Обсуждение:Chun-Li

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Матчап с Фуерте

I have a lot of experience in the Fuerte matchup. I used to play a lot against Kai (happytang on SRK), among the best, if not THE best, Fuerte player in the US, back when Arcade Infinity was still open. He's since gone into semi-retirement, but the one big piece of advice I can give you is that you can't approach the Fuerte matchup like any other matchup in Street Fighter. Because his mixup game is unconventional, you have to play unconventional.

Fuerte is one of the few matchups for Chun where I honestly feel that rushing down is your best option. El Fuerte excels by making you guess and making you think. If he does his run, he could slide (low), splash (high), crossup splash (high, other direction), grab (you're fucked), stop and airthrow, stop and command airthrow, stop and ground throw, stop and command overhead, stop and block string, or just stop and do nothing.

This is TOO many options. Your best bet is to not allow him to use these options. El Fuerte has awful defensive game aside from using meter to escape with EX Dash, and that meter is better saved for Fuerte's other options. Once El Fuerte is in the corner you stay half-screen to 3/4 screen away, he has almost no options.

Also, on wakeup, I like dashing forward against El Fuerte. Don't do it all the time, but it will get you out of sticky situations occasionally.

Ультры от Skatan:

vs. Gief U2: I prefer u2 in this matchup, st.hk can already punsh him for trying to lariat through fireballs, and u2 is a good anti-air that sends him fullscreen away again, without having to leave the ground.

vs. Rufus U2: This is a bit of a toss-up, both u1 and u2 works, but I prefer u2 since it's relatively easy to land it once a round against him. I use focus dash c.hk to deal with c.hp so I haven't felt the need to have u1 to punish that specific move.

vs. Boxer U1: I agree with u1 both against dash punches and I have setups to land st.mp that works especially well against him.

vs. Fei Long U1: Zoning him with st.mp works really good, so landing that ch st.mp happens quite often, so it's always nice to be able to add that delicious u1 damage to that.

vs. Sakura U1: She's the type of character that ex legs usualy just lands two hits on, that's why I prefer poking against her with st.mp, since she wants to be using c.mk and st.hk, so landing that ch st.mp happens relatively often. in 2012 I can see u2 getting more use in this matchup though.

vs. Gen U1: Chun is the dominant poking character in the matchup I prefer u1, like always, because of ch st.mp into u1, it's also good for punishing him for doing meter building dives.

vs. twins U2: about u1 against palm, you don't have to comit to it, you actually have quite a bit of time after you've seen the palm go into active frames before you have to do u1, because it's got so many active frames, and you have to count in the recovery too. Chun can already punish meter building palms quite easily with st.hp/c.hk so u1 isn't necessary to stop that. U2 is a well needed damage boost and it can be used as an anti-air too.

vs. Chun U1: I'm all for u1 in this matchup since it's a poking heavy matchup, it punishes her fireball and punishes hazanshu both on whiff and focus absorb dash, u1.

vs. Guile U1: This differs from player to player, online I will always use u2 since reacting to lp boom is very unreliable, offline I will only use u1 since I can react fast enough to punish it when I am looking for it. It's very difficult to approach Guile in any other way legitimately so u1 is a must here for me.

vs. Claw U1: same as the Gen matchup, and it juggles him easy in the corner .

vs. Viper U2: landing u1 concistently against her is impossible, u2 works well as an os on her wakeup and landing ex legs it's added damage.

vs. Akuma U1: punishes jumpback hado and I have a nice safejump setup that punishes backwards teleport with u1 and forward teleport with hazanshu, so unless they use u2 then this matchup is heavily leaning to using U1.

vs. Dudley U1: Chun rapes him in poking so st.mp u1 happens often, punishes ex mgb on block and it's possible to setup lp kikouken, u1 if they dash under it.

vs. Juri: Same as against Guile, u1 helps A LOT.

Матчап с бизоном

- If he starts zoning you on the ground with f.st.MK or f.st.HK, EX Hazanshu. The startup invulnerability will get you past his leg, and Bison has two options from there - block if he has time, or get hit. Do it enough and he should stop zoning you whenever you have meter.

- For a meterless punish on his standing HK or MK, if you're brave, do a quick Focus Absorb, then dash in and throw. If you want to be braver, train him to throw tech after, then dash in and Hazanshu (to blow up his throw tech) > cr.LK xx EX Legs.

- Be aware of his ambiguous looking crossups. Off of his backthrow, he has a very easy setup where he can jump from the same position and either will or will not cross up based on which button he presses (usually HP or LK/MK).

- If his block strings aren't tight, cr.MP after a blocked Scissor Kick, then cr.MP or Sweep after (regardless if it hit or was blocked) in case he pressed a button or tried to do something else.

- Generally speaking, cr.MP goes under or beats most of his ground pokes. Cr.MK also works well in footsies.

- Be careful about walking back if you are mid-screen distance, his Sweep/Slide is deceivingly fast. If you think you can bait it though, start walking back and then charge focus and backdash. If you do this right, you will backdash in time to block if he does Psycho Crusher, but also will backdash in time to Focus Absorb his Sweep or cause it to whiff. Worst case scenario, you backdashed for no reason and are now at a safe distance.

- Never charge Focus up close against any halfway decent Bison player - he has too many ways to punish you for it.

- Chun's Sweep beats his Devil's Reverse and his Headstomp followup (Skull Diver) - but not Headstomp itself.. however...

- In Super, df+LK was a good go-to anti-air against Headstomp, the Headstomp followup and against Devil's Reverse. However, in ARCADE EDITION, df+LK is a bad choice against Headstomp. It will trade - he does more damage, and you are out of range to follow-up with Ultra 2. If he did EX, he does a lot more damage, and he knocks you down. Don't bother trying to use it against Headstomp / Devil's Reverse in AE.

- There is an easy way to tell the difference between Headstomp and Devil's Reverse if you are paying attention: Bison gains meter on execution for Headstomp (as soon as he leaves the ground), but if he did Devil's Reverse, he won't gain meter until performing the actual Devil's Reverse in the air. If he does empty Devil's Reverse, he won't gain any meter at all. If you watch his meter (and if he doesn't have Super), it will make it easier to tell when he does Headstomp versus Devil's Reverse.

- Be aware of the fact that some Bison players like to use empty Devil's Reverse as a mixup, then throw you on landing since you are expecting to block. Something that can help is trying to do a late throw-tech whenever you think you should get hit by Headstomp. If he throws you on landing you will tech, if you did it right and he actually did Headstomp, you will block (because of late throw tech). Bison theoretically can empty Devil's Reverse into Ultra 1 to punish you for trying to throw him. It's unlikely he'd try but be aware for it.

- On his wakeup, utilize j.HP HCB+Taunt option select (fierce-fierce, or HK Hazanshu upon landing) to punish him for teleporting. This will also get you to safety if he tries to use a Psycho Crusher or Scissor Kicks on wakeup.

- On your wakeup, EX SBK is usually a bad idea as he has a lot of options for stuffing it. Blocking is almost always your best option. Second best is backdash. However, EX SBK can be useful inside blockstrings.

- In the air, if Bison only connects one j.MP instead of two (his air target combo), he can follow-up with a lot of moves on the ground. However, each of his followups is a reset. A lot of Bisons who do this like to cancel the followup into another move like Scissor or Psycho. You have an opportunity after the reset to EX SBK and it will beat whatever he cancelled into.

- Airthrow beats Bison's Ultra 2. If you miss on the airthrow, you still have time to punish him after he lands. In fact, in my opinion, any time you are both in a neutral state and he does Ultra 2, you should jump forward and airthrow. If you miss, you can still punish afterwards.

- Be very careful about Bison players who do Psycho Crusher after a knockdown because it can crossup. The timing for it is weird, so if it seems like he did Psycho Crusher too early, block the other direction.

- If Bison jumps in, something I have been trying lately is cr.HP xx MP Kikoken. The cr.HP brings Chun low enough to the ground so that she either anti-airs or ducks his jump-in, and if you hit him with it, you get the cancel into MP Kikoken (which is impossible to punish because of the amount of time it takes for Bison to get back onto the ground), if not, you're almost even frame-wise (slight disadvantage on recovery from cr.HP). It's a tool I started using against Adon's Jaguar Tooth (off-the-wall dive kick) initially, and realized it had uses in other matchups as well, namely this one.

- Bison has a pretty good forward dash. I have seen a lot of Bison players Focus Absorb absorb a poke, Dash Cancel and throw on your recovery. If you can hitconfirm Swedish Firecracker (st.MP xx EX Legs), definitely do that any time you are going to poke at him. Otherwise it's going to be intuition, whether or not you think he's going to Focus Attack. If you can't do Swedish Firecracker at all, a modest substitute is using only st.MP to poke, and then following up with Jab or cl.st.HK xx EX Legs/Hazanshu if he dashes in. You might not always get it in time but it does work occasionally.

- Due to Bison's good dash, I suggest using faster pokes. I would try avoid f.st.HP and f.st.HK in this matchup except as anti-airs. I like to use st.MP a lot because I know I can cancel it if I need to, plus it also recovers fast enough to throw tech if he focus absorbs and dashes in.

- Avoid using EX SBK against Bison's jumpins. When spaced correctly, his crossup can stuff EX SBK, and so can his j.HP. Either block, nj.HK, or jump-back HK/MK.