i think chunli beats joe in every way.
distance fighting (4/6)- chunli is a good jumper, so she doesnt have any problem with his hurricanes. plus theres so much time to react on all his moves, not just those. the slash kick is okay if blocked, but its not really that useful. chunli doesnt really have any long distance moves either, but she can wait/poke til joe whiffs something and just jump over. unless shes full screen away.
my advice: don’t do this. its boring and slow. better to go to her before she starts going to you.
pokes (1/9)- i usually poke with joes tnt punches (rc always), but that requires a dash in, roll, jump, or whiffed normal. chunli’s mp can handle those okay. especially the whiffed normal. the one thing that is in joes favor is the damage. chunlis mp = 5 8 13, +1F, 800. joes hk = 7 2 29, -1F, 1400. if joe (HK) trades with chunli (mp), its in joes favor. any other time, its in chunlis favor. trading damage might be low for chunli, but mp links to supers, so if she has 3 bars, you’re dead.
my advice: knockdown if you get a chance and move in close. or stay just out of mp range and try to sneak in tnt punches. jab hurricane might also be useful, but be careful cause if she gets hit/blocks within mp range, she can mp -> super before you recover. as for poking, i dont know. im not that good at it.
wakeups (3/7): in my opinion, joes best feature overall. but chunli counters them well. chunlis rc has 1 more frame of invincile than joe. 1f isnt that much, but it makes it 1f harder for you to time. so…
tnt < throw
tnt < kicks
throw < kicks
double cyclone > kicks
double cyclone > throw
double cyclone < blocking
tnt > blocking
throw > blocking
Of course theres more, but i think this is enough to ruin joes wakeup options.
my advice: start from a distance. usually i like to be right in there, but vs chunli, distance is better because its harder for her to throw (you can still be thrown out of tnt because it moves forward too much before it starts hitting), and if you double cyclone shell roll right into it.
chunli has crossups, joe has j.forward, but i’ve never hit it.
chunli has c.rh which covers anything joe can jump in with.
i think thats enough.
random shit (8/2): yay. he finally wins at something. too bad its at the least skill/randomest/lowest chance of working/scrubbiest thing.
double cyclone > mp (this is kindof stupid though)
double cyclone < nothing/blocking (see note above. this is why its stupid.)
double cyclone > jumps (be careful. hitting high -> less damage. hitting low risks her landing & blocking because it takes so long for double cyclones to come out)
double cyclone > rolls
you can also do random back dashes when she tries to jump in/cross up you. then if youre lucky shell be in screw upper range and you can get good damage off of only 2 bars.
overall: she cant really do anything when you have lvl3 without getting hit. gets an (8/2) ranking because it depends on having a lvl 3 which takes time, and you might miss.
joes life > chunlis life (320, 400, 468, 560)
joes stun = chunlis stun
joes roll < chunlis roll (the same except last frame of invincible for joe is upper body)
joes throw = chunlis throw
chunli has air throw, none for joe.
no overheads for joe, and cant even really jump.