Hi guys,
O really need help. Seems like i canāt win against chun. Every Chun beats me easy, canāt react to Hazan Shus, donāt know what to do against her pokes and is hard for me to safe jump her.
I think half the battle in this fight is to get to the range where she can no longer charge and throw fireballs.
Iāve lost entire matches to Juri without ever getting close enough to perform a step kick! But once youāre in, things get better. I begin these matches a bit like facing Guile or Deejay and make it my mission to just walk her to a corner, playing safe, blocking a lot and taking chip damage like a boss. Sometimes Iāll challenge her fireballs with my own and sometimes Iāll use an EX tatsu becuase I believe she recovers standing, even after her low variant and her recovery isnāt great so itās not tough to catch her.
Try not to jump in because her crouching strong is a ridiculously good AA for some reason. If I do catch myself jumping in, I tend to use cross up ex tatsu into sweep as this can sometimes make her cr.strong whiff and her wake-up is probably her weakest aspect.
I think Chun is a very hard match-up. Itās very old school Street Fighter. Itās one of the few match-ups that I believe a good fireball game in footsies is a requirement.
~ Get in a range where Chun-Li likes to walk and poke (usually stand MP/HP/Sweep), throw a fireball to catch her walking forward
~ Get outside the range where Chun is trying to counter poke (poking without walking), throw a fireball where the fireball will hit the start-up/active/recovery frames without trading
~ Is sheās poking your fireball, mix it up by jumping in during her poke. She may block, but you get in her face.
Zoning with fireballs when she canāt U1. She has a floaty jump, so itās okay if she jumps. Her damage output isnāt strong and her mix-ups are weak, so donāt be afraid of taking riskās against her.
~ Sheās not holding back (Walking for position in footsies)
~ If she wants to Hazan Shu over FBās, be ready to Focus them. Some people tell me they can DP on reaction butā¦ I donāt know about that one
~ If your fireballs make her scared to poke, use step-kick/FTK to get in.
Side Notes:
~ Chunās anti-airs are very situational and donāt lead to much, so jump at ranges where itās hard for her to anti-air.
~Try to ātwitch crouch.ā In high level, you want to bait out pokes and whiff-punishes. Do this by twitching crouches. It also messes with peoples spacing because crouching makes the characters look wider. Some also do whiffed crouch lights or MP to force a reaction.
This is an Alpha 2 match, but I think itās one of the best exampleās of FB footsies. Just pay attention to what I wrote above on using fireballs when you watch it.
4:26 Did you notice Choi whiffing a cr.LP that made Wong want to whiff-punish with a sweep? He beat the sweep with a fireball. OG SF neutral game at its finest.
Yeah, the fireball is the only problem. Iāve been trying to whiff punish her storing fireballs with a step-kick. If she blocks, I still consider it a win since Iām getting closer. Her defense is pretty bad, so itās good for Ken from then on. One of those āwalk and blockā match-ups. I know Chris was telling me kara focus when she throws a fireball was good against her if spaced right.
Hey guys how do you approach your matchups and what do strategy and what ideas and questions do you guys ask yourselves or others about it while keeping in mind the character dynamic? So far here is mine. Character dynamic,normals,walk speed,projectile(If the character has one),wakeup options and for characters like el fuetre and sakura I usually try to study and understand their follow ups after a HKD or SKD
Just do your thing, know what they can do with their specials and normalsā¦
punishables like Rose misplaced drills, ken overheads all unsafe etc, just take note of unsafe spacing/- frames for assumed safe moves.
optimal punishes
stupid things to look out for like Gief whiffing things into SPDā¦
how your stuff interacts with theirs like your c.mk and roseās slide, or your jabs hitting rekkas etc. Kenās normals are pretty meh just use what hits them, or what is fast enough.
otherwise just play your ken. Inevitably i will lose because i generally dont know what is going on then i will go look at frame data and come back if the persons here I destroy them then i forget about the matchup in about 1-2 days and i suck again.
Against good players you have to to recognize what they are doing, preferably in the fight. Like when they are OSāing Proximity or setup OSāing you and if you dont know what they are OSāing and you kept getting beat you will lose your mind. Then show them your counters. like blocking.
dont dp thingsā¦you will at least win a moral victory cuz ken is low tier as ****
I played quite a few games against a decent (and one not-so-decent) Decapre yesterday, and may have a couple of useful notes on the match-up:
her mashable hand special is supposedly -3 on block. The guy I was playing started out the evening claiming that it pushed back too far for DPs to punish, but I managed to do it several times, so he later retracted that statement. Iād like it tested just to be sure, but it seems you can punish the move reliably with DP. Itās also a 100% reliable punish with Super, if you have that.
Her reversal flash-punch-move-thingy is horribly unsafe, but pushes back too far for close heavy normals to punish it, as I kept getting out far HK and far HP. c.HP probably works though, c.MK xx EX tatsu definitely works.
The safejump off of heavy DP (DP -> jump forward instantly -> j.lk) seems to make her reversal whiff.
She does have an ambiguous setup off of EX teleport, where she does a left-right-mixup where she could do either EX divekick or EX ground pound. Autocorrect EX DP seemed to beat both options cleanly (could someone test this though?)
Most of the random midscreen teleport shenanigans seems bad against Ken. Unless theyāre teleporting backwards or from full screen, step kick would knock her out of the teleport pretty much every time.
Her U2 goes fullscreen and is ridiculously fast. Donāt throw fireballs if sheās got U2 and charge.
Kenās st.HK is not guarateed to go over his cr.MK because E.Ryu has more range than Ken/Oni/Ryu/Akuma. You might get a trade so use F+MK. F+HK will also get stuffed by his cr.MK. E.Ryu players like going for cr.HK outside of combos (I see PR Rog and Chris G do this all the time too), this move is very easy to whiff punish because it has a slow recovery. On block cr.HK is -11 so sweep this with Kenās sweep ( 7f start up Ultra).
E.Ryuās st.MK is a bit tough this will need to be focused, he will also use this to stuff Kenās cr.MK so you donāt want to rely on cr.MK too much in this match up
Axe kicks:
LK Axe kick is -7 on block - you can Ultra 2 this if heās close or go for cr.MK > EX tatsu. you can also sweep it.
MK Axe kick is -2 on block - this cannot be punished by anything other than super. If you have your super let it rip on this otherwise try to SRK it before it connects from his blocked attack. Use MP SRK since the first hit now knocks down
EX Axe kick is -4 on block - this axe kick is easier to deal with as you do not get pushed back too far, you MUST kara HP SRK itā¦ you cannot punish it with normal HP SRK as you will take a chance that only one hit will connect leaving you to get punished. Other options include cr.MK > EX tatsu or kara throw
HK Axe kick is safe but it has a very slow start up of 26f
Anytime you see E.Ryu jump while youāre knocked down you can go for cr.MK to low profile his attacks, he will likely miss
You can also avoid E. Ryuās cr mk with a st lk (it reduces lower hurtbox) and punish with a kara throw. Likewise, now that Ken has a fast backwards speed you can hover at the edge of the cr mk and shimmy to bait a reaction more safely. Sweep is fast enough to punish it if you have anticipation.
You donāt zone against Sagat, itās pointless. Itās almost never a good idea to throw fireballs against Sagat. You just have to be patient till you get in. Duck under high tiger shots, kara focus low shots (be careful with spacing though) and if he is predictable with his zoning, punish fireballs from full screen with air kara ex tatsu to a combo. Always pick U2 against him, he will either keep throwing tiger shots which will give you an opportunity to land it, or he will respect it, making your approach a lot more painless. Always use step kick at max range against him, it works really well. Once youāve made him fear it, you can incorporate st lk baits and thunder kick mixups from the same distance. This will make it hard for him to concentrate on zoning you. Generally you want to move fwd and keep your ground. Just be weary for random tiger knees and you should be fine. Once youāve put him close to the corner he is as good as dead.
[EDIT]
Also read this post about okizeme vs Sagat.
getting close to sagat is sooooo much easier now its amazing the oki game is definitely weaker against him though i dont bother using meaty jumpin setups anymore the unblockable setup after backthrow still works if he does not delayed wakeup tiger knee is still a bitch to deal with
Lol, sorry for misreading your post. About Hugo, since i am a PC gamer and i donāt have Ultra, the only advice i can give you is to hang in there :P.