Just be sure that when you AA with Chun, you’re doing so with confidence. That is, you should AA when you either (A) predict their jump or (B) see it early enough to react in time. Don’t try to stick out a limb at the last second, because it’ll just get stuffed. In these situations, simply block.
Sorry for a late reply, but a nice corner combo I use is jumping HP, Tensho Kyaku, and link into EX Bird Kick. If you’re lucky enough to stun you can also after doing that, you can do cr. lp*2, cr. lk, and then mash the hell out of low kick.
If you’re just thinking of a combo with good damage, there are much more damaging combos. People often simply go for the :hp:x2, cr.:hp: xx :mk: SBK. If it’s in the corner I like to do :hp:x2, cr :mk: xx EX SBK x2
j.:hk: is usually better to start combos that TC (less scaling), but I haven’t crunched the numbers to see if that’s the case here. Also worth mentioning that :mk: SBK should NEVER EVER EVER EVER be done against grapplers. Way too risky IMO.
That combo is good for taking down damage, but the reason I use TK is because you can’t recover from it. EX SBK can also “suck in” bigger characters i.e. Sagat, Zangief, T. Hawk, etc. Another combo that’s easy ot do if you have a stick is TC, Mash MK into Hyakeretsu Kyaku. It’s not a whole lot of hits, but can certainly damage if pulled off at the right time.
Neutral jump HP (both hits) is Chuns ideal starter for corner combos, damage and stun wise
Use far st. lk, cr. mk and reversal hsu (don’t overdo it) as you move forward if you haven’t already added these to your mid-to-close range game. St. mp, cr. hk and cr. mp are still good buttons, don’t get me wrong, but you have to be careful if you’re fighting a competent player who can blow those up with their own faster mid-range pokes and can give you trouble getting in to use your faster close normals. Chun doesn’t get a lot of damage off of these farther mid pokes either without a charged super either, so up close is where you want to be to start your higher damaging offense options.
St. lk and cr. mk is a happy medium between speed and range. You can lead these pokes with st. mp (+2 on block, but a 2nd st. mp or cr. hk is likely to get beat against a fast poking characer) to work your way in.
CH cr. mk is so gdlk (+6 on hit, so a few good followup combo opportunities such as st. HP, super or another cr. mk xx EX legs). Frame trap with this, confirm the CH and you’re in there.
Reversal hsu is more a surprise tactic out of blockstun, wakeup (or hitstun if you didn’t get knocked down). Good for tricking the opponent who may react naturally by focus (armor break and +6 or +7 frame advantage on hit), but really only good if they can’t think to punish with something else or backdash to dodge it then whiff punish it (HK version of hsu can catch some backdashes for a hard knockdown by the way). Use sparingly, but still remember it exists and can grant you big damage if not at least a safer way in.
I didn’t mention st. hp because while it’s a little faster than st. mp, it’s unstable against crouching opponents (goes right over some characters, but not all) and usually even a clean hit on st. hp will leave you far from your opponent. Still st. mp, then st. hp can be used as a nice far range counter hit frame trap to keep them honest from time to time (you can actually link combo this CH st. HP into EX Legs, but I wouldn’t recommend it unless you’re feeling brave lol). It’s more effective for flustering your opponent by a hard hitting stun inducing poke than it is for “getting in” per se.
I forgot about this! Reversals break armor! Thanks for the refresher =)
Will also use cr.:mk: in footsies more.
Most people I play against don’t even use armor when i play them. Honestly, I never thought that Hsu would even be used at all, let alone for armor break.
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Use HSU for reactions to some fireballs and sneaking one in if you’ve conditioned the other player to block low. But yes, it’s an easy shoryuken/focus absorb-and-punish otherwise.
I guess I’ll use s. :lk: more often. I retroactively learned about that move thanks to SFXT. :lol:
Y’know, I’ve recently been factoring this into my play as well. I had a phase where I would try to pressure my opponent in the corner with walk up cr.:lk: pressure and sprinkle in the occasional HSU. I was doing it too fast at first, and was essentially using cancel timing. I wound up doing cr.:lk:, st.:lk: and scored the occasional reset if someone was jumping and now I’m exploring it more. IT’S SO FAST.