I can make a quick video explaining the process I go through in order to find it, but basically it’s a little trial and error. You start by saying, ok Chun has to throw AFTER she gets up, and BEFORE she gets hit by the 2nd crouching hard kick-- so try it on one frame in there. How to actually try it involves turning on input display (hotkey 5 which for my setup is the “5” key on my keyboard), and pressing P to pause it right before she gets up or as she’s getting up (this is around frame 140 or so). Then while it’s paused, frame-advance by using the backquote key. Ok so on my first try, let’s say frame 150 or so looks like a good time to attempt the throw. So I frame-advance to 149, then hold down P1@Chun’s right direction on the stick and hard punch or mid punch, and while still holding those inputs, frame-advance one more frame to frame 150. I can confirm I got the desired inputs (and didn’t “mess up the move” so to speak) by looking at the input display in lower left corner of the game window. That one frame worth or inputs should be enough to get it, so I can let go of Chun’s inputs and frame advance a few more times. I see that Ryu trips her, so I know that it’s not frame 150, and I have to try it on another frame. So I press the P key again and let the script loop again, then press P to pause it again around frame 140 or so, and frame-advance to say frame 154. It’s too late by that frame so I try it all again, by unpausing and letting the script cycle again. I got it on frame 152. (I usually confirm to myself that it actually works by trying it a second time from 152, just like I often press “C” on a calculator like 5 times even though pressing it once does the trick, or like how some people walk up to other people waiting for an elevator and the button is ALREADY PRESSED AND LIT yet they can’t resist pressing it, like what, that’s going to make the elevator come any faster?) Ok so that works, 152, maybe make a note of that, say add “# frame 152” in the script itself. But I want to have a more comprehensive understanding of the timing window, so I’ll reconfirm that 151 does NOT work and also try 153-- which does work. Then, I’ll go back to the script, copy it and paste it right below, comment out the original above and work on editing the copy as an automated solution/Observe version by adding Chun’s inputs along with Ryu’s. I can’t say just say “Chun throws on frame 152” in the script, so I again have to go through a little trial and error, and use frame-advance again to confirm if my first attempts are too early or too late. I.e. I know it’s 152, so after Ryu’s second “D6” I add +R3- but that doesn’t work, but since I know it’s 152 I can tell if I did it too early or too late using frame-advance when I watch it play back (again, with input display turned on). Another tweak or two will get it.
btw I noticed you said “first trying to reversal throw the meaty c.HK” but I’m not sure about the term “meaty” (never have been). I think the term was meant to refer to attacks that were already in the hitting stage or well into the hitting portion, as opposed to what the script has where Chun can stand up before the attack starts hitting and Ryu is still in the “start-up” stage of his cr. HK attack. Chun has a chance to throw because of this (ie I don’t think you can reversal throw if Ryu delays his attack such that the hitting portion occurs as she finishes getting up-- and if I’m wrong about that you can test it by just making Ryu’s cr. HK start slightly earlier in the script).
No I think that’s the same for my savestate too, you’re fine. 155 and 156 for me too. Keep in mind that the hitbox viewability presents boxes one frame behind I think. So basically by that point, if Chun hasn’t already completed her throw inputs (or started blocking low), she will get swept.
That sounds interesting but I’m not sure what you mean. Can you describe that savestate in more detail or post the script itself? What is a built-in DP, is that like Ryu will do a DP or block or something safe? Reversal messages should appear regardless of whether or not they actually hit or beat out other attacks. Sometimes in actual games we get a fireball instead of a DP which also gives the message (but loses to the opponent’s attack).