Chun
Character specific stuff
Shoryu-shoryu
- Stand HP shoryu kara-shoryu
- Close MP/crouch MK shoryu kara-shoryu
CORNER:
- TC LP shoryu LP/MP shoryu (plink MP into LP to make the timing easier)
UOH setup
- crouch LK > crouch MP
SA3 cross-up setup
- Walk forward, stop, normal jump.
- Hold down forward to cross-up after superjump.
- Dash dance -> superjump.
- Dash up, walk back -> jump
Crouch LK>LP>LK
- YES
- Also crouch LK x 3 (can delay the second one)
Shoryu confirm
- Crouch LK > crouch LP xx Shoryu
Corner cross-up jump
- NO
Notes
- Use UOH > SA3 in neutral
- ~~Low parry instead of trying to whiff punish chun's crouch MK
- It's whiffpunishable, just hard
- Sometimes the Chun will let SA2 rip even on parry
- I sometimes forego the punish if I get the parry if they do this much
- Better players will however delay their punish just enough so they can block the SA2 if it comes out (time it so you input your punish during the super flash - if it happens)
- Try high parrying in Chun's stand HP range
- You can high parry Chun's sweep
- Reaction parry hazanshu
- After SA3 in the corner, you are perfectly spaced for (taunt >) UOH > SA3
- You can use raw SA3 as a whiff punish for Chun back HP
- Whiff punish Chun stand HP with stand MP - not a lot of damage, but you might make them consider not spamming it. You are almost certainly too far for linking SA3 off it though
- Fireballs aren't bad when she has no bar
- Post SA3 meaty UOH setup: whiff low LK, super jump whiff HK, UOH > DP (by Big Red)