Thigh Life & Style Magazine: Your guide to everything Chun-li!

NOTE: This is still a work in progress. I understand much of it is unfinished, but it made the most sense to me to put it here first so that everyone can see what it contains, and, more importantly, what it’s missing and what needs to be added. Suggestions and additions are more than welcome!

This thread is an attempt to streamline all of the existing Chun-Li information into one easy-to-find, easy-to-browse thread. It may start out kind of messy as I will be throwing in bits and pieces of information from all over, but once it’s done it will (hopefully) become one-stop-shopping for anything you need to know about Chun in Super Street Fighter IV! Bear with me and excuse the mess in the meantime!

Because of the huge number of contributors and the massive amounts of information available in the Chun forum, I won’t credit anyone specifically after a particular section, but will have general credits at the end of the guide for anyone who has added or contributed any sort of information. Even then, I think it’s safe to say that just about EVERY poster in the Chun forums has contributed in some way.

Also, much of this information is taken from already existing sources. If you see some of your own material here, please don’t be offended!

Street Fighter IV, as a game, continues to grow as people continue to find new things. I will do my best to update these posts with new or supplemental info as soon as I can!

That said, here we go!

Thigh Life & Style Magazine: Your Guide to Everything Chun-Li

Table of Contents:
Introduction
[LIST]
[]Character Bio
[
]Playstyle
[]Moveset
[/LIST]
Combos
[LIST]
[
]Combos
[]Option Selects
[
]Frame Traps
[/LIST]
Matchups A-C
[LIST]
[]Abel
[
]Adon
[]Akuma
[
]Balrog (Boxer)
[]Blanka
[
]C. Viper
[]Cammy
[
]Chun-Li
[]Cody
[/LIST]
Matchups D-G
[LIST]
[
]Dan
[]Dee Jay
[
]Dhalsim
[]Dudley
[
]E. Honda
[]El Fuerte
[
]Evil Ryu
[]Fei Long
[
]Gen
[]Gouken
[
]Guile
[]Guy
[/LIST]
Matchups H-R
[LIST]
[
]Hakan
[]Ibuki
[
]Juri
[]Ken
[
]Makoto
[]M. Bison (Dictator)
[
]Oni
[]Rose
[
]Rufus
[]Ryu
[/LIST]
Matchups S-Z
[LIST]
[
]Sagat
[]Sakura
[
]Seth
[]T. Hawk
[
]Vega (Claw)
[]Yang
[
]Yun
[]Zangief
[/LIST]
Other Stuff
[LIST]
[
]Videos of Chun gameplay and YouTube Channels
[*]Credits
[/LIST]

Introduction

Character Bio

[details=Spoiler]
Chun-Li (Chinese: 春麗, literally “spring beauty” or “beauty of spring”) first made her appearance in fighting games with Street Fighter II: World Warrior. She quickly became known as one of the first (if not the first) female character in a fighting game, in a time when other female characters in video games were typically portrayed as damsels in distress, in need of saving. She has since risen to prominence in the videogaming world and is even sometimes referred to as the First Lady of Fighting Games, or the Queen of Fighting Games.

Story-wise, Chun-Li is an Interpol investigator hoping to track down M. Bison and his crime syndicate, Shadaloo. Chun-Li also seeks vengeance from Bison for personal reasons; she believes Bison killed her father, or is at least responsible for his disappearance. At the end of Street Fighter II, Bison is ultimately defeated by Akuma, and Chun-Li retires from Interpol to try and live the life of a normal girl.

In Street Fighter IV, Guile brings to Chun-Li’s attention that Bison is still alive and that Shadaloo is still functioning, as well as telling her about the emergence of S.I.N., a research division of Shadaloo. Finding herself dissatisfied with living a “normal life,” and feeling a calling to return to the fight, Chun-Li returns to Interpol to track down Shadaloo and Bison once more.[/details]

Playstyle

[details=Spoiler]
In Street Fighter IV, Chun-Li’s playstyle revolves around her ability to poke and zone. She has fantastic normal moves and a large variety of anti-air attacks that can help shut down her opponent’s options. She is also one of the fastest characters in the game, with great walk speed as well as forward and back dashes.

At full screen, Chun has limited options. She can throw fireballs and follow behind them to close distance, to hopefully get around mid-screen range.

Chun excels just outside of midscreen range from her opponent, where the long reach on her pokes will allow her to punish opponents for sticking out moves, and where she can utilize her Hazanshu, or Hosenka Ultra combo to punish opponents for using projectiles. Her best pokes are, in no particular order, st.MP, st.HP, st.HK, cr.HK, and cr.MP.

Chun-Li is unique in that she practically has an army of different anti-air normals. All of her anti-airs are situation-specific, with each one tailored for a certain angle or a certain character. They are, in no particular order, df+LK, st.MK, st.MP, st.HP, st.HK, cr.MP, cr.HK, cr.HP, cr.MK, and even sometimes cr.LP. With enough time, Chun also has the option to air throw, or air-to-air with j.MK, j.HK, or j.HP.

Up close, Chun’s mixup options allow her to apply a decent amount of pressure, with high-low mixups as well as crossup options, but her low health makes this risky against characters who can potentially Reversal into Ultra.

When under pressure, Chun’s best options are generally to block, backdash, or EX Spinning Bird Kick. EX SBK has great invincibility but can lose to a jump-in attack that hits at a steep enough angle. The invincibility, speed, and distance of her backdash make it an especially useful tool to escape difficult situations, but the drawback is that you are forced to lose ground, and can still be hit out of it by a deep-hitting attack.[/details]

Moveset

[details=Spoiler]

Normals

Jab
Although Chun doesn’t have the best jabs in the game (that honor probably goes to Balrog), they’re still useful. Stand jab hits crouching opponents, so this can help in confusing opponents during Chun’s mix-up tactics. Crouch jab chains into C.MK. You will probably have no use for jumping jabs.

Strong
Standing strong is one of her best pokes. It has good range and decent priority - it can stuff fireballs before they come out. While it doesn’t combo, it can cancel into Kikouken or Hasan Shu, which is good for letting Chun keep the pressure on. Crouch strong has even better range, and ducks under most everything, including fireballs. It can also be used to a small degree against jump-ins - it will lower her hitbox, making the jump-in potentially whiff. Close standing strong (the double-slap) can combo into Kikouken, but this normal doesn’t get much use in regular play. Jump strong is also not particularly useful.

Fierce
Chun’s fierces are incredibly useful. Far standing Fierce works well as a strong mid-range poke, and is especially great for keeping Balrog at bay. Standing close strong (the palm strike) has a rather large hitbox which works very well against many jump-ins, including many of Balrog’s. Crouch Fierce is two hit - the first hit can be cancelled into LK/MK SBK/EX SBK, Kikoken, Super, etc. Being a two-hit move, C.FP spoils any Focus Attack attempts, and also gives Chun frame advantage on counter hit. Another nice property of C.FP is that it actually moves Chun forward just a little bit - which sometimes is enough to make cross-up attempts whiff (although she may still be vulnerable to grounded attacks once the opponent lands!). The angle of the first hit of C.FP, plus Chun lowering her body, also makes it viable in certain situations as anti-air.

Jump fierce is arguably one of the best jump-in attacks in the game. Its two hit, which means that Focus Attacks will not work against it. You can choose not to do the second hit by not pressing FP a second time - this leads to a great mix-up jump-in game, where Chun jumps in with one FP and has the following options available to her -

  1. Do the second FP
  2. Land, throw
  3. Land, C.LK
  4. Land, Hasan Shu

Alternating between these choices can leave your opponent guessing and give you opporunities to do damage.

Also J.FP, when hit on an airborne opponent, counts as a knockdown hit and also puts them in a juggleable state. After landing J.FP you can follow up with EX SBK (anywhere on screen), Head Stomp, or if the opponent is close enough to the corner, Ultra Juggle.

While the animation for jump straight FP is different from back/forward, the attack is still two-hit, although the second hit will come out automatically.

Short
Chun’s low shorts have incredible range, and are a key part of her offense. You can combo EX Lightning Legs off C.LK, even from its maximum hitting distance. This is the primary way Chun does damage on the ground. It can also be comboed into from a Hasan Shu in certain situations. Stand shorts also have good range, but so far not many uses have been found for them. Jump short serves as Chun’s jumping crossup attack. With her floaty jump arc, she can sail over many anti-air attempts, such as Blanka Vertical Ball, Guile’s Flash Kick and Honda Headbutt, but note that she will still be vulnerable to shoryukens.

Forward
Chun’s crouch forward was infamous in SFIII:3S, but in SFIV its back to just being a regular normal. While you can combo many things off it, including EX Legs, EX SBK, Kikouken, and Super, its not hit confirm as it was in 3S. Crouch forward will primarily be used in combos and block strings. Standing B+MK is an attack that leads to a launcher series. Standing F+ MK moves Chun forward a bit. This move recovers fairly quickly, and is somewhat underrated in Chun’s mid-distance game.

J.MK has deceptively long range, and can be used to tag grounded opponents who don’t think you are in range to hit them. It also is good for hitting airborne opponents as you jump backwards. There are not many uses for jump straight MK, if any at all.

Roundhouse
Chun’s sweep is usually pretty beefy, and SFIV is no exception. However, in IV, Chun’s sweep is major Focus Attack bait. Therefore, its best to use it cautiously. Throwing out too many random sweeps is a good way to get killed quickly. Stand roundhouse is a great long-range poke that is especially effective for keeping Zangief at bay, and also works as an “air sniper” move - if you think the opponent is going to jump, do S.RH and Chun will tag them just as they start to think about leaving the ground.

Chun’s jump forward/backward roundhouse is a fairly buff jump-in, but is very vulnerable to FA and all the usual anti-air tactics. However, note that in close, if Chun jumps backwards and immediately does a RH, it will count as a jumping attack and the hitbox will usually extend to the opponent - making this a unique runaway, instant overhead. Be warned though that some characters can punish her as she flies away though (most notably Sagat) and this is usually a bad idea to do in the corner anyway.

Chun’s jump straight roundhouse is her “spread eagle” kick from 3S\CvS2. Its great for controlling the space around her, including airspace. It also serves as an anti-air, as it will defeat people trying to jump in on her if done early enough. Against grounded opponents, its still vulnerable to the usual AA tactics. You should be especially careful against Balrog, as his headbutt covers quite a bit of horizontal range and can tag Chun from quite a ways away.

Special Normals

Kaku Kyaku Raku (Rear Flip Kick) - DF+LK
Chun does a backflip, hitting her opponent with her knee as she goes up. Has some anti-air properties, and also knocks down on counter hit. Can also be used an anti-poke to some degree.

Kouhou Kaiten Kyaku - DF+HK
Chun flips forward and comes down with a kick pointed in the opposite direction. If you do this move in or around sweep range, Chun jumps over the opponent and comes down with a cross-up kick that must be blocked high. If done against a knocked-down opponent, timing is key; DP’s and Flash Kicks will actually miss it if timed right. If outside sweep range, Chun will land in front of the opponent. After you land Chun can actually go for a throw, but she is also vulnerable to being thrown. It can be used as a method for closing distance, although it is risky.

Air Throw: In Air LP+LK
Yep, Chun’s got her air throw, and in SFIV it can be very useful. If you know/anticipate your opponent’s jump, you can air throw them. So long as you’re not jumping right into an air attack, or you don’t get beat to the punch by another character with an air throw (Guile or Claw Vega), you’ll score the throw.

Forward Kick: F + MK
Chun takes a step forward and kicks mid. She recovers pretty quick from this, so you can follow it up with a move of your choice to surprise your opponent.

Backward Kick: B + MK
Chun throws out a mid kick, and sort of leans back as she does so. By itself, its not that impressive/useful, but…

Ten Kyuu Kyaku: During Backwards Kick, MK
This is a launcher move, and is ONLY available after the backwards kick. This move will come out regardless of whether the Backwards Kick connects or not…but it also has a TON of recovery, so you should only use it in hit-guaranteed situations.

Although this move can be Focus Attack cancelled, there isn’t much that Chun can do afterwards that would make it worth the 2 bars of super meter.

Ten Sho Kyaku: During Ten Kyuu Kyaku, D, U + MK
You all know this move from the Alpha/Zero series as Chun’s rising kicks. Its ONLY available at the end of the Ten Kyuu Kyaku. If whiffed, Chun is left VERY vulnerable. This launcher/combo series usually requires a fairly big opening to land successfully (a jump-in or FA crumple). While it does decent damage, her EX Legs B&B or even a MK SBK combo does more damage. If you have an opening, you can use this combo if you want to conserve super meter or you don’t want to put yourself in the risky position Chun ends up in at the end of the MK SBK combo. In the corner, you can juggle combo EX SBK/Ultra off this, but the window to do so is fairly small.

Head Stomp: In Air, D+MK
A classic Chun move. Can be repeated up to 3 times. You can use it after a successful J.FP on an airborne opponent to follow up with juggle damage (if you want to conserve meter by not doing EX SBK juggle). It can also be used as a cross-up/mix up move, as Chun can follow up a Head Stomp with whatever she wants…if she has forward motion, you can use J.LK for a cross-up, or if you did it straight up, she can come down with J.FP.

This can also be used as an instant overhead, by jumping and immediately pressing D+MK. To get forward motion (Chun will start moving behind the opponent), do JF, D+MK. Its a nice tool but much like everything Chun has, extremely vulnerable, so use with care/caution.

Special Moves

Kikkoken: Charge B, F+P
Chun’s fireballs are back to charge motions, and as usual, not full screen. They do get decent range though, which gives Chun zoning options. Since Chun is good in the air, putting a fireball on screen can be handy…but also very dangerous against certain characters (ie Balrog or Blanka sitting on charge). Be careful not to throw Kikoukens too recklessly in close range, as they are VERY easy to jump over and Chun has quite a bit of recovery.
EX Version: 2 hits, faster, and it goes farther if not full-screen. Good for surprising people in close who like to abuse FA stances.

Hyakuretsu Kyaku: K repeatedly
Good ol Lightning Legs. The regular version you will not have much use for, but…
EX Version: You will be relying on EX Legs quite a bit, as its part of her B&B combo. EX Legs combos off a lot of things…C.LK, C.MK, SC.RH, C.FP (1st hit cancel)… Being her B&B, it lets Chun be able to move around and yet do damage. Following a successful EX Legs, you can combo another EX Legs juggle off it from anywhere on the screen, or if you are in the corner, EX SBK or Ultra. Outside of combo usage, EX Legs is good for breaking up FA stances, especially Dash EX Legs. To do Dash EX Legs, dash forward and as Chun is moving, piano method across the kick buttons.

Spinning Bird Kick: Charge D, U+K
Another Chun staple. Actually incredibly not useful, as it puts Chun in a lot of danger regardless of whether it hits, misses, or is blocked. MK version can be comboed into off C.FP (1st hit cancel) or a close C.MK. This is one of her most damaging combos without using meter. However when SBK ends, Chun will be directly next to the opponent with no real frame advantage, so from here it will be a guessing game as to what to do next.
EX Version: One of her most valuable moves. Comes out quick and has some invincibility frames on startup, so it works as her “get offa me!” move. Also works as anti-air. However, once the invincibility wears off she can be hit out of it, and the move has NO vacuum properties at all, so timing is key. If the opponent does the jump in very deep, they can potentially block an EX SBK attempt and then punish you for it. Also, anything that comes in above her kick range and hits downward has a good chance of hitting her out of it (EX SBK flat out LOSES to things like Rufus’s dive kick, Akuma’s dive kick, Fuerte’s elbow, Vega’s J.FP, etc…). Regardless, effective usage of EX SBK will be vital to your success as a Chun player.

Hazan Shu (Flip Kick) HCB+K
Same as 3S, a quick move that hits overhead. Goes through fireballs, and usually recovers quick enough so that Chun can’t be punished if blocked. On whiff however, Chun will be WIDE open for punishment. Also great as an anti-poke move for punishing anything stronger than a jab/short. However, Hasan Shu itself is EXTREMELY vulnerable - it loses to almost everything, it can be jabbed out of even. It will also not break an FA charge, so many people who play against Chun like to integrate random FA’s into their footsies - if you HS into a FA, you will pay for it dearly. Generally speaking, if the opponent knows you are going to do it, they WILL hurt you bad, so unpredictability is very crucial. Smart Flip Kick usage can separate a good Chun player from a great one.
EX Version: Comes out faster and knocks down. If you are in a block string that ends with a fireball you should be able to EX Hasan Shu through it and score the clean hit.

Super - Senretsukyaku: Charge B, F, B, F+K
Will NOT travel full-screen. Only works against grounded opponents - an airborne opponent will go flying out of the attack. Exception is an opponent stuck in the corner. Chun will be very vulnerable if blocked/missed. You can combo into it from C.MK, J.FP, J.RH, or even at the end of a MK SBK (timing is very strict - Chun has to start her super animation as the opponent is still reeling from the SBK).

Chun’s super actually comes out ridiculously fast, so it can act as a reversal against A LOT of blocked/whiffed moves. However, considering that Chun often burns meter on EX Legs/SBK, actually having a full bar can be kind of rare unless you plan for it specifically.

Ultra 1 - Hosenka: Charge B, F, B, F+KKK
Chun moves forward with a series of kicks, which leads into a launcher. She will then do a vertically-rising SBK, finishing with a double kick to send the opponent flying. If blocked/whiffed, Chun will do the first part of the ultra ending in the launcher, after which she’ll do a small backflip. As Chun does not move forward much after the initial part of the ultra, on whiff as well as block she is VERY vulnerable - your opponent will basically get to choose how they get to punish you, and have plenty of time to think about it.

Ultra 2 - Kikosho: QCFx2 + PPP
Chun coils back and brings both palms forward, releases a huge orb of energy from her palms. Kikosho has no invulnerability on startup, and leaves Chun open for a long time when blocked, so make sure you’re going to hit with it if you use it. This is a great Ultra to tack on at the end of combos for guaranteed damage anywhere on screen – it makes Chun a threat even with one meter since she can combo it off of EX Legs. It also has some interesting properties in that the projectile “ball” takes up a large part of the screen, even extending to behind Chun’s body.

Ultra Properties
Chun’s ultra travels maybe 3/4ths screen distance. Be warned that it is NOT full-screen. It has quite a bit of startup, and NO anti-air properties. It will juggle, but as the kicks send the opponent flying, mid-screen you can only expect to get 1-2 hits out of it, and the launcher will most definitely not connect. In the corner the ultra may juggle with launcher, however if your timing for the juggle is off the opponent may fall out of it, and many lighter characters tend to fall out of it anyway.

If the opponent is considered to be mid-air in any way at all, they will go flying out of the ultra. Also, if done after a FA crumple stun, for whatever reason the opponent will go flying out of it unless timed properly. You want to execute the Ultra the moment your opponent lands on their knees after a crumple.

The ultra has armor breaking properties. It also passes through fireballs, even Ultra projectiles like Ryu’s Metsu Hadoken or Sagat’s Tiger Cannon. Dhalsim’s Ultra fireball can cause problems because it moves so slowly, although it is possible to punish. Akuma’s air fireballs are also difficult to punish but it is possible.

The ultra has quite a bit of startup. So much so, that Chun can get counter-ultra’d - the opponent can start their ultra after Chun’s ultra animation finishes, and actually beat out her ultra. Also, it does very little chip damage whatsoever. These two characteristics make Chun’s ultra a very, very bad choice for attempted chip-damage finishes.[/details]

Combos

[LEFT]Combos[/LEFT]
This list is not exhaustive. It will not list every permutation and combination of Chun combo known to man, but will highlight certain combos that are important, or particularly effective.

Links
This list shows what links after certain moves.
[LIST]
[]cr.LP -> cr.LP, cr.LK, cr.MK, cl.st.MP, f.st.LP, f.st.HP (only against certain characters), cl.st.HP, cl.st.HK
[
]cr.LK -> cr.LP, cr.LK
[]cr.MK -> cr.LP, cr.LK
[
]Hazanshu -> cr.LP, cr.LK, EX Legs
[]LK/MK Lightning Legs -> cr.LP, f.st.LP, cr.MK (only on standing opponents)
[/LIST]
Meterless Combos
[LIST]
[
]cr.LK > cr.LP > cr.MK xx HP Kikoken
[]cr.LK > cr.LP > cl.st.LP > f.st.LP > f.st.HP (whiffs on some crouching characters)
[
]cl.st.HK xx LK Lightning Legs > S.LP > S.HP (whiffs on some crouching characters)
[]Hazanshu > cr.LP > f.st.HP
[
]Air-to-air J.FP > Land > Headstomp x 3 (depending on where the opponent falls in relative position to Chun, you may need to move forward before jumping again)
[]j.HP x2 > cr.HP xx MK SBK
[
]cr.HP xx HK Legs ~ MK Legs > cr.HK
[/LIST]
Metered Combos
[LIST]
[]cr.LK > cr.LK xx EX Legs - Bread and Butter Combo
[
]cr.LK > cr.LP > cr.MK xx EX Legs
[]Hazanshu > C.LK > EX Legs (if only the tip of Hazanshu hits, C.LK won’t reach)
[
]cl.st.HK xx EX Legs
[]cl.st.HK xx LK Legs > EX Legs
[
]b+MK > MK > D-U+MK > Ultra 1 (in the corner) or Ultra 2 (anywhere)
[]st.MP xx EX Legs (aka Swedish Firecracker)
[
]cr.LK > cr.LP > st.LP > f.st.HP > Super
[]Hazanshu > Super
[
]cr.HP xx HK Legs ~ MK Legs > Super
[]j.HP > cr.HP xx MK SBK > Super
[
]Air-to-air j.HP > Ultra 1 (in the corner) or Ultra 2 (anywhere)
[]j.HP x2 > Ultra 1 (not enough time for Ultra 2)
[
]Anti-air df+LK > EX Legs > Ultra 2 (Ultra 1 also possible in the corner if you start charging early)
[/LIST]
[LEFT]Option Selects[/LEFT]
[LIST]
[]j.HP, HCB+HP+HK - Option select for double-fierce / HK Hazanshu to punish Teleports
[
]j.HP, Throw+HP - Option select for throw on landing if jump fierce whiffs
[]j.HP, cr.HP+HK - Option select for back-dashers, punishes with sweep.
[
]cr.LK ~ cr.HK, cr.LK - Grounded option select for back-dashers, input HK quickly after the first LK for sweep if LK whiffs. If hits, hit-confirm into EX Legs or st.HP.
[*]After a forward throw, QCF+HP, QCB+PPP, cr.HK - Option select against Balrog (and potentially other characters) that forces them to block.
[/LIST]
Frame Traps
Coming Soon!

Safe Jumps
Coming Soon!

[LEFT]Ultra Usage[/LEFT]

Chun’s ultra gets its usefulness not so much from actually hitting it, but just the threat of having it. Once Chun has revenge meter, there will be certain things that your opponent just won’t be able to do anymore.

Because Chun’s ultra leaves her incredibly vulnerable if blocked/whiffed, it’s very risky to do it in a non-confirm situation. Therefore the best actual use for the ultra comes from the corner juggle, or to punish a mistake your opponent made. RANDOMLY THROWING OUT ULTRA IS A FAST WAY TO DIE HORRIBLY IN THIS GAME! The damage off the corner juggle is not great, but it’s better than nothing. It’ll be up to you whether or not you want to use the corner juggle ultra if the opportunity presents itself, or keep the meter and continue to lock-up your opponent’s options.

Ultra should NEVER be used for chip-damage kills. It does terrible chip damage, and she can be countered very easily by most if not all of the cast. If you hit a EX Legs combo from midscreen, and the opponent only has a sliver of life left, you can use ultra to finish them off. You will only get two hits from the juggle (maybe three if you hit them very deep), so make sure that it will kill before doing it.

If your opponent randomly starts charging Focus Attack, you can Ultra them! Be careful though because they can still backdash out of it and be considered airborne, thus only allowing a few hits of the Ultra to connect.

Chun’s ultra is very good when used to punish mistakes your opponent may make. Any big, obvious mistake is a given (such as a whiffed Shoryuken, Flash Kick, Ultra, etc) but she has a lot of not-so-obvious situations in which she can punish. Utilizing these well can make you into a stronger Chun player.

[LEFT]Ultra Tricks[/LEFT]

Dash Ultra: Charge B, F, F, B, F+KKK
While Chun’s ultra normally isn’t full screen, you can increase the range by doing a dash right before the ultra. This will allow Chun to successfully reach an opponent from full screen distance. To do it, charge back, then do a dash - as Chun is still in dash animation, complete the ultra motion by hitting B, F+KKK. Chun should go into ultra as soon as she finishes her dash animation. Being able to dash ultra consistently will give you an added edge against your opponents.

Focus Attack Dash Cancel Ultra: (Charge B, FA OR FA, Charge B), F, F, B, F+KKK
Same idea as the dash ultra, just now you’re doing it from a FA stance. You can start charging before the FA, or immediately after. Doing FADC Ultra will give Chun one hit of super armor during the FA portion. Note that from an FA stance, you can actually dash cancel BACKWARDS into ultra. The command would be (Charge B, FA OR FA, Charge B), B, B, F, B, F+KKK. As of right now, I don’t know any practical uses for FADC Backwards Ultra. FADC Ultra is very useful against an air-fireball-happy Akuma - absorb the fireball with the FA, then DC Ultra while Akuma is still in recovery.

Quick Wakeup Ultra: After Knockdown Charge B, KKK (Quick Wakeup), F, B, F+KKK
This is exactly what it sounds like - quick wakeup into ultra. A lot of fireballers will throw a quick wakeup fireball on knockdown - if you try to quick wakeup, you’re forced to block the fireball. If you don’t, it passes harmlessly and the fireballer can proceed however they want. But you can quick wakeup and ultra right through the fireball! A lot of fireballers may mindlessly throw that quick wakeup fireball, so this is an ultra setup you should be prepared to use.

Ultra Juggle: Against Airborne Opponent inJuggleState(Corner)
If your opponent is stuck in a corner, you can ultra juggle them. The launcher will hit them, letting Chun finish the ultra animation. This is perhaps the most common way to use the ultra, as it’s a guaranteed set-up. The trade-off is that the juggle ultra doesn’t hit as much as it would were the opponent grounded, and since it is a juggle the ultra will be subject to combo damage scaling. Bottom line, the damage isn’t that great. However, it is damage, and in a close match every little bit can count. It’ll be up to you whether or not you want to utilize the ultra juggle - sometimes the threat of having the ultra is better than actually hitting it.

Ultra juggle can be set up from the following situations:

– EX Legs
– j.HP (mid-air hit, 2 hits)
– EX SBK (the opponent must go flying into the corner)
– After Ten Sho Kyaku

IMPORTANT NOTE: The ultra juggle doesn’t work on every character! There are a few who will fall out of it before the launcher can connect. Scroll down for a detailed list.

[LEFT]Ultra 1 Corner Juggle List[/LEFT]

Before Ultra SF4, Chun-Li’s Ultra 1 didn’t fully juggle against all characters in the corner. For those still interested, here is the list.

In Ultra SF4, Chun’s U1 juggle in the corner now works fully against every character except Poison.

[details=Spoiler]Pointblank corner juggle into Ultra 1 WHIFFS against:

Juri
Akuma
Dudley
Gouken
Dan
Sakura
Chun Li
Abel
Viper
Bison
Cammy
Guy
Guile
Fuerte
Balrog
Fei-Long
T-Hawk
Adon
DeeJay
Yun

Pointblank corner juggle into Ultra 1 hits against:

Ryu
Ken
Honda
Ibuki
Seth
Gen
Dhalsim
Sagat
Hakan
Blanka
Gief
Rufus
Vega
Rose
Cody
Makoto
Evil Ryu

Oni and Yang are currently unknown.[/details]

Matchups A-C

Vs. Abel ? Either Ultra

General Strategy

[details=Spoiler]
Matchup: 6-4

[list] []st.MP and st.HP are great pokes for this matchup.
[
]j.HP, st.HP, and cr.HK are good anti-airs.
[]Roll can be thrown: watch for it, and hit throw if you see it. If you jump in on his wakeup, option select in the throw to prevent him from rolling out for free.
[
]Abel?s cl.st.HK is an overhead.
[]Abel can be hit out of his non-EX Tornado Throw, but cannot be thrown out of it.
[
]Abel can be thrown out of his EX Tornado Throw, but cannot be hit out of it.
[]cr.MK tends to duck under his crossup attempts.
[
]Staying mobile and paying attention are the keys to this match ? he cannot throw you if there is nothing in front of him to throw. Backdash frequently to avoid trouble, but don?t abuse it. Even neutral jumping and jumping back will be useful in this matchup.
[/list]
If Abel activates U2, here are your options:
[list][]EX Kikoken if you?re far away
[
]EX SBK if you?re close
[]Ultra 1 if you?re in range
[
]Non-EX SBK can sometimes break his armor unless he releases right away
[]If you?re close enough, jump over him
[
]If not, headstomp on him and you?ll land behind him.
[]If you?re still too far and he?s waiting for you to land from a jump, you can charge Ultra 1 and execute it on landing
[
]If you don?t have Ultra 1 stocked, sometimes cancelling your landing frames into Hazanshu will allow you to move over him.[/list][/details]

Counters and Punishes

[details=Spoiler]
[list][]Any non-EX Wheel Kick can be punished on block with Ultra, and all Wheel Kicks can be punished on block with Super.
[
]If he tries to surprise you with a sudden Ultra 2, as long as you weren?t doing anything, you can activate Hosenka right away and there?s nothing he can do ? even if he tries to cancel, it won?t cancel in time.
[*]If he commits to the third hit on Change of Direction and you block it correctly, you have an opportunity to do whatever follow-up combo you want.[/list][/details]

Vs. Adon ? Either Ultra

General Strategy

[details=Spoiler]
Matchup: 6-4

[list][]Adon has very good control of space. Plus, he is a less often used character, which makes fighting him difficult due to a lack of matchup knowledge.
[
]A lot his normals are multi-hitting, and he has a lot of specials that break armor. Be careful when using Focus Attack against him.
[]st.MK is somewhat reliable as an anti-air. Sweep is sometimes viable depending on the spacing. Cr.MP and df+LK also work.
[
]Adon gets up off the ground more quickly than other characters in Super. In Arcade Edition, this was fixed. Be aware of it.
[]Meaty cr.MK can be used to duck under his reversals.
[
]His air Jaguar Kick doesn?t break armor; only the ground version does.
[]Do not zone him with fireballs if he has Ultra 1 stocked. It may be worth baiting if you have the meter to cancel it, but generally is not worth the risk.
[
]st.HK is a great poke to use to control space ? it hits from far enough away that he doesn?t have a good answer for it. St.MP and st.HP are also useful in this matchup.
[]Adon has poor options if you are pressuring him up close. Keep knocking him down to limit his options further.
[
]Adon has a fantastic kara throw, so be careful of it when he pokes at you.
[]Stay out of the corner ? Adon has terrific pressure options when you can?t move back.
[
]It is theoretically possible to safe jump Adon, but is difficult in practice due to his quick get-up time.[/list][/details]

Counters and Punishes

[details=Spoiler]
[list][]LK, HK, and EX Jaguar Tooth can be punished with Super on block. MK leaves Adon at -1 so it may or may not be possible to punish with Super.
[
]After Adon leaves the wall for Jaguar Tooth, you can activate Ultra 1 to tag him as he lands. This is especially useful if your opponent is whiffing them a lot. If he does the HK or EX version, it is possible, but hard, to get the full Ultra 1 to connect ? it usually hits him in the air and does minimal damage.
[]Against Jaguar Tooth, you have several options: st.HK as soon as he touches the wall will hit him on his way down, df+LK as soon as he touches the wall can launch him for a followup (Ultra 2 is better in this scenario than EX Legs), and cr.HP xx MP Kikoken just as he leaves the wall will anti-air him, reset him, and force him to block the fireball. As long as you are using a non-EX Kikoken in that case, there is nothing he can do to punish you for it.
[
]Adon?s cl.st.HK, f.st.MK, f.st.HK, and cr.HK can all be punished with Super on block.[/list][/details]

Vs. Akuma ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 4-6

[list][]Chun NEEDS to remain in control of this matchup. The moment Chun-Li gets knocked down, there is virtually no way of getting up without taking damage if the Akuma player knows what he is doing.
[
]Don?t get predictable with fireballs. His Demon Flip throw will punish you for throwing a fireball and force you to put up with his options on your wakeup.
[]If Akuma thinks you are going to fireball and does the Demon Flip, air throw, j.HP, j.MK, and j.HK are all good options. I prefer j.HP for additional damage opportunities.
[
]st.MP is a good poke, as are cr.MP and st.HK.
[]cr.MP, df+LK, st.MK and st.HP, and occasionally st.HK can be used as anti-airs.
[
]When Akuma does f.st.HK (the double roundhouse), the second hit whiffs against Chun while she?s crouching. Utilize this opportunity to open him up with a combo.
[]Akuma?s sweep comes out very quickly and has decent range. It is fast enough to punish Chun?s sweep, so be careful when trying to sweep him.
[
]If you get sucked into the Akuma vortex, jump back HK, or LK / EX Hazanshu can get you out depending on what move Akuma chooses to do.
[]cr.HP can also move you forward enough to cause Akuma?s Demon Flip to miss, but you may still be open to get hit while recovering.
[
]It is possible to Focus Absorb Akuma?s Demon Flip Dive Kick and release for a crumple if you start charging early enough ? unfortunately it is also possible for Akuma to see that you?re charging and change his mind to the throw or the palm, which breaks armor.
[]If he sweeps, you can focus absorb and dash in to throw or start a combo, but?
[
]Be careful about charging Focus Attacks in sweep range if Akuma has Ultra 1 stocked, since he can cancel the recovery into sweep and get you during your dash (even backdash).
[]Hazanshu over his fireballs ? especially the Shakunetsu (Red) Fireball, as he telegraphs it pretty clearly.
[
]If he has Ultra 2, the jump-in Hazanshu option select gets risky ? if he teleports on wakeup, activating the Hazanshu portion of the option select, he can cancel into Ultra 2 for free, unscaled damage.[/list][/details]

Counters and Punishes

[details=Spoiler]
[list][]cr.HK ? On block, you can Ultra 1. Be aware that Akuma can cancel into Ultra if he has it. Conversely, you could also punish with Super (which wouldn?t give Akuma?s Ultra enough time to start up) but then he can cancel into Super if he has it. Or, you can sweep.
[
]Air Fireball ? Ultra 1. You want it to activate just before he lands. EX Air Fireball has better recovery on landing so it?s harder to punish with Ultra properly, so you?ll have to do it a little earlier.
[]If Akuma chooses to do the slide followup to the Demon Flip (pressing no buttons) and you block it, you can punish with just about anything.
[
]If you block a fireball up close, you can Reversal Super.[/list][/details]

Vs. Balrog (Boxer) ? Either Ultra

General Strategy

[details=Spoiler]
Matchup: 6-4

[list][]Balrog is a character who will either rush you down hard, or turtle hard, or switch between the two as needed. Making his life hard while he?s trying to do either of those is key.
[
]Essentially, you want to stay far away to neutralize his offense, and mix him up hard after a knockdown to screw with his defense.
[]st.HP, st.MP and st.HK are great long-range pokes in this matchup.
[
]st.HP is practically a dedicated anti-air. Close and far versions will hit Balrog out of a jump-in. Close HP may not seem like it will work, but it does. Don?t be afraid to use it.
[]You want to fireball against Balrog from full screen.
[
]From mid-screen, poke with st.HP, st.MP, st.HK, and occasionally cr.HK.
[]Balrog has great walk speed, which can allow him to surprise you with tick throws. Be careful when he?s jabbing you.
[
]Balrog has no way to punish you for full-screen fireballs. His Ultra won?t go through if he?s full screen (or you?ll be able to block if it does) and he can be hit out of his EX Dash Punches if he uses it to absorb the fireball, or he can be thrown.
[]The best way to bait a jump from Balrog is to zone with a fireball and wait to see if he jumps over it. If he does, st.HP.
[
]cr.MK and cr.MP will duck under most of his dash punches to hit.
[]Off a forward throw, Chun has an easy safe-jump setup which is to dash forward immediately, then jump forward and either do j.HP or j.LK. Balrog has no answer for this safe jump, forcing him to block or take damage.
[
]When Balrog EX Dashes you, when in doubt which way to block, block standing. It is more beneficial for you to block the move that can start a big-damage combo than it is for you to avoid a knockdown.
[]Be careful following your Kikoken into really close range ? Balrog?s headbutt goes through fireballs and starts up deceivingly fast, so if you are walking forward into it you risk eating a big combo.
[
]Utilizing df+HK on Balrog?s wakeup is advised, but don?t get predictable with it as Balrog can still hit you out of it with a headbutt if you?re careless.[/list][/details]

Counters and Punishes

[details=Spoiler]
[list][]Punish Sweep on block with Super
[
]Virtually every dash punch can be punished on block with Super. The only ones that CANNOT BE PUNISHED are EX Dash Upper and EX Dash Ground Smash (overhead).
[]Every Turn Around Punch can be punished with Super on block. In fact, if he doesn?t cancel them into Super, some of them can even be punished on hit.
[
]Any EX Dash Punch can be thrown on its startup.
[*]Also, any Dash Punch can be stopped with Ultra 1 if you have it.[/list][/details]

Vs. Blanka ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 4-6

[list][]Blanka is a mixup-intensive character, but is also capable of turtling very effectively if you let him. It?s important to get a life lead and keep it to force Blanka to go on the offense, since Chun has solid answers for a lot of his attack options.
[
]Pressuring Blanka while he?s in the corner will likely result in him using his EX Backstep Roll to escape, since it is probably one of the best escape options in the game. As long as it is not a Reversal, you can Focus Absorb it if he tries to hit you with it.
[]cr.LK x2 xx EX Legs tends to whiff unless you?re really close, so to be safe, use cr.LK > cr.LP > cr.MK xx EX Legs instead.
[
]Blanka can be jabbed out of his Blanka Ball. This is useful to know for when Blanka tries to setup throw shenanigans by whiffing LP or MP Blanka Ball in front of you and throwing you.
[]cr.MP and cr.MK will stuff Blanka?s electricity if he does it in front of you. Of the two, I prefer cr.MK since cr.MP takes longer to start up.
[
]Jumping is almost always a bad idea in this matchup because EX Up Ball anti-airs so effectively. It?s theoretically possible to air-throw him out of it, but you?d likely have to do it on prediction, not reaction.
[]st.MK is a good anti-air, especially since Blanka likes to jump over you during his ground-game shenanigans. The close MK will tag him in that case, and far MK can hit him out of a jump in where he is trying to close distance.
[
]Air throw is also a viable option if you have the time to use it.
[]cr.MK ducks under some of his jumpins.
[
]Off a forward throw, Blanka is vulnerable to a safe jump, dash forward, jump forward j.LK. Timed properly, all of his options will lose or whiff. Utilize the forward throw a lot to make use of this.
[]Avoid overusing df+HK to cross Blanka up ? his EX Up Ball is very good at hitting you out of it.
[
]His Ultra one hits low as it starts, then high as he comes up, then high as he comes down, then mid for the rest of the Ultra if he executes it from point-blank. EX SBK will hit him out of his Ultra. Don?t let him get away with trying to chip you out on your wakeup ? EX SBK will take care of it on Reversal.
[*]Be careful throwing fireballs after blocking Blanka Balls if he has Ultra 2 stocked ? he has enough time to charge for it and punish you for the fireball.[/list][/details]

Counters and Punishes

[details=Spoiler]
[list][]After blocking a Blanka Ball, walk up st.MP is effective as Blanka doesn?t have an answer for it.
[
]Ultra 1 on block after a Blanka Ball is also a great punish. It times itself if you dash Ultra at the soonest possible moment, or requires you to time it without the dash.
[]Blanka can be hit out of his horizontal Blanka Ball with standing or crouching LP (and MP, technically, but longer startup time makes it unreliable).
[
]Against Electricity, use cr.MK or cr.MP
[]If he whiffs Electricity from far away, you can Ultra 1.
[
]Punish Sweep on block with your own Sweep, Super, or Ultra 1.
[]Punish his cr.HP on block with Sweep, Super, or Ultra 1.
[
]Punish his slide with Sweep, Super, or Ultra 1.
[]After blocking his Ultra, you can approach and punish with the combo of your choice. If you want to Ultra though, take a step back after he finishes the Ultra and then execute.
[
]Against Ultra 2, you can EX Hazanshu and hit him out of it if you are in range, or Ultra 1 right after his Ultra freeze.
[*]In Arcade Edition, certain Blanka Balls don’t travel back as far, making it possible to dash forward and sweep after blocking them.[/list][/details]

Vs. C. Viper ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 4-6
[list][]Viper excels by pressuring with a relentless offense and not allowing her opponent an opportunity to think. Her combo and juggle options are fantastic, especially in the corner. This is a difficult matchup for Chun because Burn Kicks tend to beat EX SBK. Chun has to keep a very level head and stay calm and focused to perform well in this matchup.
[
]Fireballs from any distance are generally unsafe, since Viper can Seismo to hit you in recovery, then Super Jump in to apply pressure. Burn Kick also neutralizes fireballs when performed from the right distance.
[]Thunder Knuckle is a deceivingly good anti-air. Don’t jump in on Viper unless she’s been knocked down.
[
]That said, Viper is not hard to safe jump, since HP Thunder Knuckle has 7 frame-startup.
[]Meaty cr.MK will beat reversals except EX Seismo.
[
]Wakeup EX Seismo can be beaten by cr.LK > cr.LK, hit-confirm into EX Legs.
[]cr.MK will duck under Burn Kicks with proper timing. Learning this will make it easier to shut down her Burn Kick mixup game by ducking, then throwing her or punishing her with a combo.
[
]Burn Kick can be focus absorbed. If you start charging early enough, you can also hit for a crumple.
[]Most of Viper’s normals are very safe.
[
]MK should be your favorite button in this matchup; it has uses as an anti air, plus it ducks her Burn Kicks and her wakeup Thunder Knuckle. HP follows close behind, in that it can anti-air (st.HP), can hit Viper out of her Burn Kick (standing or crouching HP), or move you forward just enough to make Burn Kick whiff (cr.HP). Far and close HK have situational uses depending on the circumstances - sometimes you can score a knockdown against Burn Kick with sweep.
[*]j.HP is effective as an anti-air, plus it sets up juggle opportunities.[/list][/details]

Counters and Punishes

[details=Spoiler]
[list][]On block, her Sweep can be punished with Super - you cannot Sweep back.
[
]Her f+MP overhead can be punished with Super on block.
[]LP Thunder Knuckle can be punished with Super on block. MP Thunder Knuckle may or may not be punishable (it is -1), depending on which Super you use.
[
]If she whiffs any Seismo, you can punish with Ultra 1 (be careful she isn’t just feinting). You may need to dash Ultra from some distances.
[]If she whiffs Burn Kick, you can punish with Ultra 1. You may need to dash.
[
]If she (foolishly) decides not to Super Jump Cancel out of a regular Seismo, you can punish with Ultra 1.[/list][/details]

Vs. Cammy ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4
[list][]Cammy is a rushdown character who has a great offensive tool with her Cannon Strike (Dive Kick), especially the EX Version. Fortunately she doesn’t have a lot of answers for Chun’s offensive or defensive tools.
[
]Cammy doesn’t have an answer if you charge Focus Attack at about mid-screen distance, or a little farther. Her Spin Knuckle breaks armor, but it starts up so slowly that you’d be able to backdash and punish if she tried. Her Spiral Arrow only hits multiple times from up close, so if you are charging at the right distance it will only hit once, and you can crumple for a big punish.
[]Poking at Cammy is not too hard - st.MP, st.HP and st.HK are great long-distance pokes. Be careful not to get too predictable because Cammy can still close distance if she lands a poke that she buffers into Spiral Arrow (which will usually combo even from far away).
[
]Be careful not to crouch tech too much against Cammy - she can make you pay for it with instant dive kicks.
[]If you know Cammy is going to Dive Kick, charging Focus Attack is a great way to turn it around and start offensive pressure. With the right timing, you can hit her before she recovers, so if you charge early enough you can open her up with a big combo.
[
]EX SBK is pretty reliable to stop wakeup pressure unless Cammy hits deep with a dive kick.
[]EX Legs scores all of its hits against Cammy, unlike other characters where it pops them out after three or four.
[
]If you stay crouching when Cammy performs Hooligan Combo, there is nothing she can do to you except make you block if she goes into the slide. The slide is hard (if not impossible) to punish, so don’t try.
[]Good anti-airs in this matchup are df+LK (if you can time it right), st.MK, and sometimes st.HP.
[
]Effective air-to-airs are airthrow, j.MK, j.HK and j.HP.
[]Off a forward throw, safe jump with dash forward j.LK or j.HP.
[
]Cammy’s Cannon Spike uppercut is very effective as an anti-air. Respect it and don’t jump without a purpose.
[]That said, Cannon Spike starts up in 5 frames (even EX) so it can be safe jumped.
[
]Don’t fireball from mid-screen or closer if she has Ultra 1 stocked.
[]Don’t use df+HK on her wakeup if she has Ultra 2 stocked (unless you know the timing to whiff it).
[
]If you pick Ultra 1 in this matchup, you have to stand-block the last hit of Cammy’s Ultra 1, or else she will go over you and cause you to lose your back charge.[/list][/details]

Counters and Punishes

[details=Spoiler]
[list][]On block, you can punish Cannon Spike (her uppercut) with walk-up sweep, dash EX Legs, HK Hazanshu, Ultra 1 (delay it slightly) or Ultra 2.
[
]On block, Spiral Arrow can be punished with throw, cl.st.HK, EX Legs, Super, and sometimes Ultra depending on spacing.
[]Beat her Dive Kick with st.MK, df+LK, and Focus Attack.
[
]If she does Spin Knuckle, you can’t punish on block but she is vulnerable before she lands, at which point, if your timing is good, you can tag in a poke and hit-confirm into a combo.
[*]Her close standing HK and her Sweep cannot be cancelled, so if you block them, Ultra 1 (or EX Legs into Ultra 2).[/list][/details]

Vs. Chun-Li ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 5-5 OR: Chun always wins :rofl:
[list][]Fighting yourself always seems easier on paper than it really is. Keep in mind that Chun relies heavily on footsies and that she has a hard time keeping up with characters who can overwhelm her defense.
[
]Your own personal playstyle is important in this match - if you think your footsies are better, utilize your footsie game, if you feel that rushdown is your strength, rush down. There are a lot of other mirrors that have to be played a certain way - Chun’s is not one of them.
[]EX SBK has 6 frames of startup. It can be safe jumped.
[
]st.HP, st.MP and Sweep are your best pokes in this matchup.
[]Charge Focus around Chun’s sweep range. If she sweeps, release. If she does Hazanshu, release. Anything else, use your best judgment.
[
]Don’t get into a habit of it, but occasionally charge Focus Attack after blocking her st.MP. The only thing she can cancel into to beat your Focus Attack is EX Kikoken. St.MP xx EX Legs will get blocked if you try to FA after the st.MP has already been blocked.
[]Anti-airs for this match are st.HP, st.MK, cr.MP, and df+LK.
[
]Chun has a good backdash - you should know that by now. Any option select that gives you Sweep will be useful against her backdash.
[]The forward throw, dash forward j.LK safe jump is less effective in this matchup than against some other characters, but it can still work.
[
]If a Chun tries to do the safe jump against you, your best bet is to block. If you really want to get them off you, DO NOT Reversal EX SBK. A Reversal will get stuffed - the key is to do it slightly late.[/list][/details]

Counters and Punishes

[details=Spoiler]
[list][]If they fireball from full-screen, Dash Ultra 1.
[
]If they whiff Hazanshu (you should know by the time she’s in the air whether it’s going to hit or miss), Ultra 1.
[]If your reactions are good, you can Ultra 1 before the Hazanshu hits at all.
[
]After blocking Sweep, Super. Trying to Sweep back or Ultra won’t work.
[]Hazanshu can be stopped mid-air with st.HP. If your reactions are that good, buffer in MP Kikoken for extra stopping power.
[
]Far HK can be punished on block with Super.[/list][/details]

Vs. Cody ? Either Ultra

General Strategy

[details=Spoiler]
Matchup: 5-5
[list][]Cody is a frame-trap monster up close, and has a scary offense. Luckily his defensive options are either unsafe, or cost a lot of meter. Don’t push buttons unless you’re sure you can score a hit when blocking, and press the offensive advantage when you have it.
[
]st.MP, st.HP and st.HK are solid pokes for this matchup.
[]Be careful getting in fireball wars against Bad Stone. He has good recovery on it and it does deceivingly high amounts of Stun (considering its damage is not that good). I have heard, but never confirmed, that the longer he holds it for (when he tosses it up and down in his hand), the more damage and stun it does.
[
]Bad Stone is hard to Hazanshu over. It is possible, but difficult.
[]It is possible to punish Bad Stone with Ultra 1.
[
]Cody’s b+MP is a very effective anti-air. Don’t jump against a Cody who is able to use it well.
[]Cody’s special moves are all unsafe. EVERY Special can be punished with EX Legs (assuming you are in range), and the only one that cannot be punished with Ultra 1 on block is LP Criminal Upper. This means if he does a special and you block, you can sweep him, as well.
[
]df+LK, st.MK are good anti-airs.
[]His j.HP has ground spike properties, meaning it will knock you down - this knockdown is not untechable - you can quick stand if your reactions are fast enough.
[
]Charging Focus Attack against Cody is generally a bad idea. Zonk Knuckle and Ruffian Kick both break Focus, and Criminal Upper hits enough times to make your Focus Attack lose anyway.
[]EX Zonk Knuckle is Cody’s best reversal move, but it takes a long time to start up. It is entirely immune to hits, projectiles and throws for its entire 16 frames of startup, so don’t bother trying to beat it, just block it. After blocking, you can sweep or Ultra 1.
[
]Be careful using loose block-strings because of EX Zonk Knuckle’s invincibility and its ability to FADC into Ultra.
[*]If Cody has three meters and Ultra stocked, you want to play safe - let him burn the meter by FADCing his EX Zonk Knuckle, then go on the offensive once he’s out of meter.[/list][/details]

Counters and Punishes

[details=Spoiler]
[list][]On block, Sweep can be punished with Ultra 1.
[
]Any Special Attack except LP Criminal Upper can be punished with Sweep, or Ultra 1.
[]ALL Specials can be punished with Super or EX Legs
[
]Bad Stone can be punished with Hosenka the same way a fireball can.
[]Even if Cody fakes picking up the stone, you can still punish him with Hosenka if you’re fast enough.
[
]If Cody uses Ultra 2 (Last Dread Dust), you can Ultra or Super after blocking the initial dust kick to avoid chip damage. I think you also have enough time to jump.
[*]If Cody uses Bad Spray (wakeup dirt throw) and you block, he is open to just about any punish you have available. Ultra if you have the charge.[/list][/details]

Matchups D-G

Vs. Dan ? Ultra 1

General Strategy

Spoiler

Matchup: 7-3

[LIST]
[]Dan is supposed to be the joke character of the Street Fighter series. Unfortunately, in SF4 he actually can be a formidable opponent in the right hands, especially since he is underestimated (“oh, he’s just a joke character”) and a lot of players lack matchup experience with him so they don’t know his gimmicks.
[
]People who win with Dan often do so by abusing people’s misconceptions that Dan is supposed to be bad - while this was true in many other Street Fighter games, the gap is not as clear, and not as big, in SF4. Don’t go into a Dan match expecting a win just because it’s Dan.
[]Essentially Dan’s rushdown game involves approaching and then leaving you with a guessing game after blocking.
[
]He is capable of changing his jump arc via jump taunt.
[]His LK Dankukyaku (aka Dan Kicks, aka Tiger Knee, aka Knee of Justice) has really high priority, plus it knocks down.
[
]I do not suggest attempting to hit Dan out of his Legendary Taunt with anything slow, or easy to react to. He can cancel it into Ultra (which has startup invincibility) at any time. If you’re going to do it, cr.LK into EX Legs or use some other combo starting with a quick attack.
[]That said, be careful using fireballs or Hazanshu from up close because of his Ultra 1.
[
]From outside Dan’s fireball range, poke with st.MP, st.HP, and st.HK. cr.MP can be effective as well.
[]st.MK, df+LK, and st.HP are effective anti-airs.
[
]Respect his uppercut. While it has 4 frame startup and can be safejumped, it anti-airs very effectively, and can combo into his Ultra 2.
[]LK Dankukyaku is a good approach option for Dan - it leaves him at even frames, which allows him to start a guessing game: poke (and possibly score a counter-hit), throw, or uppercut.
[
]EX Dankukyaku also approaches well, especially if he spaces it properly to make it safe. It is technically -3 on block but never feels that way. If he has enough meter to cancel into Ultra if he does Koryuken after EX Dankukyaku, be careful with which option you choose (generally you’ll want to block, tech, or poke).
[*]Dan’s backdash is unique in that he’s always grounded during his backdash, so you can Ultra 1 his backdash and land the full animation.
[/LIST]

Counters and Punishes

Spoiler

[LIST]
[]Punish fireballs with Ultra 1.
[
]Sweep cannot be punished with Ultra 1, but can be punished with Super.
[*]A lot of Dan’s normals can be punished with Reversal Super on block if he doesn’t cancel them. Generally speaking, any HP, MK, or HK can be punished with Reversal Super (with the exception of cr.MK), along with some other normals.
[/LIST]

Vs. Dee Jay ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 6-4

DeeJay has two main modes. One is the shitty Guile mode, the other is when people play DeeJay like DeeJay. Shitty Guile mode doesn’t have a lot to worry about, his fireballs are much slower than Guile’s. One thing to note is that Ex upkicks is a crazy good antiair and autocorrects really well, so don’t jump at him. Overall, you’re going to try to force him to play like a bad Guile. At long range, DeeJay can work his way around fireballs pretty easily using a short jump d+lk, so be careful for that. His fireballs recover slower, so if you have it you can dash Hosenka him.

He’s going to beat you in a fireball war so you’re going to want to close. Also, watch for Ex Dread Kicks when following behind fireballs, as it is very quick, deals good damage, and goes through fireballs. You can use your standard fireball zoning strategies to get in since his fireballs are like Guile, but slower overall. Jumping over them is a bad idea since his slide has deceiving range.

Up close, DeeJay is pretty easy to work around. If you score a knockdown, DeeJay doesn’t have a good answer to crouching meaty forward as upkicks will go above you, you can also use a crouching jab since it should hit the upkicks. Off a throw, there is a potential safe jump with dash crossup j.lk. This should even beat Ex upkicks (but you should be careful doing it against meter).[/details]

Counters and Punishes

[details=Spoiler]Punish: Air Slasher - Hosenka
Punish: Double Rolling Sobat - Standing Fierce, Super, Sweep, Hosenka (Sweep/Hosenka will not work on LK)[/details]

Vs. Dhalsim ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 5-5

Chun vs Dhalsim is going to be about just getting in. Up close, Chun has a vastly superior game, so that’s where you want to be. You can attempt to focus his pokes and dash through them to get closer. You can sweep or c.fp long range pokes, if you land the fierce, you can combo into Ex or fierce kikoken. Standing far fierce (the low, two fist punch) is punishable with sweep or standing medium punch. His limbs are also vulnerable to Ex Hasanshu (which is invulnerable on the way up) which will score you a knockdown and an excellent chance to get in. Crossing up when you’re in is helpful, he doesn’t have good options against it and it will help to confuse teleporting, use df.rh or j.lk. It should be noted that you should not attempt any manner of jump in on him, since his b+rh knee handily beats everything. As mentioned before, up close you win. He doesn’t have good answers to shorts on wakeup (aside from ultra, be careful!). If he does ultra you on his wakeup, you can safely throw him out of it. And a big tip for new guys, if you’re ahead on life, it’s perfectly acceptable to turtle and make him come to you for damage.

As far as choosing an ultra, either is fine. Kikosho for the normal reasons, Hosenka makes Dhalsim think a bit more before sticking limbs out or bad fireballs.[/details]

Counters and Punishes

[details=Spoiler]Punish: Backdash - Hosenka
Punish: Yoga Tower - Standing roundhouse
Punish: Teleport (behind/in front) - Close standing roundhouse
Counter: Jump fierce - Dash Hosenka[/details]

Vs. Dudley ? Ultra 2

General Strategy

Spoiler

Matchup: 6-4

[LIST]
[]Dudley loses footsies against Chun. His f.st.HP, arguably his best long-range poke, has a very clear windup where he coils back right before throwing his fist out - take this opportunity to stop him with either st.HP, st.MP or Sweep.
[
]From far away, Dudley has very limited options. Kikoken is a good tool here, but don’t get predictable with it since he can score an easy EX Machine Gun Blow from full screen if he predicts it right.
[]As an anti-air, st.HP works well (just like Balrog). cr.MP and st.MK are situational against his elbow, but personally I still like st.HP.
[
]Both of Dudley’s Ultras go through fireballs at the right ranges, so be careful about your fireball game when up close.
[]Virtually all of Dudley’s forward-moving specials lose to normals that hit low. For this reason, this is one of the only matchups where I think mashing cr.LK while 1/2 screen or 3/4 screen away is actually a good idea. It beats a lot of Dudley’s options and you can hit confirm into EX Legs, or hit confirm and link into st.HP.
[
]If you get knocked down and you think Dudley is going to try and mix you up high/low on your wakeup, backdash or Focus Backdash. Dudley might try and catch you on wakeup with something else if he gets used to this, like EX MGB or EX Short Swing Blow, which you can then block to make him waste meter and potentially open up a punish opportunity.
[*]His Thunderbolt move (the one where he jumps up and comes spinning down) does good chip and is hard to react to, especially if you’re far away - if you’re low on health, be aware of this. I THINK you can air throw him out of it but I’m not positive. If you block it and live, though, you have a lot of time to punish with whatever you like.
[/LIST]

Counters and Punishes

Spoiler

[LIST]
[]All of Dudley’s specials can be punished with Reversal Super on block. Yes, all of them.
[
]MP, HP and EX Machine Gun Blow can be punished with Reversal EX Legs.
[]EX Machine Gun Blow can be punished with Ultra 1.
[
]His overhead CANNOT BE PUNISHED.
[*]Sweep can be punished with Ultra 1 on block.
[/LIST]

Vs. E. Honda ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 6-4

This fight is pretty easy for Chun on paper, but you shouldn’t let the matchup ranking mislead you, this fight can go from easy to terrible in a heartbeat, as Honda has a fuckton of health and superior downbacking ability, so be careful. You can toss out fireballs all day, not even Ex Headbutt will get through (a warning, super will go through headbutts and hurts!). If he tries to jump over, you can keep him on the ground with standing roundhouse, neutral jump roundhouse, crouching strong, standing forward, or df.lk. You can sweep a neutral jump/floating fierce. He might try to j.mp to stuff some of your antiairs, if he does that you can meet him in the air with air throw or target combo to beat that. Use hasanshu, standing strong, and standing roundhouse against walk ups. Throw, cross up short will avoid buttslam. Cross up short will actually beat a lot of his stuff, so abuse it. Hosenka for free off blocked Headbutt. Your best pokes in the fight are s.mp, s.fp, and s.rh.

Up close you do have to be careful, HHS and Ochio Throw deal a lot of damage to Chun. Sometimes you’ll encounter a Honda who spams his butt splash, you can backdash out of it, focus the hit on the way down, or use EX SBK as he comes down. Close up you can provide pressure with throws, shorts, and hasanshu.[/details]

Counters and Punishes

[details=Spoiler]Punish: All Headbutts - Hosenka
Punish: Standing roundhouse - Hosenka[/details]

Vs. El Fuerte ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 5-5

ELF can be tricky, but nothing Chun can’t handle. Stay on the ground, since anything you do in the air is defeated by Guacamole Leg Throw. Use your superior poking range (mostly s.mp and s.fp) and throw to win the fight, going into the air to punish his aerial attacks. You can beat non Ex run with standing medium punch. Blocked Frog Splashes will leave him very vulnerable, you can sweep in retaliation from most ranges, but be mindful of his ultra 2 on block. If you predict a body splash or slide from run, you can beat both with a focus into big damage, but it does lose to the propeller throw. You can safe jump him off forward throw with jump in double fierce.

Many of Fuerte’s air attacks do defeat EX SBK, so it’s not reliable as an antiair. Instead, your c.mk lowers Chun?s hitbox enough to be essentially jump in immune against Fuerte, it at least beats all of his command run options from the air, and there are good odds he?ll hit the foot on the way down. You can also use df+lk to hit him out of most air options, and combo it into dash legs for some good damage.

Avoid getting knocked down, it’s going to be a bad round if you spend any amount of time on your back. Your best option is probably backdash, but it’s not foolproof or super reliable so just get used to blocking. You can use EX SBK if you expect propeller throw, or try to focus a body splash or slide. Meaty slide is generally safe on block so expect the throw.[/details]

Counters and Punishes

Spoiler

Body Splash (on block) - Sweep, Ultra, Super

Vs. Evil Ryu ? Ultra 1

General Strategy

Spoiler

Coming soon.

Counters and Punishes

Spoiler

Coming soon.

Vs. Fei Long ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4

Fei Long loses a poke war against Chun so the standard gameplan works here for the most part. Be careful about close range/walk up fireballs when he has meter, since ex chicken wing will go through them. You can os his chicken wing, stand about about max c.lk range and press cr.lk, df.lp+lk. If he does the Chicken Wing you get a juggle off the df.lk, or you get a second c.lk. You can also use c.mp and c.fp.[/details]

Counters and Punishes

[details=Spoiler]Counter: Chicken Wing - df.lk, s.mk
Punish: Rekka Punches (any/all) - Super
Punish: Sweep - Super[/details]

Vs. Gen - Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4

Coming soon.[/details]

Counters and Punishes

Spoiler

Coming soon.

Vs. Gouken ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4

Gouken isn?t too hard for Chun-Li, overall you win up close, and you have plenty of tools through fireballs without having to resort to ultra 1 in this fight. Up close, all you really have to watch out for is his counter, which is his answer to most jump ins and hasanshus on wakeup. You can defeat counter easily enough by mixing in throws, lows (be careful if he uses low counter), and meaty jumpaway roundhouse (which dodges the counter hit). His ultra of choice seems to be the Denjin Shoryuken, but either one is pretty easy to avoid provided you can tech his throws. [/details]

Counters and Punishes

Spoiler

Coming soon.

Vs. Guile ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 5-5

Guile is a fight of patience, you?re going to have to slowly hasanshu and focus dash your way through opposition. You can also use Kikoken as a shield to absorb fireballs and walk behind it. Between flash kick and the ridiculous range on his air throw, you definitely have to stay grounded in your attempts to get in. Empty jump hasanshu can be a nice trick, you can cancel the landing frames of your jump into hasanshu, it will look like you did it in the air.

When you?re in, you definitely have more options than he does, so you can stay on him. When you get in, try to score a knockdown against him using Ex Legs, Ex Hasanshu, Sweep or Throw. If he’s going to fight a close ground war, your sweep beats most of his pokes and puts him on the ground which is a great place for him to be. Once he is on the ground, meaty df.rh and crossup short are very powerful against Guile. Off any forward throw, Chun has a safejump option in dash forward, jumping roundhouse. Guile also doesn’t seem to have any answer for meaty jump away roundhouse. You can also pressure him with walking jabs, if you see a reversal attempt, you know he’s lost charge and you can really go nuts. Your overall goal should be pushing him into a corner and keeping him there.

Either ultra is probably viable, some people prefer using Hosenka because it can punish ex sonic boom on reaction, and the other ones with decent reads or godlike reaction. You?d take kikosho for the same reason you take it everywhere else: free damage at the end of a combo. [/details]

Counters and Punishes

Spoiler

Punish: Sweep (in between hits) - Focus attack (absorb the second hit), lk hasanshu, Hosenka.

Vs. Guy ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4

You fight Guy like you fight Cammy: down back, hard. Down back defeats his command throw, basically everything from his command run and all that good stuff. You can basically out poke him. C.mp is an effective antiair against most run options Guy has. Avoid the corner. Guy may be kinda gimpy outside of it, but his corner combos and pressure can be pretty scary.[/details]

Counters and Punishes

Spoiler

Punish: Hozanto - Super

Matchups H-R

Vs. Hakan ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4
Coming soon.[/details]

Counters and Punishes

Spoiler

Coming soon.

Vs. Ibuki ? Either Ultra

General Strategy

[details=Spoiler]
Matchup: 6-4

Ibuki?s normals are all pretty slow and have bad priority, so as long as you can keep her at range you should be alright. Ibuki does have a good focus attack, so you have to be careful about that. She has lots of tools for dealing with fireballs, most notably ex neckbreaker, but also her slide, and her Hien (overhead head kicky move), so fireball wisely. You?re going to want to avoid getting knocked down, as Chun?s options against a kunai vortex aren?t great, since meaty kunai beats EX SBK. Ibuki is pretty pressurable for Chun, Kazegiri (DP) is fairly vulnerable to crossups. Avoid throwing out kikokens at close range when Ibuki has U2 ready, it goes through fireballs from a good distance. Focus is good here since it will stop Ibuki’s df.mk slide and sweep. Don’t overuse sweep, since Ibuki has a good focus.

Most air to airs should work against Ibuki. If you’re getting thrown you should stick out your normal earlier.

Either ultra is listed as viable here. Kikosho will mean free damage for Chun, Hosenka will limit Ibuki’s runaway and kunai games some.[/details]

Counters and Punishes

Spoiler

Punish: EX Kazegiri - Dash under (avoids Kunai, punishable on other side), focus (absorbs Kunai), air throw, nj.fierce (juggles), Kikosho

Vs. Juri ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4

Juri is a pretty interesting fight, because she’s kind of a zoning/normals/poking character like Chun, but she’s worse at it. At far range, Juri doesn’t pose much of a threat as her fireballs don’t even go full screen. If you work your way in be careful of high fireballs which will stuff jump ins and beat hasanshu. Be careful about using focus since Juri’s dive kicks break armor and they’re pretty fast from full screen. If Juri does dive kick you can beat it out every time with df.lk or Kikosho. Furthermore, due to Chun’s fireball speed, it can be difficult for Juri to get in with dives from full screen without hitting the kikoken on her way in.

Your normals are overall better at poking Juri, but certain normals of hers will stuff/beat yours, most notably her standing medium punch, which has good priority and moves Juri forward, and her crouching medium punch. Juri has a pretty bad wakeup game, if she has meter she’s pretty free to meaties since pinwheel has garbage startup and invulnerability and her counter move has a three frame start up. With meter, you have to be more careful since Ex Pinwheel isn’t great for a wakeup move, but it has some lower body invulnerability at start up, and Ex counter has a 1 frame start up, which can get her out of trouble and start a mixup. Your better options at that point are probably block or throw, which will beat both moves. While fighting up close, all of Juri’s pinwheels are punishable by Ex Legs, and the non LK ones can be swept out of.[/details]

Counters and Punishes

[details=Spoiler]Counter: Dive Kick - df.lk, Kikosho
Punish: Pinwheel - Ex Legs (all), sweep (non LK versions)[/details]

Vs. Ken ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 4-6

The Ken fight is deceptively similar to the Ryu fight, but there are going to be some notable differences. First off, Ken is much stronger at mid-range footsies, and not so good at fireballs, so it’s unlikely you’ll end up in a protracted ranged fight, and more likely to fight in Chun’s more ideal footsie zone. His step kick is good, but can be beaten by far standing short, which also avoids c.mk, so it’s a good poke in this fight. Ken’s bad focus makes him vulnerable to not only standing strong, but also standing fierce. You can combat aerial EX Tatsu with cs.mp or jump away forward. As always, you have the corner unblockable (forward throw, dash, df.rh) in your bag of tricks to use against him. There is a safe jump setup for Ken off a forward through, dash jump fierce (only one hit) will create an ambiguous setup. For everything not listed here, you can generally see the Ryu section.[/details]

Counters and Punishes

[details=Spoiler]Counter: Tatsumaki - Sweep
Counter: Fireball - Hasanshu, Hosenka[/details]

Vs. Makoto ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4

Makoto is pretty easy to keep out from you as long as you?re patient. Makoto has to come to you, so work with it. Toss fireballs, build meter, and poke her out of the air. You can use df+lk or standing forward to keep her away from you. Be careful up close, her normals (s.mp especially) have pretty ridiculous priority. It?s hard to beat Makoto in the air, as her air normals seem to be very good, so try to stay grounded against her. Don’t bother using df.rh on her wakeup carelessly, her LP shoryu tends to beat it and you’ll eat a fat juggle combo.[/details]

Counters and Punishes

[details=Spoiler]Punish: Hayate - Super
Punish: Oroshi - Super[/details]

Vs. M.Bison ? Either Ultra

General Strategy

[details=Spoiler]
Matchup: 6-4

Bison has a crazy pressure game that gets better the more he shoves you into a corner, so don’t let him do that. Crouching strong is a good go to poke in the matchup, since it goes under his dreaded standing roundhouse and generally just beats most of the pokes. Low jabs beat most of his pokes and will stuff the startup of his scissor kicks. You can also use crouching or standing strong to defend against scissors, or sweep. You can use reversal Ex Legs against scissors as well. If he starts zoning you with the s.rh and s.mk, use Ex Hasanshu. The invulnerability will pass his leg and force him to block or get hit. You can also try a focus absorb, dash in throw. If there are gaps in his block strings, you can use c.mp after blocked scissor kicks, and then again in case he’s mashing buttons. Be careful walking backwards, his sweep is very fast. You can bait it by walking back, focusing and then backdashing. You should either absorb a sweep, backdash out of the way of a psycho crusher, or backdash for no reason. Against Psycho Crusher, you can use jn.rh as he goes under you, and punish with a combo. The improved PC means you can’t focus up close. You can use the j.fp hcb taunt option select to punish teleports on his wakeup.

In addition to jn.rh, her other good antiairs include jumping forward and short. Don’t bother trying to use Ex SBK in the fight unless you can get it pretty deep, his jumping medium kick will beat it. His ambiguous crossup can be beaten with cr.mk. You can beat Devil’s Reverse/Headstomps with air throw, most Bison’s who use Headstomp a lot can be pretty easily countered with backdash into sweep or df.lk.

When up close, Ex Psycho Crusher is a pretty good move now, so you can’t pressure him too hard when he has meter. He can also use it on wakeup to cross you up. If it seems like he did it too early, block the other way. You can use lk hasanshu to go over his wakeup crushers, while providing pressure on block, and beating a lot of his other moves. If you hit, you can combo out with bnb.

Overall, don’t panic. Be patient, block, and be willing to take some chip damage until you get to a point where you can strike out. After about three reps of Scissor Kick pressure he’ll be out of range and have to reset, and then you can try to make a move.[/details]

Counters and Punishes

[details=Spoiler]Punish: Devil’s Reverse Whiff - Dash Hosenka
Punish: st.mk (block) - Super
Counter: Headstomp - df.lk (works on follow up)
Counter: Devil’s Reverse - df.lk
Counter: Ultra 2 - air throw[/details]

Vs. Oni ? Ultra 1

General Strategy

Spoiler

Coming soon.

Counters and Punishes

Spoiler

Coming soon.

Vs. Rose ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 5-5

Rose is now a much more annoying character in Super who can go toe to toe with Chun on many levels. Far away, Rose has her fireball, which isn’t that bad. Be careful when using Hasanshu over fireballs, Rose can use her slow fireball to make you land on it. Be careful using your own fireballs, Rose can absorb them to build meter quickly, or send them back at you if you’re following behind them too closely. Ultra 1 is very useful in this matchup to shut down Rose’s fireball game, at full screen you will have to dash to get past her slow fireball.

In footsies range Rose’s pokes are overall worse than yours, but she does have some impressive ones. At very far range, her standing roundhouse reaches incredibly far, and the range on her sweep is pretty good. Closer up, her crouching strong has decent range and good priority. Be careful regarding fireballing in this range, as Rose’s slide goes under them and is very safe from certain ranges. If she slides, prepare to tech a throw. It can be risky to throw focus out in this range due to Rose’s Soul Spirals start up pretty quick and break armor.

When pressuring Rose, be wary of her Ultra 2, which starts up very fast and is very good defensively. The balls can be used in combos, and can also cross up. They can be dissipated if you can hit her (without hitting the orbs) or after a certain length of time.[/details]

Counters and Punishes

[details=Spoiler]Punish: Soul Spiral - Super
Punish: Soul Reflect - Dash Hosenka[/details]

Vs. Rufus ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 4-6

Rufus is arguably Chun’s hardest matchup. Dive kick pressure beats Ex SBK clean and Ex Messiah trumps all wake up pressure. The best way to avoid this is to just not put yourself in a position where Rufus gets a good crack to instant air dive kick over your body. Zone with fireballs and your pokes, the best pokes are going to be standing and crouching roundhouse. Rufus is vulnerable to your ultras when using Tornado through fireball.
Use standing forward and df.lk to end approaches from the sky. You can also antiair level 1 focus, which will put him into a juggleable state (follow up with dash headstomps, or fun stuff if you’re putting him into the corner). If you can block a dive high, you can punish with Ex Legs or cs.fierce. Against his pressure, you can use jump away roundhouse (also viable as an antiair), or try Ex SBK after blocked dive.

The general plan, having taken all that, is force Rufus to come to you and knock him out of the air. He’s only scary with Ex Messiah ready, so if you can bait those out, you can rush him down hard.

You’re going to want to stay on the ground yourself, since Rufus has a bunch of tools to ruin your day, from c.fp, to jumping roundhouse, Ex Snake Strike, and now Ultra 2. As long as Rufus doesn’t have meter, you can pressure him pretty well. If he does have meter, you have safe wake up stomp mixups, and you can go under Ex Messiah with c.fp, c.mp, and meaty c.mk.[/details]

Counters and Punishes

[details=Spoiler]Punish: c.fp - Super, Hosenka
Counter: Dive kick - df.lk, s.mk[/details]

Vs Ryu ? Either Ultra

General Strategy

[details=Spoiler]
Matchup: 5-5

The Ryu vs Chun fight is pretty fair, with both characters having good tools at all ranges and ways of dealing with the other person’s tools. At far range, Chun can engage in a fireball war, but it’s definitely a war you’re going to lose. To get in and deal damage, focus dash through fireballs, and hasanshu over others. Hasanshu on reaction is going to be pretty important, bad Hasanshu will lead to focus crumples and shoryuken FADCs. If you do throw out a Hasanshu into Focus, FADC backdash into sweep or short, Ex Legs. At maximum range (hitting only with the tip) Chun is safe from shoryu FADC punish. You can avoid landing on a fireball by cancelling your landing frames into EX Hasanshu.

Up close, in the footsies range, you’re going to want to avoid s.fp since it loses to Ryu’s c.mk. Use s.mp which is pretty safe. In the event the Ryu starts spacing out s.mp to hit your foot, you can bait and punish a whiff with sweep. You also have a safe crossup option with throw, dash, jump fierce. A neat trick to use against Ryu after a blocked level two focus, dash forward and instant overhead (jb.rh). This is only punishable by super so it’s very safe free damage if the Ryu is blocking low.

As far as fighting in the air, you can stop him from coming at you with df.lk, s.mk, jn.rh, s.fp, air throw, jump away roundhouse, or a dash/walk under.

Ryu is a matchup I am going to list as either ultra being acceptable. Full screen fireballs are punishable with Ultra 1, so it?s definitely useful, but a smart Chun with good reactions won?t have much trouble getting through them with Hasanshu and FADC through fireballs. It?s up to you.[/details]

Counters and Punishes

[details=Spoiler]Counter: Tatsumaki - Sweep
Punish: c.rh - Super, Hosenka
Counter: Fireball - Hasanshu, Hosenka[/details]

Matchups S-Z

Vs. Sagat ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 6-4

Fortunately, this matchup is a lot more fair in Super. His damage is toned down, his health is lowered, so everything is coming up Chun at this point. His zoning game is of course going to be the difficult part. High Tiger Shot is hard to Hasanshu over, and he’s going to try to get you to land on his fireballs to keep you out, you can c.fp under HTS. As always, jumping is a terrible idea between f+rh and Tiger Uppercuts. Just be patient and focus/hasanshu/kikoken shield your way in.
In footsies range, you can use our reliable friend, standing strong as a go to poke, and standing roundhouse is pretty effective since Sagat is so tall. When closer, you can bully him with jabs, throws and sweeps as long as he doesn’t have meter. After a forward throw, dash up jump in fierce is safe against uppercuts, so use that to keep the pressure on.[/details]

Counters and Punishes

Spoiler

Punish: Tiger Shot - Hosenka (you’ll need good reflexes or a good read for low Tiger Shot)

Vs. Sakura ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4

Sakura isn’t generally that dangerous to Chun, since our pokes are better and for most purposes, Sakura is kind of like a bad Ryu. That said, it isn’t an easy fight. What she lacks in a good antiair Shoryuken, her c.fp antiairs with justice, so don’t jump in on her. Your overall goal is just going to be to zone Sakura out and capitalize on mistakes. Be careful throwing limbs out there, since Sakura has a pretty good focus attack that reaches far. When you kikoken watch out for Ex Sakura Otoshi, she’ll hop over the fireball and smack you around a couple times for your trouble. If she gets in, you may have some troubles, as Chun doesn’t have great tools to deal with Sakura’s mixup game. You’ll want to watch out for her jn.rh which will beat an Ex SBK.[/details]

Counters and Punishes

Spoiler

Coming soon.

Vs. Seth ? Ultra 1

General Strategy

[details=Spoiler]
Matchup: 5-5

Seth’s an annoying fight for most Chuns due to his mobility and attacks. It’s a fight you’re going to want to turtle against and bide your time while building ultra meter which will take away his ability to do arms or Sonic Boom. When advancing, be careful about arms and boom, use focus dashes where necessary. When he’s cornered, expect a wall jump to get out of trouble. You can use your jump neutral roundhouse effectively to keep him there. If he wall jumps at you, jump away double fierce or jump away air throw. Use the double fierce/hasanshu option select to punish teleporting.

You can treat this fight like Blanka. Get the life lead and turtle hard.[/details]

Counters and Punishes

[details=Spoiler]Counter: j.fp - j.mk
Punish: Far Fierce - Ultra 1
Punish: Sonic Boom - Ultra 1 (helps to dash)[/details]

Vs. T Hawk ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 7-3

T. Hawk can generally be fought much like Zangief. He’s a big tall target who will love your standing roundhouse. Ex Condor Spire is something to worry about, since it does go through fireballs like Banishing Flat, but unlike BF, it can be made pretty safe with spacing. Condor Dive seems irritating, since it breaks armor, but it is pretty easy to ruin with counters or on block (check the spoiler below). If Hawk does get in on you, he does have a fairly nasty wake up game since body splash ruins SBK, he of course has the SPD, and a good Hawk will be able to perform a cross up Condor Spire. If he is body splashing all over your wakeup, delayed Ex SBK can work, sometimes you get an auto correct df.lk. Focusing seems ill advised, since you’ll most likely just eat a SPD if you try to hit, dashing is risky due to the ambiguous nature of the body splash, it’s hard to be certain which way you’ll run. As with any grappler, keeping your space is vital. If backed into a corner, it’s much easier to wall jump out, due to his lack of a Lariat like Zangief.

As far as antiair against Hawk, up close you can react to his jumps with airthrow or j.fp. At mid ranges, jump towards or away forward has good priority. At far ranges, it’s best to wait and see what happens: against Condor Dive, you have options listed below to stuff or punish it. Be wary of a Dive whiff though, it’s best to backdash to avoid SPD.[/details]

Counters and Punishes

[details=Spoiler]Counters: Condor Dive - s.mk, df.lk, c.mp (will go under the dive)
Punishes: Condor Dive - sweep, standing hk, dash legs, Super, Hosenka (needs a bit of timing to full combo), Kikosho
Counter: Condor Spire - df.lk[/details]

Vs. Vega (Claw) ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4

Vega doesn’t have any good tools for keeping people away, so you can really bully him once you get in close. From far out, stay out of Vega’s poke range and use sweep and crouching medium punch and kick to counter poke. On wake up, many Vegas will try to backflip out of pressure. You can use the jump, HP, HCB+Taunt option select is useful if they try to do that. From far away you can also zone with Kikoken but be careful to not get predictable or you’ll eat U1.

With no good AA options you can also utilize the J.FP mixup game, as well as cross-ups. EX SBK is a nice way to get out of throw setups from Vega’s DF+RH. With dash ultra, Chun can punish wall dive fakes. Vega’s wall dives can give you problems, but you can beat them by jumping backwards with J.MK, or jumping up with JN.RH, or just air throw. This may force the Vega player to start throwing out the attack early, which would then let you stay grounded and take care of him from there. You can also use focus to absorb hits off the wall dive unless they’re good at throwing out the Izuna Drop. If he loses the claw or mask, feel free to rush that shit down.[/details]

Counters and Punishes

Spoiler

Punish: Whiff Wall Dive - Dash Hosenka

**Vs. Yang **? Ultra 2

General Strategy

Spoiler

Coming soon.

Counters and Punishes

Spoiler

Coming soon.

**Vs. Yun **? Ultra 2

General Strategy

Spoiler

Coming soon.

Counters and Punishes

Spoiler

Coming soon.

Vs. Zangief ? Ultra 2

General Strategy

[details=Spoiler]
Matchup: 6-4

You’re going to spend a lot of time getting Zangief’s face acquainted with your foot. Far standing roundhouse basically destroys Zangief, even stuffing non-Ex Banishing Fist and catching jump attempts. From far range you can zone with kikoken pretty well, just always be wary of the Ex Banishing Fist. Jump attempts can be stopped with s.rh as mentioned before, but also jump and standing fierce, jump forward, and sweep, with jump forward being your best option since it will allow juggle combos after.
On his wakeup, delayed df.rh or jump away roundhouse will beat basically everything he can do. Meaty low forward will dodge lariat, you will have to block afterwards.
Most Zangiefs will pick ultra 1, but in the event that he takes 2, it’s pretty important that you stay grounded when he has ultra. Note that Ex SBK is considered airborne, so he’ll try to bait it out of you with an ambiguous jump in, so just block it. If you’re close to a lariat, you can punish it with a jump in fierce (aim at the head) and lead into a combo from there. It’s inadvisable to try any fancy link combos unless you’re absolutely sure, since even the slightest error will lead to a SPD.[/details]

Counters and Punishes

Spoiler

Punish: Banishing Fist - cs.hk, EX Legs, Super, Hosenka

Other Stuff

Videos of Chun gameplay and YouTube Channels


Credits:

Where do I even begin? This list will probably not include everyone, but nonetheless I will try my best. In no particular order:
[LIST]
[]Azrael
[
]MagnetoManiac
[]Dime_x
[
]ChaosHat
[]FakeSteve
[
]darklightjg1
[]skisonic
[
]GunslingerMeeks
[]Raidentheshocka
[
]c_nul
[]Skatan Milla
[
]One Handed Terror
[]Wii Wh1ppet
[
]systran
[]bluASTERiSK
[
]launchpad
[][Jae]
[
]FROG55JON
[]bahn
[
]Venomish
[]JO50 (aka Dae)
[
]Kelgar
[]Malvadisco
[
]samma
[]Ark Impulse
[
]WhaWhat (aka Shizza)
[*]Parabellum
[/LIST]
Will add more as time goes on and as I remember more!

But man, making that list almost made me sad. Where have all those guys gone?

Change Log

Reserved.

Until this post is needed for something else more important, I’ll make it a changelog. I don’t have exact times for back-dated material obviously but will try to keep things accurate.

21 Apr 2011

  • Guide skeleton posted
  • Links added to Table of Contents
  • Character Bio, Playstyle, Moveset, Ultra Tricks, Combos posted
  • Abel, Adon, matchups changed to new format

22 Apr 2011

  • Akuma, Balrog, Blanka matchups changed to new format

25 Apr 2011

  • C.Viper matchup changed to new format

26 Apr 2011

  • Cammy, Chun-Li matchup changed to new format

27 Apr 2011

  • Cody matchup changed to new format

2 May 2011

  • Dan matchup added

11 May 2011

  • Ultra 1 Juggle List added

29 Jun 2011

  • Dudley matchup changed to new format

Reserved one more, just in case!

Feel free to post now!

Over the next couple of days I will be going through and making changes and revisions to what is already in the guide, and once that is done I will start incorporating info posted by other users. Please be patient! :tup:

You are too awesome for making this. One stop shop for everything Chun.

Oh and I have a friend who mains Gen. Some tips:

[LIST]
[]All his Ogas (wall dives) are punishable with super and some can be punished with jab. He can do some tricky resets if they hit like st.mp into another oga into super, ultra, or reset again.
[
]Be careful when anti-airing him when he has u2 because he can jump, bait a normal and u2 for free like Viper’s u2.
[]His dp in crane has weird active frames so punish him when he lands not in the air.
[
]His crane super is really good too since it’s active the first frame it’s off the ground and does real good damage. You can be an inch off the ground and he’ll catch you.
[]His mantis st.mk and cr.mp have really good range for pokes and can be canceled into hands for damage. Hands can be canceled into mantis super.
[
]After his mantis super he can perform either ultra or a reset.
[/LIST]

If anyone wants to get some games hit me up on XBL. GT: Kirbed

Aha very nice thread man, I’m surprised you even credited me. I usually just lurk around and help out some players that ask for it :slight_smile:

The best part is that it looks well organized. especially since it has the many things all will need to learn in order to play the character the right way. Good stuff SnakeAes this should get stickied.

Wow. This guide is very solid and we could definitely benefit from a revised resource. I am looking forward to seeing its completion and many thanks for the credit.

Sup Kirbed… I remember playing you awhile back.

P.S. Nominated and concur with the vote for being stickied.

Awesome stuff SnakeAes, definitely deserves a sticky. Thanks for all your hard work! :tup:

Edit: Including safe jump set ups for specific matches would be amazing if anyone would be kind enough to compile a list.

Thank you very much for putting this together, it looks like a ton of work!

One thing I realized is that in the Moveset in the part about her fierce you allways write “strong” instead.

Good job on this.
I’ll add a few things to play against Rufus that really helped me getting better at this matchup (it’s still a pain in the ass, but at least now he has to think):
You should not be afraid of his ex messiah kick. Remember that its startup is 11 frames, this means that you can, with just a little practice, time you c.lp so that you can recover and block in time (3 active frames, recovers in 5). And you can do it after a lv.1 focus too.
c.HP imho is the best option to make the last hits whiff, always cancel it into HK->MK legs since it gives +3 frame advantage in case he just blocks.
If you do everything right you should never get hit by an EX messiah and you can start pressure him with no fear.

As a Chun secondary (Abel main), this is the sexiest shit I’ve seen in a while.

On the Abel section, you might want to mention that you don’t want to backdash when Abel is point blank after a knockdown with U2. OS Breathless is pretty damn brainless, and it’s stupid shit. [media=youtube]dUE6fNLYLOQ&feature=related"[/media] I assume that was me just failing, though.

There’s also a ** tag just chillin’ behind Guile. Minor, but figured you’d like to know.

At least in AE against Fei you can punish his cr. fierce (pretty sure it’s cr. fierce, the one where he crouches down and puts both fists out) on block with MK super, don’t see that on the list.

Do you think Chun vs. Fei is still 6-4 in AE? It feels hugely in Fei’s favor to me. Basically when you are trying to keep him out with st. mp, standing fierce, cr. mp etc., you will occasionally hit him with one of those for some weak damage. He pretty much just keeps guessing and eventually he’ll get in. If he hits you with one Rekka you usually will lose the round because you are instantly in the corner and Chun doesn’t really have a good way to get out. I tried playing this kind of like the Balrog matchup but it doesn’t really work; you can’t neutral jump to bait chicken wing or rekka more than very very sparingly because otherwise he can punish you or just eat up all your space. If you stay put and try to poke him, you hit him sometimes, but he pretty much can just bully you right into the corner. If you guess right six times you connect six random pokes. If he guesses right once you’re down 40% health, knocked down, and in the corner.

The only times I manage to win this fight are when I can get a knockdown off a forward throw and start safejumping over and over. Unfortunately most Fei players I go against will just mash out DP’s when they have meter and it’s exceptionally difficult to keep any momentum going. I also see them doing EX chicken wing a lot as a reversal to get out of the corner. As boxer I punish this with neutral jump fierce, but with Chun this isn’t viable because it’s too easy to DP on reaction since her jump is so floaty. I’ve mostly just been walking backward, then I block the move and have to guess my way out of the mixup.

I’m really frustrated with this matchup. In Vanilla, even though Vanilla Sagat was ridiculous, I at least knew exactly what his options were at any given time. Even if he did like a random tiger knee I knew I could wait out the pressure. Against Sagat it was up to me to dodge his shit, get in, and force him to guess. Against Fei it feels like he has too many gimmicky moves that pretty much allow him to get in on you for free. The most frustrating aspect is probably how if he decides to rekka and you have already decided to block, you have to block the rekkas, take chip damage, lose a ton of space, etc. etc. If you know the rekka is coming the best you can do is try to reach that perfect space where it will whiff and you can punish with a poke, but that’s very difficult to do compared to Fei just randomly throwing out a rekka that is usually safe on block and if not blocked does a shit load of damage and puts him in an incredibly favorable position.

i think cr.LK > cr.LP > cr.MK xx HP Kikoken doesnt work on everyone, even if you’re next to the opponent.

also fantastic job on this!