"Becoming the strongest woman in the world!" Chun-li Match-up Thread

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  • wildDogPizzawildDogPizza Joined: Posts: 123
    I've looked through this whole thread trying to figure out how to beat abel and it's still not working for me. I play my friend's abel at lunch like everyday and it is so frustrating. I played him online yesterday and it was even worse, like I can't react to his jump ins. The only thing I can think of is st mk that might be what I'm missing or focus. He just keeps jumping in, and the mixup is like hopeless it seems, whether it be tt, ex tt, just throw or if he's going to just keep hitting buttons which somehow blow up crouch tech. After this, I fought another abel, had like whopping 800pp, destroyed me just the same.

    So I'm basically free the 1st round, then just mad offense gets results 2nd round, but I feel like abel is so broken, like this grappler that is impossible to keep out like even at all, dirty ass command throws. And then his broken ass ultra, like launch into that without using any meter from an armor breaking move, and it's like half my bar. I hit him like cr lk, ex legs u2 and I can't see why he'd even care, like so little damage.

    I destroy him with my scrubby blanka, until he gets ultra, then I can't do anything. Like if I could just keep him off me....

    I know you will say, stop jumping.... I feel like I can't even get near him though, like st hp range and he's already set up to jump in for an ambiguous cross up. Also, I am totally unable to air to air him with double hp or even just j lk gets stuffed and he's got another setup to do his dirty mixups, like I am doing it late, or he's doing it early?

    Any help or insight would be appreciated.

  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    abel is much harder than most people here would give credit for. This isnt their fault as there really arent that many good Abels.


    Anyway, this is how Ive determined to beat him:


    Play footsies, but only focus on whiff punishing. Get the knock down and do safe jump option selects with throw.

    if you're on the defensive, wakeup throw is good, same with backdash, try to not guess wrong.

    wakeup throw is good against mixup heavy abels who go for rolls a lot on your wakeup
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  • Darklightjg1Darklightjg1 Dr. SuessLight Joined: Posts: 3,802
    Well, his jumping habit seems to be the biggest issue you're dealing with, so expand your anti-air game a bit to keep him in check because he'd be basically giving the match away if he tries that against a Chun on point with her AAs.

    Nj. HK catches more than a forward jumping air to air, but a lot of Chun's air to airs are really good anyway. Jumpback. MK is another good one to use as a retreating air to air.

    Also, remember to press the button on the way up if you notice that you're getting beat out. Most of the time you're getting caught by air to airs from him in that match is because he's pressing his button way before you do. Chun has some of the fastest air normals in the game and even an air grab, so this shouldn't be happening that often. Just press your button sooner.

    Another thing is on the ground doing AAs, I'd switch up between st. MK and st. HP depending on the angle he's coming from to reduce his chance of beating you out.
    Take note of what distance he keeps jumping at as well, because that is where you'd typically want to pause for a second and stop doing your ground normals for footsies and get ready to AA instead. If he finally stops jumping, then proceed to annoy him on the ground with your normals and FB.

    -His rolls can be thrown and his wheel kicks can be punished by reversal EX Legs on block (and also Ultra 1, but you're using Ultra 2 in this match so EX Legs -> U2 is good too as long as you're ready to execute EX Legs on block).
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  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    make sure you slow the pace of the match down too. Turtle more. If youre in a scramble with Abel he will win it. Just back dash, throw fireballs until he gets his ultra etc
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  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    dont play online and practice the AA

    yay!
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  • wildDogPizzawildDogPizza Joined: Posts: 123
    Thanks guys. What you're all saying about the aa is like what I had thought, but good to get your input to confirm. Like when I first played him, couldn't believe the jump ins, thought it was online only, then saw it offline, couldn't believe how well it worked for him, like blanka in sf2, weird hit/hurtboxes make him so hard to aa?

    I do get him with j back rh often, will try out mk there. I do get the air throw but usually when it's a read. If this was sf2 I'd st mk all day. I tried it once there but was holding back by accident and got blown up because of it. -Need to practice letting go of the stick for that. Also active frames are so short I always do it too soon.

    Like necro said, the pace throws me off, dude is relentless. It doesn't help I feel like I have no options, like with no aa or footsies failing me, totally free. For the mixup, I have had some success with back dash to sweep, though it is hard to pull off through the block strings.

    I'll have to practice the os's as I don't know that at all. I feel like there's nothing I can do on wu because of the command grab.

    I knew about punishing his wheel kicks, just couldn't actually do it, so that too, I'll have to give a try, would always block and get mixed up unless I counter it with like st hp.

  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,389 ✭✭✭✭✭ OG




    Keep in mind that normal Tornado Throw (command grab) beats other throws, while
    EX grab beats hits.

    Placeholders until I can find Lud's more recent matches vs Abel
    "The secret to strength is daily training."
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  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,389 ✭✭✭✭✭ OG
    I can't find it :disappointed:

    Anywho, here. You don't have to do the massive combos that Vivi did, but you can take note of what he did in response to the Abel's jumps, pokes, roll attempts, and grab attempts.



    "The secret to strength is daily training."
    Chun-Li Street Fighter V training mode
  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    edited February 2015
    whiff punish the step kick with sweep or st.mp, when he has meter he is looking to use that terry bogard flip kick thing beat this with st.hp

    against overly aggressive abels, they arent thinking much. So run away tactics will work fine. st.hk is your friend, same with backdash. Throw a lot.

    On his wakeup, use jf.hk then immediately hit throw. So if the st.hk hits abel, your throw cant come out because of the hit not allowing your throw to come out. but if he rolls, your jf.hk whiffs and your throw comes out.
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  • wildDogPizzawildDogPizza Joined: Posts: 123
    ok so I asked this in the questions thread but you can see what I'm talking about in the video above. He only does it once there, first round clock is at like 87, like 25 seconds into the vid. Now that I've stepped up my aa zoning game, now he's doing this block string tic throw thing pretty much constantly. You can see I block the crossup mk there, then 3 cr lp, then a cr lk, then cr mk, then he goes into his abel mixup thing, other times he will put tt or ex tt in just about anywhere in there. Problem is like blocking is not even an option because of this, and it becomes like paper rock scissors without being able to use rock(block) or paper (throw on account of command throw)? Like what am I missing here? Like don't block at all? If I press buttons anywhere in these block strings, it seems I get blown up?
  • Darklightjg1Darklightjg1 Dr. SuessLight Joined: Posts: 3,802
    Pressing a normal after blocking a step-kick dash is generally a bad idea because he has a frame advantage.

    You can backdash/focus backdash to get away from most of that, especially after the step-kick-> dash. Also, if you crouch block all that, then after the step-kick dash you'll have charge ready to do EX SBK if you need to. LK hasanshu is a meterless way to deal with his TT or regular throw or low attacks, but can get stuffed by things like his cl. HP. If it hits though, convert that into more damage. Neutral jump is an even bigger read to beat TT and come down with a big punish etc. Part of the mix up is that he needs to respect your options as well.

    It's a back and forth thing: you have things that'll beat 1 or 2 of his options and vice-versa. You both have to guess in that situation, so just know your options and make a choice (if he's predictable then your choice will be easy most of the time).
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  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    Pressing a normal after blocking a step-kick dash is generally a bad idea because he has a frame advantage.

    You can backdash/focus backdash to get away from most of that, especially after the step-kick-> dash. Also, if you crouch block all that, then after the step-kick dash you'll have charge ready to do EX SBK if you need to. LK hasanshu is a meterless way to deal with his TT or regular throw or low attacks, but can get stuffed by things like his cl. HP. If it hits though, convert that into more damage. Neutral jump is an even bigger read to beat TT and come down with a big punish etc. Part of the mix up is that he needs to respect your options as well.

    It's a back and forth thing: you have things that'll beat 1 or 2 of his options and vice-versa. You both have to guess in that situation, so just know your options and make a choice (if he's predictable then your choice will be easy most of the time).

    its not THAT bad to press buttons he is +1 but he dont have any 3f normal... buuuut cl.hp trade is no fun at all
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  • wildDogPizzawildDogPizza Joined: Posts: 123
    This is very helpful stuff again. I am losing 9 out of 10 matches against him still - it's actually steadily gotten worse, but I think realizing what's going on, the frame trap situation, is like half the battle maybe. Don't get me wrong, the matches are close, like the vid I posted, I'm like totally not warmed up or anything, just the only recorded match I have of the situation. Attempting to block yesterday, I actually made it through a few mixups, but because I didn't expect it, I ended up at a loss for what to punish with. I'm gonna have to learn how to actually do these mixups with Abel in the training room it seems, to be able to block them anywhere near consistently, if that's what it's going to take to make this more than a guessing game.
  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    Wakeup throw is good against Abels who like to do roll mixups on your wakeup. That shit is not as threatening as it may seem.

    On his knock down u can option select throw.

    Other than that, the matchup is lame. Its all whiff punishing
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  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    In the video you aren't using good air to air normals. When jumping use her target combo or HK

    She is gdlk in air to air and Abel isn't
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  • wildDogPizzawildDogPizza Joined: Posts: 123
    I was analyzing the air to air in that video specifically yesterday. You can see he is beating my double fierce air to air with mk. Like I get the first hp before him, then he gets mk as I'm doing the 2nd but beats me cleanly. I can only get him with nuetral jump rh or jumping back rh. It's probably all me though, as I seem to lose air to air constantly against other chuns... or ryu's mp I think it is, things like that. Like Darklight said, I need to do it earlier I think.

    I've kind of got him jumping less now using st mk more and st hp and nj or jb rh, but still getting killed with his command throw/frametrap mixup, like im just blocking the whole match and get in some pokes in between.

    I haven't tried the os thing. From how I understand it I should jump in throw a meaty late rh and hit throw right after, like in landing frames, which should throw him if he rolls, or get the kick if he.....? I'm actually scarred by his wu ex throw aa thing I guess, like that shit is ridiculous.

    Oftentimes I feel like I get robbed straight up, like the fp air to air I'm always like what? or aa st hp whiffs right through a jump in, or I'm doing cr jab and getting tt'd or mashing throw but get ex tt'd, trying to do sbk to beat his wu jumpins and get back mk smh, and it is downhill from there. It's like everything that I think should work doesn't and I'm like wtf the whole time. Maybe there's just such a huge gap in our abilities as players that it's just hopeless and I am deluded to think there's anything that I can do about it. I do appreciate you guys' input and advice though, thanks.
  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,389 ✭✭✭✭✭ OG
    It's a timing thing when going air to air. More often than not, Chun j. hp or j. mk/ j. hk should win.

    Abel only has j. mk
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  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    yup. You were timing it wrong. Almost nobody beats chun in air to air. Rufus and Juri are the only ones that come to mind.
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  • drkriegerdrkrieger Joined: Posts: 38
    edited February 2015
    I'm having a pretty rough time against both claw and dictator. I'm not really sure what I'm doing wrong exactly, but I feel like I'm really struggling getting a hard knockdown and then keeping pressure up off of it. Since they both have comparable move speed to Chun, I just can't seem to force them into a situation where I feel like I'm in control. It almost always feels like we're about even but I never seem to get the first knockdown.

    Against claw I feel like I might need to OS sweep to catch his flip thing, but the actual claw he uses makes me so so SO frustrated trying to get in on him. Watching a few of my replays I 100% jump way too much but I'm at a loss for what to do otherwise. That claw just gives him the advantage over me it feels and focus attacking feels useless. That said, if I find myself at a life advantage, if I end up losing, it's 100% my fault. Patience really pays off at that point I find.

    Against dictator, I feel like every time I get momentum, it becomes a question of whether he'll EX psycho crusher out or not. The only success I've had against him is boring him to death so that he'll start doing his demon flips (or whatever the actual term is) and then going for some air to air action. I'm also at a loss at what to do once he starts applying some scissor kick pressure. I feel like I'm just stuck blocking and taking chip damage for a bit.

    Also one last question: is there a general guide behind which AAs to use versus which characters? I'm actually having a lot of fun figuring out which normals work best against certain characters but there's the occasional matchup where I'm at a loss and then either I lose too much hp trying to figure it out or I just never figure it out lol.
    Post edited by drkrieger on
  • mrtom82mrtom82 Joined: Posts: 138
    Found this setup works on Guy's ex tatsu-
    Forward throw, dash, df.hk

    The df.hk won't hit but his ex tatsu will whiff
  • mrtom82mrtom82 Joined: Posts: 138
    drkrieger wrote: »
    I'm having a pretty rough time against both claw and dictator. I'm not really sure what I'm doing wrong exactly, but I feel like I'm really struggling getting a hard knockdown and then keeping pressure up off of it. Since they both have comparable move speed to Chun, I just can't seem to force them into a situation where I feel like I'm in control. It almost always feels like we're about even but I never seem to get the first knockdown.

    Against claw I feel like I might need to OS sweep to catch his flip thing, but the actual claw he uses makes me so so SO frustrated trying to get in on him. Watching a few of my replays I 100% jump way too much but I'm at a loss for what to do otherwise. That claw just gives him the advantage over me it feels and focus attacking feels useless. That said, if I find myself at a life advantage, if I end up losing, it's 100% my fault. Patience really pays off at that point I find.

    Against dictator, I feel like every time I get momentum, it becomes a question of whether he'll EX psycho crusher out or not. The only success I've had against him is boring him to death so that he'll start doing his demon flips (or whatever the actual term is) and then going for some air to air action. I'm also at a loss at what to do once he starts applying some scissor kick pressure. I feel like I'm just stuck blocking and taking chip damage for a bit.

    Also one last question: is there a general guide behind which AAs to use versus which characters? I'm actually having a lot of fun figuring out which normals work best against certain characters but there's the occasional matchup where I'm at a loss and then either I lose too much hp trying to figure it out or I just never figure it out lol.

    I've found that you need to play aggressive vs bison, especially when he has no meter or until you establish a large life lead. When bison has no meter and he blocks a st.mp or cr.lp, keep moving forward and throwing them- they are plus on block and will stuff the startup of his normals and scissor kicks. Mix in some tic throws and watch him get real frustrated. Same principal applies if he has meter but you can be as aggressive but it's very important that you connect with your moves and whiff as little as possible. I've also found that level 1 focus can be very helpful getting in. Neutral jumping also works very well but don't get too predictable, especially if he's got ultra stocked. If he reads it he can catch you with his air target combo into ultra. If he goes for a head stomp just walk back so it whiffs and punish. I personally use u1 in this match to punish devils reverse whiffs and ex crushers. Bison has good pokes but so do you, if you let him be the aggressor and play defensively it's going to be very hard to win. Life lead is so important in this match, a turtling bison with a life lead is very hard to overcome.

    Vega and guile can be tough for me as well so i'll let someone else answer that. The only thing I will say is that they both are pretty easy to deal with if you get them in the corner. I also find that, much like the bison matchup- you need to be the aggressor, forcing them to play your game. I could be wrong but whenever I play these matchups overly defensive I usually lose.
  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,389 ✭✭✭✭✭ OG
    @Malvadisco would know about Chun/Bison/Vega, he plays all three characters =3
    "The secret to strength is daily training."
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  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,389 ✭✭✭✭✭ OG
    Claw Vega m/u notes here. Will add more if I find them

    http://forums.shoryuken.com/discussion/comment/7899817/#Comment_7899817


    Dic Bison matchup insights. I personally think it's closer to even, but chasing each other's life leads is hard. Especially if it's charge character to charge character ^^;

    http://forums.shoryuken.com/discussion/comment/8685419/#Comment_8685419
    http://forums.shoryuken.com/discussion/187398/the-daily-matchup/p3


    I will see if I can answer the AA question later.
    drkrieger wrote: »
    I'm having a pretty rough time against both claw and dictator. I'm not really sure what I'm doing wrong exactly, but I feel like I'm really struggling getting a hard knockdown and then keeping pressure up off of it. Since they both have comparable move speed to Chun, I just can't seem to force them into a situation where I feel like I'm in control. It almost always feels like we're about even but I never seem to get the first knockdown.

    Against claw I feel like I might need to OS sweep to catch his flip thing, but the actual claw he uses makes me so so SO frustrated trying to get in on him. Watching a few of my replays I 100% jump way too much but I'm at a loss for what to do otherwise. That claw just gives him the advantage over me it feels and focus attacking feels useless. That said, if I find myself at a life advantage, if I end up losing, it's 100% my fault. Patience really pays off at that point I find.

    Against dictator, I feel like every time I get momentum, it becomes a question of whether he'll EX psycho crusher out or not. The only success I've had against him is boring him to death so that he'll start doing his demon flips (or whatever the actual term is) and then going for some air to air action. I'm also at a loss at what to do once he starts applying some scissor kick pressure. I feel like I'm just stuck blocking and taking chip damage for a bit.

    Also one last question: is there a general guide behind which AAs to use versus which characters? I'm actually having a lot of fun figuring out which normals work best against certain characters but there's the occasional matchup where I'm at a loss and then either I lose too much hp trying to figure it out or I just never figure it out lol.
    "The secret to strength is daily training."
    Chun-Li Street Fighter V training mode
  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    Im too lazy to wall-o-text those mu tbh
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  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    I believe Chun li's UCW is among the best in the game, sure the damage is low but you gain way too much space control to ignore it. The main idea behind UCW is using Hosenka (UC1) but having UC2 at the end of the round to kill when UC1 wont be useful. Commonly in UC1 matches, we use Hosenka to stop the other play from using a tool (for example, Honda's headbutt) and towards the end of the round against good players, sure enough they wont use that tool and you're stuck in a situation where you never really get to use an ultra. This is a big reason why UCW is the way to go in most matchups where UC1 is the primary use. There are other reasons too, but heres the preferred UCW list for me:

    if I dont give a reason, just assume its because UC2 is good at the end of the round when they stop throwing fireballs or something

    Ken: Hes not really a zoner, but he can be, Use U1 to stop the fireballs, use U2 to kill.
    Honda: same thing. This matchup isnt hard for chun right now, but UCW just makes it even easier.
    Seth: His fireball is good, and his mobility is even better. Theres going to be times when hes not zoning and times when he will. I think this is the only ultra worth using in this match personally.
    Gouken: Gouken players, like Seth often want to be up close or very far away. Obviously they have different play styles but the idea is the same. You wont always have charge, and they wont always throw fireballs
    Akuma: with UCW, air fireballs simply cannot be used in anyway what so ever. We're used to UC1 shutting down air fireballs from further away, but UC2 stops offensive based air fireballs. Granted its not the most threatening thing ever but the main tactic that Akuma players do to beat Chun since the vortex nerf is to mess with their jump arc and hope for an anti air trade with an air fireball or to get her to block. With this, he has to play like a really crappy version of Ryu. Theres been some discussion as to whether Chun beats Akuma in usf4, with this ultra I think its clear she does.
    Gen: No idea. I still dont play against Gen enough, I would like some input.
    Oni
    Elena: uc1 to stop healing, u2 for everything else
    Juri
    Chun
    Dhalsim
    Abel: Maybe. Some Abels really believe in sitting back and building meter before getting any offense going. Typically use UC2 here, but if you're playing a defensive abel this will work out.
    Dictator: Uc2 for 90% of the work, uc1 for stopping his meter building.
    Cody
    Hakan: uc1 to stop oil, uc2 for everything else.
    Poison: because neither ultra is really that good in this matchup both are needed.
    Guile: not always easy to punish sonic booms, especially if theyre good at hiding fireballs and have very good zoning. You need to threaten the fireball, but you need damage when you're up close.
    Blanka
    Rose
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  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,389 ✭✭✭✭✭ OG
    Gen has always been U2 for me. Especially in USF4, as the buff makes for a good antiair.
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  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    Generally I dont struggle against Yun, but one of the Yuns I know from ATL I consider to be a top player for that character and he is genuinely a pain lol
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  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    Generally I dont struggle against Yun, but one of the Yuns I know from ATL I consider to be a top player for that character and he is genuinely a pain lol
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  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,927
    The above post is old and I didn't post it just now... New forum glitch?
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  • drkriegerdrkrieger Joined: Posts: 38
    So first off, thanks for the advice on the Bison match up. I feel like I have a good grasp of the match up now and it's just a matter of experience and reactions. I think my biggest issue is practicing my options after ex LL but that applies to every match up so I need to hit that lab for that.

    Right now I'm struggling with the Juri match up. I'm having a really, really difficult time getting a knock down on her. I noticed that I was getting lucky with some random jump ins when she would try to do a fireball charge, so I tried to really hone in on that (her cr.mp is badass though, lol). Other than that, I feel maybe I have to really try to whiff punish her fireball charges? At full screen range, I can toss out LP fireballs and build meters with LL but I can never find a good time to get in. I tried using hazanshu but maybe my reactions aren't up to par? She would usually just end up blocking and unless she was near the corner, it felt like I really got no where with that hazanshu.

    If I end up getting a knockdown (most often from random jump in into ex LL), I'm not sure what to do after that. By that point, she has at least one bar for EX pinwheel from fireball spamming, so I'm not sure what my best approach is. It really sucks having to guess whether or not she'll EX pinwheel or not. I read somewhere that you could do a meaty cr.mk to beat that out but I'm unsure how to get a meaty cr.mk from EX LL. If I do end up predicting her EX pinwheel correctly, I always end up sweeping it (and sometimes trading against it...) Is there a better punish? Is there a possible cross up lk after sweep from that range? That'd be pretty awesome.

    Also is U2 the correct choice here? AFAIK, her fireball charge is faster than Guile's sonic boom and I already fail at catching booms with U1 so I figure U2 would be the right choice here.

    One last question, does b+mk really serve any purpose? Purely from eyeballing it, b+mk seems like it has the same reach as st.mp but frame data says it doesn't start up or recover quicker than st.mp so... what is it there for? I've been practicing st.mp into ex LL which is freaking awesome if it hits (I try to only use it if I can get a read that I can whiff punish with it) and that seems better a better option in general than b+mk combo. I ask because I've been really interested in finding a purpose for it every match up and I always end up getting no where with it (I just find the up kicks really cool because of my MvC2 days.) While I'm at it, does f+mk do anything? In my experience, it's just something I'll toss out every blue moon and possibly get free damage because people forgot that it exists.
  • mrtom82mrtom82 Joined: Posts: 138
    You can punish all her normal pinwheels with ex legs, just mash them when you block one. Her ex pinwheel can be punished is with ultra 1, cr.hp xx legs and much more.

    Juri is a pain in the ass and I haven't found a solid method for her yet. Since her as is pretty good I've found that empty jump into low works pretty well. If I do jump in on her I usually use HK or lk, target combo seems easier for her to beat. I'll only use tc if I know it'll land. You can far hp punish her fireball stores.
  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,389 ✭✭✭✭✭ OG
    b+mk is for whiff punishing. b+mk, b+mk, d,u (no charge) + k is a target combo for upkicks. You can tack on EX bird or either Ultra (U1 near the corner) afterwards. If the b+mk x2 gets blocked, you can FADC to make it safer.

    f+mk is a gimmicky way to go forward, like a crappy step kick. That's basically it.

    You can actually punish Juri fireballs (the leg raise part) easy with U1. Better Juri's will be smart about storing fireballs though, so I usually use U2.
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  • RayartzRayartz Hosenka Reversal Yo! Joined: Posts: 1,792
    How to deal with Juri is a mix bag as I personally feel there are multiple ways to play her but only one way to approach her as Chun Li
    If I'm playing a Chun-Li with Juri (typically I use Juri's U2), I will make it my goal to get in Chun's face and utilize her burst damage and wake up/meaty/fuzzy guard mix ups and resets. Chun can't do much on her wake up

    Some Juri's may use a more zoning based game or be even more rushdown orientated especially with FSE
    Ultimately a superior Juri player will do all of these at some point.
    Any hoo; I recommend never jumping unless it is in a safe jump scenario.
    She has superb anti-air options between Cr. MP and HP both can lead into free stores so don't give them that option
    She can also go air-to-air with Chun and in my opinon being on the receiving end of Juri's Air assault can lead to some serious pain and gives her access to setups once landing for tricky resets

    So make it point not to jump in. Neutral jumps or Jumpback HK (HP or MK if Juri Is Aerial too) are definitely recommend in the right situation as they can beat out her Dive kick and contend with Juri's J. MP. & Hp

    I'd make it a point not to throw kikoukens much either unless in close during block strings or for FA fishing (for example Using St. Mp xx Kikouken in footsies)
    reason being I blow up a lot of Chun and Guile players simply by using Kasatushi's (Juri's parry) to move in. If Juri does be ready to block low as Cr. Hk is often a move of choice or EX Senpusha. So If you have charge and Super in both situation you get a nice punish. or Cr. Lp, Cr. Mk or throw or LK HSU can lead some nice punishing opportunities

    Ultimately as a Chun Li player against a Juri I want U1 and I want to the fight to be fast paced
    I walk forward and block a lot in this match up and always weary of her F+Mk overhead.
    Do not get cornered but in fact corner Juri but play patient and smart as she has multiple ways out of the corner between reversals and parries and a fantastic dash if you jump she can go under you
    Becareful with upclose FAs Juri has some ways to blast your FA attempts but if timed right you can score tons of Counter Hits.


    All in all I said a lot, hope I helped - I tried to help, lol
    But really my two girls should never fight...I'm gonna have to talk to them again about this crap.



    Chun Li, Juri and Laura - Loyalty for LIFE!
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  • Darklightjg1Darklightjg1 Dr. SuessLight Joined: Posts: 3,802
    edited April 2015
    So apparently LK hasanshu can go over Ken's DP if he does that throw-tech+DP option select that Momochi has been doing because the nature of it makes the DP come out later than normal. 'Kind of makes the mixup aspect of it (guessing between block a hit confirmable DP or avoid a throw) more bearable for Chun, so they have to legit do something deliberate to counter HSU instead.

    edit: ... also the DP catches backdashes on wakeup most of the time which is why I feel HSU is a little better vs. this particular OS.
    Post edited by Darklightjg1 on
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  • supersquaddysupersquaddy Joined: Posts: 155
    Found a hardblockable against oni
  • Laughter 7Laughter 7 Joined: Posts: 564
    edited July 2015
    Hmm... doesn't seem like this thread is very active anymore, but my two cents on Juri:

    Dealing with her jump ins is a massive PITA. Do not focus and do not try to react with jump HK. You will lose. Df + LK can work for a juggle into U2 but you need to time it late. It's hard to do. Best choice I've found is to use EX SBK, but a good Juri will be able to make you lose charge before jumping in. Make sure you punish any Pinwheels. Best overall strategy to win is to make her play footsies because you have better tools. Walk her down and occasionally neutral jump ready to air to air if she tries to escape. If she tries to stop you with fireballs, focus dash in. Be ready to punish parry as well, or if you have a read on it then just throw her.
  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,389 ✭✭✭✭✭ OG
    c. mp/c. mk works well against Juri jumpins from exp. S. hp if it's telegraphed
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  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    st.hp is the best AA against her, you just need to practice as her jump arc is weird.
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  • PaolochunPaolochun so that I / can say I'm on your side Joined: Posts: 11,389 ✭✭✭✭✭ OG
    @Laughter 7 EX SBK would lose to j.hp (the downward kick that causes knockdown) and j.hk safe jumps. If you mean you're losing out j.mp, then yes I would wage war on the ground too.
    "The secret to strength is daily training."
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  • Laughter 7Laughter 7 Joined: Posts: 564
    When I said jump-ins I was talking about her dive kick mainly. Standard AAs don't work well against her because the DK comes out too fast.
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