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Thursday, October 13, 2011

Chun Li vs. Balrog


                                 Overview- This match is all about controlling space and knowing what your opponent wants to do. Balrog is a straight forward character with not many tricks. Punishing his dash punches and aa'ing him is the key to victory. It will make your opponent have to beat you in footsies where he can seriously get the job done. Learning the ranges and spacing on his normals and specials are a must in the match up. When Boxer does get close to Chun it is very important to be patient. His counter hit set ups hurt and tick throws set up devestating oki. A 3 frame jab is no Chun can frustrate any boxer when played to the max. Also she can abuse him on wake with her, throws, CH set ups, and OS. This is a struggle for Boxer.

                                 Pros- Her makes Headbutt whiff
                                           Her super punishes all variations of dash punches that hit her on block
                                               and sweep.
                                           Kikouken makes Balrog have to take risks

                                Cons- When he gets close, its hard to get away
                                           Predictable fireballs will make you lose tons of damage.(Dash Ultra,Jump Over,ect.

                                Option Selects- The most important os in this match is J.Hpx2 OS Sweep

                                OS Sweep from J.Hpx2- This OS beats all headbutts , safe jumps them, or even make them whiff. This video will explain how to go about doing this. Credit to MagnetoManiac. About 0:51

                                 Jab Fierce OS- This OS beats Backdash but loses to anything else. Check out my other post if your not familiar with it.

                                Ultra of Choice-U1- Punishes any Dash punch twoards you if you have the reaction,

                                                          U2- Can combo anywhere. Pick the ultra you feel more comfortable with.

                              "The Super that shuts down all"- Saving your meter in this match up is very important. Balrog will be extremely limited. Every Dash punch will become punishable making the match up IMO turn to a 7-3. Zoning on top of the fact that he can't dash puch or sweep makes it horrible.

                Super Punishes
                All Dash Straights- punish- Jab punish except for ex or focus
                All Dasn Low Smash-punish- Jab punish/Breaks Armor
                All Swing Blow-punish- Jab Punish/Breaks Armor
                All Dash Low Straights-punish- Sweep or U1 punish except for ex or focus
                All Turn Around Punches-Breaks Armor
                Sweep-punish-or focus

                                 AA'ing Boxer is easy. His hitbox is wierd on some of his jump in though.
                Jump Hk= Your
                Jump Hp= Your or St.Hp

                                 "Buttons vs. Buttons"- Chun and Balrog have some of the greatest footsies in the game. They can go toe to toe in the footsie department. Like I said before, learning the spacing for his attacks are the key to the player respecting your spacing. Boxer has a couple of good normals to watch out for.

              Sweep- His sweep has a lot of range and generally safe on Chun's block because of pushback  Learn how to focus very predictable Boxer who abuse this. Your and Sweep whiff punish his sweep with easy. Stay in that range and wait for it.

              St.Hk- This move has hella range and hurts. Another move that can be focused. Its also used alot in counter hit setups. Your,st.hp,and sweep deal with this move.

     Far reaching hitbox for a crouch strong. Used after walk back to tag stand techs or a button. Usually cancelled in to dash punch. Your St.hp reaches this normal.

              Jab- Nothing lol. Recovery is to good. Be careful about trying to do walk up counter hit setups on Boxer its a hell of a risk vs. a 3 frame jab. 

                                Meter- Besides stocking super to punish all of his options using your ex SBK to keep him off of you should be used wisely. Being Baited can makes all of your zoning go down the drain. Read how aggressive your opponent is and react accordingly. Ex FireBall is a good choice from time to time to throw off their ex dashes. I use ex legs only if the punish will be worth it aka death or big damage combo.

                               This match is a turtle fest mixed with rush once you knock him down. See what type of Rog your fighting. Is it the dash punch spammer that loses to you neutral jumping all day or the patient rog that engages in footsies and knows how to walk and block. Once you know, it will be easier to know what to do. Please leave comments and continue to support me.
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Friday, October 7, 2011

Updates Soon

Sorry guys, been busy learning stick and trying to level up my game. Im back now and will do my write up for Chun vs Rog in the next few days.

Sunday, August 7, 2011

Chun Li vs. M.Bison


                                    Overview- This is a perfect example of a "cat and mouse chase". Both character are looking to get health lead and sit on it. Chun has a slightly easier time because she does have a fireball. Bison with meter can escape many different situation that alot of character can't, so its hard to keep him under wraps without guessing. They both have very fast normals which can be very deadly to walk forward on with a 3 frame short into a free combo. The character that does get life lead first is at very good advantage since the other character has to give up charge to chase them down. Staying solid and patient is the only way to defeat Bison. Without patience, you can not defeat this character. Mobility is also a plus to not getting backed into a corner. It can be a nightmare without the proper

                                    Pros- She can keep him out until he gets 1 bar
                                             Dash U1 punishes Devils Reverse on whiff and cross up psycho can be U1'ed.
                                             Super punishes far
                                    beats psycho and scissors

                                    Cons- When he has meter, you have to be cautious about fireballs
                                               It's hard to contain Bison with his many wake up options
                                               Bison J.fp is very hard to anti air
                                      sometimes whiffs on his standing hit box (use

                                    Option Selects- The most important OS to master in this fight is OS Hazanshu from J.Fpx2.
                                    OS Hazanshu from J.Fpx2- This OS beats Tele and avoids Psycho. This video will explain how to go about doing this. Credit to MagnetoManiac. About 2:03

                                    Ultra of Choice-U1- Punishes Devil's and cross up Psycho. Bison falls out in the corner sometimes though.

                                                            U2- Combos from everything and can be used for an AA. Chose which ever ultra feels right.

                                    "You can run, but you can't hide"- If Bison gets life lead first and sits on it, frustration levels can start to rise. Stay calm, 99 sec is a long time to come back.  Learn how to walk the opponent to the corner. Bison is very limited if his back is to the wall. Usually they will try and Psycho out which can be baited by jump back or U1'ed after the cross up. Try and always be a step ahead of the Bison player. Now lets say they dont walk themselves to the corner and they know how to stand there ground with solid footsies. If there holding downback then scissors is the only real problem which can be solved with is a good tool to beat scissors, but dont abuse the poke because it does have slight recovery frames. Neutral jump Hk is good to but can get beat out by his far Hk. Bison best two pokes(Far Hk and Far Mk) are both fast 6 frame attacks. The best option to deal with these are focus crumple or dash through combo. Keep in mind that when a Bison walks forward they give a way there charge meaning little risk to focus there next poke. If you get predictable, they can of course dash up throw. Far Hk and Far Mk can be whiff punished by Far Mp or Fp. Anytime you knock him down try and mix him up and get life lead. If he has meter bait, but dont respect his wake up to much or the opponent will be in your head. Try and make him waste that bar.

                                      AA'ing Bison- Trying to anti air with the normal we usually use get beat out or trade in his favor. Try reacting with a J.Hp or air throw. His J.Hp just has to much priority. Lvl 1 Focus helps also.

                                      "You can run, but you can't hide"Part2- If Chun gets life lead first its alot easier to keep it. Having a great fireball and Bison have a floaty jumps really benefits us. If he jumps go air to air with him. If he FADCs' through a fireball Hp him in the face. If he walks and block, mix in hazanshu and occasional dash up throw. The hard part about these tactics are trying to not corner yourself and not throwing a bad fireball. Bison's jump in combos are no joke. Try and stand your ground with and If he starts to focus them,wait for the focus and jab it. Staying mobile is the key to winning. Try not to stay in the same spot to long. Avoiding the corner isnt easy but is possible. If you do find yourself trapped in the corner there is a couple of key button that will get you out.

                                         "How did I get here"lol The Corner- Bison's Scissor pressure use to be a nightmare until I learned the proper buttons to press. There are a couple of different situations.
  • Scissor-Short = Holding Back in the corner will make the short whiff/ will whiff punish it.
  • Scissor-Scissor = St.lp, Hazanshu, or any button 9 frames or lower
  • Scissor- Delayed Scissor = St.lp,, Jump back Hk, or block for saftey
  • Scissor-Hk = St.lp or C.Hk
  • Scissor-Ex Head Stomp = Whiff the St.lp then Dash forward for a free combo.
St.Lp has to be one of the greatest option she has vs. his pressure. It very fast and safe. Dont panic when you get cornered. Be patient and you will get out.

                                             Meter- Chun and Bison are very dependent on meter. Bison probably slightly more but none the less both character need a get off of me tool. Bison's strings can be Ex.SBK'ed. That string is broken up. Tip range Scissors can also be reversed out of the blockstring. Becareful not to get baited but always remember your options. Baiting Bison into waisting meter is key to breaking there defense. Bison without  meter is Chun Li's revenge all Any Ex Devils reverse twoards you can be, into ex legs, or focused through with a combo. If they want to corner themselves while doing that move, go ahead and let them.

                                             This matchup will test your patience and spacing. Bison can be annoying, but hopefully I helped out. Keep supporting the blog and spread the word.

Saturday, August 6, 2011

Chun Li vs. The World Warriors

                     I created a match up chart of Chun Li matches in AE. This is my opinion on her many matches from most of my experience and notes. Comments can be left if anyone has a question about one of my decisions.^_^ enjoy

  1. Abel-6/4
  2. Adon-5/5
  3. Akuma-4/6
  4. Balrog-6/4
  5. Bison-5/5
  6. Blanka-3/7
  7. Cammy-4/6
  8. Chun Li-5/5
  9. Cody-6/4
  10. Dan-6/4
  11. DeeJay-5/5
  12. Dhalsim-5/5
  13. Dudley-6/4
  14. E.Honda-7/3
  15. El Fuerte-5/5
  16. Evil Ryu-6/4
  17. Fei Long-4/6
  18. Gen-6/4
  19. Gouken-5/5
  20. Guile-5/5
  21. Guy-6/4
  22. Hakan-6/4
  23. Ibuki-6/4
  24. Juri-5/5
  25. Ken-4.5/5.5
  26. Makoto-6/4
  27. Oni-6/4
  28. Rose-5/5
  29. Rufus-4/6
  30. Ryu-5/5
  31. Sagat-5/5
  32. Sakura-6/4
  33. Seth-5/5
  34. T.Hawk-6/4
  35. Vega-6/4
  36. Viper-4/6
  37. Yang-4/6
  38. Yun-4/6
  39. Zangief-6/4

Good numbers, struggling mostly with the top tier. Of late, Ive been training and thinking in a new way about the game. Hopefully that will change my top 16 performances into top 8 and or win. I still got faith in Chun.
I will be starting my vs. Bison Guide soon.

Sunday, July 3, 2011

Texas Bar Fights 4

Was a great tourney as usual. Had lots of fun and good games. I won SF4 for the 3rd time^_^ and Blaz for the 1st time playing Tsubaki since the low tier Here are the winner finals and Grand Finals vids of SF4.

Wednesday, June 29, 2011

My Thoughts on Chun Li in AE


              Nerfs- C. Hk stun got reduced and St. Mp damage got reduced generally meaning you will have to poke your opponent more times to end the match. 
                          Her Focus Attack is much easier to hit now.

                          Df.Lk has more start up now so its harder to use as an AA. In most cases you can not combo after trade anymore.:(

               My thoughts: Chun is still a good character but you have to work even harder to win in many of her match ups. The C.Hk and St.Mp nerf make some match go on longer than expected. Can't say that im a fan of that nerf. The Df.Lk nerf really has hurt my gameplay. Not only is it really slow, but no combo after trade is whack IMO. Now im forced to aa with either ground normals or jump back fierce. She feels alot like vanilla Chun. This version of Chun will surely step up our reactions. Most of her matchups are the same just a little longer. With AE introducing Yun,Yang,Oni,and E.Ryu, Chun has many new matchups to explore. Its soon but IMO I will say she loses to the twins 6/4 and goes even with Oni and E.Ryu. I would say now she is a solid mid tier character. All the Chun players must pull together so we can push our character to the top and win a major tourney with her. Some have came close, but one of us will do it some day.^_^!

               The next match up I will cover is M.Bison. So stay tuned and continue to support me.

Thursday, June 23, 2011


Did okay. Went 4-2 using Chun and Rose. Lost to Shinji's viper and Mago's Fei. Still waiting for the vids to be hopefully posted. I know some of the mistakes I made can be easily fixed. I have to tweak my spacing vs. Fei more so I dont get put in the corner in the first seconds of the match lol. Viper on the other hand is just my worst nightmare , but I did good though. My next write up will be about my thoughts of ae Chun. That should be fun.^-^

Wednesday, June 1, 2011

Chun Li vs. Ryu


                                Overview- This is a classic match in SF. The battle of footsies and reaction. Ryu vs. Chun is going to come down to who played the match better. Who made that extra whiff punish to put the other on there back or who let the AA slide and because of that ate pressure that shouldnt have happened. The match up is about capping on the other mistakes and running with it. Chun's footsies are better than Ryu but he is not far behind. Ryu's fireball is better than her's. This classic match is a tug of war where each character wont budge unless they have to. With this match up being so balanced its hard to say what counters what, so I will try and go into detail below.

                              Pros- U1 and Hazanshu punish FireBalls
                                       When your stocked with Ultra the match up changes in your favor
                              and punish his with ease.
                                       U1 also punishes his sweep on block.

                              Cons- Beware of SRK
                                        His stuffs alot of Chun's pokes
                                        Hadouken is better than Kikoken in this case

                              Option Selects- Not to many to really focus on. Should always be doing short sweep os though.

                              Short~Sweep- This OS beats BackDash. Simply press and and together. If they block you should get 2's. If they backdash you get sweep. This work on a nontechable knockdown.

                              Ultra of Choice- U1- Shuts down Ryu's options to throw the fireball and making him have to come towards you. Also you can Ultra from tip and Ex tatsu on block if you stand Block it.
                                                        U2- Can be useful for very quick damage asuming that for U1 they will stop throwing plasma when you get it. I perfer U1 though.

                              Hazanshu"When To Do/When Not To Do" Whats the - I feel that a good Ryu can tell when the Chun player is thinking about Hazanshu and if you do it they react with focus through with a hefty punish. Some Ryu players just hold focus for a short time just to tease the Chun player into damage. If you have bar you have to learn Dash Legs which will make them think twice. Reacting with Dash Legs takes practice but once mastered makes the Ryu have to wait and react instead of teasing. Dash up throw helps also. Doing the Hazanshu on reaction to the FireBall is easier said than done but is possible. Watching either Ryu's hands or hearing Hado helps. I personally watch his motion and listen. Try and never do a random hazanshu vs. a good player. It rarely works. Now a hazanshu to bait the os tech or stand tech is more like it. Even gettin through frame traps with it is very helpful. For ex- after the first Mp there is a gap which since we dont have a Dp, hazanshu is the next best friend. Hazanshu is a very good tool to use but can not be spammed.

                              AA'ing Ryu- Distances- DF Lk hits all ranges, St. mk hits mid range and sometimes can turn into Close which works also, Far Hp hits at the far range which sometimes can trade with his J. Hk, beats all jump attacks except late attacks such as J.Lk and J.Hp, and C.Hk is the same but trades with late J.Hp and gets beat by J.Lk. Air to Air Chun wins with J.hp and throw.

                             Good OL' Dragon Punch- One mistake of a player is to fear Dp,DON'T. Just know that its there and bait occasionally. If the opponent is DP happy the win shouldnt be hard at all. The opponent that is unpredictable is a scary foe , but making them want to DP with the usuage of frame traps and pokes and baiting at the correct times and ranges puts them in mix up. Making them not even want a DP. Thinking with that mentality as a Chun player will boost your confidence in your pokes and pressure. And remember, blocking there DP and making them spend 2 bars eliminates DP ultra and saftey ^_^.

                             Hado vs. Kiko- Ryu having a command FireBall while we have charge automatically puts him at slight advantage. His recovery is about the same as our Mp version. Ryu spamming plasma at the beginning isnt the smartest idea judging that he is giving us ultra. Knowing this, good Ryu players usually match fireballs or throw them at an up close range to alter our reaction. While knowing that, the only real meter he will gain is whiff DP which can easily get punished. Ryu's usually try and walk Chun down eventually leading us to the corner for punishment. Learning to stand your ground and push him to the corner is the key. goes under close Hado's with a little reaction making Ryu second guess what he wants to do. Our St.Mp helps push him to the corner where standing outside his sweep range makes everything visible to be whiff punished. Focus also help at the close range combat . Our +7 lvl 2 is deadly and can change the momentum.

                             Meter Management- Understanding when to use Ex SBK is important in keeping the opponent out. Ryu's safe jump crossup Lk beats it with a reset and sometimes just safe jumps it. Backdashing will get OS'ed but he cant do both. He has to commit to doing the OS and risk being SBK'ed or safe jump it and risk you escaping with Back Dash. Unless he has Ex, Shoryuken wont hit both options. Also saving super punishes ,the follow up to hado,C.Hk,and DP FADC back. Ryu can only rely on C.Lp,C.Lk, and C.Mp.

                             Semi Unblockable- In vanilla this set up was fully unblockable, but in super the block must be blocked towards Chun Li as if you want to get hit by the move. Corner Forward Throw~ Dash~ DF Hk. You have to dash at the earliest possible frame. This Video will Demonstrate-

                             I love this match up. Its fun and steps up your footsies and reaction. Support me by leaving your comment and remember to follow me.

Monday, May 30, 2011

Chun Li vs. C. Viper


                        Overview- Viper is not a textbook type of character to say the least. She has great zoning tools and dangerous rush down. Adapting to your opponent is the only way to play this match up correctly. Chun Li must stay moving in this match up to avoid seismo pressure which is one of the reasons why this fight is bad. Jumping gets Hp. thunder knuckled and or Far Hk on reaction. You want to rush Viper down and defeat her before she defeats you. Since zoning is eliminated out of the equation do the next best thing, "Rush That Shit Down"-Valle. Chun's footsies are better than Viper so pushing her to a corner won't be all that hard, but keeping her there may be tricky. Standing outside of her C. mk range is important to whiff punish anything she does with St. mp or C. hk. At the same time preparing to punish her with a jump back Hp on reaction if she trys to burn kick out. Learning OS's on Viper is needed if you want to stand a chance against her. You will need jab fierce os and forward throw os that I will go into detail later about. thankfully goes under Hp thunder knuckle and burn kicks when timed right and is a good meaty to put on her wake majority of the time. C. mk on reation to burn kick are so important to avoid being abused and put into another guessing game. Avoid the situation all together. Well timed Hazanshu's beat seismo but can be baited by faint easily and be Dp or hit by ultra. Making Viper block and constantly mixing her up with throws and frame traps will change the tide of the match up drastically though.

     PROS- Your normals are better than hers
                  C. mk goes under thunder knuckle and burn kicks
                  Chun's OS's limit alot of her options
                  Hazanshu beats seismo

     CONS- Her overhead beats alot of Chun's normals and even ex SBK if timed right
                  Your zone game is eliminated
                  When she has bar be cautious of your block strings and trying to play footsies
                  Seismo chain pressure hurts 900

      Option Selects- There are two very important OS's that I will describe.

       C.lp~St.Fp - This OS beats BurnKick,BackDash, and ExSeismo. Loses to Hp. thunder knuckle and wake up ex Fient. Do this after an untechable knockdown. Press C.lp then St.lp and St.Fp at the same time. If they block you should get 1 jab. If they do one of the above things first mentioned a fierce will come out.

       Forward Throw~J. Hp~Sweep- This OS beats BurnKick,BackDash,ExSeismo and Hp. thunder knuckle.  This OS only loses to Fierce Fient on wake up that was discovered by PJS Latif to have slight invincibility on start up.  Here is the video where I explain this OS.

       Ultra of Choice- U1- I see some Chun's use this for the punish of seismo or whiffed burn kick. Viper falls out in the corner though. It does limit some of her options, but I personally us U2.
                                 U2- Can combo from AA or on ground and fits better if you are rushing Viper down to get quick damage.

        AA- Your air to air game is better than her. Utilize neutral jump Hk,Hp and forward and backward jump Hk and Hp. Air throw works wonder also.

        BURNKICK"The Horror"- Many of you, I know myself included get frustrated from mashed out burnkick during blockstring. The way im of recently dealing with them is C.lp~St.Hk frame trap easily blows up burn kick and does decent damage in the process. Reacting to the burn kick with helps to make it whiff sometimes if delayed will hit them also. St.lp will hit burn kick but isnt enough damage to  make them fear doing it. Learning to punish mashed burn kick will  help out not only the match up but your reaction.

        Another note about thunder knuckle block strings. Since she is at negative dont hesitate to press a button, but remember you can be Dp'ed so is not a bad option after blocking thunder knuckle. Also thunder knuckle strings can be Ex SBK because there is a gap. Without bar though you are forced to block. Beware that you can be baited and punished Horribly.

Hopefully I helped out in this rough match up. I have alot of practice in this match up so I love spreading the knowledge. Please comment and questions. Your feed back is important.

2 WEEK 2 REVELATIONS.^_^!      

Friday, May 27, 2011

The Beginning:Chun Li Overview

           Chun Li overall is a very solid character. Some of the best keep out in the game and can also get up close and personal. Quick overhead in hazanshu coupled with a fast jab and short. The more traditional way to play her is mostly zone with a little rush on the side depending on the match up.

            The most important part of playing Chun Li is reading your opponent. Keeping them out for 99 sec isn't as easy as it looks. Thats why knowing proper spacing for fireball and AA's are very important. St. mp, c. mp, c. mk,, and are all important in footsies. St. mp and are the go to whiff punish buttons.Getting that knockdown and caping on it is the importance. Frame Trap, Throw,  High/Low,Safe Jump, and Bait keeps the opponent in constant guess.

             Now as most of you know, Chun Li on defense isn't the best character. Without a dp and no meter she must block on wake up or backdash which by good players will be os "aka" option selected. Managing your meter and learning how to block and tech are very important. For Chun, "A good defense is better than a good offense" IMO. Using Hazanshu in broken up block strings are also an option. For ex: Ryu's frame trap- , or, throw are both broken up strings countered by Hazanshu. A good Ryu's though will switch up his string to , to counter the hazanshu or just focus. Switching it up on D is the meta game that is needed to stay unpredictable.

           Things to remember as a Chun Li user

  1. Footsies-I cant stress them enough. Whiff punishing is a must needed tool for her.
  2. Controlling Space with FireBalls - Knowing what ranges to throw them and knowing when to stop and wait for the AA are extremely important. One wrong jump in and our sweet Chun Li just ate more than she can handle.
  3. Unpredictability- You really don't want your opponent to be able to read your every move. Stay solid but put them in 50/50 mix ups mentally.
  4. Meter- Saving for super in certain situations may be smarter or stocking for an ex.SBK for a later round. Meter is important for Chun.
  5. OS- limiting your opponents options is key to your opponent respecting your mix up and the only way to keep them from escaping on wake up. Must learn for high level play. Especially against Viper
Hopefully this will help some Chun users who are stuck at a certain level or who plan to pick her up. My other sections will cover match ups and more in depth strats along with some of my hidden Chun Li knowledge.