Man I could watch ST daily. Might start becoming my favorite SF.
Anddddd...this sets starts out HYPE. Komu's Dic is TOO GOOD. God like.
So I'm studying ways to make my Chun go to the next level. One sublety I have to get down is anti-airing and knowing when to charge. I of course know how to AA, but naturally, down back is the best position to charge. However, sometimes when you want to make an opponent commit to zoning, and try to bait them into coming into your space to AA, db is a bad position to be in as Chun because she has no reliable AA like flash kick. She's got upkicks of course, but upkicks have a slow start up compared to a standing normal AA and the invinibility frames for upkicks isn't the best. Plus it can whiff. So upkicks carry unnecessary risk and it's your only option from crouching since she has no ex sbk or kikoken super for jump ins compared to other SF's. She has sbk but it's not a reliable AA although it does take up a lot of space. This means that standing normals are your best bet, but going from down back to stand normal is kind of unnatural at high level play because you don't want to think about it. This leads to standing neutral as your best best for AA's. Problem is that of course holding back holds pushes you into corner and if an opponent jumps towards you're going to be the corner in seconds and the screen shrinks down. So normals are your best way to stand your ground but also maximize and control space. Pressing jab while holding back results in Chun not moving. So this functions as a really good mix up in between charged.
Scenario I've drawn up in my head:
kikoken -> back + jab -> kikoken -> back jab x2
This is good. The jab is fast so it's unpunishable, it allows Chun to maximize space without pushback and it doesn't push her forward.
On the other hand, standing fierce also seems to be a good move for this same purpose. Standing forward seems good too.
You can use this to create a mix up situation as well.
Scenario:
kikoken -> back + jab -> mp kikoken -> lp kikoken -> back + forward kick -> back jab x 2 -> kikoken -> wait for the jump -> AA
This is without mentioning that Chun's best AA is perhaps her fireball. That knock down is worth even with a trade. With a knockdown I can play the oki game and do a cross up or 50/50 situation. Lots of options here. One thing I want to try is throwing out a slow lp meaty fireball, and as it hits them/they block it, I'm going for a cross up. Do an easy jumping forward, crouching forward, legs for easy damage or block string. Charge with an HP kikoken after the legs if I don't have super for extra pressure and damage.
For those who are confused why I don't like non-fg games much anymore, the above strategy and screed is probably why. Dat depth and analysis.