This thread is basically to weed out some of the questions starting chun players often come to me with. I just want to cover all of her normals, command normals, specials, and supers. Also a basic info glossary on some chun terminology.
Normals
s.lp - 2 frames - Hits mid. Good fast poke somewhat lacking range. the hitbox on this normal is deceptive, so try to get the max range out of it. Useful for tic throws, starting off blockstrings, and starting a ground to air chain in the lower shom infinite.
c.lp - 2 frames - Hits mid. Good fast poke with a little more range. Useful in blockstrings.
s.lk - 3 frames - Hits mid. Long range poke, slightly slower than s.lp. Useful in creating blockstrings, as it drags things out a little longer than standing or crouching lp.
c.lk - 4 frames - Hits low. Great range for a low, but a little less speed than average for marvel. Use its range to your advantage, as tagging on your assist can lead to an infinite from max range on this normal. Incredibly useful when you learn to whiff stomps during rushdown to keep people blocking high, even at close ranges. Combo this close range to s.mp SJC ground inf, for a deadly low mixup on stand blockers.
s.mp - 4 frames - Hits mid. A wide vertical range on this hitbox makes it great for beating stuff out in delayed blockstrings or GC situations. The fact that this comes after a 2 or 3 frames move in a blockstring makes it even better. s.lk or s.lp + drones, slight pause, s.mp gives you a ton of frame advantage while the drones are headed towards your opponent. All of the sudden throws get a lot scarier. This normal is also used for a close range OTG into lower shom (EX: Psy hits, c.lk (OTG), s.mp (SJC) AD/F lk, pause RH, s.lp)
c.mp - 5 frames - Hits mid. A wide horizontal range on this hitbox, along with the added 5 frames taken up on block make it great for trapping with the right assist. An added bonus is that the horizontal range pushes opponents back farther especially when used in conjunction with c.FP (EX: s.lk + drones, c.mp, c.FPxxHCB + K) Get your opponent on the wall, make them block, then abuse your throw range. Good stuff.
s.mk - 5 frames - Hits mid. The main reason i use this normal aside from the unique hitbox, is that it is perfect for a max range OTG to shom. Doing the medium punch version while to far away will net you a whiff every time, and although this one is more generally reliable, doing it too close can lead to the same thing. (Ex: Psy hits, dash up, c.lk (OTG), s.mk (SJC) AD/F lk, pause RH, s.lp)
c.mk - 6 frames - Hits low. Perfect follow up to c.lk…if there was a single button press that could trigger this move she would have a crazy ranged low game. . Good for blockstrings due to the range and amount of time it gives your assist to put them in blockstun. (6 frames…mad range…^.^)
s.FP - 6 frames - Hits mid. Good meaty, but not as good as forward + FP. Generally useful as it pushes people back an extremely far distance on block. Seems to beat out some triangle jump patterns when timed correctly.
c.FP - 7 frames - Hits low. Ok…so this normal kicks alot of ass. Lots of damage, farthest push back on block, no knockdown so no roll attempts, and chains into c.HK…wow. Use this at the end of your blockstrings to really put your opponent on the wall fast.
s.RH - 6 frames - Hits mid. Yeah…I think everyone wishes she had a different launch. But considering that getting hit with this is Iron Man dangerous in the right hands, i think its a pretty solid launch. Beats out mag and storm Tri-jumps if timed right. Great choice if your opponent does something wierd like c.RH whiff with magneto, and there is no way to punish with normal jump infinite. Leads to the upper shom. Can be canceled on block or whiff to any of her specials or supers…Thats right its been pretty damn safe this whole time.
c.RH - 7 frames - Hits low. Great high priority normal with amazing range. This move has been annoying since ST. And now can be super jump, whiff, or block canceled…SJC this on hit and the AD to follow a rolling opponent. Strange properties allow a ground to air contact on this move to still cause a traditional “sweep” effect. This effect can be air to ground chained into. (Ex: lower shom, s.lp, c.mp, c.RH…wakeup games)
J.lp - 3 frames - Hits overhead - Really nice angles on this hitbox, great for chasing someone up to SJ height from directly underneath. This is one of the normals that can be used to cross up an airborne sent from underneath and still lead to a delayed stomp, AD cancel (Shin is the best) follow up.
j.lk - 3 frames - Hits overhead - Really good angles on this move for rushdown. Needs to be looked at more often for sure. You have to consider that in addition to the traditional n.jump/s.jump AD lk setups, you can create 2 layers of rushdown at once by using this followed by stomp on the way up, to create some crazy good high low games.
[ Ex: ((close)) j.lk + psy, down + RH, ((blocked)) AD/f lk, {lk or FP},((blocked)) down RH {blocked or whiffed} ] xN
now you are in the same position to go high low again out of a blocked rush pattern. j.lk then stomp again or just simply go low or throw that ass into an assist. This normal can also be used for the glitchy sent crossup pause stomp AD follow up mentioned above in the j.lp section.
j.mp - 5 frames - Hits overhead. Slightly unique angle on this, but its usually better to rely on the range of j.f+.RH or the slightly more downward angle of j.FP after a light hit connects. Used in the upper shom to raise the opponent higher when they get to low.
j.mk - 3 frames - Hits overhead. Good range on this, the hitbox goes above chuns head, kinda like neutral RH but not quite as high.
j.fp - 6 frames - Hits overhead. Great high priority normal. Famous for trading with/knocking down frying pans. Great angle for square jumping over unibeam, icebeam, sent spit (also breaks that s.armor) and typhoon. Goes straight into rejump, ground infinite on contact with crouching big 3 or standing normal sized characters.
j.RH - 5 frames - Hits overhead, 2 hits.Another great high priority normal. Affects your descent on AD cancel to RH, so using this with n.jumps, short hops, and super jumps to create cross-ups and overheads leading to blockstrings or infinites. Another aspect of this normal is that the hitbox reaches much higher than Chun’s head. Use this to tag Sent from underneath after n.jump(x3) This normal is essential in preforming the upper and lower shoms, as even in sj mode with 40 hits one hit of this normal won’t cause flying screen.
Command Normals
s.Down+Back+RH - 27 frames - Hits overhead. Unique in the fact that if this hits a crouching opponent, or it hits meaty enough, you can link into dp+kXXqcf+PP or the dp + KK super or even go directly into the lower shom infinite. Can be confusing if used right after a dash under reset as to which side it will hit on.
*This command normal will beat psylocke on the way down. It will also go around capcom and cyke assists if timed correctly. If you happen to do this move not on pushblock reaction, but the input is right before the pushblock, you will receive little to no pushback. *
s.forward + FP - 10 frames - Hits mid. Very unique normal, in that it creates projectile qualities. If used as a meaty hit it is safe on block; and on contact can also be linked in to the lower shom.
j. forward + RH - 10 frames - Hits overhead. Really good range on this, connecting a hit on crouching big 3 or standing normal sized characters will lead to a rejump ground infinite. Obviously breaks super armor. Great normal.
j.down + RH - 1 frame- Hits overhead. Hands down most unique (good) normal in marvel imo. Puts chun in normal jump mode on contact (allowing assist calls mid combo), can be airdash cancelled and followed up into an infinite. Great for the fact that it be used to whiff highs and make people stay blocking high. Also allows for 2 piece overheads and more due to air dash cancels. Using this close enough to landing nets you instant recovery and puts your opponent in tons of blockstun (blockstun= active frames (14) + guard stiffness. This normal gives chun her juice. Learn it and master it.
Unblockable j.down + RH - If nothing is on screen for the opponent to block, and you preform this normal on a certain part of a matches frame cycle (the dropped frame that comes 1 every 4) it will create an unblockable hitbox. This will happen approximately 25% of the time, regardless of state or screen position. Follow ups for this are easy mode; on a standing opponent, go straight to ground infinite. For a crouching opponent, its gonna hit overhead anyway, so call your assist of choice and follow up fast, so that they are not in blockstun when this normal connects.
Special Moves
HCB+K/Ninja Flip - Great for creating crossups/overheads, extending blockstrings, and anti guard cancel. Learn to use this move at the right times and it gives chun alot of safe pressure when layered correctly. Look for people to take this hit and roll out of your trap. Be ready and in a good position to re trap them afterwards.
QCF+P/Kouken - UNDERUSED. A lp fireball is slow enough to where you can throw one fullscreen, walk up, and pop a super on hit, ST stylee. You can take that a step further, and walk up, start infinite on hit. Meaty fireball = throw/hi/low at the very least. Not exactly safe up close, and you cant follow up close anyway, so try to use it at great distances/with assist only.
Keeping one on screen is great for knocking solo storm out of hail
DP+K/Tenshoukyaku - Hmmm…great in combo. Somewhat safe in obvious situations. Use this in combo and cancel the first hit into Kikoshou (QCF+PP). This can be repeated on the wall in junction with infinites to build meter until your opponent dies or is dizzied. Master the infinite, master this cancel, chun has 100% solo combos with no DHC, as well as the unique ability to build meter in between these supers with infinites. This works against EVERY character in the game, though the setups are very different for say, Sent and Kobun.
Mash lk/rh…Lightning Legs Good for air stalls, good in combo, good for chip. Learn to mash quickly to start them up, and mash slightly slower to keep them going. RH must be mashed faster in both situations, but does STUPID damage. Can be canceled into supers for further chip.
Hyper Combos
DP+KK/Hazan Tenshoukyaku - Fastest startup out of all chuns supers. Used to insta-DHC into Proton cannon, Shockwave, HSF, Hail…what have you. Great priority in the right situations. Can be dhc’d to pretty much anything on hit. Wait till the opponent starts falling after the last hit to DHC to HSF or Proton Cannon.
QCF+PP/Kikoshou - Great super. Lots of chip, very mash able (20 hits)
Can be comboed into with DP+KxxQCF+PP out of the shom, or a meaty Down+Back+Roundhouse, or simply a down+back+roundhouse hitting a crouching opponent.
QCF+KK/1000 kicks - A very unique super. Tons of invincibility here. Use this to bypass HSF, Shockwave, and typhoon hail. This takes some practice but i promise it works. Beats out pretty much anything except invincible anti air at a forward angle. Can be made safe on block with drones + positioning. Very mash able, wonderful chip. Whenever you connect the ground infinite, call the drones with the FP after about 20 hits, land, do a s.lp, s.mp, drones hit, pop 1000kicks.
DHC into sent with plasma ball or HSF for a 100% DHC combo. Catching 2 people at once with the ground infinite and killing them both is very doable with this DHC.
Semi-Glossary
IOH - Instant overhead. (chuns are j.lk and jump stomp)
DHC - Delayed Hyper combo. (Like doing 1000ks then activating HSF in the middle)
SJC - Super jump cancel (canceling the delay on a connected normal by super jumping) All of chuns grounded non command normals are able to be super jump canceled. This technique is absolutely necessary for preforming some of her more exclusive combos.
Shom - An infinite created by Shin, of Brazil. There are two versions of this infinite, an upper and a lower infinite. Mastering them both is alot of work, so get ready for training mode. You can find videos of this infinite on youtube, and you can find transcripts for it in both the shin video thread transcript, and the chun mixups/combo info thread.
Ground inf - An infinite that has long been around. Not too hard, but difficult to land against a good player.
Big 3 - Juggernaut, Sent, and Hulk. These 3 can be hit with the ground infinite while crouching, and also have unique versions of Shom that must be applied due to sheer size.
Hazan or Hazan Tenshoukyaku - DP + KK
Tenshou or Tenshoukyaku - DP + K
Kikoshou - QCF + PP
Kouken - QCF + P
Ninja Flip - A term coined by the Florida crew that will now be used to describe HCB + k for all eternity due to absolute necessity.