Okay, here is an attempt to get us a new matchup thread with a (hopefully) better OP to make it easier for people to find information on whatever matchup they need. I've started with Azrael's matchups as a base, and have been trying to tweak them or add where needed. You'll note not every character is done yet, but that's why I'm posting this. Feel free to contribute with any useful matchup information that I've omitted, and it shall be updated! General contributor credits: Azrael and MagMan.
For the purposes of this guide, a counter is something you can do to stop the move during the start up or active frames, a punish is done during recovery frames (generally after block, but also through fireballs or something like that). It's also important to note that anything that can be punished with sweep can be punished with Hosenka (and vice versa) range permitting. A few other definitions:
Footsies range: mid range where fireballs begin to lose potency and pokes become more powerful. Roughly a third of a screen apart to c.lk range.
Disclaimer: as of now, the guide is probably more incomplete than finished. Matchups that weren't included in Azrael's original post that have been filled out are mostly based on my experience with them so far.
Spoiler:
Basically, Chun is a footsies monster. You're going to want to utilize that against most opponents. Most fights are going to be "what normals can this character not deal with and what range should I fight them at." This guide will basically tell you that. It will also tell you how to deal with your opponent's difficult tricks and what you can punish. From very far away, Chun-Li has a decent fireball but isn't going to be winning any fireball wars with it. Her fireball is very good to walk behind to close space with an enemy when she needs to get in. To get in, Chun has a very good focus and dash (her forward dash is the fastest in the game), and her Hasanshu can be used to go over fireballs and is a quick overhead with some range.
Mid range is where Chun shines. Overall, Chun's best poking normals are going to be (roughly in order) s.mp, s.fp, c.rh, s.rh, and c.mp. These reach the farthest and control various areas of space. Not all of her major poking normals will be useful in every fight (s.fp isn't so good against shotos) but if you don't know what to do, those are a good place to start. As said before, she does have a great focus, and she's +1 when dashing after a blocked level 1 focus. You do have to be careful with most pokes against enemy focus attacks, as they eat your pokes (except s.mp which is pretty safe against focus).
Up close, Chun has a decent mix up game, especially against opponents who don't have a good reversal. You can use Hasanshu as an overhead (be careful using it against focus as it will get destroyed), her shorts are quick and safe as lows, and she has a great throw. Some characters cannot effectively deal with her df.rh flip kick on wakeup. Chun does have some problems dealing good damage without meter. Her Ex Legs are safe on block and are the cornerstone of her offense. They deal good damage, knockdown and juggle the opponent for other combos.
As far as antiairs, Chun's best antiair normals are going to be df.lk, s.mk, s.fp, c.rh, j.fp, air throw, and s.rh, somewhat in that order. Furthermore, c.mp and c.mk can be used to lower her hitbox and dodge some moves. Finally, Ex SBK is probably her best overall antiair, but it does obviously require down charge and meter and will get stuffed by moves that hit high and in the center.
When choosing an ultra, Kikosho is a great ultra that deals extra damage on basically anything. Hosenka can be chosen if it is particularly good at punishing moves (since it starts up fairly quickly) or shutting down opponent's options (like fireballs). Hosenka also deals good damage, but only full combos off juggles in the corner, and not on every character in the cast.
Spoiler:
These first combos are bnb type things that you should also be able to combo off a jump in or focus attack:
- c.lk x2 xx Ex Legs
- c.lk, c.lp, c.mk xx Ex Legs
- c.lp x2, s.fp (super link possible)
- cs.rh xx Ex Legs
- c.fp xx mk SBK (super link possible)
Here are some more situational combos:
- antiair df.lk dash Ex Legs
- antiair j.fp x2, jump d.mk x3
- antiair j.fp x2, ultra 1 (into the corner), ultra 2 (anywhere)
- antiair j.fp x2, Ex SBK
Generally off any Ex Legs you can Ultra 1 (into the corner) or Kikosho (anywhere). Ex Legs can also juggle into Ex SBK in the corner. If the Ex SBK sends a target into the corner, you can also combo into either ultra.
Spoiler:
- cr.short, roundhouse~forward~short EX legs
- j.fierce, HCB+taunt. Option select for double fierce/roundhouse hasan-shu
- j.fierce. grab+fierce. Option select for whiffed land throw or jump double fierce
- j.fierce cr+taunt. Option select for back dashers, punishes with sweep.
- cr.jab 3K cr.short EX legs. Back dash option select killer
Vs. Abel - Ultra 2
Spoiler:
Abel is pretty easy to beat up close as long as you're paying attention. Use standing strong or walk up jabs, they're focus safe and beat a lot of his stuff. It will lose to his Ex Change of Direction, but you can throw him out of that on reaction. When pressuring, the only things you really have to worry about is Tornado Throw. Normal TT is throw immune but strike vulnerable (conversely, Ex TT is throw vulnerable, strike immune), meaning he'll grab you out of shorts or jabs but you can just throw him, so you can abuse throw.
If he tries to go to the air jump fierce, standing fierce, standing or crouching roundhouse are your best options, with sweep being your best overall option. If he gets too close for sweep, standing forward, neutral jump fierce, crouching strong or roundhouse are better. You can use low forward to avoid crossup attempts.
His ultra 2 changes the game a lot, it?s going to be pretty lethal if you aren?t sitting on down charge for EX SBK, or back charge for EX Kikoken. Your other alternatives based on spacing and reactions are going to be to jump/hasanshu over him. You can cancel the jump landing frames of jump into hasanshu, so you can get away with that sometimes to go over him. If you're close enough, you can also headstomp off U2 and land behind him safely. Just be careful when he has U2 ready. Breathless only goes about 3/4ths screen so do whatever at the end of the screen.
Contributions: Fake Steve
Vs. Adon ? Either Ultra
Spoiler:
Adon doesn?t have great tools to deal with up close Chun-li pressure since his DP is pretty mediocre as a DP, so you can do that when you get in, and zone with fireballs when he?s far away (beware of ex Jaguar Tooth). MP kikoken is an extremely useful tool in the match, Adon doesn't have anything to do about it until he gets Ultra 1. Most of his options around fireball can be stopped with s.fp. His U1 is fast, far reaching, and hits hard, so stop using fireballs when he has it. Be careful of following fireballs to close space, since MK and EX Kick (as well as Ultra 1 if he has it) will go over and punish you. Your ideal range will be around where your standing roundhouse reaches. Standing roundhouse is a good move in this fight as it can stuff instant air jaguar kicks and all manner of normals from far away. Standing medium punch and fierce also work and will be necessary when Adon starts countering with his lower pokes and dash (which goes under s.rh's hitbox). It's hard to use focus in this fight since his s.rh is two hits from most of its length and a lot of his moves are multihitting.
Up close Adon is pretty managable with some standing and crouching jab spam, it stuffs most of his specials and normals. Sweep is very good most of the time but loses badly to Adon's s.rh. You can use s.fp and c.rh to punish his stronger normals on whiff, and use s.mp xx legs for the others. Close up is where you have to worry about his ridiculous throw, be very quick about teching. Avoid being in the corner, since that?s where he can really turn on the pressure. If you do get in the corner, Chun's close standing roundhouse can be used with some effectiveness against Adon. If he does close up jaguar kicks, you can go under them with some well timed c.mps. If you score a knockdown, meaty cr.mk beats many of his options, and you can throw him out of a lot of things too. Chun does have a second active frame sweep combo against Adon: cr.MK xx LK Legs > cr.LP > Sweep
Either ultra seems usable, if you have good reactions it's probably better to use Ultra 1, since Jaguar Tooth, and grounded and air versions can be countered with Hosenka on reaction when he goes to the wall, or when he lands on whiff.
In terms of antiair, s.mk, df.lk and c.mp usually work.
Spoiler:
Counter: Jaguar Tooth - standing jab, df.lk (when he goes to the wall, follow up with U2, sometimes he's too far away for dash legs), fs (far standing) hk (when he goes to the wall), Cr.HP xx MP Kikoken (pseudo option-select) just as he comes off the wall. Timing for this is tough but if you land it, the cr.HP wins, is a reset, and nothing I tried with Adon was able to punish MP Kikoken, so as far as I know he's forced to block, focus, or get hit.
Punish: Jaguar Tooth - Super, Hosenka
Contributions: Fake Steve
Vs. Akuma ? Ultra 1
Spoiler:
Akuma is a terrible fight. You will hate it. From far range, his fireball game is pretty standard, with the added wrinkle of the air fireball. It's harder to Hasanshu over (still doable) and makes jumping over them a bit harder. You can still focus through, and you can also dash/walk under them from the appropriate distances. After a walk under, you can generally catch him with standing roundhouse or sweep if you're a little closer. You can also dash ultra them. You can also try jumping at him to see what he does. If he goes for a teleport away, you get a free Hosenka.
If he comes in at you with Demon Flip, air throw or jump fierce are your better options, but you can also dash under and punish on the other side. A neutral jump fierce can beat him out of the air and combo into legs or other fun stuff.
In footsies range you mostly have to worry about his sweep and standing roundhouse which lead to his vortex. His sweep can be focus dashed through into a bnb. On Chun, his standing roundhouse will whiff on the second hit when crouching, so that's your chance to punish, just use a bnb (it is cancelable into his U2, so be careful if he has that). Your standing strong is great, but does lose to his sweep, so don't get carried away. Outside of sweep range, standing roundhouse is pretty powerful, his jump and own standing rh lose to it. You can punish his sweep with your own though, on a whiff or block. If he keeps trying to teleport behind you, backdash into walk up sweep works.
If you get into the vortex, you can try to get out with a well timed jump away roundhouse, but it's pretty advisable to block and try to react from there. Also, you can also try to use lk hasanshu, instead of the jump away. This punishes the throw and lets you reset off the dive kick. Backdashing is not a good idea.
Spoiler:
Punish: c.rh - Super, Hosenka
Vs. Balrog ? Ultra 2
Spoiler:
Balrog is a tricky fight for most at the start, but it?s a pretty good fight for Chun. You can throw kikokens all day at him, being mindful for TAP and EX Rush Punches at the correct ranges. If he tries to jump over, standing fierce (close or far) antiairs him with no problem. Avoid using EX SBK since it will lose. EX Rush Punch is easily countered using a throw. All rush punches are punishable on block with super, so that's going to be a big part of your game. If you?re going to block a rush punch and don?t know if it?s going to hit low or overhead, always go with blocking high. Overhead rush punch will lead into an ultra combo, the low sweep and consequent knockdown aren?t nearly as bad as that. Dash backwards legs is a good way to deal with rush punches and build some meter.
If he decides to just walk at you, use your standing strong, or hasanshu to stop him. Standing strong is focus safe and won't be vulnerable to headbutt, so abuse it. In footsies range, use focus to absorb jabs and sweeps and punish him for them. Be careful about kikoken on wake up or walking behind your kikokens, it's a good way to eat headbutt into ultra.
Up close, c.fp meaty isn't bad, it beats armor, goes under rush punches, catches dash backs, and can be canceled into hasanshu. Off a forward throw, Chun has some great safe jump options, mostly dash forward, jump in target combo. If you land a back throw, jump in forward is headbutt safe. He?ll either miss the headbutt, get hit, or block. Aside from that, meaty df.rh is pretty hard for Balrog to deal with, but if your timing is off, you?ll get headbutted.
Spoiler:
Punish: Sweep - Super
Punish: Any rush punch or tap - Super
Counter: Ex Rush Punch - Throw
Vs. Blanka ? Ultra 1
Spoiler:
Blanka can be a tricky fight, but he?s fairly manageable. Kikoken is going to be a dangerous option from around half screen due to his slide, and always dangerous when he?s sitting on meter and back charge. Blanka?s weird hitbox is going to lead to the standard short short legs whiffing on him if he crouches, c.lk, c.lp, c.mk xx ex legs will catch him every time. Be careful about jump ins and crossups, they all auto lose to electricity and up ball. You can keep him on the ground using Ex SBK to punish jump ins all day, or dodge them with low forward. After blocked balls, you can close with walk up strong punch, or if you have it, Hosenka, which is automatic after a dash or requires timing if you're not confident in the dash ultra. Against horizontal ball, you can also jump away short.
If he's coming to you, pokes and jumps are generally fair game, since without charge, Chun has the advantage. If he's down, you can meaty low forward to beat upball and lightning and cancel that into legs. Of a throw, cross up short will avoid Ex Upball, which you can counter with a dash up sweep. This is a match you can win with some hardcore down backing, make him come to you and punish the stuff he does. If he chooses ultra 2, be careful about full screen fireballs since they're punishable. Also watch out for the ridiculous chip damage it deals. You can U1 if he tries to chip you out with it.
Spoiler:
Counter: Horizontal Ball - standing or crouching jab
Counter: Electricity - c.mk
Punish: Electricity - c.mk, sweep from proper range, Hosenka (can dash to punish from across screen)
Punish: Sweep - Sweep, Super, Hosenka
Punish: c.fp - Sweep, Super, Hosenka
Punish: Amazon River Run - Super, Hosenka
Punish: Horizontal Ball - Dash Hosenka
Punish: Ultra 1 - Sweep, Dash Ex Legs, Hosenka (take one step back first)
Punish: Ultra 2 - Hosenka
Vs. C.Viper ? Ultra 2
Spoiler:
Viper is a pretty difficult fight for Chun, since a lot of Viper?s air game straight up beats EX SBK. You also should be wary about full range fireball throwing, since ex seismo beats it, and Viper gets a free super jump cancel in. Thankfully, focus attack beats flame kick even if it crosses up, so feel free to use it. Chun?s wake up pressure against Viper is aided with c.mk, which beats fp TK (but loses to Ex Seismo, so don?t do it against meter). You can beat Ex Seismo using the bnb. To get her out of the air, jump fierce is your best option. All said, she still has difficult up close mixups with throws, her overhead elbow and lows. Close roundhouse is a pretty effective option against Viper's flame kick, especially in the corner.
Spoiler:
Punish: Sweep - Super
Punish: Overhead - Super
Punish: s.hk - Super
Punish: lp or mp Thunder Knuckle - Super
Punish: Seismic Fist (whiff) - Dash Hosenka
Punish: Burning Kick (whiff) - Dash Hosenka
Vs. Cammy ? Ultra 2
Spoiler:
Cammy basically loses a poke war to Chun-Li, with the notable exception of her standing roundhouse, which seems pretty good. You can focus attack it if you see it coming. Her wakeup pressure is generally beaten by EX SBK as long as the dive kicks don?t hit right in the?swimsuit region. Cammy should overall outdamage Chun, so you?re going to have to capitalize big on opportunities and minimize your exposure. Focus attack is pretty effective against Cammy, you can absorb her standing roundhouse, or her low forwards as she fishes for Spiral Arrow cancels, and from most ranges, Spiral Arrow is 1 hit, making it a prime target for Focus punishing. If you block it, there are still plenty of ways to punish it (peep the spoiler). If you manage to land a forward throw, you can safe jump with dash forward j.lk or 1 hit j.fp. Be careful about close up Kikokens after Cammy has ultra, her Ultra 1 will go through them.
As far as anti-airing Cammy, be careful because she can delay her jump in timing with Cannon Strike, which can be the difference between a good antiair and a bad one. Reliable ways to stop her jumps seem to be standing forward, or you can dodge the attack with c.mp which will go under most of them.
Spoiler:
Punish: Cannon Spike - Dash sweep, dash legs, hk hasanshu (combos into cr.lk xx legs)
Punish: Spiral Arrow - Throw, cs.rh, Ex Legs, Super, Ultra
Counter: Cannon Spike - Meaty c.mk
Counter: Cannon Strike (dive kick) - df.lk (timing somewhat difficult), s.mk, j.mk, j.fp, j.rh, focus
Vs. Chun-Li ? Ultra 1
Spoiler:
Obviously, this match is all about the footsies. Just a couple notes on how to beat yourself here, since not everything is always obvious. Hasanshu can be beaten with standing fierce on reaction. You can counter Hasanshu FADC with your own Hasanshu. Antiair with standing fierce, forward, low strong and df.lk. Spam your standing strong, only deviating to use sweep to counter poke. If you're gonna jump in, choose roundhouse. In footsies range, if you can get a standing strong, you can cancel into hasanshu, and repeat that ad nauseum. It's a pretty difficult trap for Chun to get out of.
Spoiler:
Punish: c.rh - Sweep, Super, Hosenka
Punish: Hasanshu (whiff) - Hosenka
Counter: Hasanshu - s.fp, Hosenka
Counter: Kikoken - Dash Hosenka
Vs. Cody ? Either Ultra
Spoiler:
Chun should be able to mostly outpoke Cody, but it?s a fight you have to be careful in because of the ridiculous damage Cody does, and the range on his focus attack. Fireball wars are generally a bad idea, since bad stone is overall pretty silly. Bad stone is also fairly hasanshu immune so it?s fairly risky to try, odds are that without godlike timing you?ll just get hit out. Bad Stone is not to be taken lightly though, as it does deal a lot of stun. It?s pretty hard to punish with ultra 1, I seem to get hit out of it halfway through from across the screen.
Cody doesn?t have great tools to deal with your rushdown, just be careful getting in, his b+mp beats all jump ins as long as the Cody isn?t asleep. Almost all of his specials are punishable with either Ex Legs or Hosenka on block, so you can make him pay for doing anything stupid. Hosenka can be a better punish choice due to the pushback on some of his moves. For antiair, Cody is beaten pretty soundly by df.lk. He should be easy to keep on the ground.
Ultra choice is pretty open here. If Cody is dumb enough to spam specials or jump ins you'll have plenty of opportunities to use Kikosho. Hosenka is still good because it does punish all specials (again, except lk Ruffian Kick) and it does juggle Cody in the corner.
Spoiler:
Punish: Sweep - Hosenka
Punish: Zonk Knuckle - Hosenka, EX Legs
Punish: Non LK Ruffian Kick - Hosenka, EX Legs
Punish: Criminal Upper - Hosenka, EX Legs
Contributions: SnakeAes
Vs. Dan ? Ultra 2
Vs. DeeJay ? Ultra 2
Spoiler:
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).
Spoiler:
Punish: Air Slasher - Hosenka
Punish: Double Rolling Sobat - Standing Fierce, Super, Sweep, Hosenka (Sweep/Hosenka will not work on LK)
Contributions: SnakeAes
Comments
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.
Punish: Yoga Tower - Standing roundhouse
Punish: Teleport (behind/in front) - Close standing roundhouse
Counter: Jump fierce - Dash Hosenka
Vs. Dudley ? Ultra 2
If he comes at you in the air, your best options are df.lk against deep jump ins, or a c.mp otherwise.
Vs. E.Honda ? Ultra 1
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.
Punish: Standing roundhouse - Hosenka
Vs. El Fuerte ? Ultra 2
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.
Vs. Fei Long ? Ultra 2
Punish: Rekka Punches (any/all) - Super
Punish: Sweep - Super
Vs. Gen - Ultra 2
Vs. Gouken ? Ultra 2
Vs. Guile ? Either Ultra
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.
Vs. Guy ? Ultra 2
Vs. Hakan ? Ultra 2
Vs. Ibuki ? Either Ultra
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.
Vs. Juri ? Ultra 2
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.
Punish: Pinwheel - Ex Legs (all), sweep (non LK versions)
BBCT - Jin
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeCounter: Fireball - Hasanshu, Hosenka
Vs. Makoto ? Ultra 2
Punish: Oroshi - Super
Vs. M.Bison ? Either Ultra
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.
Punish: st.mk (block) - Super
Counter: Headstomp - df.lk (works on follow up)
Counter: Devil's Reverse - df.lk
Counter: Ultra 2 - air throw
Vs. Rose ? Ultra 1
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.
Punish: Soul Reflect - Dash Hosenka
Vs. Rufus ? Ultra 2
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.
Counter: Dive kick - df.lk, s.mk
Vs Ryu ? Either Ultra
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.
Punish: c.rh - Super, Hosenka
Counter: Fireball - Hasanshu, Hosenka
Vs. Sagat ? Ultra 1
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.
Vs. Sakura ? Ultra 2
Vs. Seth ? Ultra 1
You can treat this fight like Blanka. Get the life lead and turtle hard.
Punish: Far Fierce - Ultra 1
Punish: Sonic Boom - Ultra 1 (helps to dash)
Vs. T Hawk ? Ultra 2
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.
Punishes: Condor Dive - sweep, standing hk, dash legs, Super, Hosenka (needs a bit of timing to full combo), Kikosho
Counter: Condor Spire - df.lk
Vs. Vega ? Ultra 2
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.
Vs. Zangief ? Ultra 2
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.
BBCT - Jin
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0 • Off Topic Disagree Agree LikeBBCT - Jin
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0 • Off Topic Disagree Agree LikeBBCT - Jin
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0 • Off Topic Disagree Agree Likeedit: u can block those dive things and do a lot of damage. Typically I try to never be close enough to do U2 in an effective way
Chun Li (SF4, ST, 3s), Akuma (SF4), Ryu (SF4,ST, 3s), Cammy (SF4, ST)
youtube.com/necrotrophic
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0 • Off Topic Disagree Agree LikeBBCT - Jin
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0 • Off Topic Disagree Agree LikeThanks for the support guys. Now if only we could find the people responsible for stickying things.
BBCT - Jin
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0 • Off Topic Disagree Agree LikeI disagree with you on using U2 for Sim and Ibuki. Ibuki, for similar reasons with Akuma in that she has the ability to lame it out if she has a lead and for Sim - it's difficult getting in so having the threat of U1 on your side helps.
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0 • Off Topic Disagree Agree LikeBBCT - Jin
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0 • Off Topic Disagree Agree LikeAH3 - Mei Fang
ST - Chun-Li, Dee Jay
SFA2 - Rolento, Sodom, Chun-Li
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0 • Off Topic Disagree Agree Likemeaty c.mk beats cannon spike.
you can stomp on abel's U2 and bounce away like a graceful toad.
j.mk beats seth's stretchy arms in the air for free.
s.jab beats jaguar tooth clean if you are not a coward.
teleport tricks by dhalsim should be obliterated by cl.rh on reaction every time!.
if you have trouble nailing blanka with an U1 after a blocked ball, just do dash ultra. hits with the right timing.
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0 • Off Topic Disagree Agree LikeTeam "Get that shit outta here"
So, do YOU know the match-up?! - team gdlk
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0 • Off Topic Disagree Agree LikeAH3 - Mei Fang
ST - Chun-Li, Dee Jay
SFA2 - Rolento, Sodom, Chun-Li
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0 • Off Topic Disagree Agree LikeYour other thread was really helpful for consolidating a lot of points and it had a lot of things I hadn't seen elsewhere. I hope you aren't offended, I'm just trying to make this the best resource it can be.
While I have you, if you have any tips for the other characters...=P
At this moment, no. Chun's antiairs are rarely cut and dry, most characters will have a small section in the strategy part detailing what her better antiairs are, and when to use them in each match. If there are a lot of requests for it, I'll certainly consider it though.
BBCT - Jin
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0 • Off Topic Disagree Agree LikeTeam "Get that shit outta here"
So, do YOU know the match-up?! - team gdlk
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0 • Off Topic Disagree Agree Likehttp://www.youtube.com/user/JustBlockStupid
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0 • Off Topic Disagree Agree LikeQFT. Also, thanks for posting shit up. About time we had a new character matchup thread.
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0 • Off Topic Disagree Agree LikeThe full-screen Tornado, a smart Rufus won't do, and a Rufus who knows what he's doing won't cr.HP if you have Ultra 1 stocked. Those things don't really affect his game much.
Ultra 2, on the other hand, does.
If your reactions are good, Chun's df+LK beats Rufus' Dive Kick pretty cleanly, and sets up a juggle state for Ultra 2. If you demonstrate to Rufus you can do this reliably, he has to change his gameplay strategy because all of a sudden his divekicks are useless, and without them Rufus doesn't have much in the way of offensive pressure. At that point all you have to do is bait out EX Messiah to drain his meter and then rush that shit down.
Also, remember not to jump too much in the Rufus matchup unless he's already in the air - his j.HK > Ultra 1 still hits hard despite getting nerfed, as does j.HK > EX Snake Strike, and his U2 will suck you out of the air if you're reckless.
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Other stuff:
Zangief:
You can Reversal Hosenka ANY Banishing Flat, not just EX. If you have Ultra 2, then just EX Legs > Ultra 2 (or if you want to be fancy, cl.HK xx EX Legs > Ultra 2)
Akuma:
On block, his Sweep gives you enough time to punish with Ultra 1. Granted, he can cancel its recovery into Ultra, but realistically the number of frames he has to do it is so small that I wouldn't reasonably expect most Akumas to be able to Demon in that window.
Cammy:
df+LK also works against Cammy's Cannon Strike divekick, although I feel like the timing for it is much stricter than it is against Rufus. Against Cammy, focus absorbing her dive kicks or air-to-air with j.MK, j.HK or j.HP may be a better option unless you're confident you can land the df+LK into Ultra 2.
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0 • Off Topic Disagree Agree LikeBBCT - Jin
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0 • Off Topic Disagree Agree Like- Punish his sweep with Ultra
- DO NOT underestimate his Bad Stone. That stuff does a shit-ton of Stun damage. Even against Chun who has above average Stun, getting hit with a few rocks is almost the equivalent of getting hit by Zangief's headbutt.
- As far as I know, ALL of Cody's specials (except for LP Criminal Upper) are Ultra 1 punishable on block. So, if you're close enough, after blocking just about any special you can mash out EX Legs if he's close enough, then juggle with Ultra 2.
- Also, this should be a given, but do not let Cody hold on to the knife. It gives him INSANE frame advantage as well as making most of his normals safe.
Dee Jay:
- Dee Jay has two pretty distinct playstyles. One way is when he tries to be like Guile, the other way is when he tries to be himself. You want him to try and be like Guile, because he's not Guile. If you can get him to turtle (especially if you have a life lead) and throw Air Slashers, you can Ultra 1 through them because his recovery is not as good as Guile's. His recovery is still decent though, so be careful about it and keep your Ultra reactions on point.
- He has a very good short jump - his jump d+LK makes his jump trajectory really screwy and helps him avoid fireballs pretty easily.
- Be careful walking forward behind fireballs against Dee Jay, especially when he has meter. His EX Double Rolling Sobat has pretty quick startup and goes through fireballs, plus it hits hard.
- This requires more testing, but I believe the Honda/Blanka/Balrog safejump works also against DeeJay. Off a forward throw, dash forward and crossup LK. I believe (I'm about 90% on this) that it will stuff even his EX uppercut.
Dudley:
- Be careful of his frame trap lockdown involving his different MP command moves. That stuff is dangerous if you don't have meter to get out of it.
- I agree that s.HP and sweep are very good in this matchup as footsies; something against his rushdown game is cr.LK. Crouching Short will stop any of Dudley's forward-moving specials except Super and Ultra.
- In my opinion, Dudley's footsie game is far inferior to Chun's; HP works a lot like it does in the Balrog matchup against jumpins.
- Both of his Ultras go through fireballs if he's close, so be careful throwing fireballs when he's moving forward.
T.Hawk:
- Zone T.Hawk like you would zone a Zangief, except when he jumps. When T.Hawk is on the ground, long range pokes like f.HK and f.HP are fantastic at keeping him out.
- On block, Condor Dive is Ultra punishable (either Ultra), or you can walk up slightly and sweep.
- When T.Hawk jumps, your options are: if he's very close, air-throw or jump double-fierce > follow up combo. If he's medium distance, forward jump or back jump MK are pretty effective. If he's far, wait to see what happens. If he Condor Dives and you block, punish. If he Condor Dives and it whiffs, get out of there fast to avoid his SPD command grab (Mexican Typhoon). If he does nothing, whatever - leave it alone and wait for the next thing.
- Remember to stay away - if you start getting backed into a corner, let him approach and then walljump away, since he doesn't have a Lariat like Gief.
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0 • Off Topic Disagree Agree LikeWe still need write ups for Juri, Gen, and Hakan, and better notes for Guy, Fei Long and Ibuki, but all matchups are probably missing things that can be added.
BBCT - Jin
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0 • Off Topic Disagree Agree LikeI've really been working on my chun game and have a ton of work to do. Lately, my friend has been playing Ibuki and wiping the floor with me. Her pressure is pretty intense and if you get cornered by Ibuki it is extremely difficult (imo) to get out/do much other than defend. I know most of my difficulty came from lack of knowledge on the match-up, but we played quite a few games and was still getting decisively steamrolled throughout most of them.
Any more tips for this match-up would be awesome. I feel I should probably take a more offensive approach, and there are tons of flaws in my own game. But getting some ground-work I can reference easily would be great.
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0 • Off Topic Disagree Agree LikeIf you don't feel like getting in, stay back, throw fireballs, but don't be predictable. If you get into a rhythm with your Kikoken, you are likely to eat an Ultra or a well-timed wall dive.
The first couple of times the Vega player walldives, focus absorb it and see what happens. If he demonstrates he's pretty capable of landing the Izuna Drop (walldive grab), you will want to start hitting him out of the air rather than focusing. Neutral jump HK, jump back HK, back/forward jump MK all work well, sometimes airgrab and double fierce can work as well, but in my opinion aren't as reliable.
When he loses his claw, turn on the offensive pressure. If he loses his mask and his claw, crank it up even harder.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeI asked a couple people to delete their posts earlier on in the thread so I can have a bit more room to add a general strategy section and a smallish discussion on important combos (since the old combo thread is somewhat outdated too) and tricky things like option selects and safejumps. A couple more posts should also put us in the clear on the off chance they do come out with some DLC characters. This will definitely push the thread towards being an all inclusive strategy thread instead of strictly matchups. I think that should be fine though.
BBCT - Jin
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0 • Off Topic Disagree Agree LikeOh man, there's one Fei player who I play regularly and he's absolutely destroying me lately... I also need help on this one.
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0 • Off Topic Disagree Agree LikeCounter and punish is more important
http://lastpass.com/
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0 • Off Topic Disagree Agree LikeBBCT - Jin
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0 • Off Topic Disagree Agree LikeMagMan put out this video full of Chun's option selects for vanilla SF4. I'm pretty sure all of it is still relevant to Super.
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0 • Off Topic Disagree Agree Like- cr.short, roundhouse~forward~short EX legs
- j.fierce, HCB+taunt. Option select for double fierce/roundhouse hasan-shu
- j.fierce. grab+fierce. Option select for whiffed land throw or jump double fierce
- j.fierce cr+taunt. Option select for back dashers, punishes with sweep.
- cr.jab 3K cr.short EX legs. Back dash option select killer
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0 • Off Topic Disagree Agree LikeNow if only we could get a sticky for this...
BBCT - Jin
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0 • Off Topic Disagree Agree LikeWheel kick is not safe so block and always try to punish.
Try cr lk ex legs or cr mk ex legs even when you feel he is too far
The only trouble is the range. If you have the super no range problem
Adon
U1 beat Jaguar Tooth before it reach you. Just do the ultra when he bounce on the wall.
No need to wait the last moment because U1 will "not cross under" Adon and "no risk" to hit him air born. It works versus any version
Balrog
Meaty cr lp is safe versus reversal U1 and reversal ex headbutt
but lose versus reversal ex dash straight (only this version)
Meaty throw beat reversal dash punch (any version ex or not) but lose to reversal headbutt
Meaty cr mk beat reversal headbutt and reversal ex dash straight and upper but not the other version and U1
Blanka
At very close range cr mk beat electricity
Cody
Cody players use Ex Zonk knuckle to beat your tech throw
Even if you delay your throw tech you are screwed
Not 100% sure but it looks like cr mk at close range make ex Zonk knuckle whiff sotry to throw tech with cr mk
Meaty cr lp beat all his options but lose versus reversal U2
Deejay
Again meaty cr lp beat all but lose versus U2, super and Ex upkicks
Reversal U1 punish Double Rolling Sobat MK, HK and EX on block but be careful though (active frames etc)
Dhalsim
Cr HP beat Jump HP.
Even if Dhalsim have time to block your Hazan Shu it's good for Chun li and bad for him. Keep that in your mind
Honda
Shizza option select
http://shoryuken.com/f253/chun-li-strategy-matchups-166280/index116.html#post9226489
http://lastpass.com/
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0 • Off Topic Disagree Agree LikeYou can use any knockdown for this, but you need to time the jump in so that you can hit Viper but still block block HP Thunder Knuckle if she uses it.
Jump HK (OS B + MK)
If Viper blocks, she blocks J. HK and you can block string her.
If Viper HP TK, Chun blocks and punishes.
If Viper EX Seismo, B + MK comes out and counter-hits EX Seismo. Hit-confirm the rest.
If Viper backdashes, she gets reset.
If Viper EX Burn Kicks, she crosses up but Chun can sweep her.
If Viper doesn't have meter, she will be more likely to backdash. It's OK to replace b+mk with sweep in the option select.
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0 • Off Topic Disagree Agree LikeU2
jump straight Hp > U2
same as before but adding dash EX legs before U2
Safe jumps and Os vs ibuki:
Forward Throw: dash once, jump lk (OS D + HK) . EX kazekiri whiffs, lk and mk command dashes get cr.HKed, reg and EX neckbreaker get stuffed, both ultras whiff, backdash gets cr.hked, forward dash gets stuffed by j.lk.
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0 • Off Topic Disagree Agree LikeAlso: yaaaay sticky.
BBCT - Jin
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0 • Off Topic Disagree Agree Likevs T. Hawk : st.fierce whiff punish shines in this match. If he whiffs any medium/fierce normals, just press fierce. If you're not in the lead, look to whiff punish with sweep and mix up on knockdown.
vs Deejay : Last I remember, I could walk up jab/short at him for free and be safe. Jumping is the wrong thing to do on his wake up, IMO. It's really hard to time vs his EX up kicks. But when I do low jab/short it doesn't even hit me, I dunno why?
vs Abel (Breathless) : Try to stomp over it if you're in trouble. If you're at like mid range, try to jump back and dash away before he reaches you (I've had some wacky shit like that happen, just throwing it out there). If they try to use the corner setup you can just wall jump out, or if it's spaced really tight you can try to wall jump then stomp over them.
vs Fuerte (U2) : Don't sweep at him with ultra.
Team "Get that shit outta here"
So, do YOU know the match-up?! - team gdlk
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0 • Off Topic Disagree Agree Likeme: dude gouken is basically an akuma, it's just that he dies to akuma
niten: he died because he forgot how to srk
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0 • Off Topic Disagree Agree Likevs ryu and akuma I usually try to get Super asap since most of their blockstrings become unsafe. also, getting combos vs akuma as chun is hard so it basically comes to hit him as much as possible with your normals.
I also dont really use meter vs Boxer. I can punish all his specials on block with Super, most of the time Im zoning him soI try to be at a certain distance.
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0 • Off Topic Disagree Agree LikeIt says that you can throw him out of normal tt but not not ex tt
This is actually backwards... normal tt is invincible to throws and ex is invincible to to normals
But otherwise, those notes are completely useless to an abel mainer
Then he called me bro
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0 • Off Topic Disagree Agree Likedf.HK can stuff wake-up U2. She flips over him and hits him right in the back of the head, stopping the ultra.
I was playing really aggressively online, and was about to kick myself for throwing out the df.hk, but it stopped the ultra. The Rufus player didn't do anything for the rest of the round and just let me win the match.
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