I have no idea what you’re talking about.
You can ask anyone who watched me play at Evo, I am absolutely terrible at XSF, and I should not be allowed to teach that game to anyone. Besides, school and work are starting up again, so I won’t really have time to play anything anyway.
Same thing you should do as N.Ryu against Sim, and the same thing I do in practically every match when playing as Chun: don’t fight until you have meter. The round is totally different (in your favor) when you have meter, so why bother attacking before then? Just trade fireballs, Short HK over some low ones, etc until you get meter. Yeah, you may have to block a few, but that’s OK. He’ll stop shooting once you get that meter.
But the important thing is once you get it, for the love of god, don’t just throw it away. So many times people will just use the super as soon as they get it. The reason you spent all the effort building meter is to land that 50% damage.
Practically all meaties come with a risk, because any character can reversal throw you, so unless you’re out of their throw range, it’s not safe. Chun has a few exceptions, though. One is her “magic” st.Fierce (the double palm), which is completely unthrowable about half the time (randomly). If she does a meaty st.Fierce, and you successfully input a reversal throw command, you will not get a reversal throw, but you will hear your normal whiff. If you were holding towards, you get hit; if you were holding back, you block. It happens randomly, and I don’t know why.
Chun’s D/F+RH (the best normal ever) is a completely safe meaty against a lot of characters if done right. If the opponent doesn’t try to reverse, they will be forced to block it, but if they do reverse, most characters still lose:
-Guile’s Flash Kick will completely whiff (backwards)
-Ryu’s DP will be blocked (backwards)
-Zangief’s lariat will lose cleanly
-Deejay’s upkicks will completely whiff (backwards)
Or maybe Valle was talking about safe jump-ins? You can time a jump-in meaty enough so that it will force the opponent to block if they don’t reverse, but if they do reverse, you can block their reversal. This works because there are practically zero moves in ST that hit on the first frame. Ken’s Fierce DP might, but I’m not sure. His Jab and Strong DPs don’t, and Ryu’s DPs don’t either.
You have to initially charge D/B, but after you have it charged, you can let go of down and just charge back. Not as useful as Chun’s stored super or Honda’s stored slam, but good to know, I gues…