either give Chun plenty of time to hit him with a full raw Ultra as a punish.

excellent advice on all the matchups, I got alot of writing ahead lol

too much “lol I didn’t read” for me so yeah I’ll try to actually read this

I’d love to keep this thread alive with my limited matchup knowledge but pffft today is Bison, help me out here.

All I know is jumping against him is not great because he has nice AA tools. On his wakeup it’s relatively safe though. I AA with st.fp and st.mk outside of air to air with fp, nj.hk and air throw, which gets great mileage in this MU (vs. headstomp and devil’s reverse). On the ground, I poke with st.mp and cr.hk (sometimes scoring a knockdown if they’re trying to scissor kick recklessly). Bison is great at locking opponents in scissor kick block strings and can quickly push into the corner. It’s important not to get impatient (why can’t I take my own advice) and push buttons, counter hits and combos will ensue and you’ll be sad. In terms of what gets the most use in the match, U2 is definitely your best bet. I use U1 every once in a while against people who play keep away with devil’s reverse (dash U1 to punish when whiffed) and teleport. Oh and hazanshu option select his wakeup teleport… Which I never remember to do.

Man, I’m sure there’s much more to say. Anyone wish to add or correct for me?

well, its the 17th so anyone got any super secret sagat tech they like to share? I dont mind the matchup, but dodging fire trucks makes me mad sometimes

yeah

dont f*cking jump

Lost my whole message. Fuck this website.

Missed Hakan day. My friend plays hakan so I’d appreciate any tips or information you guys can share on the matchup.

Haven’t played in a while so I’d rather wait for Az/Skatan to go through matchups when they have the time.

Here’s some insights from a Hakan player and some of the Chun regulars if that counts. Most of this page in the big general discussion thread: