Ok, back at work so making some good use of my paid time :bgrin:
Against Chun - if played properly, this matchup is actually in your favour. Kinda…
You have to jump on this bitch. Mount her and don’t get off. Don’t let her get on top and ride you. And watch out for the footjobs…
Now once the ho knows when you’re gonna jump and what you’ll try, she has good counters.
Air fireballs have to be real deep - the deeper the better as that’ll keep the bitch in check. Otherwise she can actually f+fierce you which somehow places her under the fireball as she shows you that fist. Basically the air fireball should be your wall as you land - don’t think of it as something to hit her with. Chun herself is a sort of wall, but you can approach her slowly if you use air fireballs well.
Demon flip is somewhat confusing. Watch Jap vids and how Akuma just seems to totally dominate Chun with that demon flip. Then try the same on a good Chun and watch them dash under, jab you out or even air throw you!! Unfortunately I’m not sure what the ‘sure thing’ is here. I’ve just messed around with it A LOT and nowadays my demon flip success rate against good Chuns is increasing slowly. I’m very lucky in that two of London’s best players use Chun and they can usually win 70% of their games against me.
Few things to remember are:
When you reach the top of your demon flip, you have to look for whether Chun is trying to walk/dash under. In that case, cancel into divekick as early as possible and it may place you away from Chun. If she is just standing there, cancel into the dive kick at the last possible moment to actually hit. Confirm into a massive combo or into another flip setup.
If she’s developed a habit of jabbing you out, its time to use the kick or punch off the flip to trade or beat the jab. So now you’ve conditioned her to stop using jab. She still has a VERY GOOD anti flip move - cr.HK which can sometimes beat the dive kick clean if timed well. But there’s also a weird timing where she can’t use that move against you. Like I said - its confusing so just mess around with it. Even when the Chunners can punish you for it - STILL mess around with it. You WILL find some sort of strategy to using it safely against her. And tell me about it when you do :bgrin:
Back to normal jumping…
Right, so now that you’ve frustrated the hell out of Chun with those air fireballs, she’ll probably lose patience and try to meet you in the air. Not sure how many Chunners know this, but Chun can throw Akuma out of the air even when he’s doing a hurricane!! Obviously the timing has to be perfect. Anyways, the closer you get to Chun, the chances of her jumping (or you trying something to get in) increase. Fierce Dragon her out, try air hurricane if you have the guts, or do the Yuki (acho) thing and just mk them out of the air then SA1 :badboy:
Her spread eagle (straight jump HK) is also annoying and effective in terms of keeping you from jumping in. It can come out surprisingly quick as well, so don’t forget those option parries in the air. You’ll see how Chunners sometimes jump up straight as you approach them - make her land into your SA1 - otherwise just stay away since she can do terrible things to you after jumping straight.
Remember, always give preference to air fireballs against her. Even if she parries one as you land - she can’t punish you (assuming the fireball went in deep enough) so you’ve pretty much gained the advantage. Compare that to if you just pressed kick instead - she could parry and punish you text book style.
If you play against a Chun that likes to jump, stay on the ground. Dash under her jumps and fuck her from behind.
Another thing I like doing is jump up straight right next to her. Be ready to parry the jab reset or whatever she throws out then punish. Its not easy though…