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| character =Zangief | | character =Zangief | ||
| icon =Zangief | | icon =Zangief | ||
| favorability = | | favorability ={{clr|5|Chun Favor}} but don't get too comfortable. This man is a con artist. | ||
| data = | | data = | ||
;Quick Notes | ;Quick Notes |
Revision as of 19:50, 2 August 2023
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Blanka
![SF6 Blanka Icon.png](/images/thumb/9/9a/SF6_Blanka_Icon.png/48px-SF6_Blanka_Icon.png)
- Quick Notes
- Kikoken is strong for stopping mindless Blanka Balls, but he can go over it with 63214K or under it with 3HP.
- 63214K can be anti-aired, but it takes a lot of situational awareness as the timing and option changes with spacing and strength used.
- 3HP is a massive low, but it's usually punishable with 2MP/2MK and always punishable up close.
- 6HP is an extremely negative mid. Kill him for using it.
- LP/MP ball can be punished on block, HP ball has to be stopped pre-emptively.
- LP and MP ball are both punishable by 5HK.
- 4HP's active frames are good for stuffing HP ball, but 22HK may be more consistent.
- HP ball can be punished on Perfect Parry with immediate dash 5HK.
- Chun's Drive Impact is long enough to hit any version of ball for a big punish combo, but only if you do it right before it would hit you.
- OD Lightning is +4 on block.
- Neutral
Blanka players will usually throw stuff out and see if there's a gimmick you can't handle. The best thing to do here is be prepared and do your homework.
- Offense
Blanka has a meterless reversal with [2]8KK and a potent anti-throw option with j.[4]6PP. It's exceptionally difficult to make him block on wakeup due to [2]8KK beating strikes and throws and j.[4]6PP beating throws and blocking, on top of universal options like mashing, parry, and throw.
- Defense
Cammy
![SF6 Cammy Icon.png](/images/thumb/6/61/SF6_Cammy_Icon.png/48px-SF6_Cammy_Icon.png)
- Quick Notes
- 5HK can stop both low divekicks and Spin Knuckle for a combo, but must be done on prediction.
- Only the HP version of Spin Knuckle is plus. This version has extra screen shake.
- In Burnout, all versions of Spin Knuckle are plus.
- There will always be a gap before 5HP in Burnout (unless it's from 2HP, which will have a gap before it).
- Spiral Arrows are safe or even 0 on block at max range, but they can only be plus in Burnout.
- Neutral
Spin Knuckle throws a big wrench into what Chun Li normally likes to do in neutral against characters without projectiles (that being setting up a Kikoken and walking behind it). It's a lot riskier, which means she must rely more on her normals. Cammy's lvl3 and CA are both 9-frame, fullscreen-reaching moves which make throwing out a Kikoken that much scarier. That being said, it's Chun Li so her normals are pretty strong. 5LP in particular is excellent at stopping hasty Spin Knuckles, as it's relatively low risk and Spin Knuckle advances right into a range she can get a pickup off the counterhit. Some Cammy players will try to use Hooligan as a knowledge check or an approach tool. However, she only gets threatening 236[HP] mixups off particularly good knockdowns (+54) and non-[HP] or OD Hooligans don't start looping mixups. All versions can be stopped by an anti-air, but Tensho is significantly risky should she do the fastfall.
- Offense
Cammy has an OD reversal that switches sides on hit. This makes pressuring her in the corner a little scarier, but it leaves her with a lot of space to cover and makes OD Cannon Strike a lot worse when used as an offensive tool.
- Defense
Chun-Li
![SF6 Chun-Li Icon.png](/images/thumb/1/1c/SF6_Chun-Li_Icon.png/48px-SF6_Chun-Li_Icon.png)
- Quick Notes
- Make sure to punish LK and MK Legs, as well as all versions of SBK. No one checks these for some reason and they're free to 4/6MP and 4HP.
- LK Hazanshu is the only version that's punishable, but it's very negative at -9.
- 2MK is an excellent answer to her own 2HK.
- 4/6MP extends her foot hurtbox, making it more vulnerable to lows.
- 5HP extends a very large hurtbox as Chun leans forwards, losing hard to pre-emptive options.
- Neutral
Kikoken cancels itself out and Hazanshu can go over it, but don't discount its usefulness. The other Chun Li either has to have charge to stop it or commit to something that can be anti-aired to go over it, otherwise she relies on system mechanics.
- Offense
Chun Li has an invincible reversal with OD Tensho, as you probably know, but its lack of range means it's easier to bait with spacing traps and the sort. TK Legs is also a threat when you're running strike/throw, and it's a little strange for Chun to stuff it since she doesn't have a crouching anti-air and instead must punish it on the way down.
- Defense
Dee Jay
Dhalsim
E.Honda
![SF6 Ehonda Icon.png](/images/thumb/6/69/SF6_Ehonda_Icon.png/48px-SF6_Ehonda_Icon.png)
- Quick Notes
- Buttslam can be dealt with via delayed 5MK or 22K, but it can sometimes make those options whiff as Chun cannot manually "crosscut" her anti-airs. The safest option is to try and parry it.
- Headbutt can be jumped on a read, but the best option on reaction is to try and Parry it so the Drive loss is mitigated.
- Do not try to reaction DI Headbutt. He can almost always DI back and kill you for it, as you've also taken unscaled Headbutt damage from the DI armor.
- The worst thing you can do is block Headbutt. Chun's fast buttons don't reach Honda or die to him pressing 5HP like a doofus.
- Neutral
Look out for Headbutt and Buttslam. Those are his main tools from afar as his mobility is otherwise somewhat lacking. Headbutt can be stopped with pre-emptive buttons or Kikoken, but he can use his j.HP to steer around Kikokens.
- Offense
If Chun gets the opportunity to safejump, use a light normal. Heavier normals will take more time to land if OD Headbutt's armor absorbs them and can be punished. Light normals have less hitstop and will still land in time to safejump OD Headbutt or any other reversal he could choose.
- Defense
Guile
Jamie
![SF6 Jamie Icon.png](/images/thumb/2/29/SF6_Jamie_Icon.png/48px-SF6_Jamie_Icon.png)
- Quick Notes
- 2HK is the button to beat. It can be punished with 2MK if poorly spaced, but at max range all Chun can get is Kikosho or 236KK > 2MK > MK SBK.
- Palm (214P) can be punished or at the very least checked with 5LP.
- Drink Rekka (236P~6K~6K) is -1 on knockdown. If he uses it in the corner, check him.
- Neutral
Jamie has to play around Kikoken if he wants to approach, but he has a unique way of forcing Chun to approach with his drinks. Kikoken being a charge move actively works against her here, as she must choose between actively taking space or trying to charge. Unfortunately for her, Kikoken also doesn't travel fullscreen, meaning she has to approach if he backs off and takes a swig. It becomes easier for him to deal with Kikokens as he gets more drinks, either directly with his divekick and breakdance or indirectly with more damage when he gets in.
- Offense
- Defense
JP
![SF6 JP Icon.png](/images/thumb/4/4e/SF6_JP_Icon.png/48px-SF6_JP_Icon.png)
- Quick Notes
- DI blows up 236P, his cane swipe special. He can RPS around using it but DI is important to represent.
- 236HP is plus on block, and 236LP/MP are awkward to punish.
- Ghouls are plus on block when they can travel fullscreen, but spike (22P) is always -2 (unless Chun is in Burnout).
- Check which knockdowns into spike are plus enough to set up Departure either manually or via replay framedata. JP players will assume respect until shown otherwise, but some high spike connects are plus enough to meaty.
- Neutral
JP dominates from fullscreen, but there's actually a window in the midrange that he struggles to control. If Chun can get out of fullscreen hell, she can harass him at his weak ranges and work him into the corner. This is a lot easier said then done, but mixing up her approach between jumping, dashing, Drive Rush, and Hazanshu can keep JP on his toes. Be careful about jumping though as spike and 2HP are incredible anti-airs.
- Offense
OD Amnesia is the talk of the town for a reason. JP forces meaty lights if he has Drive available unless it's explicitly called out. Even then, meatying with lights sets up an RPS situation that's incredibly skewed in his favor due to the two bombs that OD Amnesia sets on successful catch. The safest option is to strike/throw, as the throw will avoid the bomb due to its invulnerability on a successful connect and the strike can do so too if Chun does a combo with two lights into OD Tensho. Unfortunately, that's about as safe as it gets. There's a writeup on JP's strategy page that goes into more detail.
- Defense
Juri
Ken
Kimberly
![SF6 Kimberly Icon.png](/images/thumb/8/8f/SF6_Kimberly_Icon.png/48px-SF6_Kimberly_Icon.png)
- Quick Notes
- 6HK is a common knowledge check. 5LP after blocking it is the best way to deal with it, as it catches all jumps aside from the backwards one and checks her if she does nothing.
- 236K's follow-ups, aside from the run stop, are all vulnerable to Drive Impact.
- The upwards kick (236K~LK) is plus on block, albeit slow.
- The slide (236K~MK) is always negative, but punishing it can be tricky depending on distance.
- The overhead kick (236MK~HK) is safe, but can be plus if used as a meaty.
- Run stop is only plus on block from heavy normals and if the OD version is used (not accounting for Burnout).
- Arc Step, the proxemety follow-up to her run, has a different set of follow-ups. Kim can do nothing, divekick, or command throw.
- Doing nothing is the safest option for her.
- The divekick is a frame trap that is always unsafe on block.
- The command grab, while a strong option on paper as it catches blocking and parries, is high risk and low reward. She gets 1.2K if she's right and eats a PC jump normal if she's wrong.
- Her other slide, 3MK, can never be plus on block. The best it can be is 0 (not accounting for Burnout).
- j.2MP is a mid that is negative on block if blocked standing.
- Any TC follow-up 5MP normals are -6, TC HP normals are -10, and any other TC normal is -12.
- Neutral
There are two kinds of Kimberly players: people who will rush in, and people who will stand back like they're looking for something and then rush in.
- Offense
Kimberly's reversal lvl1 is somewhat worse for her than other characters, as not only is it slow, it also burns her unique resource if she has a spray can. Reversal lvl3 is very good for her as she gains the buff no matter what.
- Defense
Lily
![SF6 Lily Icon.png](/images/thumb/2/2b/SF6_Lily_Icon.png/48px-SF6_Lily_Icon.png)
- Quick Notes
- Condor Wind blockstring RPS is something to get familiar with. Here's the basic options:
- 2HP > 214MP/214HP is a frame trap. Loses to DI but will true blockstring after Drive Rush.
- 2HP > 214LP is punishable (-25) but not Drive Impactable.
- Condor Spire loses to Drive Impact. Windclad Condor Spire loses to Drive Impact if not point blank.
- Windclad Condor Spire can be jumped on reaction if used from far away in neutral.
- OD Windclad Condor Spire beats Drive Impact at any distance.
- Any version of Condor Spire can be Drive Reversal-ed on reaction.
- Neutral
Lily can deal with Kikokens better than the average grappler due to OD Spire and her Condor Dive, but it's still a strong tool to use. Keeping her out means Chun will have more Drive and can more comfortably knock her away with Drive Reversal.
- Offense
Lily does not have an OD reversal and her level 1 super is quite slow. It's generally safe to meaty her with light normals until she gets to lvl3. If she tries to lvl3 raw, it can always be jumped after the cinematic. Keep in mind that she does have a command grab which some Lily players will use on defense, which makes being near her and slightly negative a little bit spooky.
- Defense
Luke
![SF6 Luke Icon.png](/images/thumb/8/8c/SF6_Luke_Icon.png/48px-SF6_Luke_Icon.png)
- Quick Notes
- Luke 214[HP] is vulnerable to DI unless he has 3 bars of meter to cancel into lvl3.
- 5LP~MP~HP > 236PP is the only option Luke has besides DRC that beats both mashing and DI. Any other special cancel is unsafe against DI and the TC itself is punishable.
- Every hit of the 5MP TC besides the first one is very punishable on block and advances Luke forwards.
- Neutral
Luke's midrange is incredibly strong if he can keep Chun out of the range of her normals. Sandblast is the enemy, and you as the Chun player must learn how to deal with that first. However, once Chun gets inside Sandblast range and in Luke's normal range, her buttons have the edge over his. Getting there is the hard part.
- Offense
Luke is blessed with both a strong OD reversal and one of the best level 1 supers in the game.
- Defense
Manon
![SF6 Manon Icon.png](/images/thumb/c/ca/SF6_Manon_Icon.png/48px-SF6_Manon_Icon.png)
- Quick Notes
- Manon's longest-reaching pokes are vulnerable to Drive Impact. Represent it as an option, but do not overuse it.
- Manon has long-reaching mixup options (214LK, 214HK/KK, 624LP). Keep an eye out for them and play a little more preemptively.
- Neutral
Kikoken is an excellent option when it comes to stopping her pre-emptive options like 214LK, 214HK, and 5HK. The worst spacing to be in is her 5MP and 5HP range, as her buttons are slightly bigger and a little better than Chun's. She doesn't have a great answer to 5HP as a poke due to Manon's being 3f faster than her comparable options (aside from 2HK). 5MP is particularly threatening as it keeps the spacing essentially the same while also leaving Manon's opponent in 624MP range. Manon's 5MK is not to be underestimated either, as it is easily one of the strongest counters to 2MK-like normals in the game. Her j.HK is an absurd jump-in normal, which makes 5MK somewhat unreliable. 5HK is slow but deals with trades a little better, but Tensho is the most consistent option in terms of beating it clean.
- Offense
Manon's only reversal options outside universal Drive mechanics are her supers, so learning punishes for them is important.
- Defense
Marisa
![SF6 Marisa Icon.png](/images/thumb/5/54/SF6_Marisa_Icon.png/48px-SF6_Marisa_Icon.png)
- Quick Notes
- Parry blows up a lot of her stuff. Even if it isn't a Perfect Parry, she doesn't get to steal your Drive.
- 623P goes over Kikoken, be careful with it once they present Phalanx as an option.
- Every option from Scutum is highly comittal and can be punished if read, but none are inherently reactable.
- Her 214P combo ender is incredibly unsafe on block. Punish her and punish hard.
- Marisa can use Scutum in Burnout to avoid DI. It's still armor so if she doesn't have enough health she'll just die.
- Normal 214K loses to lows, 214KK beats lows. Both lose to throw.
- Marisa deals incredibly high damage off seemingly random things. She will gamble and sometimes you'll just guess wrong.
- Neutral
This matchup is make or break when it comes to being able to whiff punish her. 5MK is very difficult to whiff punish on reaction, but standing outside of her heavy normal ranges forces her to either walk forward or gamble on said normals or Quadriga. It's also well worth the time to practice whiff punishing Gladius, as Marisa players like to poke with that too. Marisa's ability to overwhelm her opponents with her sheer number of options and strong special moves is very strong. Even being able to check the other options listed above my open you up to blocking a Phalanx and leaving her plus, simply by virtue of looking for other things.
- Offense
Meaty throw beats a surprising amount of her reversal options, but she can still use non-OD 214K to try and bust out of a frame trap. It's a bit safer to use Kikoken in pressure as reversal Phalanx is pretty slow. React with 5LP, 22K, or Parry if or when she tries it.
- Defense
Rashid
![SF6 Rashid Icon.png](/images/thumb/4/49/SF6_Rashid_Icon.png/48px-SF6_Rashid_Icon.png)
- Quick Notes
- Do not attempt to Drive Impact this man. DO NOT.
- Avoid Burnout at all costs. Rashid's 236LP becomes +1 on block and he can easily checkmate with Ysaar.
- Punish raw, non-Wind Eagle Spike with Drive Impact or dash 5HP/5HK.
- Meet Rashid in the air with j.LK or airthrow if he uses Arabian Skyhigh as an approach.
- Parry Ysaar until the Rashid player gives a reason not to.
- Neutral
Rashid will either attempt to fight with normals or back off to use his special moves. Chun Li's normals are overall better than his, which will make him lean on his special moves. It's not recommended to Drive Impact at Rashid due to how many special cancelable normals he has. It's not likely that he'll counter DI every time, but it's much more likely that he'll stick out a button and buffer 236LP behind it, which is functionally a better version of Chun Li's own 236LK.
Rashid doing Whirlwind Shot in neutral starts some fun RPS. Here's the basics of what can happen:
- He doesn't charge it.
- He partially charges it.
- He fully charges it.
Chun has decent options to discourage charging WWS. Walking him down, jumping at him, and using Hazanshu are countered by different strengths of WWS. Making him second-guess the version he wants to use is a great way to slow him down.
If Rashid gets a full charge WWS, the RPS changes:
- He does Air Current 214K to force respect.
- He does Air Current 236LP to force an approach.
- He uses Air Current for a jump and approaches from the air.
- He sits there and does WWS again.
Understanding Chun's options at each point are critical. Higher charges of Whirlwind Shot have more projectile hits, which makes Kikoken less effective. Kikoken after he launches the shot cuts off 236LP and 214K, but leaves Chun wide open to an air approach. Conversely, playing reactive and using 4HP/2HK to stop 236LP and anti-airs to stop Air Current jump is a lot safer. Playing reactive makes Air Current Eagle Spike much more difficult to deal with, and that can be particularly dangerous at low Drive due to Burnout. The last thing you want to happen is to get Punish Countered by Air Current Eagle Spike.
- Offense
Rashid's anti-air options, while strong if he can get them out, are either invulnerable starting frame 6 (236MP/236HP) or don't have long invulnerability windows (236PP). It's relatively easy to jump at him if the Rashid player is not ready. Aside from anti-airs, Rashid's defense is somewhat standard for a character with an OD reversal. He doesn't have many tricks to throw around aside from OD Spinning Mixer. However, his level 1 super does switch sides.
- Defense
Ryu
![SF6 Ryu Icon.png](/images/thumb/b/be/SF6_Ryu_Icon.png/48px-SF6_Ryu_Icon.png)
- Quick Notes
- Getting hit by a Denjin Hadouken means Ryu can stock another Denjin for free.
- Punish 236MK on block with 6MP or 2HK, nothing else reaches far enough or is fast enough.
- 236HK cannot be meaningfully punished on block unless it's very poorly spaced. If you see him do it, try to Parry or DI it.
- Neutral
Ryu's fireball game is better than Chun's and not tied to charge, making Chun the aggressor in this MU. You have to walk him down and avoid his long-reaching lows like 2MK and 2HK. Chun's 6HK has some use if you don't think he's going to throw a fireball, but she's airborne during 6HK and in a Forced Down state if hit which puts her back to square one. Hazanshu and Hyouko-Sen are exceptionally useful in the midrange, but can only effectively be used on a read due to Hazanshu's short and somewhat slow projectile invulnerability and Hyouko-Sen's long input. Try to whiff punish him with 2MK for his low attacks and 6MP/5HP for everything else.
- Offense
Running offense against Ryu is relatively standard, as one would expect from a shoto. He doesn't really have any curveballs to throw at you other than his OD Shoryuken.
- Defense
Zangief
![SF6 Zangief Icon.png](/images/thumb/4/4b/SF6_Zangief_Icon.png/48px-SF6_Zangief_Icon.png)
- Quick Notes
- Keep him out. Try to get a lifelead and back off for as long as possible.
- Zangief's jump is high and slow, making it a little easier to anti-air him on reaction.
- Neutral tools aside from 5HP are quite punishable on block. He always loses his turn at the very least.
- Punish Lariat by crouching under the first hit and then DI-ing through hits 2 and 3.
- Neutral
Kikokens are strong when used a little farther than midscreen distance as there isn't anything he can really do about them. Because his jump is somewhat bad, it's a feasible to use 5HK as an anti-air against him, which helps counter his high health. Good Zangief players won't stop jumping until you as a player can prove that your anti-airs are consistent. His other main neutral option to beat is 5HP, which has armor and can be charged. When attempting to whiff punish 5HP, try to react to him releasing the button as to not get clipped. A lot of Zangief's other options lose heavily to Drive Impact (2HK, 5MP, 6HK) with 5HP typically being the exception to the rule. Make sure to punish those options whenever possible to encourage him to sit still.
- Offense
Make sure to have meaty timings down. Any slight mistake can be punished heavily by an SPD. The worst place to be is slightly negative and close to Gief, so structure pressure around pushing Chun out of harm's way more than trying to mix him up. Gief players love to reversal lvl3, make sure to space him out and give him just enough hope to try it.
- Defense