Normals
St.mp frame advantage on block and on hit increased by 1
it will give Chun more freedom to move and and apply pressure and make oppoent more wary of this move.
c.mk range increased
the hurtbox range is practically the same as her c.lk
extend the hurtbox so that she can hit with the tip of her foot.
This will allow players to use this poke more in their footsies
*Adding 1 more active frame without changing her hit/block advantage is also a good addition to make the move better used as meaty in okizeme
c.hp recovery shortened
it will be a nice addition if the recovery got shortened so that Chun can use this move to move forward while holding her down/back charge and be a bit more safe from punishment than before.
For example Chun can do it and move forward under Sagat’s fireball and recover fast enough to do Ultra 1 against Sagat’s next fireball on reaction. Another example being able to move forward under an opponent’s jump and have time to block his attacks after he lands.
Close standing hard kick (cl.hk) improvements
hitstun and blockstun improved and activation range tweaked
right now this move is only used in combos (cl.lp – cl.hk) or as punish (cl. hk -< exLL)
some players try to use it for frame traps after cl.lp but it is -3 on block(can be punished) and is very unsafe unless cancelled into legs.
Chun should have the advantage (+2 or +1) after opponent blocks her cl.hk which makes her safe from being punished and allows her to continue applying pressure without losing momentum. It will also make cl.hk -> mk.Hazanshu less punishable if her cl.hk get blocked.
On hit, Chun needs to be +4 or at least +3 so that she can be rewarded to combo c.lk/c.lp after successful frame trap.
Also increase the range on which this move activates. Often times Chun tries to use it as anti air just to have far hard kick come out instead even though the opponent looks close enough.
I think starting from point blank, two jabs into one standing hk should be the max range on which the close version of the move to come out.
Close standing medium punch damage increase and activation range tweaked
So that the slaps come out after a block string of point blank c.jab c.jab standing.mp
This tweak will make the move also more useable as anti-air.
Jump.lk blockstun and hitstun increased
Chun needs more frame advantage after a j.lk on block and on hit.
More stun on hit is to make it more reliable as combo starter when performed as a crossup.
Currently Chun needs to perform it very close to the ground to barely be able to combo a c.lk
More stun on block is to make it safer on block and allow her to mix it up with instant head stomp.
Jump.mk becomes a real crossup.
Headstomp improvement on hitstun, blockstun
Combined with an improved j.lk it will make her instant stomp -> j.lk crossup -> instant stomp , a more valid mixup option and not a onetime gimmick as it is right now
Back+MK hitstun increased and slightly faster startup (9f -> 8f).
Basically the window to hit confirm back+mk into tenshokyaku target combo should be increased.
Back+MK is -6 on block so it is only fair to make it easier to hit confirm into full target combo. Right now it is very rarely used.
Tenshokyaku target combo damage increase
Combined with a better back+mk this will make this target combo an option to keep in mind while playing Chun.
Forward+mk tweaks
Including faster startup, less recovery, more pushback if performed close to opponent, better range, and better advantage on hit (-> +3f) and on block (-> +2f)
It will allow Chun to use this moves to get closer to the opponent and puts her in st.mp range with the advantage on her side.
D/f.lk (flip kick) faster startup and slightly improved hitbox
To make it more useable as anti-air and less prone to trade
Specials
Kikoken
slightly less recovery on all versions
ideally, standing medium punch into kikoken block string should allow chun to recover fast enough to anti-air an opponent who jumps on her between the blocked medium punch and the kikoken
Lightning Legs
Lk/mk/hk versions (but not the extended ones) should have less pushback so that even on block chun ends up close to the opponent
Extended LL (all versions) should have more frame advantage at the end so that comboing c.hp or c.hk is practical.
Lk/mk/hk versions (including extended LL) should have overall better vertical hitbox on each kick so that the kicks will not whiff in between on a crouching opponent and have Chun get punished badly.
exLL hitbox should be improved so that it cl.lk c.lk exLL will work against a crouching blanka and also so that it will perform full hits against all characters.
Spinning Bird Kick
Hk.SBK last hit should knock out just like Ryu’s Tatsumaki –OR- more pushback on last hit. (to avoid disadvantegous situation after a successful hk.SBK)
Lk.SBK faster startup, shorter active, very short recovery, at least+1 on block, better anti-air anti-crossup properties. this move will have potential to be used as corner escape.
exSBK hitbox tweaked, vacuum property. this move should be tweaked so that Chun can deal with Akumas demon flips, cammy’s cannon strike, dive kicks, viper’s burn kicks
Hazanshu
exHSU increased range to be just like hk.HSU and fix it so that it won’t go over the opponent if performed point blank. Also give exHSU break focus property as chun has no reliable way to break focus and it will also force opponent to think twice before using focus stance (fishing for hazanshu) against Chun Li if she has meter.
Lk.HSU (-1f -> +1f on block) and less pushback
Will make this move a better tool in her offense and block string.
All versions.HSU better invincibility so that Chun won’t be easily jabbed out of it.
SUPER
Some invincibility to fireballs so that Chun could reaction super against a fireball.
Ultra 1
Fix her ultra juggle so that it will hit ALL characters with full juggle and not have over half of the cast fall off halfway.
Ultra 2
Slight damage increase and slightly faster startup.