Hrm. These combo threads should be easy to finish.
-jumping strong, low jab, close s.fierce xx rh SBK:
3598 dmg, 37 stun
Chun’s most damaging non-super combo. Use on dizzied opponents when you have no meter (a common occurrence). Pretty easy once you get used to it. The only catch is that the jumping strong has to hit high for Chun to be close enough to get a close fierce. Interestingly enough, the combo hits a perfect range where Chun can get a close fierce, but NOT a close roundhouse. I always knew that close HP/HK’s had more range than MP/MK’s which have more range than LP/LK’s, but I always assumed close HP’s and HK’s required the same ranges. Hrm…
-jumping strong, low jab, close fierce xx fierce fireball:
3100 dmg, 31 stun
Easier variant of the above combo, the same thing applies with the jumping strong hitting high.
-low jump forward, rh legs, low strong xx level 1 (then jump rh, which will be omitted from here on):
5887 dmg, 34 stun
Use on connected low jumps from the front of the opponent.
-cross up low jump short, rh legs, low jab low strong xx level 1:
5933 dmg, 35 stun
Use on connected cross up low jumps.
-close roundhouse xx rh legs, low strong xx level 1:
6387 dmg, 39 stun
Chun’s most damaging ground combo. Actually a lot easier than it might look; for close rh xx rh legs, just hit HK,MK,LK,LK,HK like you’re doing RC legs/elec. The problem is, the low strong will only reach on the games fattest characters: Rolento, Zangief, Dhalsim and Honda. Strangely enough, the second hit of the legs won’t even reach Geese at all. close rh xx rh legs, link standing strong will reach against every character, but that’s a one frame link and those are the devil. Damage scaling works out so that both combos do the exact same amount of damage. Anyway, use on the above opponents when they are dizzy, or when doing the mix up after a connected level 1. Especially handy against P-Groove since it’s a high parry.
-close strong (1 hit) xx rh legs, low strong xx level 1:
5687 dmg, 32 stun
Another variant of the above combo. Works on every character, does more damage, and is easier than the jab jab strong link. Close strong (1 hit) xx legs is really easy. There’s a whole mess of time for you to do it since you can cancel any time before the second hit comes out. Anyway, use in the same situations as the combo above. Be aware that Chun’s close strong can be crouched by many characters though.
-low short xx rh legs, low strong xx level 1:
5487 dmg, 30 stun
Chun’s only low hitting combo you can hit confirm. Low short xx legs might be hard for those of you who can’t piano from left to right. Anyway, this is useful for empty low jump shenanigans and as a mix up to Chun’s overhead stomp. Also useful against P-Groovers who only parry high against Chun.
-standing jab x2 or 3, low short xx level 2 or 3:
The Campbell special! For those times you really don’t want to miss the combo, this comes in handy. You might lose a small chunk of damage, but it’s a great and easy hit confirm combo. Counter hit standing jabs are pretty easy to get too.
-(cornered opponent) df+roundhouse, level 1 puffball:
3700 dmg, 10 stun
df+roundhouse counters a lot of things in a lot of situations. You can get this quite often.
-(C-Groove only, cornered opponent) df+roundhouse, level 2 puffball, cancel to whiff rh legs, close rh xx super jump roundhouse:
6810 dmg, 35 stun
Fun combo, easy to do with minimal practice. The only trick is to wait a bit before doing the legs so that the opponent doesn’t get hit by them.
-(N-Groove only, cornered opponent) alpha counter, level 3 puffball:
5120 dmg, 0 stun
Not something you want to do all the time, obviously. 3 meters for 5120 dmg isn’t too hot. However, it’s very handy to keep in mind if you really need to kill off a character. Quasi-free damage is never a bad thing.
-(S/N-Groove only, cornered opponent) level 3 kick super, level 1 puffball:
8100 dmg, 0 stun
The timing for juggling the level 1 puffball is actually kind of strict, but it does do a good deal more damage than just doing the jumping roundhouse. By comboing into the level 3, you can do upwards of 11570 dmg in a single combo.
-anti-air close roundhouse xx super jump rh:
2500 dmg, 25 stun
Useful against P/K grooves. Also handy when you walk under characters with weak/no cross ups. Since the jump rh hits the opponents up, you can do walk under shenanigans like the post-super mix ups.
-low lab, close roundhouse xx super jump forward:
2300 dmg, 23 stun
Stupid pointless combo. Fun way to kill off opponents, though. Doesn’t work on crouching characters.
I believe that covers pretty much everything. The only things left I can think of are CCs and how much her level 2 -> level 1 cancels do in all of the above situations.