Because every character specific forum needs a vs Chun thread.
Use this thread to discuss strategy, technical data, and so on…just make sure whatever info you share ties back to how Ryu can beat Chun Li.
unknown Ryu SAII (??/Ruu?) - terrible sound quality
20060107ranbat ??? (Namijin) SAI
SBO 3 teams frankie3s SAIII
sbo33-09 ?? (Ruu) SAII
game41 jap 3 on 3 - Y 2 J SAI
unknown Ryu SAI (Y 2 J?) from Tokyo Ranking Fighters
FFA Ranbat 2-4 BEST BOUT Amir SAIII
**- **After a parrying Chun’s cr. forward, Ryu can attack using any move with a 5 frame startup or less. 3rd strike grants a +3 frame advantage for parrying a forward (mk), or strong (mp) attack. Executing an attack with 5 frames after a parried forward essentially makes the attack 2 frames. Chun Li’s SAII has a 3 frame start up. Therefore, Ryu’s attack will beat out Chun’s because 2 is faster than 3. This means Ryu has these options: throw, jab, close jab, short, strong, close strong, close fierce, close forward, crouching jab, cr. short, cr. strong, cr. fierce, srk, and SA.
However, Ryu’s safe options after parrying chun li’s crouching forward are much more limited. Throw, close fierce, and close forward are risky because Chun players will rarely do a cr. forward close enough for the range of those moves to come out. Standing fierce and forward will be punished by Chun’s SAII at any point she cancels into the super on reaction to Ryu’s parry. Landing a cr. fierce, cr. short, or crouching/standing/close strong depends on the distance Chun does her cr. forward from. Srks and SAs have great start up times but run the risk of improper execution, especially in such a tight window. It is safest to do a jab (which can be canceled into a SA, cr. short or srk, for example) after a parried cr. forward; or just block/tap foward for a parry while you wait out her cancel window before attacking.
While Ryu’s jump comes out in only 2 frames, it does not work because the first few frames the character is vulnerable - not considered airborn(?), cannot parry etc…
An alternative would be to UOH (strong+forward) after the parry. This causes Ryu to be airborn and take damage from the first 3 kicks but knocked back out of the way of the rest of Chun’s super, leaving her open for the combo of your choice. The other downside to this move is that UOH must be done with the forward and strong buttons. The UOH may be executed incorrectly by not pressing the two buttons virtually simultaneously and result in one of these normals coming out to be stuffed by her SAII.
**- **Chun’s SAII has a 3 frame start up, which can be parried after the super flash. Her crouching jab is 2 frames and her air throw is 6(?). Her crouching forward has 6 frame startup, 1 hit frame, 13 frame recovery, -2 blocked disadvantage, -1 hit advantage, 0 frame courching hit advantage and can be canceled at any point in its recovery.
**- **Chun has the slowest wakeup in the game with 87 frames and a tech roll of 60 frames. However, she is the only character that does not posess a standing wakeup frame.
**- **Ryu’s toward dash has a 1 frame start up, lasts 13 frames with 5 frames being recovery frames, which can be special/super canceled. His backward dash has a 3 frame startup, lasts 11 frames with 5 recovery frames. Ryu’s backward dash travels half the distance of his toward dash. Ryu’s maximum toward dash distance is at the farthest point short tatsumaki(hurricane kick) will hit Chun Li. The backward dash puts Ryu within 1 or 2 pixels away from standing/crouching jab range against Chun, but at the very edge of where crouching strong still hits her.
**- **Chun and Ryu can dash cross up; see [media=youtube]ZMJXXOe1CjE"[/media]
**- Each hit of Chun’s SAII does 1 damage when blocked, except the last kick which does 3 damage (2 damage when health gauge is below 20%) for a total of 19(18) damage, which is about as much as her throw or back+fierce
according to attack data in ps2 training mode.
**- **SAI hits 3 times on Chun from jab and strong srk xx except when she is in the corner. It hits once or twice depending on distance Chun is in corner from jab srk and always twice from strong srk.
**- **Chun’s SAII passes through Ryu’s already released projectiles
**- **standing jab, strong, fierce and roundhouse whiff against crouching Chun.
**- **Ryu can jump cross Chun up in the corner upon her wakeup after a throw (jab+short)
**- **cr. short, cr. jab(?), EX srk; and cr. short, close jab, EX srk combo against standing chun
**- **cr. short, cr. jab, cr. short; and cr. short x3 combo on Chun.
**- **Ryu is just out of Chun’s cr. forward range after she blocks his cr. short x3. He is also out of her cr. forward range after she blocks his standing fierce, standing strong, and standing roundhouse, though all of these moves whiff against her when she is crouching.
**- **standing strong xx EX hadouken combos on Chun, but the distance is extremely tight - just outside close standing strong
**- **toward + fierce has a 18 frame startup, 1 hit frame on the first hit/ 3 on the second hit, a 12 frame recovery, +2 blocked advantage, +3 hit advantage, and +5 crouching hit advantage
**- **toward + strong can stuff her EX spinning bird kick
**- after a block, she can reversal super the following moves: hadouken (also hit standing and crouching), forward (also hit standing [and crouching block?]), roundhouse (crouching block), close fierce (only standing block), crouching fierce (also hit standing and hit crouching), crouching roundhouse, tatsumaki senpukyaku, or “hurricane kick”, EX hurricane kick (only standing block), srk, EX srk, joudan sokutou geri, or “joudan”, EX joudan, SA1, SAII, SAIII (after 1-3 hits), and UOH
*only 1 frame available for Chun to get reversal super and may also be strictly dependant upon distance
**- **Ryu’s cr. forward has more range than Chun’s
**- **Chun’s kara throw range is just inside Ryu and Chun’s overlapping shadows. On crouching Ryu, it is exactly where the shadows touch
**- **Ryu’s kara throw range is the point where his standing jab first hits Chun. Ryu should almost be touching the tip of her boots.
**- **Chun’s UOH xx SAII is just outside cr. forward/standing short and inside standing strong distance. Note both st. short and strong have deceptively large hitboxes. Toward + roundhouse links against crouching ryu from her cr. forward distance. Chun’s kara UOH xx SAII is slightly inside her standing fierce range.
**- **Chun’s back+ strong, close jab, jab, and forward whiff against crouching Ryu. depends on ryu’s breathing in his crouching state, strong sometimes whiffs. At this distance, Back + fierce punch will hit.
**- **Ryu can safely punish chun on her following blocked moves: kikouken (excluding fierce strength) and all 3 SAs. EX spinning bird kick can pull the opponent toward Chun, but once the opponent blocks one of its hits, he/she is pushed away. It gives Ryu an 8 frame advantage to deal with, but from the distance he is usually pushed back, even SAI is not a safe counter. Crouching forward and cr. roudhouse require strict timing and can wind up as parry bait or just a punished blocked cr. roundhouse.
**- **Hit/Blocked EX hadoken misses on second hit against crouching chun starting from slightly outside close forward/strong/fierce range and inward - does not knock her down. Chun is still pushed back by the first EX fierball, but she can counter with SAII (does not need to be a reversal).
punch her face