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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Explosive damage, doesn't let chun get close and start her stuff | Can get zoned out, Mobility | Power Bomb, Elbow Slash, j.B |
Notes: This is a good match for Chun, Lightning Legs will basically keep Alex out at all times, you can also keep him out of range with a Kikoken War. He can try to challenge the fireballs with Flash Chop but ultimately Chun will keep him locked out. When he does get in like most matchups he'll delete her health bar with ease, but if played perfectly those chances are slim. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Explosive damage, Mobility | Blockstrings | Divekick, Tardy Counter, Guts Bullet |
Notes: Batsu strangely has an even fireball game with Chun, the recovery on both characters suck, he has a slight advantage as he can do it in the air but again his recovery is bad. He also doesn't have to worry about legs like other characters since he can tardy counter through them. His ability to close the gap is bar none so the moment Chun isn't paying attention Batsu is there to take her on. However...his block strings suck, he can get in all day but opening her up is another story. Meanwhile Chun can throw out a billion different buttons and scare em a bit. In the long run, Batsu has an edge but it's not that clear cut |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Mirror | Mirror | Mirror |
Notes: Mirror |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Explosive Damage, Screen Control | Normals, Mobility | Zombie Summon j.2C |
Notes: Chun dances all over frank, he can squeak out some confirms with 2B to catch her out of the air but other wise Chun will smother him. If he can get a zombie on the field it can give him some breathing room but other wise this is a hard one to deal with. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Explosive Damage | Speed | 5C Helm Splitter |
Notes: Another easy one for Chun. Soki can absolutely maul her when he gets the hit but if Chun isn't asleep at the wheel that chance is slim. He can try to barrel through with armored normals but a half decent chun is ready to BBQ or burst |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Zoning, Mobility | Damage output | Gun Arm 6B Shield Arm 6B j.C |
Notes: Volnutt can litter the screen with projectiles and get defensive with shield, but other wise it's not a huge deal for Chun. She's usually airborne and Volnutt's air to air conversions aren't exactly jaw dropping for damage, so it's kinda hard to get a true upper hand against her. His gun arm shuts down Kikoken with ease. Also with her 6C -> Legs glitch she can drain all of Volnutt's meter in under 10 seconds but that's an incredibly situational knowledge check it's not worth factoring |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Zoning, Mobility | Damage Output | Darkness Illusion, Soul Fist, j.B |
Notes: Morrigan has the fireballs, she has the mobility, she can keep Chun locked down and mixed up with her fast buttons. Morrigan has this matchup in spades, the only thing holding her back is her lack of damage output when actually hitting Chun. Darkness Illusion kind of evens this out but even then Morrigan can perpetually stay out of range or just rush Chun down. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Small Body Privilege | Confirms | j.C, Roll splash, 6B |
Notes: This match should be a slam dunk for chun, she has the mobility, she can do decently with projectiles, kicks discourages roll, but the match up has one fatal flaw, Chun can't juggle roll. Whether this is an oversight or the work of a frustrated developer is unknown, but attempting to do any setup without burning a bar of meter has roll drop immediately. It's one of the more frustrating matchups because of this. Inversely Roll can do her thing all day with no recourse. If you thought Alex vs. Saki was demoralizing wait until you have to deal with this one |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Zoning, Pokes | Mixups | Hadouken, j.C, 2B, Shoryuken |
Notes: Ryu can chuck plasma and keep Chun at bay, but ultimately that's all he can really do, both are just playing an average match of street fighter looking to get that opening. Ryu may have the slight advantage since his combos are more damaging but ultimately it's on the players for this one |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Zoning | Getting rushed down, recovery | 5C, j.C, Positron Storm, B Bullet |
Notes: If Saki can maintain the distance and make the right guesses, Chun is pretty locked out. Once she makes that one wrong guess Chun has a short time to mix her to high heaven but ultimately Saki has this locked down. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Air Control, Small Body Privilege | ??? | Voomerang, Shocking Pink, Red Hot Kick |
Notes: While not as horrible as Roll, chun still has a problem converting hits off of Joe reliably, add on to that he can drop bombs, fly away with RHK and chuck Voomerangs all day and this is a rough match for Chun. She gets a little help from her triple jump but Joe can play lame and keep exhausted |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | lmao | lmao | lmao |
Notes: It's zero. But seriously this isn't a fun one, Zero can be non committal with his command dash, Kikoken is useless against Hadengeki and even more so when Sougemnu is in play. Dark Hold is a get out of jail free card, Dive Kick beats most if not all options, and then of course Hyper Zero Blaster stops anything Chun can do, it's not hopeless but uh....I don't know how to make you feel better |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Damage | Everything else | Friender, Dive Kick, Knee |
Notes: Casshan can try to snipe with Dive Kick or catch chun off guard with a Friender call but he's gonna get mixed up by her pretty easily. His Damage output and Knee are his saviors here |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Screen Control, Mixups | Cannot handle rushdown | Rock Abandon |
Notes: Doronjo can try to control with a Tree or attack at a distance with Rock Abandon but it's delaying the inevitable. If Doronjo can get the hit and keep up the vortex she can take it but otherwise this is Chun's game |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Pressure, Anti Airs | Mixups | Rainball, Mound Blast, Final Reversal Breaker |
Notes: Ippatsuman can pester a bit with rainballs, but once she gets up close he can put her in the blockstring samba with quick upper. Ippatsuman also gets a fun little boost being able to stop any air attack she does with Final Reversal Breaker basically limiting her options. That being said, Chun can easily inch in, Rainball is not a gigantic threat |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Air Control, da boot | Conversions | Shuriken Savage Shot 5A |
Notes: Much like the rest of the cast, Chun has to deal with 5A bully, and at a distance she has to respect the shuriken and savage shot. Otherwise there's nothing notable here. Triple jump kinda bypasses Condor's BS and then she can put the pressure on normally, Condor does have Battering Ram and Catcus Bunker to spook her a bit but over all it's pretty even. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Zoning | Defense | Yoyo, Mirage Swan, 5C |
Notes: Jun is notable in that shit can kinda just ignore chun when Kikoken is in play with yoyo and keep her on the defense with Bingo, that being said that's about her only good point. She can kinda snipe out Legs with 5C or Mirage Swan but that's being hopeful. Chun should have her on defense most of the match |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Normals, blockstrings, counters | Health Pool, damage output | 5B, Shiranui, Ungaikyo |
Notes: Karas can play defense with Ungaikyo or 5B to Keep chun out, but it's really just pushing the boulder uphill. Once Chun finds an opening Karas has to contend a bit. He does have Shiranui as a panic button that can only do so much. When he gets the hit he has to make it count. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Air Control, Mixups, Zoning | Floatiness | Bird Run, Random Flight, Bird Shoot |
Notes: Ken will remain as annoying as always. Bird Shoot remains a threat in neutral, if you can predict it you can snipe him with Kikoken or a "very very very" well timed 5B. He's going to slip away with Random Flight and generally just be annoying. It's not impossible though, pick your hits, punish him for bad calls, and Chun should have a good time here |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Damage, Mixups | antiairs | 6B, j.B |
Notes: Polimar as usually is ice skating uphill. Given that chun has to be close he gets some opportunities to get his hits in, but if she's airborne that's where Polimar struggles the most. Maybe he can pull off a 3 Stage Reaction Kick to snipe her but Chun can bully him with Air Legs and get the confirm. Plus she has a projectile? Yeah, Poli has to be focused here. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Damage, Pokes | Slow | Gatling, Air Car, 5C, j.B |
Notes: Tekkaman is slow, but that's his only draw back, he's gonna hit chun, it's gonna hurt. His lance outranges her legs by a mile, he's got the tools to deal with her. He's just slow, and that's about the only problem here. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Blade | Mobility | Baselard, Falchion, j.2C, Crash Intrude |
Notes: It's blade, once he touches Chun it's mixup city to death. His Air mobility is good, but she can hang out in the air with him. That being said his normals and specials are really tough to counter. Then, of course there's always Crash Intrude |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Speed, Normals | reversals | 6B, 3C, Yatterspin, Kendamagic |
Notes: Yatterman can stop all air setups with 6B, bully with Kendamagic, and any hit is a conversion to a relaunch. As well, Air Yatterspin can lock down and discourage Legs, so why bother. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Robot, normals, mixups | Health | Robot, YatterSplash, This Week's Robots |
Notes: Yatter 2 has her own lightning legs in YatterSplash and it's just as annoying, on top of that, Chun has no real answer to the Robot other than Shichisei Senkukyaku or running away. Y2 is a bit of a bully in this match, as usual it's not hopeless. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Giant, HyperArmor | Lightan | 2A |
Notes: As usual, Lightan is kinda screwed. This is one of his "better" matchups as chun has to approach him, but still Chun can slow him down with lightning legs, bait with Shichisei Senkukyaku, or just triple jump away |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | HyperArmor, Movement, Giant | Slow | 6B -> 4B, j.C, Guns |
Notes: PTX can pin down chun with guns or just wavedash and keep her locked in place. She has Legs to slow him down but has to play careful here. |