Hmm, this is convenient for me. I’ll post junk in these threads now and then and eventually organize it all together and make an official FAQ out of it.
I’ll start with the more “important” moves first, then get to the lesser used ones later.
-low jab 400 +6/+6 x/o/o [2/4/7]
Going by the numbers, the only thing that stands out about this move is the 2 frame start up. Granted, having a 2 frame low jab is a huge advantage, but everything else about the move is pretty standard. It can’t even chain into other moves.
However, Chun’s whole in-close game revolves around this move. In addition to being faster than most jabs at 2 frames, it also has slightly more range and a good deal more priority than other weak moves. Having an effective close game requires making your opponent scared of this jab. Any jab hitting on counter hit leads to an easy link to a strong, which leads to the Combo Of Death.
-low strong 800 -1/-1 x/o/o [4/9/17]
This move has 3 primary uses:
- It links off of the low jab into the Combo o’ Death. 2 frame link though, so it’s missable (and often is).
- It hits low… into the Combo o’ Death.
- It goes under a ton of crap, effectively beating a lot of
problem moves and can also act as a trip-guard anti-air against certain characters.
The second use is very risky, since it’s impossible to hit confirm the low strong and super if they weren’t blocking low. However, it’s nice to have both as a desperation measure and as a deterrent to your opponent. If Chun is running at her opponent, a smart player isn’t going to stick something out or keep walking backwards. They’re going to block low out of fear of a random low strong xx super. This can allow you to run in even further and get into low jab range.
The third one is the one that Chun players need to learn the most, as the ability of the low strong to go under things often dramatically changes the dynamic of a match. For example, Cammy/Sakura aren’t going to be so liberal with those roundhouses once you counter them with a low strong into super. Don’t whiff this move though, as it’s pretty easy to punish in that case.
-standing strong 800 +1/+1 x/o/o [5/8/13]
This move is basically 80% of Chun’s midrange game. It’s fast, has good range, bufferable into fireballs, and of course the Combo o’ Death. While Chun’s up close game revolves around her making the opponent scared of the low jab, her midrange game requires her to instill the fear of the standing strong on her opponent. The move is fast and has just enough range to punish most any whiff, high enough priority to beat most/trade with most things.
Other things to note:
-1 frame link from the low jab. Best not to go for the super unless the jab hit on counter hit, but still a very powerful tool. Max range jab on counter hit, link strong super is very buff.
-You don’t want to be reckless with this move, as it’s not too hard to punish the whiff since Chun’s whole hitbox moves forward.
-AFAIK, the rumor about being able to hit confirm this move is a myth. You can know when it’s going to hit from a combination of experience, knowledge and intuition, but it’s not a true hit confirm. Yes, you can buffer it slightly late, but still not late enough for those of us with normal reflexes. If you don’t believe me, set the training mode dummy to random guard and try it for yourself.