About the Rose jump moves during illusions: I played the Alpha 2 in default options (hold select and press “O”) when selecting Zero 2 game version of the SFZ Anthology (Jap version) and the Alpha 2 version was released after the Zero 2 version, that is weird… 
About the Chun’s anti air: that is cool, if c.HK counter pretty much all the Rose air attacks then I will start using it more often (when I play with her) because I was using s.HP for late air attacks and c.HK for early air attacks.
About the slides with illusions on:
1- that sounds the best option, as long Rose doesn’t recover her defense already back because when she slides with illusions it’s a 4 hit (like all the illusions hits) and after the first hit rose will still not have her defense open because there is the other 3 hits coming right after, but if we perform kick AC in the 4th blocked hit and if Chun can still knock her down then it’s the best option (I hope this doesn’t sound to much confused)
2- this type of Rose guy that I played will not whiff a slide, once he turns on the illusions: it will be between the max distance slide (or just a litle closer) and he will slide right after the illusions (at least he did many times in the tournament) and then into c.HP or M.P, or to perform a small walk and j. into crossover xx c.HP xx DP HK, or just to wait a few frames in order see what the opponent will do (to mix up game)
3- I don’t think this 3rd option will ever work because: once he activate illusions and slide right after I will not have time to walk and turn CC on because once illusions are activated he can slide in the next frame and I laready saw characters activating CC and getting hited by that damn silde with the illusions on or even the c.MP stoping the CC’s or even the c.HP stoping the CC’s and them xx eating a fat DP HK with illusions on (wich takes hella damage)
4- it will not work because Rose slide takes less frames than the Chun’s Kikoken (remember that this guy activate illusions only when is at the distance of the c.HK or c.MK slide into (insert combo move here)
5- Sentretsu? do you mean the super ground kick? (charge.f-b-f+K) if so: then yes, this is possible and might be usefull as long it doesn’t trade hits (level 1) but Chun needs to be in c.charge some big part of the round and wait for the illusions to come out first.
Yes, you are right about the illusions been activated from the max distance (or just a litle closer) because this guy would not MK slide from close distance because he knows that will open Rose with defense open, so like you say there is 3 options:
1- block (no damage taken unless he performs DP HK right after the c.MP or c.HP) wich he does kinda often because he knows that takes nice damage even when blocked.
2- jump back and if chun is in the corner and when Rose is sliding she can jump back in the wall and then double jump to escape corner traps.
3- counter the slides with c. Alpha Counter Kick (but I wonder if Chun has still time to counter Rose because of the delay of her shadows) do you know what I mean? (I need to test this)
thanks again for the help Strike.