A bit of Chun tech…
Corner SBK> Super
Jump back, forward,k, back, forward when you hit the ground, walk forward, kick. This combines here ability to charge/ perform super motion during moves with the walk forward super glitch.
(7,6 k, 4 {land} 6 k.)
The same trick can be applied to kikoken and ground spinning bird. Lk Ground spinning bird and supering right after is a nice bait since normally sbk is pretty easy to counter, but with this you will counter their presumed “safe” counterattack. Don’t do this to grapplers or shotos much.
Safe jump os pokes (taken from nohoho)
Not particularly useful in comparison to games like sf4, but the same principle applies. Jump with a normal stuck out and do a normal as you land like stand hp. If the kick whiffs, you get the normal.
I have something similar with jump in legs, where if the jump kick hits you’ll get legs but if not you’ll whiff a normal. Not too nifty unless said normal is really good like cmk, stand mp, or stand hp. Still, better than empty jump to legs like a herp derp moron. Basically it’s the same principle as above with legs mashed but only to the point where they’ll activate on hit/block. If not, you get a sort-of safe poke whiff.
Walk forward specials. Not particularly new… But useful. You can walk forward slightly with any charge special and do it (just like… well every move that isn’t chun legs). It’s particularly useful for surprise attacks with sbk and for better zoning with fireballs.
Stand lk/mk are really good and under-appreciated normals. Use them more. Same with neutral jump fierce, mk, and lk. These formals are especially good at punishing claw and dic nonsense if they don’t grab. Btw that matchup vs vega/claw is bs >8|. I see him yoo-in. And I’m hatin.
It’s also good in matchups like bipson, prettyboy claw and n ken to be good at altering your tensho direction by changing the input after they cross up. like 3, 7 k instead of the opposite.